Search Results

Search found 41934 results on 1678 pages for 'outlook object model'.

Page 1063/1678 | < Previous Page | 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070  | Next Page >

  • Why use an OO approach instead of a giant "switch" statement?

    - by James P. Wright
    I am working in a .Net, C# shop and I have a coworker that keeps insisting that we should use giant Switch statements in our code with lots of "Cases" rather than more object oriented approaches. His argument consistently goes back to the fact that a Switch statement compiles to a "cpu jump table" and is therefore the fastest option (even though in other things our team is told that we don't care about speed). I honestly don't have an argument against this...because I don't know what the heck he's talking about. Is he right? Is he just talking out his ass? Just trying to learn here.

    Read the article

  • Five hours of Task Flow Overview Recordings Available

    - by Frank Nimphius
    In addition to the ADF Controller task flow documentation in Oracle Fusion Middleware Fusion Developer's Guide for Oracle Application Development Framework 11g Release 1 http://download.oracle.com/docs/cd/E21764_01/web.1111/b31974/partpage3.htm#BABHIIAI The ADF Insider website … http://www.oracle.com/technetwork/developer-tools/adf/learnmore/adfinsider-093342.html … hosts five online videos that explain how to build and work with ADF Controller task flows in Oracle ADF. ADF Task Flow - Overview (Part 1) This 90 minute recording introduces the concept of ADF unbounded and bounded task flows, as well as other ADF Controller features. The session starts with an overview of unbounded task flows, bounded task flows and the different activities that exist for developers to build complex application flows. Exception handling and the Train navigation model is also covered in this first part of a two part series. By example of developing a sample application, the recording guides viewers through building unbounded and bounded task flows. This session is continued in a second part. http://download.oracle.com/otn_hosted_doc/jdeveloper/11gdemos/taskflow-overview-p1/taskflow-overview-p1.html ADF Task Flow - Overview (Part 2) This 75 minute session continues where part 1 ended and completes the sample application that guides viewers through different aspects of unbounded and bounded task flow development. In this recording, memory scopes, save for later, task flow opening in dialogs and remote task flow calls are explained and demonstrated. If you are new to ADF Task Flow, then it is recommended to first watch part 1 of this series to be able to follow the explanation guided by the sample application. http://download.oracle.com/otn_hosted_doc/jdeveloper/11gdemos/taskflow-overview-p2/taskflow-overview-p2.html ADF Region Interaction - An Overview This session covers most of the options that exist for communicating between regions. It briefly discusses what it takes to build regions from bounded task flows before going into details using slides and samples. The following interaction is explained: contextual events, queue action in region, input parameters and PPR, drag and drop, shared Data Controls, parent action and region navigation listener. http://download.oracle.com/otn_hosted_doc/jdeveloper/11gdemos/adf-region-interaction/adf-region-interaction.html ADF Region Interaction - Contextual Events Contextual event is used as a communication channel between a parent view and its contained regions, as well as between regions. By example, this session explains how to set up contextual events, how to define producers and event listeners and how to define the payload message. http://download.oracle.com/otn_hosted_doc/jdeveloper/11gdemos/AdfInsiderContextualEvents/AdfInsiderContextualEvents.html

