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  • Reflective practice in programming using keystroke playback

    - by Graham
    I'm thinking of applying Reflective Practice to improving my programming skills. To that end, I want to be able to watch myself writing code. In general, what is a good method for applying Reflective Practice to the craft of programming? In particular, if it's a good idea, is there an editor that records keystrokes then plays them back at a later time - possibly running the keys together without delays, or replaying at a 2x/4x/8x accelerated rate? Screencasting with RecordMyDesktop is an option, but has downsides of waiting for encoding and ending up with a big video file instead of a list of keystrokes.

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  • Declarative Transactions in Node.js

    - by James Kingsbery
    Back in the day, it was common to manage database transactions in Java by writing code that did it. Something like this: Transaction tx = session.startTransaction(); ... try { tx.commit(); } catch (SomeException e){ tx.rollback(); } at the beginning and end of every method. This had some obvious problems - it's redundant, hides the intent of what's happening, etc. So, along came annotation-driven transactions: @Transaction public SomeResultObj getResult(...){ ... } Is there any support for declarative transaction management in node.js?

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  • Null Or Empty Coalescing

    In my last blog post, I wrote about the proper way to check for empty enumerations and proposed an IsNullOrEmpty method for collections which sparked a lot of discussion. This post covers a similar issue, but from a different angle. A very long time ago, I wrote about my love for the null coalescing operator. However, over time, Ive found it to be not quite as useful as it could be when dealing with strings. For example, heres the code I might want to write: public static void DoSomething(string...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • High CPU load for 1:30 minutes when mounting ext4-raid partition

    - by sirion
    I have a raid 5 (software) with 5x2TB drives. I encrypted the raid with cryptsetup and put an ext4-partition on top. In the beginning opening and mounting the raid took less than 10 seconds, now (for a few weeks) mounting alone takes 1:30 minutes and the cpu stays around 93% the whole time: The output of "time sudo mount /dev/mapper/8000 /media/8000" is: real 1m31.952s user 0m0.008s sys 1m25.229s At the same time only one line is added to /var/log/syslog: kernel: [ 2240.921381] EXT4-fs (dm-1): mounted filesystem with ordered data mode. Opts: (null) My Ubuntu-version is "12.04.1 LTS" and no updates are pending. I checked the partition with fsck, but it says that all is ok. The "cryptsetup luksOpen" command only takes a few seconds. I also tried changing the raid-bitmap (as it was suggested in some forum) but it did not change the behaviour. sudo mdadm --grow /dev/md0 -b internal and sudo mdadm --grow /dev/md0 -b none I had the idea that it might be the hardware being slow, but a read test with "sudo hdparm -t /dev/md0" spit out values between 62 and 159 MB/sec: Timing buffered disk reads: 382 MB in 3.00 seconds = 127.14 MB/sec Timing buffered disk reads: 482 MB in 3.02 seconds = 159.62 MB/sec Timing buffered disk reads: 190 MB in 3.03 seconds = 62.65 MB/sec Timing buffered disk reads: 474 MB in 3.02 seconds = 157.12 MB/sec Although I think it is strange that the read rate jumps by more than 100% - could that mean something? The speed test when reading from the mapped (decrypted) device shows similar behavior, although it is of course much slower. "sudo hdparm -t /dev/mapper/8000": Timing buffered disk reads: 56 MB in 3.02 seconds = 18.54 MB/sec Timing buffered disk reads: 122 MB in 3.09 seconds = 39.43 MB/sec Timing buffered disk reads: 134 MB in 3.02 seconds = 44.35 MB/sec The output of a verbose mount "mount -vvv /dev/mapper/8000 /media/8000" does not help much: mount: fstab path: "/etc/fstab" mount: mtab path: "/etc/mtab" mount: lock path: "/etc/mtab~" mount: temp path: "/etc/mtab.tmp" mount: UID: 0 mount: eUID: 0 mount: spec: "/dev/mapper/8000" mount: node: "/media/8000" mount: types: "(null)" mount: opts: "(null)" mount: you didn't specify a filesystem type for /dev/mapper/8000 I will try type ext4 mount: mount(2) syscall: source: "/dev/mapper/8000", target: "/media/8000", filesystemtype: "ext4", mountflags: -1058209792, data: (null) Any idea where I could find additional information on why mounting takes so long, or what additional tests I could run?

