Search Results

Search found 34814 results on 1393 pages for 'utility method'.

Page 410/1393 | < Previous Page | 406 407 408 409 410 411 412 413 414 415 416 417  | Next Page >

  • Updating entities in response to collisions - should this be in the collision-detection class or in the entity-updater class?

    - by Prog
    In a game I'm working on, there's a class responsible for collision detection. It's method detectCollisions(List<Entity> entities) is called from the main gameloop. The code to update the entities (i.e. where the entities 'act': update their positions, invoke AI, etc) is in a different class, in the method updateEntities(List<Entity> entities). Also called from the gameloop, after the collision detection. When there's a collision between two entities, usually something needs to be done. For example, zero the velocity of both entities in the collision, or kill one of the entities. It would be easy to have this code in the CollisionDetector class. E.g. in psuedocode: for(Entity entityA in entities){ for(Entity entityB in entities){ if(collision(entityA, entityB)){ if(entityA instanceof Robot && entityB instanceof Robot){ entityA.setVelocity(0,0); entityB.setVelocity(0,0); } if(entityA instanceof Missile || entityB instanceof Missile){ entityA.die(); entityB.die(); } } } } However, I'm not sure if updating the state of entities in response to collision should be the job of CollisionDetector. Maybe it should be the job of EntityUpdater, which runs after the collision detection in the gameloop. Is it okay to have the code responding to collisions in the collision detection system? Or should the collision detection class only detect collisions, report them to some other class and have that class affect the state of the entities?

    Read the article

  • Crash when trying to detect touch

    - by iQue
    I've got a character in a 2D game using surfaceView that I want to be able to move using a button (eventually a joystick), but my game crashes as soon as I try to move my sprite. This is my onTouch-method for my steering button: public void handleActionDown(int eventX, int eventY) { if (eventX >= (x - bitmap.getWidth() / 2) && (eventX <= (x + bitmap.getWidth()/2))) { if (eventY >= (y - bitmap.getHeight() / 2) && (y <= (y + bitmap.getHeight() / 2))) { setTouched(true); } else { setTouched(false); } } else { setTouched(false); } And if I try to put this in my update-method: public void update() { x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } The sprite moves on its own just fine, but as soon as I add: public void update() { if(steering.isTouched()){ x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the game crashes. Does anyone know why this is or how to fix it? I cannot figure it out. I'm using MotionEvent.ACTION_DOWN to check if the user if pressing the screen.

    Read the article

  • Calling a model from a controller from the 404 route [migrated]

    - by IrishRob
    Got a problem here where I can’t seem to load a method from a model after the page has been redirected after encountering a 404. Model name: Category_Model Method name: get_category_menu() In my routes, I’ve updated the 404 over-ride to: $route[‘404_override’] = ‘whoops’; I’ve also got my controller Whoops that reads… <?php class Whoops extends CI_Controller { function index() { $this->load->model('Category_Model'); $data['Categories'] = $this->Category_Model->get_category_menu(); $data['main_content'] = $this->load->view('messages/whoops', null, true); $this->load->view('includes/template', $data); } } So when I navigate to a page that doesn’t exist, I get the following error… Message: Undefined property: Whoops::$Category_Model Filename: controllers/whoops.php I’ve hard coded the loading of the model into the controller here, even though I have it in my autoload, but no luck. Everything else with the site so far works, just this 404 problem. Any pointers would be great, kinda new to CI so go easy on me. Cheers.

    Read the article

  • At what point does programming become a useful skill?

    - by Elip
    This is probably a very difficult question to answer, because of its subjectivity, but even a vague guess would help me out: Now that Khan Academy is beginning to offer Computer Science lectures I'm getting an itch to learn programming again. I maybe am a bit more technical than your average computer user, using Ubuntu as my OS, LaTeX for writing and I know some small tricks like regular expressions or boolean search for google. However from my previous attempts to learn programming, I realized I do not have a natural aptitude for it and I also don't seem to enjoy the process. But I am fairly certain that a basic proficiency in programming could prove to be very beneficial for me career wise; I also often get ideas for little scripts that I cannot implement. My question is: Let's say you study programming 1 hour / day on average. At what point will you become good enough so that programming can be used for automating tasks and actually saving time? Do you think programming is worth picking up if you never have the ambition to make it your career or even your hobby, but use it strictly for utility purposes?

