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  • Common way to store model transformations

    - by redreggae
    I ask myself what's the best way to store the transformations in a model class. What I came up with is to store the translation and scaling in a Vector3 and the rotation in a Matrix4. On each update (frame) I multiply the 3 matrices (first build a Translation and Scaling Matrix) to get the world matrix. In this way I have no accumulated error. world = translation * scaling * rotation Another way would be to store the rotation in a quaternion but then I would have a high cost to convert to a matrix every time step. If I lerp the model I convert the rotation matrix to quaternion and then back to matrix. For speed optimization I have a dirty flag for each transformation so that I only do a matrix multiplication if necessary. world = translation if (isScaled) { world *= scaling } if (isRotated) { world *= rotation } Is this a common way or is it more common to have only one Matrix4 for all transformations? And is it better to store the rotation only as quaternion? For info: Currently I'm building a CSS3D engine in Javascript but these questions are relevant for every 3D engine.

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  • SEO Providers - Freelancers, Professionals, Or Spam Artists?

    Again, many of these offers you'll receive look legit enough. They come complete from a real email address, with a realistic name, a real phone number, and all of the other necessary credentials to look respectable. Sure, they're real people on the other end of the line, but unlike most reputable freelancers in the SEO business, these folks have chosen to use dubious tactics (sending mass emails and spam) to thousands and thousands of people in the hopes that one or two follow up and fall into the trap.

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  • In wow 6.0 expansion, where to buy wow gold?

    - by user50866
    Rs3gold.com is a leading provider of MMORPG virtual currency and other assets around the world, when is the new world of warcraft expansion, you can buy cheapest wow gold from Rs3gold. 8% discount code for your World of Warcraft Gold - RS3GOLD Once your payment on our site is completed successfully, we will deliver your WOW gold instantly within 10-30 minutes! http://www.rs3gold.com/Gold/wow_us.aspx  

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  • Sell Yourself As an SEO Expert

    It seems that we are now all of a sudden living in a time where the search engines (such as Yahoo and Google) rule the world (certainly the business world at least) and where SEO (Search Engine Optimisation) experts are the mercenaries of that world. It also seems that if you know a thing or two about SEO you can quickly find yourself a lot of work, depending on how well you sell and advertise yourself.

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  • What online games would let me practice AI development?

    - by Myn
    I am working on a project experimenting with Artificial Intelligence design methodologies for online world avatars. Online world here is quite open to interpretation; Second Life is just as applicable as Counter Strike, for example. To carry out these experiments, I must first develop an intelligent agent for the world in question. However, I am honestly quite stuck as to which game I could use for this. My preference was to develop an intelligent "bot" to play an MMORPG, but the legal restrictions of such games prevent me. Likewise with most FPS games the use of an intelligent agent in place of a human player is considered cheating. The alternative, of course, is to create an NPC bot; an intelligent agent that populates the world alongside the player(s) rather than replacing a particular player. However, I'm struggling to find a game that would enable me to create an intelligent opponent either. I suppose the main requirements would be a game allows a third party program to use the function calls usually utilised by players and read feedback on the state of the world. Quake III and Unreal Tournament have been suggested before, but they have already been the subject of work on this research project. Short of writing my own online game from scratch, what games would allow me, through middleware, an API, or otherwise, to create either an artificially intelligent player or a bot?

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  • The best programmer is N times more effective than the worst? Who Cares?

    - by StevenWilkins
    There is a latent belief in programming that the best programmer is N times more effective than the worst. Where N is usually between 10 and 100. Here are some examples: http://www.devtopics.com/programmer-productivity-the-tenfinity-factor/ http://www.joelonsoftware.com/articles/HighNotes.html http://haacked.com/archive/2007/06/25/understanding-productivity-differences-between-developers.aspx There is some debate as to whether or not it's been proven: http://morendil.github.com/folklore.html I'm confident in the accuracy of these statements: The best salesmen in the world are probably 10-100 times better than the worst The best drivers in the world are probably 10-100 times better than the worst The best soccer players in the world are probably 10-100 times better than the worst The best CEOs in the world are probably 10-100 times better than the worst In some cases, I'm sure the difference is greater. In fact, you could probably say that The best [insert any skilled profession here] in the world are probably 10-100 times better than the worst We don't know what N is for the rest of these professions, so why concern ourselves with what the actual number is for programming? Can we not just say that the number is large enough so that it's very important to hire the best people and move on already?

