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  • The performance implications of IEnumerable vs. IQueryable

    It all started innocently enough. I was implementing a "Older Posts/Newer Posts" feature for my new web site and was writing code like this:IEnumerable<Post> FilterByCategory(IEnumerable<Post> posts, string category) {  if( !string.IsNullOrEmpty(category) ) { return posts.Where(p => p.Category.Contains(category)); }}...  var posts = FilterByCategory(db.Posts, category);  int count = posts.Count();... The "db" was an EF object context object, but it could just as...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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  • Using the @ in SQL Azure Connections

    - by BuckWoody
    The other day I was working with a client on an application they were changing to a hybrid architecture – some data on-premise and other data in SQL Azure and Windows Azure Blob storage. I had them make a couple of corrections - the first was that all communications to SQL Azure need to be encrypted. It’s a simple addition to the connection string, depending on the library you use. Which brought up another interesting point. They had been using something that looked like this, using the .NET provider: Server=tcp:[serverName].database.windows.net;Database=myDataBase; User ID=LoginName;Password=myPassword; Trusted_Connection=False;Encrypt=True; This includes most of the formatting needed for SQL Azure. It specifies TCP as the transport mechanism, the database name is included, Trusted_Connection is off, and encryption is on. But it needed one more change: Server=tcp:[serverName].database.windows.net;Database=myDataBase; User ID=[LoginName]@[serverName];Password=myPassword; Trusted_Connection=False;Encrypt=True; Notice the difference? It’s the User ID parameter. It includes the @ symbol and the name of the server – not the whole DNS name, just the server name itself. The developers were a bit surprised, since it had been working with the first format that just used the user name. Why did both work, and why is one better than the other? It has to do with the connection library you use. For most libraries, the user name is enough. But for some libraries (subject to change so I don’t list them here) the server name parameter isn’t sent in the way the load balancer understands, so you need to include the server name right in the login, so the system can parse it correctly. Keep in mind, the string limit for that is 128 characters – so take the @ symbol and the server name into consideration for user names. The user connection info is detailed here: http://msdn.microsoft.com/en-us/library/ee336268.aspx Upshot? Include the @servername on your connection string just to be safe. And plan for that extra space…  

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  • Remove a bad/erroneous WebPart from a SharePoint page

    - by KunaalKapoor
    If you've added a poorly written webpart to your 'default.aspx' page, the consequence of this action will be that you won't be able to load the page anymore... Don't be sad, there is still a way to remove the webpart from the page :) (Yes, even removing the webpart from the webpart gallery would not solve this issue).Steps to fix this:1. Append the following query string to your URL: ?Contents=1.Once you've added Contents=1 as a query string to the webpart page's URL it will display the Webpart Maintenance Page. Example: http://mysharepointserver/default.aspx?contents=12. On that page you can now see the webparts added to the page, delete the problematic webpart.Now try reloading the default.aspx page... Tadaaa!!! you can view your page again :)3. Leave a thank you note @ comments section :)

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  • Equation / formula to determine an objects position on an ellipitcal path

    - by David Murphy
    I'm making a space game, as such I need objects to follow an elliptical path (orbit). I've worked out how to calculate all the important aspects of my orbits, the only remaining thing is how to have an object follow it. My Orbit class contains the major, minor (and by extension semi-major,semi-minor) lengths. The focii radius, area and circumference even. What is the equation to determine an objects x/y position (only need 2D) on an ellipse with a certain speed after a period of time. Basically, every frame I want to update the position based on the amount of elapsed time. I would like to have the speed along the path speed up and slow down according to the distance from the object it's orbiting, but not sure how to factor this in to the above given that at any point in time the speed has changed from it's previous speed. EDIT I can't answer my own question. But I found the question and answer is already on stackexchange: Kepler orbit : get position on the orbit over time

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  • Identify "non-secure" content IE warns about [on hold]

    - by Doug Harris
    As many know, if you serve a page over https and the content loads resources (images, stylesheets, js, SWF objects, etc) over http, older versions of Internet Explorer will show the user a warning saying "This page contains both secure and non-secure items". This is discomforting to many non-technical users. Usually, I can look at the HTML source and identify which item(s) are triggering this error. Sometimes a Flash object will load something else or some embedded javascript will put a new object in the DOM and trigger this. What tools are good for quickly tracking down the source of the warning?

