I am building a semi-complicated program and the focus of it will be on the search engine. The current plan is for it to search an online database after keywords and receive a list of responses organized by relevance.
I want to minimize the stress on the server by handling as much of the process on the client side as possible so I wonder how best to split up the tasks.
So far my idea is to have the client send the search term to the server who then compare it with its registry. Collecting the 30 or so most relevant hits it sends it back along with additional information from each entry. Requesting additional hits will be decided by sending a simple int value telling which page its filling up.
Simple example:
"Search word" gets processed by the client to account for spelling errors, context etc (based on what I can implement by myself). An Int value gets added (0 for page 1, 1 for page 2 etc...). The request gets sent to the server who can immediately run the search without processing the search word since that was handled in the client. It locates hits and order them by relevance then send out the information batch decided by the Int.
I am facing a problem which is that when i search image from database then it just shows last image which is stored in the database. My code is
private void Images() { SqlConnection con = new SqlConnection("Data Source=chusman-pc; Initial Catalog=Hotel_Management;Integrated Security=True"); con.Open(); SqlCommand com = new SqlCommand();
[Code] ....
I call this function at SelectedIndexChanged of dropbox..
My need is that i need to design a program for a machine. The machine takes "x"qty of load, refines 30% of it and sends back the 70% to the initial position. after how many times, does the qty of the load refined will be equal to the initial load and how many times does it need tot be refined?
Let's say we have entities like lines and circles. And each entity can have a pen attached. And a pen is a color and line width. All entities needs to be manipulated through a operations interface. All entities added to the program needs to be added through using a factory pattern.
So we end up something like (pseudo code)
class Line // for immutable objects { .. .. } class MutableLine extends Line //for mutable lines { } MutableLine line=factory->newLine(20,20,50,50); // Create a new line entity
[code]....
So, essentially I want no code to be able to operate directory on entities, unless during creation of the object (color, layer, line width etc...) so I am planning to create Mutable versions of all entities besides the immutable versions.
When requested for selected entities or all entities, I am planning to return a list of immutable objects and in fact I am planning to return a new copy so it's not possible to operate on anything directly.
The reason is that I am planning to create different storage backends swell, so I can operate on entities in a database, or shared memory... stuff like that. At least to hide the internals and provide a stable API.
My questions are:
How can I make sure that people don't do 'tricks' casts for example to a mutable version to change objects directly?
I am trying to design and implement a program that consists of two classes. The Base class A is purely for supporting class B. I do not want to be able to create an object of class A. When object B is created it inherits from class A.
What is the simplest 3D physics engine that you have used, that works well?
All I need to be able to represent is a spherical ground (planet), one or more tetrahedrons, with 1 or 0 cylinders coming out of each face, which might connect to other tetrahedrons. The tetrahedrons and cylinders have weight and can rotate around their connection point in 1 direction.
Basically, they are simple digital robots that need to walk around, so I don't need something with the complexity of Havok or Newton.
I'm making a small game engine and have a project in Code::Blocks for it, and a project to test it out. The thing is that my test program won't find a constructor from the engine. Here's my code:
Game Engine, Screen.hpp
#ifndef SCREEN_HPP_INCLUDED #define SCREEN_HPP_INCLUDED #include "SDL.h" namespace myeng { class Screen final //This class doesn't need to be derived from
[Code] ....
I have my engine project correctly linking to the SDL dlls and the test project linking to the engine dll and the SDL dlls. The errors are:
objDebugmain.o||In function `SDL_main':| C:UsersMainDocumentsProgramsGame_Engine_Testmain.cpp|12|undefined reference to `myeng::Screen::Screen(int, int)'| C:UsersMainDocumentsProgramsGame_Engine_Testmain.cpp|16|undefined reference to `myeng::Screen::~Screen()'| ||=== Build finished: 2 errors, 0 warnings ===|
What i'm trying to do is create a 3d game engine with opengl and i want to be multi platform. I'm trying to use code-blocks for this reason but i'm having trouble setting up opengl for code-blocks
I'm making a little "game engine" for a Rogue-Like game series I'll develop beside a friend. This "game engine" was programmed originally in ms-dos batch 6 years ago by me, and was evolving since. It have a VB6 version, a VB .net version, and a Python version... lately a C++ version following the same method of the first stable release of ms-dos batch (isn't weird?). As you can see, is a mere hobby.
Well, I have 1 headers for my C++ version of the engine, in that *.h file I have 2 classes (for now). The first class, and maybe the most important one, contains the code of the map handling (drawing, verification, creation, modification etc.) and the second one is the Object class, which code the "actors" or "npc" basic functions as movement, coloring, instancing etc...
The second class depends of the first class to function, because the first class is the responsible of displaying all inside the map.
The problem is that the class Object needs an instance of the class Map where the Object will be, but... that's the problem, the code seems right, but when is about to run it crash reporting a "No matching function for call to 'Map::Map()'" in the line 91 of AGE.h (that's the Object class constructor)... and its all.
So, this is the code of the main header that contains these classes:
#include <iostream> #include <stdlib.h> #include <conio.h> #define Up 0 #define Down 1 #define Left 2
[Code] ....
A simple code that uses "AGE.h" for test purposes...