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  • What is the best way to manage large 3d worlds (i.e minecraft style)?

    - by SomeXnaChump
    After playing minecraft I was marvelling a bit at their large worlds but at the same time finding it extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume its fairly slow because: A) Its written in Java, and as most of the actual spatial partitioning and other memory management activities happen in there it would be slower than a native C++ version. B) They are not partitioning their world very well I could be wrong on both assumptions, however it got me thinking about the best way to manage large worlds. As it is more of a true 3d world, where a block can exist in any part of the world, it is basically a big 3d array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc). Now I am assuming to make this sort of world performant you would need to: a) Use a tree of some variety (oct/kd/bsp) to split all the cubes out, it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. b) Use some algorithm to work out if the blocks within the scene can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. c) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees I guess there is no right answer to this, but I would be interested to see peoples opinions on the subject.

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  • Unity, Unrealistic Sphere On Inclined Plane

    - by user1086516
    So I am trying to model a ball rolling down an inclined surface in Unity based on what I am observing in real life but it is still quite off. In Unity it takes the ball about 3 seconds to travel from a place to another specified place where in real life it only takes 1 second. The ball isn't as fast to react to the incline as in real life (even though I have tried giving the ball and surface low or zero friction values) The ball does not accelerate as nearly as fast as it does in real life What do I do to give the ball more realistic behavior ? I have tried messing around with mass, physics materials, drag, and angular drag on the ball and surface but it doesn't seem to be helping.

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  • Where to generate data in an Entity-Component System?

    - by Mark Mandel
    So I'm making a small game where I generate 2D landscape using perlin noise when the game first loads. I've got it working in a OO way, but want to move over to an ES architecure, and I'm just struggling to work out the right place for the code that does the generation to go? In OO world, I have a World object which gets passes a coordinate value that is used as the seed for the perlin noise, and generates all the points for the land mass when the world is created. I'm thinking I need a World component with a coordinate field on it - that's an easy part. From there - is it right for a component to generate data when it's first initialised (or is that too OO?)? Or should a System be doing that instead, when the game first starts? Or... some other solution I'm not aware of? Thanks in advance for any guidance.

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  • ORACLE MASTER Expert ??????!11g R2 RAC ????????

    - by M.Morozumi
    Oracle Certified Expert, Oracle Real Application Clusters 11g and Grid Infrastructure Administrator ??????????(2012/4/12~) -------------------------------------------------------------------- 2012?4?12???OPN ?????????(OPN Certified Specialist)??????Oracle Database 11g???????????? ?????????Oracle Certified Expert, Oracle Real Application Clusters 11g and Grid Infrastructure Administrator ???????????????????? ?Oracle Certified Expert, Oracle Real Application Clusters 11g and Grid Infrastructure Administrator?????????????5? ????Oracle University? Web???????????????????????? -------------------------------------------------------------------- ???????????! Oracle Certified Expert, Oracle Real Application Clusters 11g and Grid Infrastructure Administrator ????????????????????! ?????????????????

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  • Calling a jQuery plugin inside itself

    - by Real Tuty
    I am trying to create a comet like thing. I have a plugin that collects data from a php page. The problem is that i dont know how to call the plugin inside itself. If it were a function i could go like this: function j () {setTimeout(j(), 1000);}, but i am using a jQuery plugin. Here is my plugin code: (function($) { $.fn.watch = function(ops) { var $this_ = this, setngs = $.extend({ 'type' : 'JSON', 'query' : 'GET', 'url' : '', 'data' : '', 'wait' : 1000 }, ops); if (setngs.type === '') { return false; } else if (setngs.query === '') { return false; } else if (setngs.url === '') { return false; } else if (setngs.wait === '') { return false; } else if (setngs.wait === 0) { setngs.wait = 1000; } var xhr = $.ajax({ type : setngs.query, dataType : setngs.type, url : setngs.url, success : function(data) { var i = 0; for (i = 0; i < data.length; i++) { var html = $this_.html(), str = '<li class="post" id="post-' + data[i].id + '"><div class="inner"><div class="user">' + data[i].user + '</div><div class="body">' + data[i].body + '</div></div></li>'; $this_.html(str + html); } setTimeout($this_, 1000); } }); }; })(jQuery); where it says setTimeout($this_, 1000); this is where im having trouble. I don't know what to call the plugin as. $this_ is what I thought might work but I am wrong. That is what i need to replace. Thanks for your help.

