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  • Method chaining vs encapsulation

    - by Oak
    There is the classic OOP problem of method chaining vs "single-access-point" methods: main.getA().getB().getC().transmogrify(x, y) vs main.getA().transmogrifyMyC(x, y) The first seems to have the advantage that each class is only responsible for a smaller set of operations, and makes everything a lot more modular - adding a method to C doesn't require any effort in A, B or C to expose it. The downside, of course, is weaker encapsulation, which the second code solves. Now A has control of every method that passes through it, and can delegate it to its fields if it wants to. I realize there's no single solution and it of course depends on context, but I would really like to hear some input about other important differences between the two styles, and under what circumstances should I prefer either of them - because right now, when I try to design some code, I feel like I'm just not using the arguments to decide one way or the other.

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  • How to display image in html image tag - node.js [on hold]

    - by ykel
    I use the following code to store image to file system and to retrieve the image, I would like to display the retrieved image on html image tag, hower the image is rendered on the response page but not on the html image tag. here is my html image tag: <img src="/show"> THIS CODE RETREIVES THE IMAGE: app.get('/show', function (req, res) { var FilePath=__dirname+"/uploads/3562_564927103528411_1723183324_n.jpg"; fs.readFile(FilePath,function(err,data){ if(err)throw err; console.log(data); res.writeHead(200, {'Content-Type': 'image/jpeg'}); res.end(data); // Send the file data to the browser. }) });

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  • Why can we delete some built-in properties of global object?

    - by demix
    I'm reading es5 these days and find that [[configurable]] attribute in some built-in properties of global object is set to true which means we can delete these properties. For example: the join method of Array.prototype object have attributes {[[Writable]]:true, [[Enumerable]]: false, [[Configurable]]: true} So we can easily delete the join method for Array like: delete Array.prototype.join; alert([1,2,3].join); The alert will display undefined in my chromium 17,firefox 9 ,ie 10,even ie6; In Chrome 15 & safari 5.1.1 the [[configurable]] attribute is set to true and delete result is also true but the final result is still function(){[native code]}. Seems like this is a bug and chromium fix it. I haven't notice that before. In my opinion, delete built-in functions in user's code is dangerous, and will bring out so many bugs when working with others.So why ECMAScript make this decision?

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • Exporting an animated FBX to XNA? (in 3DS Max)

    - by Itamar Marom
    I'm now working on an XNA 3D game, and I want to add animated models in it. I came across this example. I see there is one FBX file and a few texture files in the content project, and that in the code you can choose which "take" to play. In this code it is "Take_001". Please tell me: When I create and animate my own 3D model in 3DS Max (2012, since I was told it's only possible in this version), how can I define those takes? plus, are any configurations need to be made when exporting FBX from 3DS Max to XNA? Thank you.

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  • Using Definition of Done to Drive Agile Maturity

