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  • Synchronizing local and remote cache in distributed caching

    - by ltfishie
    With a distributed cache, a subset of the cache is kept locally while the rest is held remotely. In a get operation, if the entry is not available locally, the remote cache will be used and and the entry is added to local cache. In a put operation, both the local cache and remote cache are updated. Other nodes in the cluster also need to be notified to invalidate their local cache as well. What's a simplest way to achieve this if you implemented it yourself, assuming that nodes are not aware of each other. Edit My current implementation goes like this: Each cache entry contains a time stamp. Put operation will update local cache and remote cache Get operation will try local cache then remote cache A background thread on each node will check remote cache periodically for each entry in local cache. If the timestamp on remote is newer overwrite the local. If entry is not found in remote, delete it from local.

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  • Opposite Force to Apply to a Collided Rigid Body?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the force to apply to a body after it collides with a wall. My rigid body looks like this: /our simulation object class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private float mass; private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); private static Vector2D acceleration = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position.x,position.y, getWidth(), getHeight(), angle); rectChanged(); } public Vector2D getPosition() { return getRect().getCenter(); } @Override public void update(float timeStep) { doUpdate(timeStep); } public void doUpdate(float timeStep) { //integrate physics //linear acceleration.x = forces.x / mass; acceleration.y = forces.y / mass; velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; //angular float angAcc = torque / inertia; angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return relWorldVec; } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); worldRelVec.x = Vector2Ds[0]; worldRelVec.y = Vector2Ds[1]; return worldRelVec; } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; pointVelVec.x = (tangent.x * angularVelocity) + velocity.x; pointVelVec.y = (tangent.y * angularVelocity) + velocity.y; return pointVelVec; } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } } The way it is given force is by the applyForce method, this method considers angular torque. I'm just not sure how to come up with the vectors in the case where: RigidBody hits static entity RigidBody hits other RigidBody that may or may not be in motion. Would anyone know a way (without too complex math) that I could figure out the opposite force I need to apply to the car? I know the normal it is colliding with and how deep it collided. My main goal is so that say I hit a building from the side, well the car should not just stay there, it should slowly rotate out of it if I'm more than 45 degrees. Right now when I hit a wall I only change the velocity directly which does not consider angular force. Thanks!

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  • Can the overuse of custom taglibs disrupt the outsourcing of html designers?

    - by Renato Gama
    Yesterday me and a friend were talking about the overuse of custom taglibs! We create taglibs for everything! We create taglibs in order to wrap jQuery UI elements (tabs, button, etc), and other plugins elements as well. We often wrap them together in a single component. We use taglibs in a point that we almost have no pure html within the body tag. Our question is: is this a healthy habit??? Imagine two situations: 1) We hire an html designer and have the cost of a month for him to learn all this stuff. 2) We want to outsource the html development but no company would get our taglib library to learn, OR it become more expensive. We love taglibs as its been a lovely shortcut for javascipt development as we write it only once. What would be the best practices in this sense, and what would you suggest? We are looking for a future-proof solution (or an argument that agrees with ours).

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  • How do I implement smooth movement in a Box2D platform game?

    - by Romeo
    I have implemented a character in JBox2D which moves with the help of a wheel rotating at the bottom of it. The movement is the best result I've had 'till now but it's a little glitchy when the character stands on the edge. So I am thinking should I use five smaller wheels instead of a big wheel. The wheel/wheels will not be visible in the finished product, now they are drawn for debugging. Here is a video. Is there a better way to do this using JBox2D?

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  • Has MyEclipse implicit breakpoint in debugging mode in class URLClassPath [migrated]

    - by MJM
    I am beginner in MyEclipse IDEA. I using 8.6.1 version of it. My issue is: When I execute my program in debug mode, MyEclipse go to sun.misc.URLClassPath class and I must Resume breakpoint(by pressing F8 key) and continue executing my program. MyEclipse stay in URLClassPath class in following thread stack: 1. URLClassPath$JarLoader.<init>(URL, URLStreamHandler, HashMap) line: 581 2. URLClassPath$JarLoader.ensureOpen() line: 631 3. URLClassPath$JarLoader.getJarFile(URL) line: 641 4. URLClassPath$JarLoader.ensureOpen() line: 631 Note: this event happen when some jar file exist in my project Build-Path but when my application is simple this problem don't make and first breakpoint is my first breakpoint. Why this event happened?