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  • Game architecture: modeling different steps/types of UI

    - by Sander
    I have not done any large game development projects, only messed around with little toy projects. However, I never found an intuitive answer to a specific design question. Namely, how are different types/states of UI modeled in games? E.g. how is a menu represented? How is it different from a "game world" state (let's use an FPS as an example). How is an overlaid menu on top of a "game world" modeled? Let's imagine the main loop of a game. Where do the game states come into play? It it a simple case-by-case approach? if (menu.IsEnabled) menu.Process(elapsedTime); if (world.IsEnabled) world.Process(elapsedTime); if (menu.IsVisible) menu.Draw(); if (world.IsVisible) world.Draw(); Or are menu and world represented somewhere in a different logic layer and not represented at this level? (E.g. a menu is just another high-level entity like e.g. player input or enemy manager, equal to all others) foreach (var entity in game.HighLevelEntities) entity.Process(elapsedTime); foreach (var entity in game.HighLevelEntities) entity.Draw(elapsedTime); Are there well-known design patterns for this? Come to think of it, I don't know any game-specific design patterns - I assume there are others, as well? Please tell me about them.

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  • Constructor Overload Problem in C++ Inheritance

    - by metdos
    Here my code snippet: class Request { public: Request(void); ……….. } Request::Request(void) { qDebug()<<"Request: "<<"Hello World"; } class LoginRequest :public Request { public: LoginRequest(void); LoginRequest(QDomDocument); …………… } LoginRequest::LoginRequest(void) { qDebug()<<"LoginRequest: "<<"Hello World"; requestType=LOGIN; requestId=-1; } LoginRequest::LoginRequest(QDomDocument doc){ qDebug()<<"LoginRequest: "<<"Hello World with QDomDocument"; LoginRequest::LoginRequest(); xmlDoc_=doc; } When call constructor of Overrided LoginRequest LoginRequest *test=new LoginRequest(doc); I came up with this result: Request: Hello World LoginRequest: Hello World with QDomDocument Request: Hello World LoginRequest: Hello World Obviously both constructor of LoginRequest called REquest constructor. Is there any way to cape with this situation? I can construct another function that does the job I want to do and have both constructors call that function. But I wonder is there any solution?

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  • Calculating and saving space in Postgresql

    - by punkish
    I have a table in Pg like so CREATE TABLE t ( a BIGSERIAL NOT NULL, -- 8 b b SMALLINT, -- 2 b c SMALLINT, -- 2 b d REAL, -- 4 b e REAL, -- 4 b f REAL, -- 4 b g INTEGER, -- 4 b h REAL, -- 4 b i REAL, -- 4 b j SMALLINT, -- 2 b k INTEGER, -- 4 b l INTEGER, -- 4 b m REAL, -- 4 b CONSTRAINT a_pkey PRIMARY KEY (a) ) The above adds up to 50 bytes per row. My experience is that I need another 40% to 50% for system overhead, without even any user-created indexes to the above. So, about 75 bytes per row. I will have many, many rows in the table, potentially upward of 145 billion rows, so the table is going to be pushing 13-14 Terabytes. What tricks, if any, could I use to compact this table? My possible ideas below -- Convert the REAL values to INTEGERs. If they can stored as SMALLINT, that is a saving of 2 bytes per field. Convert the columns b .. m into an array. I don't need to search on those columns, but I do need to be able to return one column's value at a time. So, if I need column g, I could do something like SELECT a, arr[5] FROM t; Would I save space with the array option? Would there be a speed penalty? Any other ideas?