    Read the article

  • MVVM Light V4 preview (BL0014) release notes

    - by Laurent Bugnion
    I just pushed to Codeplex an update to the MVVM Light source code. This is an early preview containing some of the features that I want to release later under the version 4. If you find these features useful for your project, please download the source code and build the assemblies. I will appreciate greatly any issue report. This version is labeled “V4.0.0.0/BL0014”. The “BL” string is an old habit that we used in my days at Siemens Building Technologies, called a “base level”. Somehow I like this way of incrementing the “base level” independently of any other consideration (such as alpha, beta, CTP, RTM etc) and continue to use it to tag my software versions. In Microsoft parlance, you could say that this is an early CTP of MVVM Light V4. Caveat The code is unit tested, but as we all know this does not mean that there are no bugs This code has not yet been used in production. Again, your help in testing this is greatly appreciated, so please report all bugs to me! What’s new? The following features have been implemented: Misc Various “maintenance work”. All WPF assemblies (that is .NET35 and .NET4) now allow partially trusted callers. It means that you can use them in am XBAP in partial trust mode. Testing Various test updates Added Windows Phone 7 unit tests Note: For Windows Phone 7, due to an issue in the unit test framework, not all tests can be executed. I had to isolate those tests for the moment. The error was reported to Microsoft. ViewModelBase The constructor is now public to allow serialization (especially useful on the phone to tombstone the state). ViewModelBase.MessengerInstance now returns Messenger.Default unless it is set explicitly. Previously, MessengerInstance was returning null, which was complicating the code. Two new ways to raise the PropertyChanged event have been added. See below for details. Messenger Updated the IMessenger interface with all public members from the Messenger class. Previously some members were missing. A new Unregister method is now available, allowing to unregister a recipient for a given token. RelayCommand RaiseCanExecuteChanged now acts the same in Windows Presentation Foundation than in Silverlight. In previous versions, I was relying on the CommandManager to raise the CanExecuteChanged event in WPF. However, it was found to be too unreliable, and a more direct way of raising the event was found preferable. See below for details. Raising the PropertyChanged event A very much requested update is now included: the ability to raise the PropertyChanged event in a viewmodel without using “magic strings”. Personally, I don’t see strings as a major issue, thanks to two features of the MVVM Light Toolkit: In the DEBUG configuration, every time that the RaisePropertyChanged method is called, the name of the property is checked against all existing properties of the viewmodel. Should the property name be misspelled (because of a typo or refactoring), an exception is thrown, notifying the developer that something is wrong. To avoid impacting the performance, this check is only made in DEBUG configuration, but that should be enough to warn the developers in case they miss a rename. The property name is defined as a public constant in the “mvvminpc” code snippet. This allows checking the property name from another class (for example if the PropertyChanged event is handled in the view). It also allows changing the property name in one place only. However, these two safeguards didn’t satisfy some of the users, who requested another way to raise the PropertyChanged event. In V4, you can now do the following: Using lambdas private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } _myProperty = value; RaisePropertyChanged(() => MyProperty); } } This raises the property changed event using a lambda expression instead of the property name. Light reflection is used to get the name. This supports Intellisense and can easily be refactored. You can also broadcast a PropertyChangedMessage using the Messenger.Default instance with: private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } var oldValue = _myProperty; _myProperty = value; RaisePropertyChanged(() => MyProperty, oldValue, value, true); } } Using no arguments When the RaisePropertyChanged method is called within a setter, you can also omit the property name altogether. This will fail if executed outside of the setter however. Also, to avoid confusion, there is no way to broadcast the PropertyChangedMessage using this syntax. private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } _myProperty = value; RaisePropertyChanged(); } } The old way Of course the “old” way is still supported, without broadcast: public const string MyPropertyName = "MyProperty"; private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } _myProperty = value; RaisePropertyChanged(MyPropertyName); } } And with broadcast: public const string MyPropertyName = "MyProperty"; private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } var oldValue = _myProperty; _myProperty = value; RaisePropertyChanged(MyPropertyName, oldValue, value, true); } } Performance considerations It is notorious that using reflection takes more time than using a string constant to get the property name. However, after measuring for all platforms, I found the differences to be very small. I will measure more and submit the results to the community for evaluation, because some of the results are actually surprising (for example, using the Messenger to broadcast a PropertyChangedMessage does not significantly increase the time taken to raise the PropertyChanged event and update the bindings). For now, I submit this code to you, and would be delighted to hear about your own results. Raising the CanExecuteChanged event manually In WPF, until now, the CanExecuteChanged event for a RelayCommand was raised automatically. Or rather, it was attempted to be raised, using a feature that is only available in WPF called the CommandManager. This class monitors the UI and when something occurs, it queries the state of the CanExecute delegate for all the commands. However, this proved unreliable for the purpose of MVVM: Since very often the value of the CanExecute delegate changes according to non-UI events (for example something changing in the viewmodel or in the model), raising the CanExecuteChanged event manually is necessary. In Silverlight, the CommandManager does not exist, so we had to raise the event manually from the start. This proved more reliable, and I now changed the WPF implementation of the RaiseCanExecuteChanged method to be the exact same in WPF than in Silverlight. For instance, if a command must be enabled when a string property is set to a value other than null or empty string, you can do: public MainViewModel() { MyTestCommand = new RelayCommand( () => DoSomething(), () => !string.IsNullOrEmpty(MyProperty)); } public const string MyPropertyName = "MyProperty"; private string _myProperty = string.Empty; public string MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } _myProperty = value; RaisePropertyChanged(MyPropertyName); MyTestCommand.RaiseCanExecuteChanged(); } } Logo update I made a minor change to the logo: Some people found the lack of the word “light” (as in MVVM Light Toolkit) confusing. I thought it was cool, because the feather suggests the idea of lightness, however I can see the point. So I added the word “light” to the logo. Things should be quite clear now. What’s next? This is only the first of a series of releases that will bring MVVM Light to V4. In the next weeks, I will continue to add some very requested features and correct some issues in the code. I will probably continue this fashion of releasing the changes to the public as source code through Codeplex. I would be very interested to hear what you think of that, and to get feedback about the changes. Cheers, Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

