Search Results

Search found 56342 results on 2254 pages for 'versant object database'.

Page 826/2254 | < Previous Page | 822 823 824 825 826 827 828 829 830 831 832 833  | Next Page >

  • Using an external hard drive as a server and be able to connect via wifi [on hold]

    - by user289228
    OK, so i have an old external HDD(seagate 1tb) and a windows computer just in case but im trying to set it up as a server for my home at the moment but if everything goes right i want to transfer it to being a database hub for the business i work for that way i can have more then one register at a time on the same basic database. The thing is im new to the whole server part along with im not well versed with ubuntu either so what im getting at is if i can get it setup, can i connect it on ubuntu and run a linux based Point of sales program but have multiple linked to the single server? i may be able to do it via the router, i think its a belkin n600 with usb port but at this moment i dont know what it is since im not home. i just need information if this is possible and if so, a guide would be appreciated.

    Read the article

  • How can I extract a list of Minecraft items and recipes?

    - by Sean
    I'm designing a robust system for resolving item dependencies in Minecraft and to do so, I need to maintain a database of items and recipes. Right now, this database has to be hand-crafted (no pun intended); I would like to know if it is possible to somehow query the Minecraft jars (or perhaps more realistically, grep through them) to extract this data automatically. How can this be done? The project is currently in Python, but it can still be ported to Java without much fuss at this stage. (For the curious.)

    Read the article

  • How do I keep user input and rendering independent of the implementation environment?

    - by alex
    I'm writing a Tetris clone in JavaScript. I have a fair amount of experience in programming in general, but am rather new to game development. I want to separate the core game code from the code that would tie it to one environment, such as the browser. My quick thoughts led me to having the rendering and input functions external to my main game object. I could pass the current game state to the rendering method, which could render using canvas, elements, text, etc. I could also map input to certain game input events, such as move piece left, rotate piece clockwise, etc. I am having trouble designing how this should be implemented in my object. Should I pass references to functions that the main object will use to render and process user input? For example... var TetrisClone = function(renderer, inputUpdate) { this.renderer = renderer || function() {}; this.inputUpdate = input || function() {}; this.state = {}; }; TetrisClone.prototype = { update: function() { // Get user input via function passed to constructor. var inputEvents = this.inputUpdate(); // Update game state. // Render the current game state via function passed to constructor. this.renderer(this.state); } }; var renderer = function(state) { // Render blocks to browser page. } var inputEvents = {}; var charCodesToEvents = { 37: "move-piece-left" /* ... */ }; document.addEventListener("keypress", function(event) { inputEvents[event.which] = true; }); var inputUpdate = function() { var translatedEvents = [], event, translatedEvent; for (event in inputEvents) { if (inputEvents.hasOwnProperty(event)) { translatedEvent = charCodesToEvents[event]; translatedEvents.push(translatedEvent); } } inputEvents = {}; return translatedEvents; } var game = new TetrisClone(renderer, inputUpdate); Is this a good game design? How would you modify this to suit best practice in regard to making a game as platform/input independent as possible?

    Read the article

  • forward rendering and multiple shadow maps

    - by Irbis
    I have two light sources on my scene. I created two fbo's which store depth textures for these lights. A render loop looks like this: bind fbo1 save depth values for first light unbind fbo1 bind fbo2 save depth values for second light unbind fbo2 enable additive blending bind first depth texture render scene bind second depth texture render scene disable additive blending For one light source the program works fine. For many light sources I use an additive blending to acumulate lighting results but then some objects become transparent (for example when an object which is further away from the camera is drawn before an object which is closer to the camera). How to resolve that problem ? How should I accumulate lighting effects for many light sources (many shadow maps) ? P.S. I use OpenGL/GLSL 3.3+

    Read the article

  • Oracle Exadata X3 Launch Webcast

    - by Cinzia Mascanzoni
    Available on-demand, this webcast covers everything your partners need to know about Oracle’s next-generation database machine. They will learn how to improve performance by storing multiple databases in memory, lower power and cooling costs by 30%, and easily deploy a cloud-based database service. Exadata X3 combines massive memory and low-cost disks to deliver the highest performance at the lowest cost. Partners won’t want to miss this webcast. Invite them to watch today! View and share the replay.

    Read the article

  • Mit Oracle Datenbanken in die Pole-Position!

    - by Alliances & Channels Redaktion
    Stellen Sie sich vor, Sie haben die Wahl zwischen einem hübschen, aber uralten Kleinwagen und einem stylischen Tourenwagen auf technischem Höchststand. Beide haben etwas für sich, keine Frage, doch auf der Rennstrecke, wo es allein um Performance geht, ist Nostalgie fehl am Platz. Nicht anders ist es mit Datenbanken. Wer also Wert auf Leistung, Sicherheit und die optimale Ausnutzung von Hardware und IT-Ressourcen legt, sollte sich für ein Database-Tuning entscheiden. Die wesentlichen Vorteile der Oracle Datenbanken bringt dieses Video kurz und knackig auf den Punkt – und ist damit auch bestens zum Einsatz bei Kunden geeignet. Oracle Database Tuning from Worm Marketing Consulting GmbH on Vimeo.