    Read the article

  • Programming Language, Turing Completeness and Turing Machine

    - by Amumu
    A programming language is said to be Turing Completeness if it can successfully simulate a universal TM. Let's take functional programming language for example. In functional programming, function has highest priority over anything. You can pass functions around like any primitives or objects. This is called first class function. In functional programming, your function does not produce side effect i.e. output strings onto screen, change the state of variables outside of its scope. Each function has a copy of its own objects if the objects are passed from the outside, and the copied objects are returned once the function finishes its job. Each function written purely in functional style is completely independent to anything outside of it. Thus, the complexity of the overall system is reduced. This is referred as referential transparency. In functional programming, each function can have its local variables kept its values even after the function exits. This is done by the garbage collector. The value can be reused the next time the function is called again. This is called memoization. A function usually should solve only one thing. It should model only one algorithm to answer a problem. Do you think that a function in a functional language with above properties simulate a Turing Machines? Functions (= algorithms = Turing Machines) are able to be passed around as input and returned as output. TM also accepts and simulate other TMs Memoization models the set of states of a Turing Machine. The memorized variables can be used to determine states of a TM (i.e. which lines to execute, what behavior should it take in a give state ...). Also, you can use memoization to simulate your internal tape storage. In language like C/C++, when a function exits, you lose all of its internal data (unless you store it elsewhere outside of its scope). The set of symbols are the set of all strings in a programming language, which is the higher level and human-readable version of machine code (opcode) Start state is the beginning of the function. However, with memoization, start state can be determined by memoization or if you want, switch/if-else statement in imperative programming language. But then, you can't Final accepting state when the function returns a value, or rejects if an exception happens. Thus, the function (= algorithm = TM) is decidable. Otherwise, it's undecidable. I'm not sure about this. What do you think? Is my thinking true on all of this? The reason I bring function in functional programming because I think it's closer to the idea of TM. What experience with other programming languages do you have which make you feel the idea of TM and the ideas of Computer Science in general? Can you specify how you think?

    Read the article

  • XmlWriter and lower ASCII characters

    - by Rick Strahl
    Ran into an interesting problem today on my CodePaste.net site: The main RSS and ATOM feeds on the site were broken because one code snippet on the site contained a lower ASCII character (CHR(3)). I don't think this was done on purpose but it was enough to make the feeds fail. After quite a bit of debugging and throwing in a custom error handler into my actual feed generation code that just spit out the raw error instead of running it through the ASP.NET MVC and my own error pipeline I found the actual error. The lovely base exception and error trace I got looked like this: Error: '', hexadecimal value 0x03, is an invalid character. at System.Xml.XmlUtf8RawTextWriter.InvalidXmlChar(Int32 ch, Byte* pDst, Boolean entitize)at System.Xml.XmlUtf8RawTextWriter.WriteElementTextBlock(Char* pSrc, Char* pSrcEnd)at System.Xml.XmlUtf8RawTextWriter.WriteString(String text)at System.Xml.XmlWellFormedWriter.WriteString(String text)at System.Xml.XmlWriter.WriteElementString(String localName, String ns, String value)at System.ServiceModel.Syndication.Rss20FeedFormatter.WriteItemContents(XmlWriter writer, SyndicationItem item, Uri feedBaseUri)at System.ServiceModel.Syndication.Rss20FeedFormatter.WriteItem(XmlWriter writer, SyndicationItem item, Uri feedBaseUri)at System.ServiceModel.Syndication.Rss20FeedFormatter.WriteItems(XmlWriter writer, IEnumerable`1 items, Uri feedBaseUri)at System.ServiceModel.Syndication.Rss20FeedFormatter.WriteFeed(XmlWriter writer)at System.ServiceModel.Syndication.Rss20FeedFormatter.WriteTo(XmlWriter writer)at CodePasteMvc.Controllers.ApiControllerBase.GetFeed(Object instance) in C:\Projects2010\CodePaste\CodePasteMvc\Controllers\ApiControllerBase.cs:line 131 XML doesn't like extended ASCII Characters It turns out the issue is that XML in general does not deal well with lower ASCII characters. According to the XML spec it looks like any characters below 0x09 are invalid. If you generate an XML document in .NET with an embedded &#x3; entity (as mine did to create the error above), you tend to get an XML document error when displaying it in a viewer. For example, here's what the result of my  feed output looks like with the invalid character embedded inside of Chrome which displays RSS feeds as raw XML by default: Other browsers show similar error messages. The nice thing about Chrome is that you can actually view source and jump down to see the line that causes the error which allowed me to track down the actual message that failed. If you create an XML document that contains a 0x03 character the XML writer fails outright with the error: '', hexadecimal value 0x03, is an invalid character. The good news is that this behavior is overridable so XML output can at least be created by using the XmlSettings object when configuring the XmlWriter instance. In my RSS configuration code this looks something like this:MemoryStream ms = new MemoryStream(); var settings = new XmlWriterSettings() { CheckCharacters = false }; XmlWriter writer = XmlWriter.Create(ms,settings); and voila the feed now generates. Now generally this is probably NOT a good idea, because as mentioned above these characters are illegal and if you view a raw XML document you'll get validation errors. Luckily though most RSS feed readers however don't care and happily accept and display the feed correctly, which is good because it got me over an embarrassing hump until I figured out a better solution. How to handle extended Characters? I was glad to get the feed fixed for the time being, but now I was still stuck with an interesting dilemma. CodePaste.net accepts user input for code snippets and those code snippets can contain just about anything. This means that ASP.NET's standard request filtering cannot be applied to this content. The code content displayed is encoded before display so for the HTML end the CHR(3) input is not really an issue. While invisible characters are hardly useful in user input it's not uncommon that odd characters show up in code snippets. You know the old fat fingering that happens when you're in the middle of a coding session and those invisible characters do end up sometimes in code editors and then end up pasted into the HTML textbox for pasting as a Codepaste.net snippet. The question is how to filter this text? Looking back at the XML Charset Spec it looks like all characters below 0x20 (space) except for 0x09 (tab), 0x0A (LF), 0x0D (CR) are illegal. So applying the following filter with a RegEx should work to remove invalid characters:string code = Regex.Replace(item.Code, @"[\u0000-\u0008,\u000B,\u000C,\u000E-\u001F]", ""); Applying this RegEx to the code snippet (and title) eliminates the problems and the feed renders cleanly.© Rick Strahl, West Wind Technologies, 2005-2012Posted in .NET  XML   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