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  • Problem Solving vs. Solution Finding

    - by ryanabr
    By enlarge, most developers fall into these two camps I will try to explain what I mean by way of example. A manager gives the developer a task that is communicated like this: “Figure out why control A is not loading on this form”. Now, right there it could be argued that the manager should probably have given better direction and said something more like: “Control A is not loading on the Form, fix it”. They might sound like the same thing to most people, but the first statement will have the developer problem solving the reason why it is failing. The second statement should have the developer looking for the solution to make it work, not focus on why it is broken. In the end, they might be the same thing, but I usually see the first approach take way longer than the second approach. The Problem Solver: The problem solver’s approach to fixing something that is broken is likely to take the error or behavior that is being observed and start to research it using a tool like Google, or any other search engine. 7/10 times this will yield results for the most common of issues. The challenge is in the other 30% of issues that will take the problem solver down the rabbit hole and cause them not to surface for days on end while every avenue is explored for the cause of the problem. In the end, they will probably find the cause of the issue and resolve it, but the cost can be days, or weeks of work. The Solution Finder: The solution finder’s approach to a problem will begin the same way the Problem Solver’s approach will. The difference comes in the more difficult cases. Rather than stick to the pure “This has to work so I am going to work with it until it does” approach, the Solution Finder will look for other ways to get the requirements satisfied that may or may not be using the original approach. For example. there are two area of an application of externally equivalent features, meaning that from a user’s perspective, the behavior is the same. So, say that for whatever reason, area A is now not working, but area B is working. The Problem Solver will dig in to see why area A is broken, where the Solution Finder will investigate to see what is the difference between the two areas and solve the problem by potentially working around it. The other notable difference between the two types of developers described is what point they reach before they re-emerge from their task. The problem solver will likely emerge with a triumphant “I have found the problem” where as the Solution Finder will emerge with the more useful “I have the solution”. Conclusion At the end of the day, users are what drives features in software development. With out users there is no need for software. In todays world of software development with so many tools to use, and generally tight schedules I believe that a work around to a problem that takes 8 hours vs. the more pure solution to the problem that takes 40 hours is a more fruitful approach.

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  • How to run software, that is not offered though package managers, that requires ia32-libs

    - by Onno
    I'm trying to install the Arma 2 OA dedicated server on a Virtualbox VM so I can test my own missions in a sandbox environment in a way that lets me offload them to another computer in my network. (The other computer is running the VM, but it's a windows machine, and I didn't want to hassle with its installation) It needs at least 2, and preferably 4GB of ram, so I thought I would install the AMD64 version of ubuntu 13.10 to get this going. 'How do you run a 32-bit program on a 64-bit version of Ubuntu?' already explained how to install 32bit software though apt-get and/or dpkg, but that doesn't apply in this case. The server is offered as a compressed download on the site of BI Studio, the developer of the Arma games. Its installation instructions are obviously slightly out of date with the current state of the art. (probably because the state of the art has been updated quite recently :) ) It states that I have to install ia32-libs, which has now apparently been deprecated. Now I have to find out how to get the right packages installed to make sure that it will run. My experience level is like novice-intermediate when it comes to these issues. I've installed a lot of packages though apt-get; I've solved dependency issues in the past; I haven't installed much software without using package managers. I can handle myself with basic administrative work like editing conf files and such. I have just gone ahead and tried to install it without installing ia32-libs through apt-get but to install gcc to get the libs after all. My reasoning being that gcc will include the files for backward compatibility coding and on linux all libs are (as far as I can tell) installed at a system level in /libs . So far it seems to start up. (I can connect with the game server trough my in-game network browser, so it's communicating) I'm not sure if there's any dependency checking going on when running the game server program, so I'm left with a couple of questions: Does 13.10 catch any calls to ia32libs libraries and translate the calls to the right code on amd64? If it runs, does that mean that all required libraries have been loaded correctly, or is there a change of it crashing later on when a library that was needed is missing after all? Is it necessary to do a workaround such as installing gcc? How do I find out what libraries I might need to run this software? (or any other piece of 32-bit software that isn't offered through a package manager)