    Read the article

  • Dynamic (C# 4.0) &amp; Var in a nutshell.

    - by mbcrump
    A Var is static typed - the compiler and runtime know the type. This can be used to save some keystrokes. The following are identical. Code Snippet var mike = "var demo"; Console.WriteLine(mike.GetType());  //Returns System.String   string mike2 = "string Demo"; Console.WriteLine(mike2.GetType()); //Returns System.String A dynamic behaves like an object, but with dynamic dispatch. The compiler doesn’t know anything about it at compile time. Code Snippet dynamic duo = "dynamic duo"; Console.WriteLine(duo.GetType()); //System.String //duo.BlowUp(); //A dynamic type does not know if this exist until run-time. Console.ReadLine(); To further illustrate this point, the dynamic type called “duo” calls a method that does not exist called BlowUp(). As you can see from the screenshot below, the compiler is reporting no errors even though BlowUp() does not exist. The program will compile fine. It will however throw a runtimebinder exception after it hits that line of code in runtime. Let’s try the same thing with a Var. This time, we get a compiler error that says BlowUp() does not exist. This program will not compile until we add a BlowUp() method.  I hope this helps with your understand of the two. If not, then drop me a line and I’ll be glad to answer it.

    Read the article

  • How to modify partitions after install?

    - by ChocoDeveloper
    I wanted to have Ubuntu with full disk encryption on one big partition, and Windows on a small one. In 12.04, only the Server Edition installer has full disk encryption, so I used that and then installed ubuntu-desktop. When it asked for the size, I reduced it from ~999GB to ~750gb. Now after the install, on both gparted and disk utility I see /dev/sda2 taking ~931GB, and nothing unallocated, so I can't create a partition for windows. I got the size right, because when I right-click inside a folder, then hit 'properties', I see Free space: ~690GB (I don't know why it's not ~750GB, but at least it's not 900). The command df -h shows the same. So what can I do? Normally I would just resize a partition with gparted to create unallocated space, then create the partition. But here I have two problems: gparted does not seem to be showing the correct values, and also it says it does not support LUKS so I'm afraid it will mess things up. Any thoughts?