    Read the article

  • Is it possible to have a mutable type that is not garbage collected?

    - by user136109
    I'm wondering if such a thing can exist. Can there be an object that is mutable but not flagged as garbage collected ( specifically, tp_flags & Py_TPFLAGS_HAVE_GC ) I have a C++ struct-like object that I'm writing and I'd like to know if all of its members are immutable. I'm thinking of checking for the Py_TPFLAGS_HAVE_GC flag to determine this. If all members are immutable I want to speed up the deepcopy by doing a faster shallow copy, since I know members are immutable then it shouldn't have to go through an expensive deep copy. Is this logically sound, or is there some mythical type that will blow me out of the water here.

    Read the article

  • Unintentional run-in with C# thread concurrency

    - by geekrutherford
    For the first time today we began conducting load testing on a ASP.NET application already in production. Obviously you would normally want to load test prior to releasing to a production environment, but that isn't the point here.   We ran a test which simulated 5 users hitting the application doing the same actions simultaneously. The first few pages visited seemed fine and then things just hung for a while before the test failed. While the test was running I was viewing the performance counters on the server noting that the CPU was consistently pegged at 100% until the testing tool gave up.   Fortunately the application logs all exceptions including those unhandled to the database (thanks to log4net). I checked the log and low and behold the error was:   System.ArgumentException: An item with the same key has already been added. (The rest of the stack trace intentionally omitted)   Since the code was running with debug on the line number where the exception occured was also provided. I began inspecting the code and almost immediately it hit me, the section of code responsible for the exception is trying to initialize a static class. My next question was how is this code being hit multiple times when I have a rudimentary check already in place to prevent this kind of thing (i.e. a check on a public variable of the static class before entering the initializing routine). The answer...the check fails because the value is not set before other threads have already made it through.   Not being one who consistently works with threading I wasn't quite sure how to handle this problem. Fortunately a co-worker recalled having to lock a section of code in the past but couldn't recall exactly how. After a quick search on Google the solution is as follows:   Object objLock = new Object(); lock(objLock) { //logic requiring lock }   The lock statement takes an object and tells the .NET runtime that the current thread has exclusive access while the code within brackets is executing. Once the code completes, the lock is released for another thread to utilize.   In my case, I only need to execute the inner code once to initialize my static class. So within the brackets I have a check on a public variable to prevent it from being initialized again.

    Read the article

  • Windows 8 Location Services

    - by ryanabr
    I spent the afternoon with the Geolocator object in the WinRT and Widows 8 platform. I have also been working with doing Windows Phone 7 development, and first had to wrap my head around the fact that while similar, it is not the same as the GeoCoordinateWatcher that environment. I found a nice example here http://code.msdn.microsoft.com/windowsapps/Geolocation-2483de66 But the behavior of my app wasn’t the same. Once you ensure that location services is enabled by following these instructions: http://msdn.microsoft.com/en-us/library/windows/desktop/hh768219.aspx Location Services was still disabled. From everything I read, it sounded like the first time you try to use the Geolocator object, the user would be prompted to allow to “Access to your location”. After nosing around I found the issue. You need to add the location service as a Capability in the Package.appxmanifest file: After checking the box, I was prompted to allow access to location services as expected the first time I needed to use it.

    Read the article

  • Blender 2.6: How to Merge the Pros of Meshes and Surfaces

    - by fridojet
    there are two interesting kinds of objects: Meshes and Surfaces. Each of them offers very cool features. Object Type Specific Features Nice Features of Surfaces: (for example) They're as scalable as vector graphics (really nice!) You can build winding things real simply. Nice Features of Meshes: (for example) You can build organic things really good using the Sculpt Mode and a graphic tablet. You can use some special things like Physics. My Question There are things for which Surfaces are better and things for which Meshes are better. But how can I use both the best features of Surfaces and the best features of Meshes on one object at once? For example: How can I use Physics (like on Meshes) on lossless scalable objects (like Surfaces)? Thanks.