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  • Making a collision detection system

    - by Sri Harsha Chilakapati
    I'm very new to game development (just started 3 months ago) and I've learning through creating a game engine. It's located here. In terms of collision, I know only brutefoce detection, in which case, the game slows down if there are a number of objects. So my question is How should I program the collisions? I want them to happen automatically for every object and call the object's collision(GObject other) method on each collision. Are there any new algorithms which can make this fast? If so, can anybody6 sh6ed some light on this topic? And I think of making it like the game maker Thanks

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  • Useful design patterns for working with FragmentManger on Android

    - by antman8969
    When working with fragments, I have been using a class composed of static methods that define actions on fragments. For any given project, I might have a class called FragmentActions, which contains methods similar to the following: public static void showDeviceFragment(FragmentManager man){ String tag = AllDevicesFragment.getFragmentTag(); AllDevicesFragment fragment = (AllDevicesFragment)man.findFragmentByTag(tag); if(fragment == null){ fragment = new AllDevicesFragment(); } FragmentTransaction t = man.beginTransaction(); t.add(R.id.main_frame, fragment, tag); t.commit(); } I'll usually have one method per application screen. I do something like this when I work with small local databases (usually SQLite) so I applied it to fragments, which seem to have a similar workflow; I'm not married to it though. How have you organized your applications to interface with the Fragments API, and what (if any) design patterns do you think apply do this?

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  • Should all, none, or some overridden methods call Super?

    - by JoJo
    When designing a class, how do you decide when all overridden methods should call super or when none of the overridden methods should call super? Also, is it considered bad practice if your code logic requires a mixture of supered and non-supered methods like the Javascript example below? ChildClass = new Class.create(ParentClass, { /** * @Override */ initialize: function($super) { $super(); this.foo = 99; }, /** * @Override */ methodOne: function($super) { $super(); this.foo++; }, /** * @Override */ methodTwo: function($super) { this.foo--; } }); After delving into the iPhone and Android SDKs, I noticed that super must be called on every overridden method, or else the program will crash because something wouldn't get initialized. When deriving from a template/delegate, none of the methods are supered (obviously). So what exactly are these "je ne sais quoi" qualities that determine whether a all, none, or some overriden methods should call super?

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  • DRY, string, and unit testing

    - by Rodrigue
    I have a recurring question when writing unit tests for code that involves constant string values. Let's take an example of a method/function that does some processing and returns a string containing a pre-defined constant. In python, that would be something like: STRING_TEMPLATE = "/some/constant/string/with/%s/that/needs/interpolation/" def process(some_param): # We do some meaningful work that gives us a value result = _some_meaningful_action() return STRING_TEMPLATE % result If I want to unit test process, one of my tests will check the return value. This is where I wonder what the best solution is. In my unit test, I can: apply DRY and use the already defined constant repeat myself and rewrite the entire string def test_foo_should_return_correct_url(): string_result = process() # Applying DRY and using the already defined constant assert STRING_TEMPLATE % "1234" == string_result # Repeating myself, repeating myself assert "/some/constant/string/with/1234/that/needs/interpolation/" == url The advantage I see in the former is that my test will break if I put the wrong string value in my constant. The inconvenient is that I may be rewriting the same string over and over again across different unit tests.

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  • How to tile multiple procedurally generated textures?

    - by Burhuc
    I'm trying to develop a procedural tile generator for a game, mostly for the ground tiles, instead of using "hand-drawn" tiles. To achieve this I'm using Perlin noise and a sine wave with multiple parameters, which already gives me pretty nice results. I don't want to generate 1 tile and repeat that one forever for one ground type, but I want to avoid recurrences, so I'm generating n different tiles. The problem I'm having now is that I want to tile the generated textures (smooth transitions). At the moment I have this: 4 256x256 textures. I thought a simple method would be to just add the positions of the different tiles to the noise generation algorithm, so that, when creating the 4 256x256 textures, it would behave like it would create a 512x512 texture, but that somehow didn't work as intented. So how can I tile those textures?