    Read the article

  • Unexpected results for projection on to plane

    - by ravenspoint
    I want to use this projection matrix: GLfloat shadow[] = { -1,0,0,0, 1,0,-1,1, 0,0,-1,0, 0,0,0,-1 }; It should cast object shadows onto the y = 0 plane from a point light at 1,1,-1. I create a rectangle in the x = 0.5 plane glBegin( GL_QUADS ); glVertex3f( 0.5,0.2,-0.5); glVertex3f( 0.5,0.2,-1.5); glVertex3f( 0.5,0.5,-1.5); glVertex3f( 0.5,0.5,-0.5); glEnd(); Now if I manually multiply these vertices with the matrix, I get. glBegin( GL_QUADS ); glVertex3f( 0.375,0,-0.375); glVertex3f( 0.375,0,-1.625); glVertex3f( 0,0,-2); glVertex3f( 0,0,0); glEnd(); Which produces a reasonable display ( camera at 0,5,0 looking down y axis ) So rather than do the calculation manually, I should be able to use the opengl model transormation. I write this code: glMatrixMode (GL_MODELVIEW); GLfloat shadow[] = { -1,0,0,0, 1,0,-1,1, 0,0,-1,0, 0,0,0,-1 }; glLoadMatrixf( shadow ); glBegin( GL_QUADS ); glVertex3f( 0.5,0.2,-0.5); glVertex3f( 0.5,0.2,-1.5); glVertex3f( 0.5,0.5,-1.5); glVertex3f( 0.5,0.5,-0.5); glEnd(); But this produces a blank screen! What am I doing wrong? Is there some debug mode where I can print out the transformed vertices, so I can see where they are ending up? Note: People have suggested that using glMultMatrixf() might make a difference. It doesn't. Replacing glLoadMatrixf( shadow ); with glLoadIdentity(); glMultMatrixf( shadow ); gives the identical result ( of course! )

    Read the article

  • Recommendation for Improving Programming Skills

    - by Moaz ELdeen
    I'm 25, I know C++ syntax since 9 years.. but It seems that I have copied so much code, and I didn't learn that much and didn't solve a lot of algorithms in my own. Currently I'm working for computer vision programmer as a junior and I have difficulity of doing algorithms like blob tracking or object tracking, writing algorithms like KNN, Quadtree,..etc. I don't know what to do, or what to improve, I tried to write asteriods game, I have finished it, and here you can watch it https://www.youtube.com/watch?v=jw0L4aCB4TU What should I do more to enhance my skills ?