I should reduce the number of bitmaps I used in my code. I translated my particle engine into code that could be compiled as plain standard C
Currently, the code has a segmentation fault somewhere that I can't figure out. How it should function is that it takes orders from a queue for new lasers to store the instances in a linked list. It then takes that data and updates its coordinates, one node at a time. The first node should also be the first node to complete its life, so it gets removed, and the list is set to the next node in memory. If there are no more nodes left, a if-statement should catch it and either break the current loop, or wait for more items to be requested. If there are nodes left, the process will continue to remove the first node in the list until there are none left. Obviously this is not quite how it works. When I tested in once in SDL, the laser would update every 5 frames, but wasn't shown constantly, and would crash after the node was to be disposed of. When I initialize with the SDL parachute, it would exit before I event saw the screen. Also, the code I translated to standard C will display that the laser has been updated to the screen, but it never says that it has moved up. It crashes after about 4 printf() statments execute. My debugger has been giving me mixed SIGTRAPS, and "nothing is wrong" output. Here is the code in standard C:
I'm currently working on the ioquake3 engine . The ioquake3 engine is separated into 2 different main threads at runtime: the gamecode and the engine. Both are communicating but not all information and my problem resides here.
In the gamecode, there's a struct called gentity_t which contains a lot of fields:
Code: typedef struct gentity_s gentity_t; struct gentity_s { entityState_ts;// communicated by server to clients entityShared_tr;// shared by both the server system and game // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER // EXPECTS THE FIELDS IN THAT ORDER! //================================ struct gclient_s*client;// NULL if not a client
[Code] ....
This whole entity is passed to the engine at runtime, but only the first two fields are declared for the engine:
Code: // the server looks at a sharedEntity, which is the start of the game's gentity_t structure typedef struct { entityState_ts;// communicated by server to clients entityShared_tr;// shared by both the server system and game } sharedEntity_t;
My problem is that I need to access the health field of gentity_t from the engine. Technically, this is possible, but the health field is not declared in sharedEntity (which is the same memory address than gentity_t in the gamecode), so this is not straightforward.
I am looking for an elegant way to do this, and my constraint is that I must not edit the gamecode, only the engine.
The solutions I've thought:
- Just copy the whole gentity_t fields into sharedEntity_t. This would work I think but would be redundant, and I would like to avoid copying this huge set of fields.
- Include the two headers files declaring the gentity_t and sharedEntity_t structs, and create a Getter and a Setter functions that would cast a gentity_t over a sharedEntity_t and return/set a field. The problem is that I can't simply include them because they are both including some common headers files and this produce a recursive include error (and I can't modify the files to add a check, these are normally in the gamecode).
- Directly access the health field using a clever memory pointer, but I don't even know if that's possible given the huge number of fields prior health with many different types?
Write a program that maintains a database containing data, such as name and birthday, about your friends and relatives. You should be able to enter, remove, modify, or search this data. Initially, you can assume that the names are unique. The program should be able to save the data in a fi le for use later.
Design a class to represent the database and another class to represent the people. Use a binary search tree of people as a data member of the database class. You can enhance this problem by adding an operation that lists everyone who satisfies a given criterion.
For example, you could list people born in a given month. You should also be able to list everyone in the database.
I am studying Software Engineer and i have a project on C. The project is a simple Pharmacy Management. I know how to develop it also i have already created the DataBase but i don't know how to connect it.
I am creating a WinForm registration application and my program accepts user input information and stores it but I am struggling to use my login function. I believe there is an error in the area of cmd.Parameters.AddWithValue section, I dont think addwithvalue is correct ? I get a fatal crash has occurred when I click Login
string constring = "datasource=127.0.0.1;port=3306;username=root;password=welcome"; string Query = "SELECT * FROM 'userinfo'.'users' where 'username' = @userid and 'password' = @password)"; MySqlConnection conDatabase = new MySqlConnection(constring); MySqlCommand cmd = new MySqlCommand(Query, conDatabase); cmd.Parameters.AddWithValue("@userid", this.userid_txt.Text); cmd.Parameters.AddWithValue("@passone", this.passone_txt.Text);
[code]....
Fixed the crash error, simple typo but now I am getting SQL Syntax errors which I originally believed I fixed.
I have a program in C#.net. There is a datagridview which shows all the details of the student. Then I add a column to update another column using the value I entered. Means I want to add roll no to student details table while running. I want the code to update it. Is it possible?
i have to upload a ms access database file to the server from my client program. The server program should connect to this database and read the data. What's the easiest way to upload the file? Is it FTP? i tried sockets, but it only allows like 9kb of data transfer capacity.
Write a program that is able to save a list of items such as books, CDs, or DVDs and the items that are saved must have attributes associated with them. For example a book has a title, author, publisher, and ISBN.I would like to create a program that is able to save the database of items to a file on the hard drive and also retrieve it from the hard drive.I have this for a start of how to set up a storing program.
#include <iostream> #include <iomanip> using namespace std; int main () { const int arraySize = 10; int a[arraySize] = { 2, 6, 4, 10, 12, 89, 68, 45, 37 }; int i, hold;
I am currently working on writing a word search program. However, I am stuck on reading the used input into the 2-D array. The code I've posted below is only dealing with the user input (I'll work on the word search part once I know i am correctly reading in the user input). I know the coding is bad practice with the use of hexadecimal, and getchar() ect. But I am currently using a microblaze microprocessor and this is just the way microblaze can interpret the information. As for the infinite while loops...that can be changed just trying to figure out how.
My question is how could I change my code to correctly read in the user input into the 2-D array?
Code: #include "platform.h"#include "xparameters.h" #include <stdlib.h> #include <stdio.h> #define MAX 20 int main() { char grid[MAX][MAX], word[30]; int i, j, arr[2],num;