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  • Most Innovative IDM Projects: Awards at OpenWorld

    - by Tanu Sood
    On Tuesday at Oracle OpenWorld 2012, Oracle recognized the winners of Innovation Awards 2012 at a ceremony presided over by Hasan Rizvi, Executive Vice President at Oracle. Oracle Fusion Middleware Innovation Awards recognize customers for achieving significant business value through innovative uses of Oracle Fusion Middleware offerings. Winners are selected based on the uniqueness of their business case, business benefits, level of impact relative to the size of the organization, complexity and magnitude of implementation, and the originality of architecture. This year’s Award honors customers for their cutting-edge solutions driving business innovation and IT modernization using Oracle Fusion Middleware. The program has grown over the past 6 years, receiving a record number of nominations from customers around the globe. The winners were selected by a panel of judges that ranked each nomination across multiple different scoring categories. Congratulations to both Avea and ETS for winning this year’s Innovation Award for Identity Management. Identity Management Innovation Award 2012 Winner – Avea Company: Founded in 2004, AveA is the sole GSM 1800 mobile operator of Turkey and has reached a nationwide customer base of 12.8 million as of the end of 2011 Region: Turkey (EMEA) Products: Oracle Identity Manager, Oracle Identity Analytics, Oracle Access Management Suite Business Drivers: ·         To manage the agility and scale required for GSM Operations and enable call center efficiency by enabling agents to change their identity profiles (accounts and entitlements) rapidly based on call load. ·         Enhance user productivity and call center efficiency with self service password resets ·         Enforce compliance and audit reporting ·         Seamless identity management between AveA and parent company Turk Telecom Innovation and Results: ·         One of the first Sun2Oracle identity management migrations designed for high performance provisioning and trusted reconciliation built with connectors developed on the ICF architecture that provides custom user interfaces for  dynamic and rapid management of roles and entitlements along with entitlement level attestation using closed loop remediation between Oracle Identity Manager and Oracle Identity Analytics. ·         Dramatic reduction in identity administration and call center password reset tasks leading to 20% reduction in administration costs and 95% reduction in password related calls. ·         Enhanced user productivity by up to 25% to date ·         Enforced enterprise security and reduced risk ·         Cost-effective compliance management ·         Looking to seamlessly integrate with parent and sister companies’ infrastructure securely. Identity Management Innovation Award 2012 Winner – Education Testing Service (ETS)       See last year's winners here --Company: ETS is a private nonprofit organization devoted to educational measurement and research, primarily through testing. Region: U.S.A (North America) Products: Oracle Access Manager, Oracle Identity Federation, Oracle Identity Manager Business Drivers: ETS develops and administers more than 50 million achievement and admissions tests each year in more than 180 countries, at more than 9,000 locations worldwide.  As the business becomes more globally based, having a robust solution to security and user management issues becomes paramount. The organizations was looking for: ·         Simplified user experience for over 3000 company users and more than 6 million dynamic student and staff population ·         Infrastructure and administration cost reduction ·         Managing security risk by controlling 3rd party access to ETS systems ·         Enforce compliance and manage audit reporting ·         Automate on-boarding and decommissioning of user account to improve security, reduce administration costs and enhance user productivity ·         Improve user experience with simplified sign-on and user self service Innovation and Results: 1.    Manage Risk ·         Centralized system to control user access ·         Provided secure way of accessing service providers' application using federated SSO. ·         Provides reporting capability for auditing, governance and compliance. 2.    Improve efficiency ·         Real-Time provisioning to target systems ·         Centralized provisioning system for user management and access controls. ·         Enabling user self services. 3.    Reduce cost ·         Re-using common shared services for provisioning, SSO, Access by application reducing development cost and time. ·         Reducing infrastructure and maintenance cost by decommissioning legacy/redundant IDM services. ·         Reducing time and effort to implement security functionality in business applications (“onboard” instead of new development). ETS was able to fold in new and evolving requirement in addition to the initial stated goals realizing quick ROI and successfully meeting business objectives. Congratulations to the winners once again. We will be sure to bring you more from these Innovation Award winners over the next few months.