    Read the article

  • TFS Hosting: discountasp.net TFS

    - by Enrique Lima
    In the last month or so I have been able to test and experience first hand the offering from discountasp.net for hosted TFS 2010. This first part is a description of the setup process for the account itself and getting some additional information on what you will find through the portal on their site. Not long ago, I posted a little tidbit on hosting TFS.  Through it I also did a shameless plug to my employer, our services and the type of hosting we recommend.  So, wouldn’t me running on discountasp.net be an issue?  Actually? NO. Ok, enough rambling.  Let’s get some details here. It is a Software as a Service model.  Through it we get Source Control, Version Control, Work Item Tracking and such.  What about Build?  If your need includes Build Management and such, you may need to look at some other options.  But, still this is a great offering for those that are moving from SourceSafe.  Or organizations who have 3 to 5 developers on staff, and do not foresee getting larger anytime soon.  Can it support more than 5 developers?  Yes, but then we need to get into how are you using TFS.  Do you need more than just Basic?  For example, SharePoint and Reporting Services integration. The signup process was seamless! Very easy to follow, complete and transition to Visual Studio to start working. An email followed the signup process, it contained details on how to get to the Team Foundation Server Control Panel login.  Once there, here is what I saw after the initial setup process of naming my Team Project Collection: So, moving on … once I clicked the area to get my server info, I got the following: Then it was a matter of getting the first user in there: Then on to connecting Visual Studio to my hosted TFS. Getting the server information, and the user account created I will configure those options in Visual Studio. Using Team Explorer, I am adding a new server configuration. Once this is provided, click OK, I will be challenged for a username and password, provide them and you will land on the following screen. Then Click Close. You will now be connected to your server and Team Project Collection. Since this will likely be the first time connecting, you will have no Projects (I already have 2 going). Click Connect, and you will be back in Team Explorer. My next post in the topic will be on Creating your First Team Project and uploading a Project Template to the server.

    Read the article

  • Open source projects, how to choose?!

    - by Dhaivat Pandya
    I would like to join an open source project since I think I am good enough at programming to progress onto reading others code and to modify it. But the proble mis, how would I choose an open source project to work on? I know many languages and chief ones that I am good are python, C++ (not really very good at C, the lack of object orientation is difficult for me) and Java. For c++, I am proficient wit Qt. I would like to start with something that isn't huge, and hasn't reached a phase where the bugs are so complicated it would take me a month to understand what affects the bug. Any suggestions? At the current time, I don't use any libraries in either of the mentioned libraries that I would need to modify (AFAIK).

    Read the article

  • Logic in Entity Components Systems

    - by aaron
    I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was this. class PlayerControllerComponent: Component { public: virtual void update() = 0; }; class FpsPlayerControllerComponent: PlayerControllerComponent { public: void update() { //handle input } }; and have a system that updates PlayerControllerComponents, but I found out that the artemis framework does not look at sub-classes the way I thought it would. So all in all my question here is should I make the framework aware of subclasses or should I add a new Component like object that is used for logic.

    Read the article

  • Software monetization that is not evil

    - by t0x1n
    I have a free open-source project with around 800K downloads to date. I've been contacted by some monetization companies from time to time and turned them down, since I didn't want toolbar malware associated with my software. I was wondering however, is there a non-evil way to monetize software ? Here are the options as I know them: Add a donation button. I don't feel comfortable with that as I really don't need "donations" - I'm paid quite well. Donating users may feel entitled to support etc. (see the second to last bullet) Add ads inside your application. In the web that may be acceptable, but in a desktop program it looks incredibly lame. Charge a small amount for each download. This model works well in the mobile world, but I suspect no one will go for it on the desktop. It doesn't mix well with open source, though I suppose I could charge only for the binaries (most users won't go to the hassle of compiling the sources). People may expect support etc. after having explicitly paid (see next bullet). Make money off a service / community / support associated with the program. This is one route I definitely don't want to take, I don't want any sort of hassle beyond coding. I assure you, the program is top notch (albeit simple) and I'm not aware of any bugs as of yet (there are support forums and blog comments where users may report them). It is also very simple, documented, and discoverable so I do think I have a case for supplying it "as is". Add affiliate suggestions to your installer. If you use a monetization company, you lose control over what they propose. Unless you can establish some sort of strong trust with the company to supply quality suggestions (I sincerely doubt it), I can't have that. Choosing your own affiliate (e.g. directly suggesting Google Toolbar) is possibly the only viable solution to my mind. Problem is, where do I find a solid affiliate that could actually give value to the user rather than infect his computer with crapware? I thought maybe Babylon (not the toolbar of course, I hate toolbars)?