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  • Constructor Overload Problem in C++ Inherrentance

    - by metdos
    Here my code snippet: class Request { public: Request(void); ……….. } Request::Request(void) { qDebug()<<"Request: "<<"Hello World"; } class LoginRequest :public Request { public: LoginRequest(void); LoginRequest(QDomDocument); …………… } LoginRequest::LoginRequest(void) { qDebug()<<"LoginRequest: "<<"Hello World"; requestType=LOGIN; requestId=-1; } LoginRequest::LoginRequest(QDomDocument doc){ qDebug()<<"LoginRequest: "<<"Hello World with QDomDocument"; LoginRequest::LoginRequest(); xmlDoc_=doc; } When call constructor of Overrided LoginRequest LoginRequest *test=new LoginRequest(doc); I came up with this result: Request: Hello World LoginRequest: Hello World with QDomDocument Request: Hello World LoginRequest: Hello World Obviously both constructor of LoginRequest called REquest constructor. Is there any way to cape with this situation? I can construct another function that does the job I want to do and have both constructors call that function. But I wonder is there any solution?

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  • Using C struct without including header file

    - by shams
    My basic problem is that I want to use some structs and functions defined in a header file by not including that header file in my code. The header file is generated by a tool. Since I don't have access to the header file, I can't include it in my program. Here's a simple example of my scenario: first.h #ifndef FIRST_H_GUARD #define FIRST_H_GUARD typedef struct ComplexS { float real; float imag; } Complex; Complex add(Complex a, Complex b); // Other structs and functions #endif first.c #include "first.h" Complex add(Complex a, Complex b) { Complex res; res.real = a.real + b.real; res.imag = a.imag + b.imag; return res; } my_program.c // I cannot/do not want to include the first.h header file here // but I want to use the structs and functions from the first.h #include <stdio.h> int main() { Complex a; a.real = 3; a.imag = 4; Complex b; b.real = 6; b.imag = 2; Complex c = add(a, b); printf("Result (%4.2f, %4.2f)\n", c.real, c.imag); return 0; } My intention is to build an executable for my_program and then use the linker to link up the executables. Is what I want to achieve possible in C?

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  • Why we can't we overload "=" using friend function?

    - by ashish-sangwan
    Why it is not allowed to overload "=" using friend function? I have written a small program but it is giving error. class comp { int real; int imaginary; public: comp(){real=0; imaginary=0;} void show(){cout << "Real="<<real<<" Imaginary="<<imaginary<<endl;} void set(int i,int j){real=i;imaginary=j;} friend comp operator=(comp &op1,const comp &op2); }; comp operator=(comp &op1,const comp &op2) { op1.imaginary=op2.imaginary; op1.real=op2.real; return op1; } int main() { comp a,b; a.set(10,20); b=a; b.show(); return 0; } The compilation gives the following error :- [root@dogmatix stackoverflow]# g++ prog4.cpp prog4.cpp:11: error: ‘comp operator=(comp&, const comp&)’ must be a nonstatic member function prog4.cpp:14: error: ‘comp operator=(comp&, const comp&)’ must be a nonstatic member function prog4.cpp: In function ‘int main()’: prog4.cpp:25: error: ambiguous overload for ‘operator=’ in ‘b = a’ prog4.cpp:4: note: candidates are: comp& comp::operator=(const comp&) prog4.cpp:14: note: comp operator=(comp&, const comp&)

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  • cpu load measure with hyperthreading on linux

    - by dronus
    How can I get the true usage of a multicore hyperthreading enabled cpu? For example lets consider a 2 core CPU, expressing 4 virtual cores. A single threaded workload would now show up as 100% in top, as one core of the virtual cores is completely used. The CPU and top work as expected, like there would be 4 real cores. With two threads however, the things get arkward: If all works well, they are balanced to the two real cores, so we got 200% usage: Two times 100% and two idle virtual cores, and are using all of the available CPU power. Seems ok to me. However, if the two threads would run on a single real core, they would show up as using two times 100%, that makes 200% virtual core usage. But on the real side, that would be one core sharing its power on the two threads, which are then using only one half of the total CPU power. So the usage numbers shown by top can not be used to measure the total CPU workload. I also wonder how hyperthreading balances two virtual on a real core. If two threads take a different amount of cycles, would the virtual cores 'adapt' so that both show a 100% load even if the real load differ?