    Read the article

  • September issue of the Enterprise Manager Indepth Newsletter

    - by Javier Puerta
    The September issue of the Enterprise Manager Indepth Newsletter is now available here  Featured articles include: Oracle OpenWorld Preview: Don't-Miss Sessions, Hands-on Labs, and MoreBecause of the rapid and widespread adoption of Oracle Enterprise Manager 12c since its launch at Oracle OpenWorld 2011, conference organizers are expecting Oracle Enterprise Manager sessions to attract record crowds at Oracle OpenWorld 2012. Read More Oracle Cloud Builder Summit—Zero to Enterprise Cloud in Two HoursIn August, Oracle launched the worldwide Oracle Cloud Builder Summit series, an event where attendees learn firsthand how to plan, deploy, and manage an enterprise private cloud using Oracle Enterprise Manager 12c—all in a few hours. Read More WEBCASTS Reduce Database Testing Efforts While Maximizing ROIWatch this on-demand Webcast demonstrating how to manage database and system changes with confidence using Oracle Real Application Testing. Viewers will be among the first to hear results from Forrester Consulting's commissioned, multicustomer study, “Total Economic Impact of Oracle Real Application Testing.”

    Read the article

  • Multitenant Self-Service Provisioning Anwendung

    - by Ulrike Schwinn (DBA Community)
    Oracle Multitenant ist eine neue Datenbank-Architektur, die seit Oracle Database Version 12c zur Verfügung steht. Konsolidierungen, schnelles und vereinfachtes Patchen, Provisionieren und Klonen einer Umgebung sind nur einige Vorteile, die sich aus diesem neuen Konzept ergeben können. Die Idee dahinter ist, dass sich mehrere Datenbanken nicht nur Ressourcen wie Hauptspeicher und Hintergrundprozesse teilen, sondern auch eine gemeinsame Verwaltung ("many as one") möglich ist. Oracle Multitenant ist natürlich auch eine ideale Grundlage für "Database as a Service", weil damit eine neue Datenbank in kürzester Zeit erstellt werden. Daher steht seit September auf OTN der Download einer einfachen, intuitiven Weboberfläche für Multitenant Self-Service Provisioning zur Verfügung. Was steckt dahinter? Wie funktioniert die Installation? Welche Anwendungsmöglichkeiten gibt es? Diese Fragen und weitere Informationen sind Thema des aktuellen Tipps. Mehr Informationen dazu gibt es hier.

    Read the article

  • How to build list of items available in World of Warcraft?

    - by Cyclops
    There are a number of non-Blizzard sites that show a complete list of available items in World of Warcraft (such as wowhead, etc). I would like to know the best (easiest) way to compile a similar list. I believe some sites are based on user-entered input, which I would like to avoid. Looking at the lua API, it seems that there are functions to get a list of items, but it's not clear if I can just download everything (I remember a reference to throttling somewhere, can't find it now). Does anyone have code samples that would do this, or links to source? Also, Eve Online has made a database of items available (and I do mean SQL database file for download, not the Armory) - is there anything similar for Wow? I'm just looking for the names and stats, not the graphic icons.

    Read the article

  • Safest way (i.e. HTTPS, POST, PGP) to send decryption keys through the web?

    - by theGreenCabbage
    I am in the final stages of development for my Revit plugin. This plugin is programmed in C#, and distributed via a DLL. One of the DLLs is an encrypted SQLite database (with proprietary data) that is in the form of a DLL. Currently, in development stages, the decryption key for the SQLite database is hardcoded in my main DLL (the program's DLL). For distribution, since DLLs are easily decompilable, I am in need of a new method to decrypt the DLL. My solution is to send our decryption keys from our servers securely to the host's computer. I was looking in POST, thinking it was more secure than GET, but upon research, it appears it's similarly insecure, only more "obscure" than GET. I also looked into HTTPS, but Hostgator requires extra money for HTTPS use. I am in need of some advice - are there any custom solutions I can do to implement this?

    Read the article

  • Multiple weapons for android game

    - by Z3r0
    I am trying to make a 3D game for android using the Rajawali engine to render the 3D graphics and blender for designing my models(exporting as .md2), and I want my character to be able to change weapons, armor, helm, etc. Rendering every possible animation would be too much: if I had 10 different weapons, 10 armor and 10 helm, I would have to create 1000 animations with every possible equipment and if I add boots to list it would be even worse. I read somewhere you can use bones for this; but in Android, I only get the object itself to work with. Does anyone has an idea how i can solve this? If I make the weapon a different object how do I parent it to my models in my game?