    Read the article

  • Adding an LOV to a query parameter (executeWithParams)

    - by shay.shmeltzer
    I showed in the past how you can use the executeWithParams operation to build your own query page to filter a view object to show specific rows. I also showed how you can make the parameter fields display as drop down lists of values (selectOneChoice). However this week someone asked me if you can have those parameter fields use the advanced LOV component. Well if you just try and drag the parameter over, you'll see that the LOV option is not there as a drop option. But with a little bit of hacking around you can achieve this. (without actual Java coding). Here is a quick demo:

    Read the article

  • How do GameEngines stop Pixel Seams appearing in adjacent mesh boundaries due to FP imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

    Read the article

  • Is it bad practice to pass instances through several layers?

    - by Puckl
    In my program design, I often come to the point where I have to pass object instances through several classes. For example, if I have a controller that loads an audio file, and then passes it to a player, and the player passes it to the playerRunnable, which passes it again somewhere else etc. It looks kind of bad, but I don´t know how to avoid it. Or is it OK to do this? EDIT: Maybe the player example is not the best because I could load the file later, but in other cases that does not work.

    Read the article

  • Should I be worried if I solve a lot of my problems the same way?

    - by Bryan Harrington
    I really enjoy programming games and puzzle creators/games. I find myself engineering a lot of these problems the same way and ultimately using similar technique to program them that I'm really comfortable with. To give you brief insight, I like to create graphs where nodes are represented with objects. These object hold data such as coordinates, positions and of course references to other neighboring objects. I'll place them all in a data structure and make decisions on this information in a "game loop". While this is a brief example, its not exact in all situations. It's just one way I feel really comfortable with. Is this bad?

    Read the article

  • Why is my dual-boot Ubuntu partition showing up as a peripheral "root.disk"?

    - by Don
    I recently installed Ubuntu 12.04, which I had been booting from a usb key, as a dual-boot on my machine running Windows 7. From what I had read online while researching, I was prepared to have to shrink the Windows partition and all that. But I never had to - it really was just a few clicks here and there and it was installed. I'm still pretty confused about it, but whatever, it worked, and the two peacefully coexist on my machine, and I have broken things to fix before I worry about fixing unbroken things. So yesterday I got it in my head to look at my partitions (I was considering making an all new partition to install the Windows 8 Release Preview). What I saw confused me. Here's a screenshot of the disk utility. At this moment, there is nothing connected to my computer, and nothing in any of the optical drives/ports/card readers/etc. Can you help me figure out what's going on here? Don's Machine is, I believe, my Windows partition - that's the name I assigned my machine from Windows Explorer. PQSERVICE is from what I can find online also Windows, but having to do with backup. And SYSTEM REQUIRED, if I browse it in Ubuntu, is definitely something to do with booting, and I believe it is also Windows'. According to the sizes shown, those three together should use up my 500 GB HD. Then further down, as a "peripheral device", it lists that 31 GB disk. This is obviously my Ubuntu (Model:Linux Loop:root.disk), but why is it showing up as a peripheral? So, to sum up those questions and to add some more random ones I had: Why is Ubuntu showing up as a peripheral device? If the Windows sections take up all 500 GB, where does Ubuntu live? If I renamed the disk partitions, would my life become a nightmare (seriously - can I safely rename them)? Why didn't I have to resize the Windows partition in the first place? Would giving Ubuntu more space improve its performance (it hangs alot)? Is it possible to have a partition for each OS (Windows 7 & 8, Ubuntu), a partition for files, and a separate partition for backups? Is this towards the good or bad idea end of the spectrum? @Elfy, would that explain why it keeps hanging? I guess I'll backup my files, rip it out, and reinstall it correctly later on today.

    Read the article

  • How do I show a minimap in a 3D world?