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  • Slick2d Spritesheet showing whole image

    - by BotskoNet
    I'm trying to show a single subimage from a sprite sheet. Using slick2d SpriteSheet class, all it's doing is showing me the entire image, but scaled down to fit the cell dimensions. The image is 96x192 and should have cells of 32x32. The code: SpriteSheet spriteSheet = new SpriteSheet("images/"+file, 32, 32 ); System.out.println("Horiz Count: " + spriteSheet.getHorizontalCount()); System.out.println("Vert Count: " + spriteSheet.getVerticalCount()); System.out.println("Height: " + spriteSheet.getHeight()); System.out.println("Width: " + spriteSheet.getWidth()); System.out.println("Texture Width: " + spriteSheet.getTextureWidth()); System.out.println("Texture Height: " + spriteSheet.getTextureHeight()); Prints: Horiz Count: 3 Vert Count: 6 Height: 192 Width: 96 Texture Width: 0.75 Texture Height: 0.75 Not sure what the texture dimensions refer to, but the rest is entirely accurate. However, when I draw the icon, the entire sprite image shows scaled down to 32x32: Image image = spriteSheet.getSprite(1, 0); // a test image.bind(); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(x,y); GL11.glTexCoord2f(1,0); GL11.glVertex2f(x+image.getWidth(),y); GL11.glTexCoord2f(1,1); GL11.glVertex2f(x+image.getWidth(),y+image.getHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(x,y+image.getHeight()); GL11.glEnd(); GL11.glDisable(GL11.GL_BLEND);

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  • Having to check collisions twice per game tic

    - by user22241
    I have vertically moving elevators (3 solid tiles wide) and static solid tiles. Each are separate entities and therefore have their own respective collision routines (to check for, and resolve, collisions with the main character) I check my vertical collisions after characters vertical movements and then horizontal collisions after horizontal movements. The problem is that I want my platform to kill the player if it squashes him from the top, and also if he's on a moving platform (that is moving up) that squashes him into a solid block. Correct behaviour, player on solid blocks being squashed from above by decending elevator Here is what happens. Gravity pushes character into solid block, solid block collision routine corrects characters position and sits him on the solid block which pushes him into the moving elevator, elevator routine then checks for collision and kills player. This assumes I am checking solid blocks first, then elevator collisions. However, if it's the other way around, this happens.... Incorrect behaviour, player on accending elevator gets pushed into solid blocks above Player is on an elevator moving up, gravity pushes him into the elevator, solid block CD routine detects no collision, no action taken. Elevator CD routine detects character has been pushed into elevator by gravity, corrects this by moving character up and sitting him on the elevator and pushes him into the solid blocks above, however the solid block vertical routine has now already run for this tic, so the game continues and the next solid block collision that is encountered is the horizontal routine. This detects a collision and moves the character out of the collision to the left or right of the block which looks odd to say the least (character should get killed here). The only way I've managed to get this working correctly is by running the solid block CD, then the elevator CD, then the solid block CD again straight after. This is clearly wasteful but I can't figure out how else to do this. Any help would be appreciated.

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  • How do I generate a level randomly?

    - by Charlton Santana
    I am currently hard coding 10 different instances like the code below, but but I'd like to create many more. Instead of having the same layout for the new level, I was wondering if there is anyway to generate a random X value for each block (this will be how far into the level it is). A level 100,000 pixels wide would be good enough but if anyone knows a system to make the level go on and on, I'd like to know that too. This is basically how I define a block now (with irrelevant code removed): block = new Block(R.drawable.block, 400, platformheight); block2 = new Block(R.drawable.block, 600, platformheight); block3 = new Block(R.drawable.block, 750, platformheight); The 400 is the X position, which I'd like to place randomly through the level, the platformheight variable defines the Y position which I don't want to change.