    Read the article

  • Informing GUI objects about screen size - Designing

    - by Mosquito
    I have a problem with designing classes for my game which I create. In my app, there is: class CGame which contains all the information about game itself, e.g. screen width, screen height, etc. In the main() function I create a pointer to CGame instance. class CGUIObject which includes fields specifying it's position and draw() method, which should know how to draw an object according to screen size. class CGUIManager which is a singleton and it includes a list of CGUIObject's. For each object in a list it just calls draw() method. For clarity's sake, I'll put some simple code: class CGame { int screenWidth; int screenHeight; }; class CGUIObject { CPoint position; void draw(); // this one needs to know what is a screen's width and height }; class CGUIManager // it's a singleton { vector<CGUIObject*> guiObjects; void drawObjects(); }; And the main.cpp: CGame* g; int main() { g = new CGame(); while(1) { CGUIManager::Instance().drawObjects(); } return 0; } Now the problem is, that each CGUIObject needs to know the screen size which is held by CGame, but I find it very dumb to include pointer to CGame instance in every object. Could anyone, please, tell me what would be the best approach to achieve this?

    Read the article

  • recovering raid 0 hard disk

    - by Hiawatha
    I bumped to a huge (for me) problem. I was running dual boot system (win 7 / linux) and at some point I decided to test fedora ( I am new in Linux ). My hard disk conf: 3 hard disks each 1 TB, 2 set to raid 0 with windows running on it and 1 for linux. After installing it from live usb I found out that windows 7 is not in grub anymore and while booting shows raid error. I installed back Ubuntu and ran Disk Utility and checked now I have one disks (raid 0) failed (READ) error. First has 5 bad sectors and second has 1 bad sector. And now I dont know what to do and how to repair. further I dont know which data i could provide to get help. I tried ntfsfix and got this output: Mounting volume... NTFS signature is missing. FAILED Attempting to correct errors... NTFS signature is missing. FAILED Failed to startup volume: Invalid argument NTFS signature is missing. Trying the alternate boot sector Unrecoverable error Volume is corrupt. You should run chkdsk. #sudo ntfs-3g -o force,rw /dev/sdb /media/windows NTFS signature is missing. Failed to mount '/dev/sdb': Invalid argument The device '/dev/sdb' doesn't seem to have a valid NTFS. Maybe the wrong device is used? Or the whole disk instead of a partition (e.g. /dev/sda, not /dev/sda1)? Or the other way around?

    Read the article

  • Command Query Separation

    - by Liam McLennan
    Command query separation is a strategy, proposed by Bertrand Meyer, that each of an object’s methods should be either a command or a query. A command is an operation that changes the state of a system, and a query is an operation that returns a value. This is not the same thing as CQRS, hence why I think that CQRS is poorly named. An Example of Command Query Separation Consider a system that models books and shelves. There is a rule that a shelf may not be removed if it holds any books. One way to implement the removal is to write a method Shelf.Remove() that internally checks to make sure that the shelf is empty before removing it. If the shelf is not empty then it is not removed and an error is returned. To implement this feature following the principle of command query separation would require two methods, one to query the shelf and determine if it is empty and a second method to remove the shelf. Separating the query from the command makes the shelf class simpler to use because the state change is clear and explicit.

    Read the article

  • Why am I seeing so many instantiable classes without state?

    - by futlib
    I'm seeing a lot of instantiable classes in the C++ and Java world that don't have any state. I really can't figure out why people do that, they could just use a namespace with free functions in C++, or a class with a private constructor and only static methods in Java. The only benefit I can think of is that you don't have to change most of your code if you later decide that you want a different implementation in certain situations. But isn't that a case of premature design? It could be turned into a class later, when/if it becomes appropriate. Am I getting this wrong? Is it not OOP if I don't put everything into objects (i.e. instantiated classes)? Then why are there so many utility namespaces and classes in the standard libraries of C++ and Java? Update: I've certainly seen a lot examples of this in my previous jobs, but I'm struggling to find open source examples, so maybe it's not that common after all. Still, I'm wondering why people do it, and how common it is.