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  • Clicking on clues and other objects in a 2D cluedo like game

    - by Anearion
    I'm a java/android programmer, but I don't have any experience in game programming, I'm already reading proper books, like "Pro Android Games", but my concerns are more about the ideas behind game programming than the techniques themselves. I'm working on a 2D game, something like Cluedo to let you understand the genre. I would like to know how should I act with the "scenes", for example, a room with a desk, TV, windows and a lamp. I need to make some items tappable and others not. Is it common to use one image (invisible to the user) with every different item a different color, then call the getColor() method on the image? Or use one image as background, and separate images for all the items? If the latter, how can I set the positioning? and should I use imageView or imageButton? I'm sorry if those are really low quality questions, but as "outsider" ( I'm 23 and still finishing my university ) it's pretty hard learn alone.

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  • Is it possible to test a theory?

    - by user363295
    We are a group of students who are working on a theory in software engineering (talking about the theory takes a lot of time so I just skip that). Implementing the theory is impossible, due to technical limitations, but it can be proven on a paper logically. We've been pushed to do a testing on it, so it can be proved that way too (although we bleieve that's not possible!), now: Basically, is it possible to test something like this? If it is, what type of testing should we use? I heard,its possible to handout a brief about it to some experts and asking about their opinion (not sure if that's true), is that a testing method? if it is, what does it called? and how exactly can be done?

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  • Best Practice to return responses from service

    - by A9S6
    I am writing a SOAP based ASP.NET Web Service having a number of methods to deal with Client objects. e.g: int AddClient(Client c) = returns Client ID when successful List GetClients() Client GetClientInfo(int clientId) In the above methods, the return value/object for each method corresponds to the "all good" scenario i.e. A client Id will be returned if AddClient was successful or a List< of Client objects will be returned by GetClients. But what if an error occurs, how do I convey the error message to the caller? I was thinking of having a Response class: Response { StatusCode, StatusMessage, Details } where Details will hold the actual response but in that case the caller will have to cast the response every time. What are your views on the above? Is there a better solution?

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  • C# XNA Make rendered screen a texture2d

    - by redcodefinal
    I am working on a cool little city generator which makes cities in the isometric perspective. However, a problem arose where if the grid size was over a certain limit it would have awful lag. I found the main problem to be in the draw method. So I took the precautionary step of rendering only items that were onscreen. This fixed the lag but, not by much. The idea I have is to render the frame once and take a snapshot. Then, display that as a texture2d on screen. This way I don't have to render 1,000,000 objects every frame since they don't change anyways. TL;DR - I want to Take a snapshot of an already rendered frame Turn it into a Texture2D Render that to the screen instead of all the objects. Any help appreciated.

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  • Cannot install wine on Ubuntu natty 64bit [broken dependency]