    - by Dylan Smith
    I’ve been an Agile Coach at a lot of different clients over the years, and I want to share an approach I use to help them adopt and mature over time. It’s important to realize that “Agile” is not a black/white yes/no thing. Teams can be varying degrees of agile. I think of this as their agile maturity level. When I coach teams I want them to start out being a little agile, and get more agile as they mature. The approach I teach them is to use the definition of done as a technique to continuously improve their agile maturity over time. We’re probably all familiar with the concept of “Done Done” that represents what *actually* being done a feature means. Not just when a developer says he’s done right after he writes that last line of code that makes the feature kind-of work. Done Done means the coding is done, it’s been tested, installers and deployment packages have been created, user manuals have been updated, architecture docs have been updated, etc. To enable teams to internalize the concept of “Done Done”, they usually get together and come up with their Definition of Done (DoD) that defines all the activities that need to be completed before a feature is considered Done Done. The Done Done technique typically is applied only to features (aka User Stories). What I do is extend this to apply to several concepts such as User Stories, Sprints, Releases (and sometimes Check-Ins). During project kick-off I’ll usually sit down with the team and go through an exercise of creating DoD’s for each of these concepts (Stories/Sprints/Releases). We’ll usually start by just brainstorming a bunch of activities that could end up in these various DoD’s. Here’s some examples: Code Reviews StyleCop FxCop User Manuals Updated Architecture Docs Updated Tested by QA Tested by UAT Installers Created Support Knowledge Base Updated Deployment Instructions (for Ops) written Automated Unit Tests Run Automated Integration Tests Run Then we start by arranging these activities into the place they occur today (e.g. Do you do UAT testing only once per release? every sprint? every feature?). If the team was previously Waterfall most of these activities probably end up in the Release DoD. An extremely mature agile team would probably have most of these activities in the DoD for the User Stories (because an extremely mature agile team will probably do continuous deployment and release every story). So what we need to do as a team, is work to move these activities from their current home (Release DoD) down into the Sprint DoD and eventually into the User Story DoD (and maybe into the lower-level Check-In DoD if we decide to use that). We don’t have to move them all down to User Story immediately, but as a team we figure out what we think we’re capable of moving down to the Sprint cycle, and Story cycle immediately, and that becomes our starting DoD’s. Over time the team makes an effort to continue moving activities down from Release->Sprint->Story as they become more agile and more mature. I try to encourage them to envision a world in which they deploy to production as each User Story is completed. They would need to be updating User Manuals, creating installers, doing UAT testing (typical Release cycle activities) on every single User Story. They may never actually reach that point, but they should envision that, and strive to keep driving the activities down closer to the User Story cycle s they mature. This is a great technique to give a team an easy-to-follow roadmap to mature their agile practices over time. Sure there’s other aspects to maturity outside of this, but it’s a great technique, that’s easy to visualize, to drive agility into the team. Just keep moving those activities (aka “gates”) down the board from Release->Sprint->Story. I’ll try to give an example of what a recent client of mine had for their DoD’s (this is from memory, so probably not 100% accurate): Release Create/Update deployment Instructions For Ops Instructional Videos Updated Run manual regression test suite UAT Testing In this case that meant deploying to an environment shared across the enterprise that mirrored production and asking other business groups to test their own apps to ensure we didn’t break anything outside our system Sprint Deploy to UAT Environment But not necessarily actually request UAT testing occur User Guides updated Sprint Features Video Created In this case we decided to create a video each sprint showing off the progress (video version of Sprint Demo) User Story Manual Test scripts developed and run Tested by BA Deployed in shared QA environment Using automated deployment process Peer Code Review Code Check-In Compiled (warning-free) Passes StyleCop Passes FxCop Create installer packages Run Automated Tests Run Automated Integration Tests PS – One of my clients had a great question when we went through this activity. They said that if a Sprint is by definition done when the end-date rolls around (time-boxed), isn’t a DoD on a sprint meaningless – it’s done on the end-date regardless of whether those other activities are complete or not? My answer is that while that statement is true – the sprint is done regardless when the end date rolls around – if the DoD activities haven’t been completed I would consider the Sprint a failure (similar to not completing what was committed/planned – failure may be too strong a word but you get the idea). In the Retrospective that will become an agenda item to discuss and understand why we weren’t able to complete the activities we agreed would need to be completed each Sprint.

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  • How to fix the copy/paste-pattern?

    - by Lenny222
    Where i work, people (consultants) feel pressed to release features as fast as possible. So instead of spending too much time on thinking about how to do things the right way or because they don't want to break anything, code gets copied from different modules and modified. It's not easy to prevent this, since the code base is open to the whole company. Lots of people work on this. Now that the mess is there already, what is the best way to remove those redundancies without breaking too much?

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  • php change uploaded file owner

    - by shantanu
    I installed php5 , mysql and apache2 without any error. Everything is working fine. apache2's Root directory is /var/www (permission is 775). Problem is when i upload a file using php code it change the owner of uploaded file (as root). So i can not read this file from another code without changing owner of file manually. Is there is anyway to solve this problem? Should i add user to php group (how)? Thanks in advance.