    Read the article

  • Encapsulating code in F# (Part 2)

    - by MarkPearl
    In part one of this series I showed an example of encapsulation within a local definition. This is useful to know so that you are aware of the scope of value holders etc. but what I am more interested in is encapsulation with regards to generating useful F# code libraries in .Net, this is done by using Namespaces and Modules. Lets have a look at some C# code first… using System; namespace EncapsulationNS { public class EncapsulationCLS { public static void TestMethod() { Console.WriteLine("Hello"); } } } Pretty simple stuff… now the F# equivalent…. namespace EncapsulationNS module EncapsulationMDL = let TestFunction = System.Console.WriteLine("Hello") ()   Even easier… lets look at some specifics about F# namespaces… Namespaces are open. meaning you can have multiple source files and assemblies can contribute to the same namespace. So, Namespaces are a great way to group modules together, so the question needs to be asked, what role do modules play. For me, the F# module is in many ways similar to the vb6 days of modules. In vb6 modules were separate files and simply allowed us to group certain methods together. I find it easier to visualize F# modules this way than to compare them to the C# classes. However that being said one is not restricted to one module per file – there is flexibility to have multiple modules in one code file however with my limited F# experience I would still recommend using the file as the standard level of separating modules as it is very easy to then find your way around a solution. An important note about interop with F# and other .Net languages. I wrote a blog post a while back about a very basic F# to C# interop. If I were to reference an F# library in a C# project (for instance ‘TestFunction’), in C# it would show this method as a static method call, meaning I would not have to instantiate an instance of the module.

    Read the article

  • Choosing the correct network protocol for my type of game (its Wc3 Warlock style)

    - by Moritz
    I need to code a little game for a school project. The type of the game is like the Warcraft 3 map "Warlock", if anyone doesnt know it, here is a short description: up to ten players spawn into an arena filled with lava, the goal of each player is to push the other players into the lava with spells (basically variations of missiles, aoe nukes, moba spells etc) http://www.youtube.com/watch?v=c3PoO-gcJik&feature=related we need to provide multiplayer-support over the internet, for that reason I am looking for the best network protocol for this type of game (udp, tcp, lock step, client-server...) what the requirements are: - same/stable simulation on all clients - up to ten players - up to ~100 missiles on the field - very low latency since its reaction based (i dont know the method wc3 used, but it was playable with the old servers) what would be nice (if even possible, since the traffic might be too big): - support for soft bodies over the network (with bullet physics), but this is no real requirement I read several articles about the lock step method used for RTS games, this seems to be great, but does it fit for real-time action games too (ping-related)? If anyone has run into the same problems/questions like me, I would be very happy about any help

    Read the article

  • What is the steps to make a frame work for a company? [on hold]

    - by bbb
    we want to make a frame work for our company. Our company mission is developing web applications and CMS and websites. Till now we had a lot of problems with the various types of codding. we didnt have a frame work and every programmer codes as he wants and it was too hard for the others to edit them. Now we want to make a frame work for the company. We want to make an archive of dll files that are written by our self our other and make the programmers to use just from them and we want to make a frame work for the type of codding. WE NEED A STRUCTURE FOR THE COMPANY. I dont know how to do this and what is the first and second and third step to do this. I need some guidance about it. For example I say that the frame work should contains the followings: The base should be SOLID The method should be Code-First The standards should be Naming Convention The type should be 3 layer programming The method should be MVC We should use from our dll archive The UI should be with HTML and CSS And using from Bootstrap Am I right or not or is it complete or...???

    Read the article

  • Is there an alternative to the term "calling object"?

    - by ybakos
    Let's suppose you've got a class defined (in pseudocode): class Puppy { // ... string sound = "Rawr!"; void bark() { print(sound); } } And say, given a Puppy instance, you call it's bark() method: Puppy p; p.bark(); Notice how bark() uses the member variable sound. In many contexts, I've seen folks describe sound as the member variable of the "calling object." My question is, what's a better term to use than "calling object?" To me, the object is not doing any calling. We know that member functions are in a way just functions with an implicit this or self parameter. I've come up with "receiving object," or "message recipient," which makes sense if you're down with the "messaging" paradigm. Do any of you happy hackers have a term that you like to use? I feel it should mean "the object upon which a method is called" and TOUWAMIC just doesn't cut it.