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  • Collaborative Whiteboard using WebSocket in GlassFish 4 - Text/JSON and Binary/ArrayBuffer Data Transfer (TOTD #189)

    - by arungupta
    This blog has published a few blogs on using JSR 356 Reference Implementation (Tyrus) as its integrated in GlassFish 4 promoted builds. TOTD #183: Getting Started with WebSocket in GlassFish TOTD #184: Logging WebSocket Frames using Chrome Developer Tools, Net-internals and Wireshark TOTD #185: Processing Text and Binary (Blob, ArrayBuffer, ArrayBufferView) Payload in WebSocket TOTD #186: Custom Text and Binary Payloads using WebSocket One of the typical usecase for WebSocket is online collaborative games. This Tip Of The Day (TOTD) explains a sample that can be used to build such games easily. The application is a collaborative whiteboard where different shapes can be drawn in multiple colors. The shapes drawn on one browser are automatically drawn on all other peer browsers that are connected to the same endpoint. The shape, color, and coordinates of the image are transfered using a JSON structure. A browser may opt-out of sharing the figures. Alternatively any browser can send a snapshot of their existing whiteboard to all other browsers. Take a look at this video to understand how the application work and the underlying code. The complete sample code can be downloaded here. The code behind the application is also explained below. The web page (index.jsp) has a HTML5 Canvas as shown: <canvas id="myCanvas" width="150" height="150" style="border:1px solid #000000;"></canvas> And some radio buttons to choose the color and shape. By default, the shape, color, and coordinates of any figure drawn on the canvas are put in a JSON structure and sent as a message to the WebSocket endpoint. The JSON structure looks like: { "shape": "square", "color": "#FF0000", "coords": { "x": 31.59999942779541, "y": 49.91999053955078 }} The endpoint definition looks like: @WebSocketEndpoint(value = "websocket",encoders = {FigureDecoderEncoder.class},decoders = {FigureDecoderEncoder.class})public class Whiteboard { As you can see, the endpoint has decoder and encoder registered that decodes JSON to a Figure (a POJO class) and vice versa respectively. The decode method looks like: public Figure decode(String string) throws DecodeException { try { JSONObject jsonObject = new JSONObject(string); return new Figure(jsonObject); } catch (JSONException ex) { throw new DecodeException("Error parsing JSON", ex.getMessage(), ex.fillInStackTrace()); }} And the encode method looks like: public String encode(Figure figure) throws EncodeException { return figure.getJson().toString();} FigureDecoderEncoder implements both decoder and encoder functionality but thats purely for convenience. But the recommended design pattern is to keep them in separate classes. In certain cases, you may even need only one of them. On the client-side, the Canvas is initialized as: var canvas = document.getElementById("myCanvas");var context = canvas.getContext("2d");canvas.addEventListener("click", defineImage, false); The defineImage method constructs the JSON structure as shown above and sends it to the endpoint using websocket.send(). An instant snapshot of the canvas is sent using binary transfer with WebSocket. The WebSocket is initialized as: var wsUri = "ws://localhost:8080/whiteboard/websocket";var websocket = new WebSocket(wsUri);websocket.binaryType = "arraybuffer"; The important part is to set the binaryType property of WebSocket to arraybuffer. This ensures that any binary transfers using WebSocket are done using ArrayBuffer as the default type seem to be blob. The actual binary data transfer is done using the following: var image = context.getImageData(0, 0, canvas.width, canvas.height);var buffer = new ArrayBuffer(image.data.length);var bytes = new Uint8Array(buffer);for (var i=0; i<bytes.length; i++) { bytes[i] = image.data[i];}websocket.send(bytes); This comprehensive sample shows the following features of JSR 356 API: Annotation-driven endpoints Send/receive text and binary payload in WebSocket Encoders/decoders for custom text payload In addition, it also shows how images can be captured and drawn using HTML5 Canvas in a JSP. How could this be turned in to an online game ? Imagine drawing a Tic-tac-toe board on the canvas with two players playing and others watching. Then you can build access rights and controls within the application itself. Instead of sending a snapshot of the canvas on demand, a new peer joining the game could be automatically transferred the current state as well. Do you want to build this game ? I built a similar game a few years ago. Do somebody want to rewrite the game using WebSocket APIs ? :-) Many thanks to Jitu and Akshay for helping through the WebSocket internals! Here are some references for you: JSR 356: Java API for WebSocket - Specification (Early Draft) and Implementation (already integrated in GlassFish 4 promoted builds) Subsequent blogs will discuss the following topics (not necessary in that order) ... Error handling Interface-driven WebSocket endpoint Java client API Client and Server configuration Security Subprotocols Extensions Other topics from the API