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  • Does anyone prefer proportional fonts?

    - by Jason Baker
    I was reading the wikipedia article on programming style and noticed something in an argument against vertically aligned code: Reliance on mono-spaced font; tabular formatting assumes that the editor uses a fixed-width font. Most modern code editors support proportional fonts, and the programmer may prefer to use a proportional font for readability. To be honest, I don't think I've ever met a programmer who preferred a proportional font. Nor can I think of any really good reasons for using them. Why would someone prefer a proportional font?

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  • Should you document everything or just most?

    - by TheLQ
    It seems a bit of a controversial subject to document everything, including the "JavaBean" syntax of getters and setters for fields: People say its needlessly long and repetitive breaking DRY (don't repeat yourself), that the naming convention should explain everything, and it clutters code/documentation. Sometimes those arguments work. But other times, you end up with this: Above is common to open source projects that do boldly follow those principles. Your left with entirely useless documentation. That doesn't explain anything about whats going on underneath, the possible effects, or even what the expected value is (could it be null or never null? I don't know, the Javadoc doesn't tell me). So when should I document? Do I document everything even if it occasionally clutters code? Or do I document nothing since in my eyes its "obvious"?

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  • Best way to find freelance c# developer

    - by sturdytree
    I am a developer based in London developing a desktop WPF business application using c# (+ MVVM/DDD/Nhibernate/Unity/Postsharp...). I need to find someone to review my code to suggest improvements and then to write integration tests. This could potentially be an ongoing relationship, expanding into writing new features etc. It would suit an experienced developer with a strong interest in design principles and writing clean code, who can work part time. However, the developer would need to work at my home based office (although timing is flexible). Websites such as elance and odesk seem to tie you in, and I would prefer to pay a one off introduction fee and then deal with the developer direct. Stack exchange seems quite expensive but is a possibility if I don't find an alternative. So, are there any other websites I can try?

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  • What's the best platform for blogging about coding? [closed]

    - by timday
    I'm toying with starting an occasional blog for posting odd bits of coding related stuff (mainly C++, probably). Are there any platforms which can be recommended as providing exceptionally good support (e.g syntax highlighting) for posting snippets of code ? (Or any to avoid because posting mono-spaced font blocks of text is a pain). Outcome: I accepted Josh K's answer because what I actually ended up doing was realizing I was more interested in articles than a blog style, getting back into LaTeX (after almost 20 years away from it), using the "listings" package for code, and pushing the HTML/PDF results to my ISP's static-hosting pages. (HTML generated using tex4ht). Kudos to the answers mentioning Wordpress, Tumblr and Jekyll; I spent some time looking into all of them.

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  • General solution to solve different sports results in different languages

    - by sq2
    I currently have some code that checks if squash and tennis scores are valid, both in javascript and PHP. This results in 4 blocks of code existing, 2 languages * 2 sports, which does not scale well should any extra sports come around, or extra languages... How can one describe the valid scores of games via a settings/text file, so that each language can parse them and apply these rules. I'm stumped with the strange tie break situations in tennis should it reach 6-6 in a set, and also infinite play off in the final set should it reach 2 sets all. ie: tennis = { "format": [ { "name": "sets" "min": 3, "max": 5, "winby": 1 }, { "name": "games" "min": 6, "max": 7, "winby": 2 } ] } squash = { "format": [ { "name": "games" "min": 3, "max": 5, "winby": 1 }, { "name": "points" "min": 15, "max": 0, "winby": 2 } ] }

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  • how to generate number pattern in triangular form

    - by Vignesh Vicky
    I want to print this pattern like right angled triangle 0 909 89098 7890987 678909876 56789098765 4567890987654 345678909876543 23456789098765432 1234567890987654321 I wrote following code # include<stdio.h> # include<conio.h> void main() { clrscr(); int i,j,x,z,k,f=1; for ( i=10;i>=1;i--,f++) { for(j=1;j<=f;j++,k--) { k=i; if(k!=10) { printf("%d",k); } if(k==10) { printf("0"); } } for(x=1;x<f;x++,z--) { z=9; printf("%d",z); } printf("%d/n"); } getch(); } what is wrong with this code? when i check manually it seems correct but when compiled gives different pattern