    Read the article

  • Will Ubuntu Live CD move MFT to resize NTFS volumes?

    - by irwazr
    I have a feeling some will consider this a duplicate, but please hear me out. I've been reading tons of questions and threads around this but have never really found an answer for this specifically. I want to shrink my NTFS partition to make room for a Ubuntu install, so I can dual boot them. However when shrinking the NTFS volume in Windows disk management, it will only go so far as the MFT is sitting near the end of the volume. I've read plenty of posts about why it does this, and how difficult/dangerous it is to move the MFT etc. I've also read that Perfect Disk can apparently do it under it's trial period, but I remain cautious to try this method. I was wondering however if the disk partitioning utility included in the Ubuntu install wizard handles the moving of the MFT when dragging the partition boundaries. It all seems too simple that you simply tell it the new size you want it to be. Would it tell me if it couldn't resize by the amount you requested if the MFT was an issue, or move it for you if it were able. I'm concerned it might corrupt the MFT and the volume, even though I doubt the install wizard would be so daft. So what exactly is the deal with the partition resizing tool in the Ubuntu install wizard? Will it safely resize my NTFS volume despite the location of my MFT? Thanks in advance.

    Read the article

  • Resized Ubuntu 14.04 partition will not boot

    - by user292577
    First, a little background info: I intended to install Ubuntu alongside OS X, but I accidentally erased my entire hard drive and was left with Ubuntu alone. Yesterday, I finally tried to create a desperate partition and OS X. I successfully shrank my Ubuntu partition and created ~40 GB of free space. I used gparted to do this. At first I tried to use Internet Recovery to install OS X on the unallocated space I had created, but discovered I couldn't. I went back to gparted and created a FAT partition with that space. I'm pretty sure I actually did this using my Ubuntu partition on my hard drive (the one I had just shrunken), rather than the USB live boot I had used to shrink it. Therefore, at this point, I think my Ubuntu partition was still functioning properly. I went back to internet recovery and used disk utility to turn the FAT partition into a Mac OS Extended (Journaled) [HFS/HFS+] partition. I believe this is probably where the problem occurred. I successfully reinstalled OS X and found it to be fully functioning. However, when I tried to boot back into the Ubuntu partition all I got was a black screen with a little white cursor (it looks similar to a terminal screen/the Mac DFU mode, but I can't type anything into it. Is there anything I can do to repair my Ubuntu partition? If not, can I at least recover the data from it? Thank you for any help.

    Read the article

  • New Solaris 11.2 beta features: SMF stencils

    - by user13366125
    As much as there is often a lot discussion about configuration items inside the SMF repository (like the hostname), it brings an important advantage: It introduces the concept of dependencies to configuration changes. What services have be restarted when i change a configuration item. Do you remember all the services that are dependent on the hostname and need a restart after changing it? SMF solves this by putting the information about dependencies into it configuration. You define it with the manifests. However, as much configuration you may put into SMF, most applications still insists to get it's configuration inside the traditional configuration files, like the resolv.conf for the resolver or the puppet.conf for Puppet. So you need a way to take the information out of the SMF repository and generate a config file with it. In the past the way to do so, was some scripting inside the start method that generated the config file before the service started. Solaris 11.2 offers a new feature in this area. It introduces a generic method to enable you to create config files from SMF properties. It's called SMF stencils. (read more)

    Read the article

  • How do I get debuild to put the binary in /usr/bin?