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  • Get coordinates of arraylist

    - by opiop65
    Here's my map class: public class map{ public static final int CLEAR = 0; public static final ArrayList<Integer> STONE = new ArrayList<Integer>(); public static final int GRASS = 2; public static final int DIRT = 3; public static final int WIDTH = 32; public static final int HEIGHT = 24; public static final int TILE_SIZE = 25; // static int[][] map = new int[WIDTH][HEIGHT]; ArrayList<ArrayList<Integer>> map = new ArrayList<ArrayList<Integer>>(WIDTH * HEIGHT); enum tiles { air, grass, stone, dirt } Image air, grass, stone, dirt; Random rand = new Random(); public Map() { /* default map */ /*for(int y = 0; y < WIDTH; y++){ map[y][y] = (rand.nextInt(2)); System.out.println(map[y][y]); }*/ /*for (int y = 18; y < HEIGHT; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = STONE; } } for (int y = 18; y < 19; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = GRASS; } } for (int y = 19; y < 20; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = DIRT; } }*/ for (int y = 0; y < HEIGHT; y++) { for(int x = 0; x < WIDTH; x++){ map.set(x * WIDTH + y, STONE); } } try { init(null, null); } catch (SlickException e) { e.printStackTrace(); } render(null, null, null); } public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { air = new Image("res/air.png"); grass = new Image("res/grass.png"); stone = new Image("res/stone.png"); dirt = new Image("res/dirt.png"); } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) { for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y)) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } } public static boolean blocked(float x, float y) { return map[(int) x][(int) y] == STONE; } public static Rectangle blockBounds(int x, int y) { return (new Rectangle(x, y, TILE_SIZE, TILE_SIZE)); } } Specifically I am looking at this: for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y).intValue()) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } How can I access the coordinates of my arraylist map and then draw the tiles to the screen? Thanks!

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  • Android Loading Screen: How do I use a stack to load elements?

    - by tom_mai78101
    I have some problems with figuring out what value I should put in the function: int value_needed_to_figure_out = X; ProgressBar.incrementProgressBy(value_needed_to_figure_out); I've been researching about loading screens and how to use them. Some examples I've seen have implemented Thread.sleep() in a Handler.post(new Runnable()) function. To me, I got most of that concept of using the Handler to update the ProgressBar, while pretending to do some heavy crunching work. So, I kept looking. I have read this thread here: How do I load chunks of data from an assest manager during a loading screen? It said that I can try using a stack it needs to load, and adding a size counter as I add elements to the stack. What does it mean? This is the part where I'm totally stumped. If anyone would provide some hints, I'll gladly appreciate it. Thanks in advance.

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  • How to Upgrade an existing Customer from OBI10g to 11g: Live Virtual Class

    - by Mike.Hallett(at)Oracle-BI&EPM
    This Live Virtual Class eSeminar on upgrading to Oracle Business Intelligence Enterprise Edition 11g, from OBI 10g, is FREE for Oracle Partners. When : Thursday, January 5, 2012 @ 14.00 CET  / 13.00 UK (120 Minute eSeminar) Where : Goto REGISTER HERE During this session you will learn: OBIEE 11g Infrastructure – What Is Different From OBIEE 10g? Considerations During The Upgrade, Repository Metadata, Presentation Catalog, BI Publisher, BI Security Planning Your Upgrade Optimizing OBI 10g for an 11g Upgrade Copying OBI 10g to New Server Installing OBI 11g on New Server Running Upgrade Assistant & Running OBI 11g Post-Upgrade Steps Testing Upgrading Environment Capacity Planning Guide Q&A Who Should attend? Oracle partners with experience of OBIEE+ 10g BI and EPM developers, architects and implementers Oracle partners with Clients using OBI10g

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  • How can I Implement KeyListeners/ActionListeners into the JFrame?