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  • can't install mysql-devel on centos 6.5

    - by Latheesan Kanes
    I need mysql-devel package to be installed on my CentOS 6.5 running Percona 5.5 (already installed & running). When I try to install the devel package like this: yum --enablerepo=remi install mysql-devel I get the following error: Error: Package: mysql-devel-5.5.37-1.el6.remi.i686 (remi) Requires: real-mysql-libs(x86-32) = 5.5.37-1.el6.remi Available: mysql-libs-5.5.36-1.el6.remi.i686 (remi) real-mysql-libs(x86-32) = 5.5.36-1.el6.remi Available: mysql-libs-5.5.37-1.el6.remi.i686 (remi) real-mysql-libs(x86-32) = 5.5.37-1.el6.remi Error: Package: mysql-5.5.37-1.el6.remi.i686 (remi) Requires: real-mysql-libs(x86-32) = 5.5.37-1.el6.remi Available: mysql-libs-5.5.36-1.el6.remi.i686 (remi) real-mysql-libs(x86-32) = 5.5.36-1.el6.remi Available: mysql-libs-5.5.37-1.el6.remi.i686 (remi) real-mysql-libs(x86-32) = 5.5.37-1.el6.remi Error: mysql conflicts with Percona-Server-client-55-5.5.37-rel35.0.el6.i686 Here's what's currently installed on my server: [root@server1 ~]# yum list installed | grep mysql php-mysqlnd.i686 5.4.29-1.el6.remi @remi [root@server1 ~]# yum list installed | grep percona Percona-Server-client-55.i686 5.5.37-rel35.0.el6 @percona Percona-Server-server-55.i686 5.5.37-rel35.0.el6 @percona Percona-Server-shared-55.i686 5.5.37-rel35.0.el6 @percona [root@server1 ~]# Any ideas how to fix this dependency error?

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  • Is it possible to group rows twice in MySQL?

    - by DisgruntledGoat
    I have a table like this: someid somestring 1 Hello 1 World 1 Blah 2 World 2 TestA 2 TestB ... Currently I'm grouping by the id and concatenating the strings, so I end up with this: 1 Hello,World,Blah 2 World,TestA,TestB ... Is it possible to do a second grouping so that if there are multiple entries that end up with the same string, I can group those too?

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  • Defining a Class in Objective C, XCode

    - by Brett
    Hello; I am new to Objective C, and am trying to write a class that defines a complex number. The code seems fine but when I print to the console, my values for instance variables are 0. Here is the code: // // ComplexNumber.h // Mandelbrot Set // // Created by Brett on 10-06-02. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import <Foundation/Foundation.h> #import <stdio.h> @interface ComplexNumber : NSObject { double real; double imaginary; } // Getters -(double) real; -(double) imaginary; // Setters -(void)setReal: (double) a andImaginary: (double) b; //Function -(ComplexNumber *)squared; @end // // ComplexNumber.m // Mandelbrot Set // // Created by Brett on 10-06-02. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import "ComplexNumber.h" #import <math.h> #import <stdio.h> @implementation ComplexNumber -(double)real{ return self->real; } -(double)imaginary{ return self->imaginary; } -(void)setReal: (double) a andImaginary: (double) b{ self->real=a; self->imaginary=b; } -(ComplexNumber *)squared{ double a = pow(real,2); double b = pow(imaginary, 2); double c = 2*real*imaginary; ComplexNumber *d; [d setReal:(a-b) andImaginary: c]; return d; } @end In the App Delegate for debugging purposes I added: - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { ComplexNumber *testNumber = [[ComplexNumber alloc] init]; [testNumber setReal:55.0 andImaginary:30.0]; NSLog(@"%d", testNumber.real); // Override point for customization after app launch [window addSubview:viewController.view]; [window makeKeyAndVisible]; return YES; } But the console returns 0 everytime. Help?