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  • Using Instance Nodes, worth it?

    - by Twitch
    I am making a 2d game where there are various environments with lots and lots of objects. There is a forest scene with like 1200 objects in total(trees mainly), of which around 100 are visible on the camera at any given time, as you move through the level. These are comprised of around 20 different kind of trees and other props. Each object is usually 2-6 triangles with a transparent texture. My developer asked me to replace each object in the scene with a node, and keeping only a minimal amount of actual objects which would be 300+ or so(?), since there are a few modified unique meshes. So he can instantiate the actual objects to keep the game light. Is this actually effective? And if so how much? I 've read about draw calls and such and I suppose that if I combine each texture (10 kinds of trees) in 1 mesh it will have the same effect?

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  • How to write comments to explain the "why" behind the callback function when the function and parameter names are insufficient for that?

    - by snowmantw
    How should I approach writing comments for callback functions? I want to explain the "why" behind the function when the function and parameter names are insufficient to explain what's going on. I have always wonder why comments like this can be so ordinary in documents of libraries in dynamic languages: /** * cb: callback // where's the arguments & effects? */ func foo( cb ) Maybe the common attitude is "you can look into source code on your own after all" which pushes people into leaving minimalist comments like this. But it seems like there should be a better way to comment callback functions. I've tried to comment callbacks in Haskell way: /** * cb: Int -> Char */ func foo(cb) And to be fair, it's usually neat enough. But it gets into trouble when I need to pass some complex structure. The problem being partly due to the lack of type system: /** * cb: Int -> { err: String -> (), success: () -> Char } // too long... */ func foo(cb) Or I have tried this too: /** * cb: Int -> { err: String -> (), * success: () -> Char } // better ? */ func bar(cb) The problem is that you may put the structure in somewhere else, but you must give it a name to reference it. But then when you name a structure you're about to use immediately looks so redundant: // Somewhere else... // ResultCallback: { err: String -> (), success: () -> Char } /** * cb: Int -> ResultCallback // better ?? */ func foo(cb) And it bothers me if I follow the Java-doc like commenting style since it still seems incomplete. The comments don't tell you anything that you couldn't immediately see from looking at the function. /** * @param cb {Function} yeah, it's a function, but you told me nothing about it... * @param err {Function} where should I put this callback's argument ?? * Not to mention the err's own arguments... */ func foo(cb) These examples are JavaScript like with generic functions and parameter names, but I've encountered similar problems in other dynamic languages which allow complex callbacks.

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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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  • Is it appropriate to try to control the order of finalization?