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  • Android application Database Framework

    - by Marek Sebera
    When creating mobile (specially Android) application, I usually come to touch with similar pattern of working with data. Usually I need to fetch some remote data (covered by authorization process) to local cache. And on next request: Check networking Check presence of cache file Check version of cache file (if networking) Get new version and save cache (if networking and file not in cache, or outdated) Data store is no-SQL JSON Document-Based (and yes, I know about CouchDB Android version, but it doesn't fit my needs yet.) Process of authorizing to data source and code for check version of local cache is adapted to application. But the other code (handling network, saving cache, handling exceptions,...) is always the same. Is there any Data Store helper I can use, which provides functions I described above?

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  • Is nesting types considered bad practice?

    - by Rob Z
    As noted by the title, is nesting types (e.g. enumerated types or structures in a class) considered bad practice or not? When you run Code Analysis in Visual Studio it returns the following message which implies it is: Warning 34 CA1034 : Microsoft.Design : Do not nest type 'ClassName.StructueName'. Alternatively, change its accessibility so that it is not externally visible. However, when I follow the recommendation of the Code Analysis I find that there tend to be a lot of structures and enumerated types floating around in the application that might only apply to a single class or would only be used with that class. As such, would it be appropriate to nest the type sin that case, or is there a better way of doing it?

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  • Why ISVs Run Applications on Oracle SuperCluster

    - by Parnian Taidi-Oracle
    Michael Palmeter, Senior Director Product Development of Oracle Engineered Systems, discusses how ISVs can easily run up to 20x faster, gain 28:1 storage compression, and grow presence in the market all without any changes to their code in this short video. One of the family of Oracle engineered systems products, Oracle SuperCluster provides maximum end-to-end database and application performance with minimal initial and ongoing support and maintenance effort, at the lowest total cost of ownership. Java or enterprise applications running on Oracle Database 11gR2 or higher and Oracle Solaris 11 can run up to 20X faster than traditional platforms on Oracle SuperCluster without any changes to their code.  Large number of customers are consolidating hundreds of their applications and databases on Oracle SuperCluster and are requiring their ISVs to support it. ISVs can become Oracle SuperCluster Ready and Oracle SuperCluster Optimized by joining the Oracle Exastack program. 

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  • Making a Camera look at a target Vector

    - by Peteyslatts
    I have a camera that works as long as its stationary. Now I'm trying to create a child class of that camera class that will look at its target. The new addition to the class is a method called SetTarget(). The method takes in a Vector3 target. The camera wont move but I need it to rotate to look at the target. If I just set the target, and then call CreateLookAt() (which takes in position, target, and up), when the object gets far enough away and underneath the camera, it suddenly flips right side up. So I need to transform the up vector, which currently always stays at Vector3.Up. I feel like this has something to do with taking the angle between the old direction vector and the new one (which I know can be expressed by target - position). I feel like this is all really vague, so here's the code for my base camera class: public class BasicCamera : Microsoft.Xna.Framework.GameComponent { public Matrix view { get; protected set; } public Matrix projection { get; protected set; } public Vector3 position { get; protected set; } public Vector3 direction { get; protected set; } public Vector3 up { get; protected set; } public Vector3 side { get { return Vector3.Cross(up, direction); } protected set { } } public BasicCamera(Game game, Vector3 position, Vector3 target, Vector3 up) : base(game) { this.position = position; this.direction = target - position; this.up = up; CreateLookAt(); projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, (float)Game.Window.ClientBounds.Width / (float)Game.Window.ClientBounds.Height, 1, 500); } public override void Update(GameTime gameTime) { // TODO: Add your update code here CreateLookAt(); base.Update(gameTime); } } And this is the code for the class that extends the above class to look at its target. class TargetedCamera : BasicCamera { public Vector3 target { get; protected set; } public TargetedCamera(Game game, Vector3 position, Vector3 target, Vector3 up) : base(game, position, target, up) { this.target = target; } public void SetTarget(Vector3 target) { direction = target - position; } protected override void CreateLookAt() { view = Matrix.CreateLookAt(position, target, up); } }