    - by MHK
    I've just installed Ubuntu natty 64bit. Now I'm trying to install wine and no matter how I do it (Software center/synaptic/terminal), it fails. Here's what I tried on terminal: sudo apt-get update sudo apt-get install wine It shows: Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: wine : Depends: wine1.3 but it is not going to be installed Depends: ia32-libs (>= 1.6) but it is not going to be installed Depends: lib32asound2 (> 1.0.14) but it is not going to be installed Depends: libc6-i386 (>= 2.6-1) but it is not going to be installed Depends: lib32nss-mdns (>= 0.10-3) but it is not going to be installed E: Broken packages Any body faced this? Is this a bug or something is broken on my end? Any hints on how to solve? Edit: I've tried with aptitude, it gives more clear message: sudo aptitude install wine Output: The following NEW packages will be installed: gnome-exe-thumbnailer{a} ia32-libs{a} icoutils{a} imagemagick{a} lib32asound2{ab} lib32bz2-1.0{a} lib32gcc1{ab} lib32ncurses5{a} lib32nss-mdns{a} lib32stdc++6{ab} lib32v4l-0{ab} lib32z1{a} libc6-i386{ab} libcdt4{a} libgraph4{a} libgvc5{a} libilmbase6{a} liblqr-1-0{a} libmagickcore3{a} libmagickcore3-extra{a} libmagickwand3{a} libnetpbm10{a} libopenexr6{a} libpathplan4{a} netpbm{a} ttf-droid{a} ttf-symbol-replacement-wine1.3{a} ttf-umefont{a} winbind{a} wine wine1.3{a} wine1.3-gecko{a} winetricks{a} 0 packages upgraded, 33 newly installed, 0 to remove and 0 not upgraded. Need to get 135 MB of archives. After unpacking 421 MB will be used. The following packages have unmet dependencies: libc6-i386: Depends: libc6 (= 2.12.1-0ubuntu16) but 2.13-0ubuntu13 is installed. lib32gcc1: Depends: gcc-4.5-base (= 4.5.2-2ubuntu3) but 4.5.2-8ubuntu4 is installed. lib32asound2: Depends: libasound2 (= 1.0.23-2.1ubuntu2) but 1.0.24.1-0ubuntu5 is installed. lib32stdc++6: Depends: gcc-4.5-base (= 4.5.2-2ubuntu3) but 4.5.2-8ubuntu4 is installed. lib32v4l-0: Depends: libv4l-0 (= 0.8.1-2) but 0.8.3-1 is installed. The following actions will resolve these dependencies: Keep the following packages at their current version: 1) ia32-libs [Not Installed] 2) lib32asound2 [Not Installed] 3) lib32bz2-1.0 [Not Installed] 4) lib32gcc1 [Not Installed] 5) lib32ncurses5 [Not Installed] 6) lib32nss-mdns [Not Installed] 7) lib32stdc++6 [Not Installed] 8) lib32v4l-0 [Not Installed] 9) lib32z1 [Not Installed] 10) libc6-i386 [Not Installed] 11) wine [Not Installed] 12) wine1.3 [Not Installed] Leave the following dependencies unresolved: 13) wine1.3-gecko recommends wine1.3 14) winetricks recommends wine1.2 | wine1.3 | cxoffice5 | cxgames5 It seems the wine package hasn't been updated in the repo. What should I do now?

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  • Has test driven development (TDD) actually benefited a real world project?

    - by James
    I am not new to coding. I have been coding (seriously) for over 15 years now. I have always had some testing for my code. However, over the last few months I have been learning test driven design/development (TDD) using Ruby on Rails. So far, I'm not seeing the benefit. I see some benefit to writing tests for some things, but very few. And while I like the idea of writing the test first, I find I spend substantially more time trying to debug my tests to get them to say what I really mean than I do debugging actual code. This is probably because the test code is often substantially more complicated than the code it tests. I hope this is just inexperience with the available tools (RSpec in this case). I must say though, at this point, the level of frustration mixed with the disappointing lack of performance is beyond unacceptable. So far, the only value I'm seeing from TDD is a growing library of RSpec files that serve as templates for other projects/files. Which is not much more useful, maybe less useful, than the actual project code files. In reading the available literature, I notice that TDD seems to be a massive time sink up front, but pays off in the end. I'm just wondering, are there any real world examples? Does this massive frustration ever pay off in the real world? I really hope I did not miss this question somewhere else on here. I searched, but all the questions/answers are several years old at this point. It was a rare occasion when I found a developer who would say anything bad about TDD, which is why I have spent as much time on this as I have. However, I noticed that nobody seems to point to specific real-world examples. I did read one answer that said the guy debugging the code in 2011 would thank you for have a complete unit testing suite (I think that comment was made in 2008). So, I'm just wondering, after all these years, do we finally have any examples showing the payoff is real? Has anybody actually inherited or gone back to code that was designed/developed with TDD and has a complete set of unit tests and actually felt a payoff? Or did you find that you were spending so much time trying to figure out what the test was testing (and why it was important) that you just tossed out the whole mess and dug into the code?