    - by A.K.
    I'll get to the point: I have a player in my game that you control with the keyboard yet the key methods in the player class and ActionListener w/ KeyAdapter in the Board class don't seem to fire. So far I've tried adding these key methods into the JFrame, doesn't seem to let me move him even though other objects that I have (enemies) can move fine. Here's part of the JFrame class with the event listeners: frm.addKeyListener(KeyBoardListener); public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } public KeyListener KeyBoardListener = new KeyListener() { @Override public void keyPressed(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = -4; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 4; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = -4; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 4; } if(key == KeyEvent.VK_SPACE) { nBoard.S.fire(); } } @Override public void keyReleased(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = 0; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 0; } } @Override public void keyTyped(KeyEvent args0) { // TODO Auto-generated method stub } };

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  • Fiscal Cliff

    - by Carolyn Cozart
    As December 31, 2012 quickly approaches, so does the deadline to extend the Bush Era Tax Cuts which were extended under the Budget Control Act of 2011.  PeopleSoft realizes that there may be some customer anxiety over the delayed withholding tables. PeopleSoft is unable to move forward with delivering the tax changes until we get the official ruling and withholding tables from the IRS.  Please be assured that our legislative analysts are in the loop and are monitoring this situation daily.  Any changes will be included in a special posting. We have created a Knowledge Document in My Oracle Support, Document ID 1332295.1 to keep you up to date on the pending changes.

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  • Novice prototyping a massive multiplayer webpage based gaming system

    - by Sean Hendlin
    I'm trying to build a website based game in which various pages of the site act as different areas of the game. I am wondering what you would recommended as a design structure. Which languages would be best if building what will hopefully becomes a massive system able to scale to massive amounts of users. I am wondering if and how various elements from differing languages could be meshed to interact with each other. For example could I use html5, javascript, and PHP? What about asp.net how might that factor in? I'm a newbie programmer but I've been working on this idea for years and I want to build it to reality. Your comments and suggestions are appreciated. P.S.: The game is not all graphics and animation (though flash like appearance and some animation would be nice). What I am thinking of is essentially a heavily gamified system of forms. And LOTS of data in many different categories cross referencing each-other. I'm not sure how to go about structuring the collection of data. Also while I know javascript can be used to process some functions, I'm wondering what sort of base system I would need to handle the server side processing of what I am expecting to be some pretty significant algorithm processing. That is to say I expect to have many many many functions and I'm not sure how to mange this using javascript. I feel like they would be forgotten, mixed up, disorganizes as they essentially only exist where they are coded. I guess I need to learn something of libraries? OK, Thank you! Is enough from me for now.

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  • Documenting mathematical logic in code

    - by Kiril Raychev
    Sometimes, although not often, I have to include math logic in my code. The concepts used are mostly very simple, but the resulting code is not - a lot of variables with unclear purpose, and some operations with not so obvious intent. I don't mean that the code is unreadable or unmaintainable, just that it's waaaay harder to understand than the actual math problem. I try to comment the parts which are hardest to understand, but there is the same problem as in just coding them - text does not have the expressive power of math. I am looking for a more efficient and easy to understand way of explaining the logic behind some of the complex code, preferably in the code itself. I have considered TeX - writing the documentation and generating it separately from the code. But then I'd have to learn TeX, and the documentation will not be in the code itself. Another thing I thought of is taking a picture of the mathematical notations, equations and diagrams written on paper/whiteboard, and including it in javadoc. Is there a simpler and clearer way? P.S. Giving descriptive names(timeOfFirstEvent instead of t1) to the variables actually makes the code more verbose and even harder too read.