    - by Strilanc
    I'm writing a class which is roughly analogous to a CancellationToken, except it has a third state for "never going to be cancelled". At the moment I'm trying to decide what to do if the 'source' of the token is garbage collected without ever being set. It seems that, intuitively, the source should transition the associated token to the 'never cancelled' state when it is about to be collected. However, this could trigger callbacks who were only kept alive by their linkage from the token. That means what those callbacks reference might now in the process of finalization. Calling them would be bad. In order to "fix" this, I wrote this class: public sealed class GCRoot { private static readonly GCRoot MainRoot = new GCRoot(); private GCRoot _next; private GCRoot _prev; private object _value; private GCRoot() { this._next = this._prev = this; } private GCRoot(GCRoot prev, object value) { this._value = value; this._prev = prev; this._next = prev._next; _prev._next = this; _next._prev = this; } public static GCRoot Root(object value) { return new GCRoot(MainRoot, value); } public void Unroot() { lock (MainRoot) { _next._prev = _prev; _prev._next = _next; this._next = this._prev = this; } } } intending to use it like this: Source() { ... _root = GCRoot.Root(callbacks); } void TransitionToNeverCancelled() { _root.Unlink(); ... } ~Source() { TransitionToNeverCancelled(); } but now I'm troubled. This seems to open the possibility for memory leaks, without actually fixing all cases of sources in limbo. Like, if a source is closed over in one of its own callbacks, then it is rooted by the callback root and so can never be collected. Presumably I should just let my sources be collected without a peep. Or maybe not? Is it ever appropriate to try to control the order of finalization, or is it a giant warning sign?

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  • LibGDX - SpriteBatch's .draw() method requiring float[]

    - by just_a_programmer
    Please excuse my lack of knowledge with LibGDX, as I have just started learning it. I am going through some simple tutorials, and in one of them, I draw a string onto the screen like so: // the following code is in the main file in the core project folder: // this is in the create() method: private SpriteBatch batch; batch = new SpriteBatch(); // this is in the render() method: batch.draw(batch, "Hello world", 200, 200); I am getting an error saying: The method draw(texture, float[], int, int) in the type SpriteBatch is not applicable for the arguments (SpriteBatch, int, int) So, LibGDX wants a float array to draw instead of a string? Thanks in advance.

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  • What Design Pattern is seperating transform converters

    - by RevMoon
    For converting a Java object model into XML I am using the following design: For different types of objects (e.g. primitive types, collections, null, etc.) I define each its own converter, which acts appropriate with respect to the given type. This way it can easily extended without adding code to a huge if-else-then construct. The converters are chosen by a method which tests whether the object is convertable at all and by using a priority ordering. The priority ordering is important so let's say a List is not converted by the POJO converter, even though it is convertable as such it would be more appropriate to use the collection converter. What design pattern is that? I can only think of a similarity to the command pattern.

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  • Manual memory allocation and purity

    - by Eonil
    Language like Haskell have concept of purity. In pure function, I can't mutate any state globally. Anyway Haskell fully abstracts memory management, so memory allocation is not a problem here. But if languages can handle memory directly like C++, it's very ambiguous to me. In these languages, memory allocation makes visible mutation. But if I treat making new object as impure action, actually, almost nothing can be pure. So purity concept becomes almost useless. How should I handle purity in languages have memory as visible global object?

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  • Are these non-standard applications of rendering practical in games?