    - by Bubblewrap
    Got a really typical use-case here. I have large map made up of hexagons and at any given time only a small section of the map is visible. To provide an overview of the complete map, I want to show a small 2D representation of the map in a corner of the screen. What is the recommended approach for this in libgdx? Keep in mind the minimap must be updated when the currently visible section changes and when the map is updated. I've found SpriteBatch(info here), but the warning label on it made me think twice: A SpriteBatch is a pretty heavy object so you should only ever have one in your program. I'm not sure I'm supposed to use the one SpriteBatch that I can have on the minimap, and I'm also not sure how to interpret "heavy" in this context. Another thing to possibly keep in mind is that the minimap will probably be part of a larger UI, is there any way to integrate these two?

    Read the article

  • Oracle went back to school !....

    - by Cristina Ciocoiu
    I am Georgiana, Contracts Manager for Oracle University and Advanced Customer Services in Romania. I started working for Oracle for 4 years ago as a Contracts Specialist. Two years ago I became a manager of a team of 9 Contracts Specialists. On a sunny day in March some members of my team visited the students of the Academy of Economic Studies, accompanied by Recruitment colleagues. This was part of a new initiative to raise awareness on career opportunities at Oracle. We spent approximately 2 hours illustrating and explaining different aspects of the day-to-day activities of an Oracle Contracts Specialist to the future graduates of the Academy. Role Play Since a role play is worth 1000 job descriptions, the audience witnessed an entertaining performance on the contracting process from the phase of the negotiation with the customer to actual signing of the contract. The main focus was on the role of Contracts Specialist liaising with all the groups involved and ensuring that the contract is compliant with Oracle policies while generating the expected revenue. However, the team took other roles as well i.e. Sales Representative, Customer, Business Approver and Lawyer to demonstrate their role in the process. As each of these roles only have a small slice of the big pie, it is vital to understand what happens before and after you come on stage as a Contract Specialist. Contracts Specialist Being a Contracts Specialist goes beyond simply knowing what policies apply, it means understanding Oracle’s core business model, understanding customers’ requests and addressing them in the most effective way. The job also involves connecting smaller teams that are often geographically dispersed across multiple regions so that they become a bigger, stronger and successful team. You are the expert in this key position that can facilitate the closing of a deal or stop it from happening if the risk is too high. The role play provided insights on both. Why I love this job Events of this kind are sometimes just as useful for the “recruiters” as for the “recruits”. For me, as a presenter, it was an excellent opportunity to think about the many reasons why I love what I do in the Contracts department every day and to share this with the students. I wanted to explain to the audience, who are still considering education and career possibilities, that what we do in Contracts DOES make a difference. You have the power to achieve targets that you did not think reachable before. Working in the dynamic Oracle environment shapes you as a person and there is a lot to take away from this experience. Looking back to my years in the Academy (I graduated from the Academy myself), I wish I could have listened to more people talking about their great jobs and about how I could get there. If those were Oracle people I might have been writing this article sooner. J If you are interested to join the Contracts team please click here for more information or contact lavinia.protopopescu-AT-oracle-DOT-com. You can find all openings in Romania via http://campus.oracle.com

    Read the article

  • Play or Lift: which one is more explicit?

    - by Andrea
    I am going to investigate web development with Scala, and the choice is between learning Lift or Play: probably I will not have enough time to try both, at least at first. Now, many comparisons between the two are available on the internet, but I would like to know how do they compare with respect to being explicit and involving less magic. Let me explain what I mean by example. I have used, to various degrees, CakePHP, symfony2, Django and Grails. I feel a very clear distinction between Django and symfony2, which are very explicit about what you are doing, and Grails and CakePHP, which try to do their best to guess what you are trying to achieve and often feel "magical". Let me give some examples comparing Django and Grails. In Django, views are functions that take a request as input and return a response. You can instantiate explicitly an instance of HttpResponse and populate its body with a string, or you can use shortcut functions to leverage the template system. In any case the return value from your view always has the same type. In contrast, the render method from Grails is highly polymorphic. You can throw a context at it and it will try to render a template which is found by convention using that context. Or you can pass it a pair of a template path and a context and that will work too. Or a string. Or XML. Grails tries hard to make sense of whatever you return from your controller. In the Django ORM, each model class has a static attribute representing the manager for that class. That manager exposes a fluent interface to build querysets. In Grails, you can have a similar functionality by composing detached criteria. Still, the most common way to query objects seems to be the use of runtime-generated methods like FindUserByEmailNotNull or FindPostByDateGreaterThan. I will not go further, but my point is that in Django-like frameworks you have control over the whole flow of the request/response process, while in Grails-like ones I feel I only have to feel the blanks and the framework will manage the rest of the flow for me. This is not to criticize Grails or CakePHP; which type you prefer is mainly a matter of preference. In fact, I happen to like some aspects of Grails, but I feel more comfortable with a framework which does less for me. Back to the point of the question: which one among Play and Lift is more explicit about what you do and which one tries to simplify more what you have to do with a layer of "magic"?