    - by SammySP
    I have been recently trying to package a small Python utility to put on my PPA and I've almost got it to work, but I'm having problems in making the package install the binary (a chmod +x Python script) under /usr/bin. Instead it installs under /. I have this directory structure - http://db.tt/0KhIYQL. My package Makefile is like so: TARGET=usr/bin/txtrevise make: chmod +x $(TARGET) install: cp -r $(TARGET) $(DESTDIR) I've used $(DESTDIR), as I understand it to place the file under the debian subdir when debuild is run. I have the txtrevise script, my executable, under usr/bin folder under the root of my package. I also have the Makefile and usr/bin/textrevise in my tarball: txtrevise_1.1.original.tar.gz. However when I build this and look inside of the Debian package, txtrevise is always at the root of the package instead of under usr/bin and will be installed to / instead of /usr/bin. How can I get debuild to put the script in the right place? Thanks. Any help would be greatly appreciated. I'm stumped.

    Read the article

  • Unable to start after 13.04 > 13.10 udate

    - by romainl
    At the end of the update process, clicking on the Restart button had no visible effect whatsoever. After waiting 5 to 10 minutes, I decided to reboot the computer manually. Since then, I rebooted a good dozen times (not with the hope that it would work but with the hope of reading the messages) with the same non-result and the same symptoms: I get the ASCII text-on-purple Ubuntu 13.10 . . . . splash screen with these messages: * Restoring resolver state... [OK] * Starting crash report submission daemon [OK] * Starting CUPS printing spooler/server [OK] Everything disappears. The whole process hangs at a purple screen with the mouse cursor right in the middle. At this point, I'm unable to use the mouse and the keyboard. Booting from a 12.04 CD works perfectly, Disk Utility says that all my disks are OK and I can mount my main partition without problems. Something obviously went wrong at the end of the upgrade but I have no idea what. I'd appreciate any pointer. This is the kind of moment where you really think "Next time, I'll separate my /home partition for sure". My machine is an aging but working Dell Inspiron 530 with an Intel Core Duo E2160 processor, 2 GHz of RAM and an ATI Radeon HD3650 video card. Thanks.

    Read the article

  • Rectangular Raycasting?

    - by igrad
    If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another rectangle. These selected areas will receive special properties, and the areas will be non-static, since the intersecting shapes themselves will also be dynamic. My first thought was to use raycasting detection, though I've only seen that in use with circles, or even ellipses. I'm curious if there's a method of using raycasting with a more rectangular approach, or if there's a totally different method already in use to accomplish this task. I would like something more exact than checking in large chunks, and since I'm using SDL2 with a logical renderer size of 1920x1080, checking if each pixel is intersecting is out of the question, as it would slow things down past a playable speed. I already have a multi-shape collision function-template in place, and I could use that, though it only checks if sides or corners are intersecting; it does not compute the overlapping area, or even find the circle's secant line, though I can't imagine it would be overly complex to implement. TL;DR: I need to find and isolate areas of a rectangle that may intersect with a circle or another rectangle without checking every single pixel on-screen.

    Read the article

  • How to leverage the internal HTTP endpoint available on Azure web roles?

    - by adelsors
    Imagine you have a Web application using an in-memory collection that changes occasionally, loading it from storage on the Application_Start global.asax event and updating it whenever it changes. If you want to deploy this application on Azure you need to keep in mind that more than one instance of the application can be running at any time and therefore you need to provide some mechanism to keep all instances informed with the latest changes. Because that the communication through internal endpoints between Azure role instances is at no cost, a good solution can be maintaining the information on Azure Storage Tables, reading its contents on the Application_Start event and populating its changes to all instances using the internal HTTP port available on Azure Web Roles. You need to follow these steps to leverage the internal HTTP endpoint available on Azure web roles: 1.   Define an internal HTTP endpoint in the Web Role properties, for example InternalHttpEndpoint   2.   Add a new WCF service to the Web Role, for example NotificationServices.svc 3.   Add a method on the new service to receive notifications from other role instances. 4.   Declare a class that inherits from System.ServiceModel.Activation.ServiceHostFactory and override the method CreateServiceHost to host the internal endpoint.   Note that you can use SecurityMode.None because the internal endpoint is private to the instances of the service, this is provided by the platform. 5.   Edit the markup of the service right clicking the svc file and selecting "View markup" to add the new factory as the factory to be used to create the service    6. Now you can notify changes to other instances using this code:

    Read the article

  • What is the preferred pattern when attaching a 'runtime object'?