    - by maul
    I've recently got into 3D and I came up with a few different "tricky" rendering techniques. Unfortunately I don't have the time to work on this myself, but I'd like to know if these are known methods and if they can be used in practice. Hybrid rendering Now I know that ray-tracing is still not fast enough for real-time rendering, at least on home computers. I also know that hybrid rendering (a combination of rasterization and ray-tracing) is a well known theory. However I had the following idea: one could separate a scene into "important" and "not important" objects. First you render the "not important" objects using traditional rasterization. In this pass you also render the "important" objects using a special shader that simply marks these parts on the image using a special color, or some stencil/depth buffer trickery. Then in the second pass you read back the results of the first pass and start ray tracing, but only from the pixels that were marked by the "important" object's shader. This would allow you to only ray-trace exactly what you need to. Could this be fast enough for real-time effects? Rendered physics I'm specifically talking about bullet physics - intersection of a very small object (point/bullet) that travels across a straight line with other, relatively slow-moving, fairly constant objects. More specifically: hit detection. My idea is that you could render the scene from the point of view of the gun (or the bullet). Every object in the scene would draw a different color. You only need to render a 1x1 pixel window - the center of the screen (again, from the gun's point of view). Then you simply check that central pixel and the color tells you what you hit. This is pixel-perfect hit detection based on the graphical representation of objects, which is not common in games. Afaik traditional OpenGL "picking" is a similar method. This could be extended in a few ways: For larger (non-bullet) objects you render a larger portion of the screen. If you put a special-colored plane in the middle of the scene (exactly where the bullet will be after the current frame) you get a method that works as the traditional slow-moving iterative physics test as well. You could simulate objects that the bullet can pass through (with decreased velocity) using alpha blending or some similar trick. So are these techniques in use anywhere, and/or are they practical at all?

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  • Is the escaping provided by the Google-Gson library enough to ensure a safe JSON payload?

    - by Lifetime_Learner
    I am currently using the Google-Gson library to convert Java objects into JSON inside a web service. Once the object has been converted to JSON, it is returned to the client to be converted into a JSON object using the JavaScript eval() function. Is the character escaping provided by the Gson library enough to ensure that nothing nasty will happen when I run the eval() function on the JSON payload? Do I need to HTML Encode the Strings in the Java Objects before passing them to the Gson library? Are there any other security concerns that I should be aware of?

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  • Adding a small slide when player releases left/right key

    - by Dave
    the aim is for the player object to slow down and stop instead of just stopping dead. The following codes works ok when the player is not jumping, but gets stuck in an object if the player is in the air when they do it. Left Key released event: if hsp = 0 exit; hspeed = -3; friction = 0.20; if obj_Player.hspeed = 0 { hspeed = 0; } Right key released event: if hsp = 0 exit; hspeed = +3; friction = 0.20; if obj_Player.hspeed = 0 { hspeed = 0; } and here's the horizontal collision code for interest: if (place_meeting(x+hsp,y,obj_bound)) { while(!place_meeting(x+sign(hsp),y,obj_bound)) { x += sign(hsp); } hsp = 0; } x += hsp; Any help would be much appreciated. Thanks.

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  • When do one give up on programming challenges to look at the solutions?

    - by snowpolar
    Recently, I have been trying to learn programming and improve my ability in writing method level code through practices on websites such as Codingbat.com However in the recent weeks I have been stuck for weeks at the last 2-3 questions of String-2/Array-2 and early String/Array-3 problems. It feels really tempting for me to give up and google online for the solutions, but I'm afraid that by doing so I may end up not improving my ability at all. I wonder if this is common and when faced with such situations how long do 1 wait before giving up to look at the solutions or to continue spending more weeks on trying to solve the problems by yourself? How do 1 really engage in effective deliberate practice to improve programming ability and attain the necessary problem solving techniques? Any formal techniques available to tackle the never seen before problems?

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  • What should I do if my text exceeds my text render target boundaries?

    - by user1423893
    I have a method for drawing strings in 3D that does the following: Set a render target Draw each character as a quadrangle using a orthographic projection to the render target Unset the render target Draw the render target texture using a perspective projection and a world transform My problem is how to deal with strings whose characters length exceeds that of the render target dimensions? For example if I have string "This is a reallllllllllly long string" and the render target can't accommodate it, it will only capture "This is a realllll". The render target (and its size) could be set each frame but wouldn't that be far too costly?

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  • If you should only have one assertion per test; how to test multiple inputs?