    Read the article

  • Saving an interface instance into a Bundle

    - by user22241
    All I've have an interface that allows me to switch between different scenes in my Android game. When the home key is pressed, I am saving all of my states (score, sprite positions etc) into a Bundle. When re-launching, I am restoring all my states and all is OK - however, I can't figure out how to save my 'Scene', thus when I return, it always starts at the default screen which is the 'Main Menu'. How would I go about saving my 'Scene' (into a Bundle)? Code import android.view.MotionEvent; public interface Scene{ void render(); void updateLogic(); boolean onTouchEvent(MotionEvent event); } I assume the interface is the relevant piece of code which is why I've posted that snippet. I set my scene like so: ('options' is an object of my Options class which extends MainMenu (Another custom class) which, in turn implements the interface 'Scene') SceneManager.getInstance().setCurrentScene(options); //Current scene is optionscreen

    Read the article

  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

    Read the article

  • Zune API Library for Ruby

    - by kerry
    Those of you who know me, know my favorite music player is the Zune. For some reason it seems most of my spare time lately seems to be creating Zune API libraries for different languages (I have a PHP one as well).  Here’s another one for Ruby!  If you use it, let me know.  I would love to hear what people are working on. It’s hosted at github, and very easy to use. zune_card = Zune::ZuneCard.for('a_zune_tag') Checkout the README for deets on what fields the object will have.

    Read the article

  • Why do we use Pythagoras in game physics?

    - by Starkers
    I've recently learned that we use Pythagoras a lot in our physics calculations and I'm afraid I don't really get the point. Here's an example from a book to make sure an object doesn't travel faster than a MAXIMUM_VELOCITY constant in the horizontal plane: MAXIMUM_VELOCITY = <any number>; SQUARED_MAXIMUM_VELOCITY = MAXIMUM_VELOCITY * MAXIMUM_VELOCITY; function animate(){ var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; x_velocity = x_velocity / scalar; z_velocity = x_velocity / scalar; } } Let's try this with some numbers: An object is attempting to move 5 units in x and 5 units in z. It should only be able to move 5 units horizontally in total! MAXIMUM_VELOCITY = 5; SQUARED_MAXIMUM_VELOCITY = 5 * 5; SQUARED_MAXIMUM_VELOCITY = 25; function animate(){ var x_velocity = 5; var z_velocity = 5; var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); var squared_horizontal_velocity = 5 * 5 + 5 * 5; var squared_horizontal_velocity = 25 + 25; var squared_horizontal_velocity = 50; // if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ if( 50 <= 25 ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; scalar = 50 / 25; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Now this works well, but we can do the same thing without Pythagoras: MAXIMUM_VELOCITY = 5; function animate(){ var x_velocity = 5; var z_velocity = 5; var horizontal_velocity = x_velocity + z_velocity; var horizontal_velocity = 5 + 5; var horizontal_velocity = 10; // if( horizontal_velocity >= MAXIMUM_VELOCITY ){ if( 10 >= 5 ){ scalar = horizontal_velocity / MAXIMUM_VELOCITY; scalar = 10 / 5; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Benefits of doing it without Pythagoras: Less lines Within those lines, it's easier to read what's going on ...and it takes less time to compute, as there are less multiplications Seems to me like computers and humans get a better deal without Pythagoras! However, I'm sure I'm wrong as I've seen Pythagoras' theorem in a number of reputable places, so I'd like someone to explain me the benefit of using Pythagoras to a maths newbie. Does this have anything to do with unit vectors? To me a unit vector is when we normalize a vector and turn it into a fraction. We do this by dividing the vector by a larger constant. I'm not sure what constant it is. The total size of the graph? Anyway, because it's a fraction, I take it, a unit vector is basically a graph that can fit inside a 3D grid with the x-axis running from -1 to 1, z-axis running from -1 to 1, and the y-axis running from -1 to 1. That's literally everything I know about unit vectors... not much :P And I fail to see their usefulness. Also, we're not really creating a unit vector in the above examples. Should I be determining the scalar like this: // a mathematical work-around of my own invention. There may be a cleverer way to do this! I've also made up my own terms such as 'divisive_scalar' so don't bother googling var divisive_scalar = (squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY); var divisive_scalar = ( 50 / 25 ); var divisive_scalar = 2; var multiplicative_scalar = (divisive_scalar / (2*divisive_scalar)); var multiplicative_scalar = (2 / (2*2)); var multiplicative_scalar = (2 / 4); var multiplicative_scalar = 0.5; x_velocity = x_velocity * multiplicative_scalar x_velocity = 5 * 0.5 x_velocity = 2.5 Again, I can't see why this is better, but it's more "unit-vector-y" because the multiplicative_scalar is a unit_vector? As you can see, I use words such as "unit-vector-y" so I'm really not a maths whiz! Also aware that unit vectors might have nothing to do with Pythagoras so ignore all of this if I'm barking up the wrong tree. I'm a very visual person (3D modeller and concept artist by trade!) and I find diagrams and graphs really, really helpful so as many as humanely possible please!