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  • Setting a leader from a sprite array

    - by Craig
    I'm looking to set a leader from an array of sprites, I keep on getting a NullReferenceException was unhandled error from within my main game class when calling the UpdateMouse Method. What have I dont wrong here? class MouseSprite { Random random = new Random(); private MouseSprite leader; public void UpdateBoundaryBox() { mouseBounds.X = (int)mousePosition.X - mouseTexture.Width / 2; mouseBounds.Y = (int)mousePosition.Y - mouseTexture.Height / 2; } public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; this.alive = true; mice[random.Next(0, mice.Length)] = leader;

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  • Dell Vostro 1510 trackpad

    - by user18055
    A week ago I moved totally from Windows 7 to Ubuntu. I've been really happy with the transition bar one annoying glitch. My trackpad sometimes works, sometimes doesn't. All other hardware including peripherals work flawlessly, including a Logitech ball mouse, Wacom Bamboo pen and touch and wireless Logitech keyboard and mouse combo. I can't see any pattern to when and why the trackpad works. Occasionally on rebooting, it will work, but then I can reboot 10x in a row and it won't work, then I leave it a day, then reboot and it works flawlessly. Any ideas on a solution or appropriate method for me to deb it? My knowledge of Ubuntu/Linux is sketchy at best so I could do with a little help :)

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  • How should I access frame buttons from a controller in an MVC approach?

    - by Loris
    I'm developing an italian card game using the mvc pattern. I have the class GameFrame that contains the view. The user's card are buttons (JButton objects). I have 3 controllers: GameController: to control the game in general. Contains the game loop. HumanPlayerController: to control the user input ComputerPlayerController: contains the AI of the computer PlayerController: is an interface with the makeTurn() method. It's implemented by HumanP.C. and ComputerP.C. HumanPlayerController implements ActionListener too. But what is the right way to access to the GameFrame buttons? I need it for understand which card was chosen. GameFrame and HumanPlayerController are in different packages. Should i make the JButtons public?

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  • Disabled WiFi but it keeps re-enabling itself; want it to stay disabled

    - by Mike Uresti
    I have an Alienware X51 desktop with a wireless card, I have it connected via ethernet and want to permanently disable WiFi from ever using itself. When running Windows, I go to device manager and rightclick-disable the Wireless card and that takes care of my problem. Is there a similar method using Ubuntu 14.04? For now, I click on the network icon in the system tray and uncheck 'Enable wifi' but it seems to turn itself back on as I use my computer, I think I have the incident isolated to something with Steam. It seems like after I start the Steam client it always is re-enabled. Hopeful answer: Just disable/remove/block wireless card from ever working.

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  • HTML5 clicking objects in canvas

    - by Dave
    I have a function in my JS that gets the user's mouse click on the canvas. Now lets say I have a random shape on my canvas (really its a PNG image which is rectangular) but i don't want to include any alpha space. My issue lies with lets say i click some where and it involves a pixel of one of the images. The first issue is how do you work out the pixel location is an object on the map (and not the grass tiles behind). Secondly if i clicked said image, if each image contains its own unique information how do you process the click to load the correct data. Note I don't use libraries I personally prefer the raw method. Relying on libraries doesn't teach me much I find.

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  • Does the Ubuntu One sync work?