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  • Data Binding to Attached Properties

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2013/06/14/data-binding-to-attached-properties.aspx When I was working on my C#/XAML game framework, I discovered I wanted to try to data bind my sprites to background objects. That way, I could update my objects and the draw functionality would take care of the work for me. After a little experimenting and web searching, it appeared this concept was an impossible dream. Of course, when has that ever stopped me? In my typical way, I started to massively dive down the rabbit hole. I created a sprite on a canvas, and I bound it to a background object. <Canvas Name="GameField" Background="Black"> <Image Name="PlayerStrite" Source="Assets/Ship.png" Width="50" Height="50" Canvas.Left="{Binding X}" Canvas.Top="{Binding Y}"/> </Canvas> Now, we wire the UI item to the background item. public MainPage() { this.InitializeComponent(); this.Loaded += StartGame; }   void StartGame( object sender, RoutedEventArgs e ) { BindingPlayer _Player = new BindingPlayer(); _Player.X = Window.Current.Bounds.Height - PlayerSprite.Height; _Player.X = ( Window.Current.Bounds.Width - PlayerSprite.Width ) / 2.0; } Of course, now we need to actually have our background object. public class BindingPlayer : INotifyPropertyChanged { private double m_X; public double X { get { return m_X; } set { m_X = value; NotifyPropertyChanged(); } }   private double m_Y; public double Y { get { return m_Y; } set { m_Y = value; NotifyPropertyChanged(); } }   public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } } I fired this baby up, and my sprite was correctly positioned on the screen. Maybe the sky wasn't falling after all. Wouldn't it be great if that was the case? I created some code to allow me to move the sprite, but nothing happened. This seems odd. So, I start debugging the application and stepping through code. Everything appears to be working. Time to dig a little deeper. After much profanity was spewed, I stumbled upon a breakthrough. The code only looked like it was working. What was really happening is that there was an exception being thrown in the background thread that I never saw. Apparently, the key call was the one to PropertyChanged. If PropertyChanged is not called on the UI thread, the UI thread ignores the call. Actually, it throws an exception and the background thread silently crashes. Of course, you'll never see this unless you're looking REALLY carefully. This seemed to be a simple problem. I just need to marshal this to the UI thread. Unfortunately, this object has no knowledge of this mythical UI Thread in which we speak. So, I had to pull the UI Thread out of thin air. Let's change our PropertyChanged call to look this. public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) Windows.ApplicationModel.Core.CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync( Windows.UI.Core.CoreDispatcherPriority.Normal, new Windows.UI.Core.DispatchedHandler( () => { PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } ) ); } Now, we raised our notification on the UI thread. Everything is fine, people are happy, and the world moves on. You may have noticed that I didn't await my call to the dispatcher. This was intentional. If I am trying to update a slew of sprites, I don't want thread being hung while I wait my turn. Thus, I send the message and move on. It is worth nothing that this is NOT the most efficient way to do this for game programming. We'll get to that in another blog post. However, it is perfectly acceptable for a business app that is running a background task that would like to notify the UI thread of progress on a periodic basis. It is worth noting that this code was written for a Windows Store App. You can do the same thing with WP8 and WPF. The call to the marshaler changes, but it is the same idea.