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  • If-Else V.S. Switch end of flow

    - by Chris Okyen
    I was wondering the if if-else statements, is like a switch statement that does not have a break statement.To clarify with an example, will the if-else statement go through all the boolean expressions even if comes to one that is true before the final one... I.E., if boolean_expression_1 was true, would it check if boolean_expression_2 is true? If not, why do switch statements need break statements but if-else statements do not? And if they do, I ask the opposite sort question proposed in the previous sentence. if( boolean_expression_1 ) statement_1 else if( boolean_expression_2 ) statement_2 else default_statement switch( controlling_expression ) { case: ( A ) .... case: ( z ) }

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  • Slick2D Rendering Lots of Polygons

    - by Hazzard
    I'm writing an little isometric game using Slick. The world terrain is made up of lots of quadrilaterals. In a small world that is 128 by 128 squares, over 16,000 quadrilaterals need to be rendered. This puts my pretty powerful computer down to 30 fps. I've though about caching "chunks" of the world so only single chunks would ever need updating at a time, but I don't know how to do this, and I am sure there are other ways to optimize it besides that. Maybe I'm doing the whole thing wrong, surely fancy 3D games that run fine on my machine are more intensive than this. My question is how can I improve the FPS and am I doing something wrong? Or does it actually take that much power to render those polygons? -- Here is the source code for the render method in my game state. It iterates through a 2d array or heights and draws polygons based on the height. public void render(GameContainer container, StateBasedGame game, Graphics gfx) throws SlickException { gfx.translate(offsetX * d + container.getWidth() / 2, offsetY * d + container.getHeight() / 2); gfx.scale(d, d); for (int y = 0; y < placeholder.length; y++) {// x & y are isometric // diag for (int x = 0; x < placeholder[0].length; x++) { Polygon poly; int hor = TestState.TILE_WIDTH * (x - y);// hor and ver are orthagonal int W = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x];//points to go off of int S = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x + 1]; int E = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x + 1]; int N = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x]; if (placeholder[y][x] == null) { poly = new Polygon();//Create actual surface polygon poly.addPoint(-TestState.TILE_WIDTH + hor, W); poly.addPoint(hor, S + TestState.TILE_HEIGHT); poly.addPoint(TestState.TILE_WIDTH + hor, E); poly.addPoint(hor, N - TestState.TILE_HEIGHT); float z = ((float) heights[y][x + 1] - heights[y + 1][x]) / 32 + 0.5f; placeholder[y][x] = new Tile(poly, new Color(z, z, z)); //ShapeRenderer.fill(placeholder[y][x]); } if (true) {//ONLY draw tile if it's on screen gfx.setColor(placeholder[y][x].getColor()); ShapeRenderer.fill(placeholder[y][x]); //gfx.fill(placeholder[y][x]); //placeholder[y][x]. //DRAW EDGES if (y + 1 == placeholder.length) {//draw South foundation edges gfx.setColor(Color.gray); Polygon found = new Polygon(); found.addPoint(-TestState.TILE_WIDTH + hor, W); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(-TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); } if (x + 1 == placeholder[0].length) {//north gfx.setColor(Color.darkGray); Polygon found = new Polygon(); found.addPoint(TestState.TILE_WIDTH + hor, E); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); }//*/ } } } }

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  • Real Time BI in the Real World