    - by bisi
    I have been on this for several hours now, trying to get a simple second folder to sync with my (paid) account. I cannot tell you how many times I removed all devices, removed stored passwords, killed all processes of u1, logged out and back in online...and still, the tick in the file browser (Synchronize this folder) is loading and loading and loading. Also, I have logged out, rebooted countless times. And this is after me somehow managing to get the u1 preferences to finally "connect" again. I have also checked the status of your services, and none are close to what I am experiencing. And I have checked the suggested related questions above! So please, just confirm whether it is a problem on my side, or a problem on your side. EDIT: In the mean time, here is what has changed, on top of what is mentioned just above. • My files went from 0MB to 71.9MB, and is still rising. • My first folder of 400.2MB is being filled with the data as I write this. The second folder has the folder sub-structure in place. • Both folders now show in the File Browser that it will be synchronized. I believe that right now, it is all back to normal and working fine, and I guess that's what a good night's sleep can do ;). And we're now only back to the point where synchronizing is slow, but will pick up with the release of Natty (https://wiki.ubuntu.com/UbuntuOne/FAQ/WhyIsItTakingSoLongForMyFilesToSync). But to get to the questions: My about says I use 11.04, Natty Narwhal, but I am quite sure the last distribution I installed was 10.10. Folder A is 400.2MB, and Folder B is 29.5MB I am on a DSL line, behind a regular fritz.box setting. No proxy servers in use, and I did not install any particular firewall features. No physical firewall, just the router (on which I have a TV signal as well), and 2 switches to get to this floor. Status: inactive The ubuntuone-indicator runs the same window as when I click on my name on the top-right corner and select Ubuntu one, or in the Control Center choose Ubuntu one. It wasn't supposed to go further than this was it?

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  • Using static methods in objects PHP - is it advantage?

    - by RePRO
    I was reading some articles and discussions on the use of static methods on objects and it struck me how much the views differ. Someone say that using static methods is an advantage. Someone says that use is a big mistake. I wonder how is it? My question is when to use static methods and when not? I would like to hear answers from experts in this field (PHP OOP). This is because I know how it really is. The following code should be analogous. Just call the static method is simpler (my opinion): <?php class A { public function write($a) { echo $a; } } class B { public static function write($a) { echo $a; } } $a = new A; $a->write(5); // 5 B::write(5); // 5 ?> Thank you.

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  • Box2D Difference Between WorldCenter and Position

    - by Free Lancer
    So this problem has been brothering for a couple of days now. First off, what is the difference between say Body.getWorldCenter() and Body.getPosition(). I heard that WorldCenter might have to do with the center of gravity or something. Second, When I create a Box2D Body for a sprite the Body is always at the lower left corner. I check it by printing a Rectangle of 1 pixel around the box.getWorldCenter(). From what I understand the Body should be in the center of the Sprite and its bounding box should wrap around the Sprite, correct? Here's an image of what I mean (The Sprite is Red, Body Blue): Here's some code: Body Creator: public static Body createBoxBody( final World pPhysicsWorld, final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pCenterX = pSprite.getX() + pSprite.getWidth() / 2; float pCenterY = pSprite.getY() + pSprite.getHeight() / 2; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; //boxBodyDef.position.x = pCenterX / Constants.PIXEL_METER_RATIO; //boxBodyDef.position.y = pCenterY / Constants.PIXEL_METER_RATIO; boxBodyDef.position.x = pSprite.getX() / Constants.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Constants.PIXEL_METER_RATIO; Vector2 v = new Vector2( boxBodyDef.position.x * Constants.PIXEL_METER_RATIO, boxBodyDef.position.y * Constants.PIXEL_METER_RATIO ); Gdx.app.log("@Physics", "createBoxBody():: Box Position: " + v); // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Constants.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Constants.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = pPhysicsWorld.createBody(boxBodyDef); Gdx.app.log("@Physics", "createBoxBody():: Box Center: " + boxBody.getPosition().mul(Constants.PIXEL_METER_RATIO)); boxBody.createFixture(pFixtureDef); boxBody.setTransform( boxBody.getWorldCenter(), MathUtils.degreesToRadians * pRotation ); boxPoly.dispose(); return boxBody; } Making the Sprite: public Car( Texture texture, float pX, float pY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( mSprite.getWidth() / 6, mSprite.getHeight() / 6 ); mSprite.setPosition( pX, pY ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); FixtureDef carFixtureDef = new FixtureDef(); // Set the Fixture's properties, like friction, using the car's shape carFixtureDef.restitution = 1f; carFixtureDef.friction = 1f; carFixtureDef.density = 1f; // needed to rotate body using applyTorque mBody = Physics.createBoxBody( world, BodyDef.BodyType.DynamicBody, carFixtureDef, mSprite ); }

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