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  • IPvsadm not equally balancing on wlc scheduler

    - by davidsmalley
    For some reason, ipvsadm does not seem to be equally balancing the connections between my real servers when using the wlc or lc schedulers. One real server gets absolutely hammered with requests while the others receive relatively few connections. My ldirectord.cf file looks like this: quiescent = yes autoreload = yes checktimeout = 10 checkinterval = 10 # *.site.com http virtual = 111.111.111.111:http real = 10.10.10.1:http ipip 10 real = 10.10.10.2:http ipip 10 real = 10.10.10.3:http ipip 10 real = 10.10.10.4:http ipip 10 real = 10.10.10.5:http ipip 10 scheduler = lc protocol = tcp service = http checktype = negotiate request = "/lb" receive = "Up and running" virtualhost = "site.com" fallback = 127.0.0.1:http The weird thing that I think may be causing the problem (but I'm really not sure) is that ipvsadm doesn't seem to be tracking active connections properly, they all appear as inactive connections IP Virtual Server version 1.2.1 (size=4096) Prot LocalAddress:Port Scheduler Flags -> RemoteAddress:Port Forward Weight ActiveConn InActConn TCP 111.111.111.111:http lc -> 10.10.10.1:http Tunnel 10 0 10 -> 10.10.10.2:http Tunnel 10 0 18 -> 10.10.10.3:http Tunnel 10 0 3 -> 10.10.10.4:http Tunnel 10 0 10 -> 10.10.10.5:http Tunnel 10 0 5 If I do ipvsadm -Lnc then I see lots of connections but only ever in ESTABLISHED & FIN_WAIT states. I was using ldirectord previously on a Gentoo based load balancer and the activeconn used to be accurate, since moving to Ubuntu 10.4 LTS something seems to be different. # ipvsadm -v ipvsadm v1.25 2008/5/15 (compiled with popt and IPVS v1.2.1) So, is ipvsadm not tracking active connections properly and thus making load balancing work incorrectly and if so, how do I get it to work properly again? Edit: It gets weirder, if I cat /proc/net/ip_vs then it looks like the correct activeconns are there IP Virtual Server version 1.2.1 (size=4096) Prot LocalAddress:Port Scheduler Flags -> RemoteAddress:Port Forward Weight ActiveConn InActConn TCP B86A9732:0050 rr -> 0AB42453:0050 Tunnel 10 1 24 -> 0AB4321D:0050 Tunnel 10 0 23 -> 0AB426B2:0050 Tunnel 10 2 25 -> 0AB4244C:0050 Tunnel 10 2 22 -> 0AB42024:0050 Tunnel 10 2 23

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  • objective-c Add to/Edit .plist file

    - by Dave
    Does writeToFile:atomically, add data to an existing .plist? Is it possible to modify a value in a .plist ? SHould the app be recompiled to take effect the change? I have a custom .plist list in my app. The structure is as below: <array> <dict> <key>Title</key> <string>MyTitle</string> <key>Measurement</key> <dict> <key>prop1</key> <real>28.86392</real> <key>prop2</key> <real>75.12451</real> </dict> <key>Distance</key> <dict> <key>prop3</key> <real>37.49229</real> <key>prop4</key> <real>58.64502</real> </dict> </dict> </array> The array tag holds multiple items with same structure. I need to add items to the existing .plist. Is that possible? I can write a UIView to do just that, if so. *EDIT - OK, I just tried to writetofile hoping it would atleast overwrite if not add to it. Strangely, the following code selects different path while reading and writing. NSString *rootPath = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0]; The .plist file is in my project. I can read from it. When I write to it, it is creating a .plist file and saving it in my /users/.../library/! Does this make sense to anyone?

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  • Bash script, read values from stdin pipe

    - by gmatt
    I'm trying to get bash to process data from stdin that gets piped it, but no luck, what I mean is none of the following work: echo "hello world" | test=($(< /dev/stdin)); echo test=$test test= echo "hello world" | read test; echo test=$test test= echo "hello world" | test=`cat`; echo test=$test test= where I want the output to be test=hello world. Note I've tried putting "" quotes around "$test" that doesn't work either.

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  • Having trouble with a small example from school

    - by Kalec
    The example is from a course, it's for comparing two objects in java: public class Complex { ... public boolean equals (Object obj) { if (obj instanceof Complex) { // if obj is "Complex" (complex number) Complex c = (Complex) obj // No idea return (real == c.real) && (imag == c.imag); // I'm guessing real means [this].real } return false; } } So, my question is: "what does this: Complex c = (Complex) obj actually mean" ? Also I've worked with python and c++, java is new for me.

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