    - by tobin.gilman(at)oracle.com
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif"; mso-fareast-font-family:"Times New Roman";} One of my favorite BI offerings from Oracle is a solution called Oracle Real Time Decisions.  Whenever I mention this product in customer meetings, eyes light up.  There are some fascinating examples of customers using it to up-sell, cross-sell, increase customer retention, and reduce risk in real time, with off the charts return on investment. I plan to share some of those stories in a future blog.  In this post however, I want to share some far more common real time analytics use case scenarios that are being addressed with widely deployed Oracle BI and data integration technologies Not all real time BI applications require continuous learning, predictive modeling, and data mining.  Many simply require the ability to integrate, aggregate, and access information that is current (typically within in few minutes or a few seconds).  The use cases are infinite.  A few I've seen: ·         Purchasing agents need to match demand against available inventory ·         Manufacturing planners need to monitor current parts and material against scheduled build plans ·         Airline agents need to match ticket demand against flight schedules, ·         Human resources managers need to track the status of global hiring requisitions against current headcount authorizations...you get the idea. One way of doing this is to run reports or federated queries directly against transactional systems.  That approach can be viable if you only need to access simple data sets on rare occasions.  High volume and complex queries can quickly bog down performance of mission critical transactional systems.  There is an architecturally simple way of solving the problem, and it's being applied by real companies around the world to solve real needs in real time.    Cbeyond is an Atlanta, GA based  provider of voice, data and mobile business applications delivers.  They deliver real time information to its call center agents  as they are interacting with their customers. The data they need resides in production CRM and other transactional systems, but  instead or reporting directly off the those systems, data is first moved to an operational data store (ODS).  Rather than running data intensive, time consuming, and performance degrading batch ETL routines to populate the ODS, Cbeyond uses Oracle Golden Gate software to incrementally capture and move only the changed records from log files of the transactional systems every few minutes.  There is no impact on transactional system performance, and the information needed by call center representatives is up to date.  Oracle Business Intelligence software presents the information to services reps in a rich, visual, and highly interactive format. Avea is similar to Cbeyond.  They are a telecommunications company who integrates billing and customer information in an ODS that is accessed by their call center agents in real time using Oracle Golden Gate and Oracle Business Intelligence.  They've taken it a step further by using the ODS to feed a data warehouse.  The operational data store provides the current information needed by call center agents during "in flight" customer interactions.  The data warehouse is used for more sophisticated analysis of historical data.  For maximum performance, both the ODS and data warehouse run on the Oracle Exadata Database Machine. These are practical illustrations of companies addressing real time reporting and analysis needs using established business intelligence/data warehousing methodologies and tools common to many IT departments.  If real time BI could benefit your organization, you may be already be closer than you thought to having the pieces in place to solving the problem.    Give us a shout if you are interested in learning more or if you have an interesting use or approach to real-time BI.

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  • How to manage my model

    - by Christophe Debove
    I have in my model, a list of Classes : Player, NonPlayerCharacter, Monster, Item, NonMovableItem etc With AndEngine I've a list of sprite for each piece of my model, How can I manage the relashionship between my model's classes and the graphical elements, what is the degree of abstaction recommended for my problem? One sprite for one Model or one Model for one Sprite or n for n for exemple If I do drag&drop have I to make abstraction of the Sprite Class, another exemple a map is a List of sprite or a list of element of my model?

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  • Studies on code documentation productivity gains/losses

    - by J T
    Hi everyone, After much searching, I have failed to answer a basic question pertaining to an assumed known in the software development world: WHAT IS KNOWN: Enforcing a strict policy on adequate code documentation (be it Doxygen tags, Javadoc, or simply an abundance of comments) adds over-head to the time required to develop code. BUT: Having thorough documentation (or even an API) brings with it productivity gains (one assumes) in new and seasoned developers when they are adding features, or fixing bugs down the road. THE QUESTION: Is the added development time required to guarantee such documentation offset by the gains in productivity down-the-road (in a strictly economical sense)? I am looking for case studies, or answers that can bring with them objective evidence supporting the conclusions that are drawn. Thanks in advance!

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  • How should I generate and store the boundries of a cave?

    - by Bob Roberts
    I am making a small cave copter game (seriously, where did this type of game come from anyway) and I am trying to figure out how to make and store the procedural generated walls. I am thinking about creating the walls by randomly picking two points away from the center of the screen. They will be no closer than the height of helicopter and no further than the edge of the screen, weighted to prefer to go in the same direction as the point prior so I end up with stalactites and stalagmites and not just noise, at set intervals of distance. To store, perhaps parallel arrays/lists, one for distance from center to top screen and one for distance from center to bottom. Am I way off base with my thinking? I just want the cave to be varied and challenging, I just have never worked with generating data like this. Edit: Woah, I just realized that my idea would lead to a player being able to stay in the middle of the screen and win. That isn't right at all. So the very basis of how I was going to generate is wrong. Edit 2: I also realized I left out a very crucial point. Part of the mechanics of the game will let the player go backwards therefor the data structure should be continuous.