    - by sebf
    In my application I have the following: public class NeatObject { /* lots of static data, and configuration flags */ } public class NeatObjectConsumer { void DoCleverStuffWithObjectOnGPU(NeatObject obj); } Where NeatObject and its consumer are used to control the GPU. The idea being that, the configuration of an instance of NeatObject and its members, define how the consumer instance behaves. The object can be passed around, edited, and most importantly serialised/deserialised by the application, with and without knowledge of NeatObjectConsumer, then provided back to the consumer to do something else. The purpose of this seperation is: The consumer manages hardware resources, which change depending on the computer, and even on the execution of the application, making preserving the state of an object which does everything difficult. Avoids circular references if the assembly that contains the consumer needs to reference one that only needs to know about NeatObject. However, there is a complication in that the consumer creates hardware resources and needs to associate them with NeatObject. These don't need to be preserved, but still need to be retrieved. DoCleverStuffWithObjectOnGPU() will be called many, many times during execution and so any bottleneck is a concern, therefore I would like to avoid dictionary lookups. What is the preferred method of attaching this information to NeatObject? By preferred, I mean intuitive - other coders can see immediately what is going on - and robust - method doesn't invite playing with the resources or present them in such a way as to make them easily corruptible. Essentially, I want to add my own metadata - how should I do it? Try to use 'actual metadata' functionality like Reflection? A member of the type of an abstract class? Unmanaged pointers? If you took on a project that used this pattern, what would you have liked the previous developer to do?

    Read the article

  • SourceMonitor Beta Test Version 3.3.2.261 now available

    - by TATWORTH
    Source Monitor is a useful independent utility for producing code metrics. Beta Test Version 3.3.2.261 has been released.Download and test Source Monitor beta (Version 3.3.2.261 - 2.30 MBytes)  via HTTP"The Beta page is at http://www.campwoodsw.com/smbeta.htmlHere is the official description of it>The freeware program Source Monitor lets you see inside your software source code to find out how much code you have and to identify the relative complexity of your modules. For example, you can use Source Monitor to identify the code that is most likely to contain defects and thus warrants formal review. Source Monitor, written in C++, runs through your code at high speed. Source Monitor provides the following: Collects metrics in a fast, single pass through source files.Measures metrics for source code written in C++, C, C#, VB.NET, Java, Delphi, Visual Basic (VB6) or HTML.Includes method and function level metrics for C++, C, C#, VB.NET, Java, and Delphi. Offers Modified Complexity metric option. Saves metrics in checkpoints for comparison during software development projects.Displays and prints metrics in tables and charts, including Kiviat diagrams.Operates within a standard Windows GUI or inside your scripts using XML command files.Exports metrics to XML or CSV (comma-separated-value) files for further processing with other tools.

    Read the article

  • Shared pointers causing weird behaviour

    - by Setzer22
    I have the following code in SFML 2.1 Class ResourceManager: shared_ptr<Sprite> ResourceManager::getSprite(string name) { shared_ptr<Texture> texture(new Texture); if(!texture->loadFromFile(resPath+spritesPath+name)) throw new NotSuchFileException(); shared_ptr<Sprite> sprite(new Sprite(*texture)); return sprite; } Main method: (I'll omit most of the irrelevant code shared_ptr<Sprite> sprite = ResourceManager::getSprite("sprite.png"); ... while(renderWindow.isOpen()) renderWindow.draw(*sprite); Oddly enough this makes my sprite render completely white, but if I do this instead: shared_ptr<Sprite> ResourceManager::getSprite(string name) { Texture* texture = new Texture; // <------- From shared pointer to pointer if(!texture->loadFromFile(resPath+spritesPath+name)) throw new NotSuchFileException(); shared_ptr<Sprite> sprite(new Sprite(*texture)); return sprite; } It works perfectly. So what's happening here? I assumed the shared pointer would work just as a pointer. Could it be that it's getting deleted? My main method is keeping a reference to it so I don't really understand what's going on here :S EDIT: I'm perfectly aware deleting the sprite won't delete the texture and this is generating a memory leak I'd have to handle, that's why I'm trying to use smart pointers on the first place...

    Read the article

< Previous Page | 406 407 408 409 410 411 412 413 414 415 416 417  | Next Page >