    Read the article

  • How to write functionally in a web framework

    - by Kevin Burke
    I love Rich Hickey, Clojure and Haskell and I get it when he talks about functions and the unreliability of side-effecting code. However I work in an environment where nearly all the functions I write have to read from the database, write to the database, make HTTP requests, decrement a user's balance, modify a frontend HTML component based on a click action, return different results based on the URI or the POST body. We also use PHP for the frontend, which is littered with functions like parse_str(), which modifies an object in place. All of these are side-effecting to one degree or another. Given these constraints and the side-effecting nature of the logic I'm coding, what can I do to make my code more reliable and function-able?

    Read the article

  • Unity3D Android - Move your character to a specific x position

    - by user3666251
    Im making a new game for android and I wanted to move my character (which is a cube for now) to a specific x location (on top of a flying floor/ground thingy) but I've been having some troubles with it.I've been using this script : var jumpSpeed: float = 3.5; var distToGround: float; function Start(){ // get the distance to ground distToGround = collider.bounds.extents.y; } function IsGrounded(): boolean { return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1); } function Update () { // Move the object to the right relative to the camera 1 unit/second. transform.Translate(Vector3.forward * Time.deltaTime); if (Input.anyKeyDown && IsGrounded()){ rigidbody.velocity.x = jumpSpeed; } } And this is the result (which is not what I want) : https://www.youtube.com/watch?v=Fj8B6eI4dbE&feature=youtu.be Anyone has any idea how to do this ? Im new in unity and scripting.Im using java btw. Ty.

    Read the article

  • How does a BSP tree work for Z sorting?

    - by Jenko
    I'm developing a 3D engine in software, and so I must compute Z sorting manually. I'm currently using the painters algorithm to sort triangles and then drawing them back-to-front. This causes artifacts that I'm trying to correct. Would using a dynamic BSP-tree ensure "correct Z sorting" of triangles? Why? Because the bounding volumes of triangles would be similar? Since I would have a single "world" BSP tree, would I have to remove and re-add any moved/scaled/rotated object into the tree? Is it possible to add triangles into a BSP tree without the expensive cutting process? Why do you need to cut triangles on the axis planes anyway? Is it faster to traverse a BSP tree from any angle, than to sort all tris each draw like the painters algorithm?

    Read the article

< Previous Page | 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070  | Next Page >