    - by speg
    I'm trying to build up some test cases, and have read that you should try and limit the number of assertions per test case. So my question is, what is the best way to go about testing a function w/ multiple inputs. For example, I have a function that parses a string from the user and returns the number of minutes. The string can be in the form "5w6h2d1m", where w, h, d, m correspond to the number of weeks, hours, days, and minutes. If I wanted to follow the '1 assertion per test rule' I'd have to make multiple tests for each variation of input? That seems silly so instead I just have something like: self.assertEqual(parse_date('5m'), 5) self.assertEqual(parse_date('5h'), 300) self.assertEqual(parse_date('5d') ,7200) self.assertEqual(parse_date('1d4h20m'), 1700) In the one test case. Is there a better way?

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  • Should I use the factory design pattern for every class?

    - by Frog
    I've been writing a website in PHP. As the code becomes more complex, I keep finding problems that can be solved using the factory design pattern. For example: I've a got a class Page which has subclasses HTMLPage, XMLPage, etc. Depending on some input I need to return an object of either one of these classes. I use the factory design pattern to do this. But as I encounter this problem in more classes, I keep having to change code which still initiates an object using its constructor. So now I'm wondering: is it a good idea to change all code so that it uses the factory design pattern? Or are there big drawbacks? I'm currently in a position to change this, so your answers would be really helpful.

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  • Is there a name for this use of the State design pattern?

    - by Chris C
    I'm looking to see if there is a particular name for this style of programming a certain kind of behavior into a program. Said program runs in real time, in an update loop, and the program uses the State design pattern to do some work, but it's the specific way it does the work that I want to know about. Here's how it's used. - Object Foo constructed, with concrete StateA object in it - First loop runs --- Foo.Run function calls StateA.Bar --- in StateA.Bar replace Foo's state to StateB - Second loop runs --- Foo.Run calls StateB.Bar - Third loop runs --- Foo.Run calls StateB.Bar - Fourth loop --- etc. So in short, Foo doesn't have an explicit Initialize function. It will just have Run, but Run will do something unique in the first frame to initialize something for Foo and then replace it with a different action that will repeat in all the frames following it- thus not needing to check if Foo's already initialized. It's just a "press start and go" action. What would you call implementing this type of behavior?

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  • XNA Monogame GameState Management not deserilaizing

    - by Pectus Excavatum
    I am having some trouble serializing/deserializing in a little game I am doing to teach myself monogame. Basically, I am using the gamestatemnanagement resources common to monogame (screen manager etc). Then I am serializing my screen manager component and all associated screens in the OnDeactivated method: protected override void OnDeactivated(Object sender, EventArgs args) { foreach (GameplayScreen screen in mScreenManager.GetScreens()) { DataManager.SaveData(screen.Level.LevelData); } mScreenManager.SerializeState(); } The Save data bit is to do with something else. Then I then override OnActivated to de serialize protected override void OnActivated(Object sender, EventArgs args) { //System.Diagnostics.Debug.WriteLine("here activating"); mScreenManager.DeserializeState(); } However, when this runs it just loads a blank screen - it goes into the game initialize and the game draw method, but doesnt go down into the screens initialize or draw methods. I have no idea why this might be - any help would be greatly appreciated. I am not the only one who has encountered this - I found this post also - https://monogame.codeplex.com/discussions/391117

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  • Houston We have a Problem with Silverlight Client OM&hellip;

    - by MOSSLover
    So I was playing around with NavigationNodeCollection, which is basically like SPNavigationNodeCollection just to make sure it worked without a hitch…Here is a little sample snippet of what should work: Unfortunately, you get a nice little javascript error that does not allow you to access the child nodes.  I tried a foreach() loop that gets a NavigationNode for each parent then loops through the NavigationNode.Children that did not work either.  I threw in two ExecuteQueryAsync statements thinking that would help, unfortunately adding a second statement provides no different results.  This appears to be a bug in the Silverlight Client Object Model.  I reported the error.  Hopefully, we get a fix by RTM so that we can use the easier method to get items into Silverlight, otherwise it’s back to WCF and cross domain policies.  We all love cross domain policies right? Technorati Tags: Client Object Model,SharePoint 2010,Silverlight

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