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  • Doubts about several best practices for rest api + service layer

    - by TheBeefMightBeTough
    I'm going to be starting a project soon that exposes a restful api for business intelligence. It may not be limited to a restful api, so I plan to delegate requests to a service layer that then coordinates multiple domain objects (each of which have business logic local to the object). The api will likely have many calls as it is a long-term project. While thinking about the design, I recalled a few best practices. 1) Use command objects at the controller layer (I'm using Spring MVC). 2) Use DTOs at the service layer. 3) Validate in both the controller and service layer, though for different reasons. I have my doubts about these recommendations. 1) Using command objects adds a lot of extra single-purpose classes (potentially one per request). What exactly is the benefit? Annotation based validation can be done using this approach, sure. What if I have two requests that take the same parameters, but have different validation requirements? I would have to have two different classes with exactly the same members but different annotations? Bleh. 2) I have heard that using DTOs is preferable to parameters because it makes for more maintainable code down the road (say, e.g., requirements change and the service parameters need to be altered). I don't quite understand this. Shouldn't an api be more-or-less set in stone? I would understand that in the early phases of a project (or, especially, an entire company) the domain itself will not be well understood, and thus core domain objects may change along with the apis that manipulate these objects. At this point however the number of api methods should be small and their dependents few, so changes to the methods could easily be tolerated from a maintainability standpoint. In a large api with many methods and a substantial domain model, I would think having a DTO for potentially each domain object would become unwieldy. Am I misunderstanding something here? 3) I see validation in the controller and service layer as redundant in most cases. Why would I validate that parameters are not null and are in general well formed in the controller if the service is going to do exactly the same (and more). Couldn't I just do all the validation in the service and throw a runtime exception with a list of bad parameters then catch that in the controller to make the error messages more presentable? Better yet, couldn't I just make the error messages user-friendly in the service and let the exception trickle up to a global handler (ControllerAdvice in spring, for example)? Is there something wrong with either of these approaches? (I do see a use case for controller validation if the input does not map one-to-one with the service input, but since the controllers are for a rest api and not forms, the api parameters will probably map directly to service parameters.) I do also have a question about unchecked vs checked exceptions. Namely, I'm not really sure why I'd ever want to use a checked exception. Every time I have seen them used they just get wrapped into general exceptions (DomainException, SystemException, ApplicationException, w/e) to reduce the signature length of methods, or devs catch Exception rather than dealing with the App1Exception, App2Exception, Sys1Exception, Sys2Exception. I don't see how either of these practices is very useful. Why not just use unchecked exceptions always and catch the ones you actually do care about? You could just document what unchecked exceptions the method throws.

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  • The clean coders videos [closed]

    - by Sebastian
    As many others, I have been reading Uncle Bob Martins books. More specifically, clean code and then "the clean coder". Now, over the last year he has been producing "code casts" that you can buy for ~20USD a piece. I bought the first episode sometime in mid 2011 and wasnt that impressed, as I really learned nothing new after reading his books. Last night I bought the first episode of test driven development with more or less the same result as last time. Now tonight I gave it one more go and bought TDD part 2 and this one was, IMO, really good. With this post I would like to tip others about his videos and would also like to know what others think. BR Sebastian

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  • Is Play Framework good for doing some logic parallely?

    - by pmichna
    I'm going to build a web application that's going to host urban games. A user visits my website, clicks "Start game" and starts receiving some SMS messages when gets to some location and has to answer them to get points. My question: is Play suitable for this kind of application? From what I've read I know for sure it's ok for traditional web applications: user interface for same data storage and manipulation. But what if after clicking the "start button" some logic has to go on its own course? How would I handle parallely checking geolocation of the players (I have API for that)? I guess in some threads that would ping them every ~5 sec. and do some processing but is it possible to just "disconnect" them from the main user interface? So to sum up: I want an application written in Play that starts a separate thread for a game after clicking "start game" and other users are able to view their data (statisctics etc.), while the threads work their way with the game logic. I found something like jobs but they are documented for version 1.2 (current one is 2.2). Sorry for my somewhat fuzzy explenation, I tried to do my best.

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