    Read the article

  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

    Read the article

  • Missing error handling in Streaming-AJAX-Proxy Log

    - by Michael Freidgeim
    We are using AjaxProxy(FROM http://www.codeproject.com/KB/ajax/ajaxproxy.aspx) on our web site, but started to notice errors accessing log.txt file. I found that the file is created by Log class and doesn't have ability to switch it off and error handling. I've added reading file name from configuration and try/catch block   public static class Log     {         private static StreamWriter logStream;         private static object lockObject = new object ();     public static void WriteLine(string msg)         {                       string logFileName = ConfigurationExtensions.GetAppSetting("AjaxStreamingProxy.LogFile" ,"");                       if (logFileName.IsNullOrEmpty())                             return;                       try                      {                             if (logStream == null )                            {                                    lock (lockObject)                                   {                                           if (logStream == null )                                          {                            logStream = File.AppendText(Path .Combine(AppDomain.CurrentDomain.BaseDirectory, logFileName));                                          }                                   }                            }                            logStream.WriteLine(msg);                      }                       catch (Exception exc)                      {                             string ignoredMsg = String .Format("The error occured while logging {0}, but processing will continue.\n {1} ", exc);                             LoggerHelper.LogEvent(ignoredMsg, MyCategorySource, TraceEventType .Warning, true);                      }         }

    Read the article

  • Mass Delete Using Gridview with Checkboxes

    This sample shows how to use a Gridview to delete multiple records all at once, having marked them with a Checkbox, and clicking one button, external to the Gridview, to delete them all As usual, here, we're using the Northwind Database. If you want to try this on your own Northwind database, adhere to this word of caution - "BACK IT UP FIRST". You will be making multiple deletes, so in order to get it back to the original state, you must make a backup and then restore afterwards. Remember too, that you will need to substitute your own Web.Config connectionstring entry for "YourNorthwindString" in the sample code

    Read the article

  • Automatic Statistics Update Slows Down SQL Server 2005

    I have a database which has several tables that have very heavy write operations. These table are very large and some are over a hundred gigabytes. I noticed performance of this database is getting slower and after some investigation we suspect that the Auto Update Statistics function is causing a performance degradation. Join SQL Backup’s 35,000+ customers to compress and strengthen your backups "SQL Backup will be a REAL boost to any DBA lucky enough to use it." Jonathan Allen. Download a free trial now.

    Read the article

  • MOSSt 2010 Hosting :: Dialog Platform in SharePoint 2010 & How to Open the Edit Form Dialog for List Item

    - by mbridge
    One of the New User Interface Platforms in SharePoint 2010 is ‘The Dialog Platform’ A dialog is essentially a <div> which gets visible on demand and renders the HTML using a background overlay creating a modal dialog like user experience. We can show an existing div from within the page or a different page using a URL inside the dialogs. When we pass the URL to the dialog it looks for the Querystring parameter “IsDlg=1”. If this parameters exists than it would dynamically load the "/_layouts/styles/dlgframe.css” file. This file overrides the “s4-notdlg” class items as “display:none”, which means that all items with this class would not get displayed in Dialog Mode.  So if we go to the v4.master page we can see that this class is used by the Ribbon control to hide the ribbon when in dialog mode: How to open the Edit Form Dialog for List Item: In SharePoint 2010 The URL for opening the Edit Form of any list item looks like something like this : http://intranet.contoso.com/<SiteName>/Lists/<ListName>/EditForm.aspx?ID=1&IsDlg=1 ID is the list item row identifier and as discussed above the IsDlg is for the dialog mode. Now to open a dialog we need to use the SP.UI.ModalDialog.showModalDialog method from the ECMAScript Client Object model and pass in the url of the page, width & height of the dialog and also a callback function in case we want some code to run after the dialog is closed. <script type="text/javascript">          //Handle the DialogCallback callback               function DialogCallback(dialogResult, returnValue){               }             //Open the Dialog           function OpenEditDialog(id){             var options = { url:&quot;http://intranet.contoso.com/<SiteName>/Lists/<ListName>/EditForm.aspx?ID=&quot; + id + &quot;&amp;IsDlg=1&quot;,              width: 700,              height: 700,              dialogReturnValueCallback: DialogCallback              };             SP.UI.ModalDialog.showModalDialog(options);           } </script> The .js files for the ECMAScript Object Model (SP.js, SP.Core.js, SP.Ribbon.js, and SP.Runtime.js ) are installed in the %ProgramFiles%\Common Files\Microsoft Shared\web server extensions\14\TEMPLATE\LAYOUTS directory. Here is a good MSDN link explaining the Client Object Model Distribution and Deployment options available in SharePoint 2010 and this is the lowest costSharePoint 2010 Provider.

    Read the article

  • Is it possible to use a spherical collision component in UDK?

    - by Almo
    I have an object in UDK, which has a SkeletalMesh. At certain times in the game, I want this object to continue rendering the SkeletalMesh, but I'd like it to use spherical collision temporarily. After reading a bunch about PrimitiveComponents, my understanding is that UDK supports cylindrical and box-like collision, but not spherical without using a static mesh. But it seems an attached static mesh will render, since it has no bHidden attribute. There must be a way to do this, but I don't know UDK well enough yet to understand all the pitfalls.

    Read the article

< Previous Page | 822 823 824 825 826 827 828 829 830 831 832 833  | Next Page >