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  • 7-Zip - A Free alternative to other compression utilities

    - by TATWORTH
    At http://www.7-zip.org/download.html, there is a free alternative other compression utilities. It handles a wide variety of formats including RAR!Here is the description from its home page:License 7-Zip is open source software. Most of the source code is under the GNU LGPL license. The unRAR code is under a mixed license: GNU LGPL + unRAR restrictions. Check license information here: 7-Zip license. You can use 7-Zip on any computer, including a computer in a commercial organization. You don't need to register or pay for 7-Zip. The main features of 7-Zip High compression ratio in 7z format with LZMA and LZMA2 compressionSupported formats: Packing / unpacking: 7z, XZ, BZIP2, GZIP, TAR, ZIP and WIMUnpacking only: ARJ, CAB, CHM, CPIO, CramFS, DEB, DMG, FAT, HFS, ISO, LZH, LZMA, MBR, MSI, NSIS, NTFS, RAR, RPM, SquashFS, UDF, VHD, WIM, XAR and Z. For ZIP and GZIP formats, 7-Zip provides a compression ratio that is 2-10 % better than the ratio provided by PKZip and WinZipStrong AES-256 encryption in 7z and ZIP formatsSelf-extracting capability for 7z formatIntegration with Windows ShellPowerful File ManagerPowerful command line versionPlugin for FAR ManagerLocalizations for 79 languages

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  • Techniques for separating game model from presentation

    - by liortal
    I am creating a simple 2D game using XNA. The elements that make up the game world are what i refer to as the "model". For instance, in a board game, i would have a GameBoard class that stores information about the board. This information could be things such as: Location Size Details about cells on the board (occupied/not occupied) etc This object should either know how to draw itself, or describe how to draw itself to some other entity (renderer) in order to be displayed. I believe that since the board only contains the data+logic for things regarding it or cells on it, it should not provide the logic of how to draw things (separation of concerns). How can i achieve a good partitioning and easily allow some other entity to draw it properly? My motivations for doing so are: Allow multiple "implementations" of presentation for a single game entity Easier porting to other environments where the presentation code is not available (for example - porting my code to Unity or other game technology that does not rely on XNA).

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  • Assets.getBytes returns null in test environment

    - by ashes999
    I'm using the latest Haxe (2.10), NME (3.4.3), and MUnit. I've written some unit tests that need to fetch bitmap data from SWF symbols. The first step is to actually load the SWF data. To do this, I use NME's getByteArray along with the swf library, like so: var blah:SWF = new SWF(Assets.getBytes("assets/swf/test.swf")); The call to Assets.getBytes returns null when I'm running this under MUnit. When running my actual game code, I'm able to get the byte array (and consequentially, instantiate the SWF class). Am I doing something wrong? What am I missing? Edit: My directory structure is: . (root .\assets .\assets\*.png (other images) .\assets\swf\*.swf (SWFs) .\Source\*.hx (source code) .\Test\*.hx (tests)

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  • What is the meaning of 'high cohesion'?

    - by Max
    I am a student who recently joined a software development company as an intern. Back at the university, one of my professors used to say that we have to strive to achieve "Low coupling and high cohesion". I understand the meaning of low coupling. It means to keep the code of separate components separately, so that a change in one place does not break the code in another. But what is meant by high cohesion. If it means integrating the various pieces of the same component well with each other, I dont understand how that becomes advantageous. What is meant by high cohesion? Can an example be explained to understand its benefits?

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  • creating object parameters in {}?

    - by RealityDysfunction
    I am trying to decode a piece of code from a book: List<Person> people = new List<Person>() { new Person {FirstName="Homer",LastName="Simpson",Age=47}, new Person {FirstName="Marge",LastName="Simpson",Age=45} }; Person is just a simple class they made, with a bunch of fields: Name, Last Name, etc... What I don't understand is, don't we send parameters to a constructor of Person in non-curly brackets? I tried replicating this code, but it doesn't seem to fly, any takers? Thanks for input.

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  • How to Create Effective Error Reports

    - by John Paul Cook
    This post demonstrates some generic problem reporting steps that I encourage all users, whether developers or nontechnical end users, to follow. SQL Server has a feature that can help. So does Windows in some cases. More on those in Step 3. Step 1: Is the problem caused by a particular action undertaken on a gui? If so, you should get a screen capture. But if it is caused by executing some T-SQL code in a query window, just copy/paste the offending code as text. There are several ways to get a screen...(read more)

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