A Virus
thanks to comments here
Thursday, December 18, 2008
Monday, December 1, 2008
Sunday, November 2, 2008
Engagement Invitation Sayings
OpenCV & XCode
To install and configure the libraries and use OpenCV in Leopard with XCode just follow these simple instructions: open the
To install and configure the libraries and use OpenCV in Leopard with XCode just follow these simple instructions: open the
- terminal and create a folder that will house the library check out the source of
- from inside the folder you just created, type: cvs-z3-d: pserver: anonymous@opencvlibrary.cvs.sourceforge.net: / cvsroot / co-P opencv opencvlibrarythis command will download the sources to compile
- now type: cd opencv. / make_frameworks.sh
- once we have finished compiling the libraries installed on your Mac. To verify that everything went well, move the folder from which we compiled and go samples / MacOSX / FaceTracker, open the xcode project to verify that the OpenCV. Framework is the right way it should be: Macintosh HD / Developer/SDKs/MacOSX10.5.sdk/Library/Frameworks Build & Go and press If the application side we are ready to develop with OpenCV.
Sunday, October 26, 2008
Letter For Community Service Completion
NW - 3100 Wireless USB Network Adapter on Ubuntu 8.04
Just go to the next version of Ubuntu 8.10 is all that is automatically configures itself!!
W
Oscar certain jokes are too heavy ...
Just go to the next version of Ubuntu 8.10 is all that is automatically configures itself!!
In addition, I have noticed with pleasure. that have been resolved issues that had the older version of flash!
Ubuntu!
Oscar certain jokes are too heavy ...
Tuesday, September 30, 2008
Digital Playground Watch Movies Online
Design Patterns - Decorator
go back to school after a summer fooling around is never easy, but then you have to do. And Skep, recently joined the team sick, came from vacation with a new idea for his rts: he wants to make the units available to the player can be divided into teams , but does not want to be a simple grouping. He wants to ensure that the user is prompted to create a team through the group because you can cover the defects of a unit with the merits of another, so that the ability of an individual to become the skills of all: a doctor within the group, for example, means that all the soldiers learn to care slightly . In addition, each group thus created would be fun to assign a value of force that affects the outcome of the battle group. In this way create more homogeneous groups can make easy to overcome certain special missions.
The first idea was a simple array of soldiers as the data field of a new class CombatGroup. The idea has proved fallacious (!!!): suffered in this way, the code would prove difficult to modify and extend in case of updates, what would happen if we wanted to create groups of different type, such as an assault group and a group of spare drive? The second idea
jumped nell'insana mind of our young has been to exploit in a massive inheritance. His thought is to create subclasses of CombatGroup depending on the purpose of the team and add them to the soldiers one at a time. His idea is summed up in the following format
Even though this design provides a point in the hierarchy there is a list of some kind of soldiers in the team. Such a list provides methods to insert and remove elements and know that in the event of changes to the characteristics of a group would need to go to these methods also change.
The idea that comes to our aid is as simple as powerful and difficult to apply
E 'must always design our hierarchies so that are easily extendable but what extend should not be changed by the extension. What
second Skep completely solve the problem of maintaining a list of participating members of the team is a completely different approach. You can consider an item as a team of one-component? Sure, why not. Would it be possible then add more as teams made just told to form groups of several elements? It would make sense. In this way, you could probably use inheritance in an almost recursive and get the results of strength team and list of components without any list of items!
Helping our friends get funny as usual a design pattern, that the most friends call Decorator. The cold definition says
Let's see how to solve the problem points:
1. Create a group such as a AssaultGroup , initially empty
2. "Decorate" the group with a Soldier. Now the group contains an element.
3. "Decorate" the group with an Engineer.
4. To obtain the components GetComponents call () and let us consider the delegation to get the components. We do the same thing for the strength of the group.
How does, however, the delegation of the methods? We can think for one second to the group as a room.
At the room is completely empty, waiting to be decorated. Clearly the method calls GetComponents () and getGroupPower () give null result as if a hypothetical question was to ask these questions to the room would not receive response.
were decorated with an element, the room is filled with a person who sits at the door, so that if someone steps in to ask how many people are there and how strong is the group, she can answer on behalf group.
Each time the room is "decorated" by a new person, the line scale and the newest is at the door ready to provide the information if requested, also on behalf of the entire group.
To know how strong is the group for example, can certainly not scream "how strong are we?" aloud all respond and be forced to do the sums of all. This would give a unit a special ability that has no sense. (Suppose I am chief, who just are not able to count would be a casino). You might instead ask how strong is the last to communicate what is in the row in front of him, which adds value to its power and communicate in turn to the front. So that the door should not do is add the value that has come to own and communicate, just as they did everyone else. Such a thing is feasible to get a list of the group's capacity.
Once you understand the mechanism, we see how to create a schedule of classes for instantiating the decorator pattern for our case.
The focal point for understanding this design pattern is that objects and decorators are in the same hierarchy as the decorators are lower can be taken and used as components were real . Even if we use inheritance does not go against the principle of preferring the composition because agggiungiamo behavior to a group through the composition of objects: the genius is that all objects are of this subtype composition of the compound, could therefore be used in its stead. In addition, we untied from the static inheritance could add new behaviors at runtime.
Let 'code now. Today I take the good C + + instead of java, even if I put in the key interface (professionalism at historic lows), which clearly will implement an abstract class. We start with classes and CombatGroup AssaultGroup, presenting an implementation quite Natural
Take for example the method getGroupPower. Its implementation at this level is this. We do not care for any decoration in the future, give back only what we know directly, or the initial strength.
At this point we can move to codify the decorations. We have another abstract class that generalizes the decorators. It contains a reference to the decorated component to it, so that the delegation would go up the chain (as in the above example the value of passive force until the last item in the first row).
Ora passiamo alle decorazioni vere e proprie. Anche in questo caso l'implementazione del metodo getGroupPower non fa altro che sommare la forza particolare dell'unità a quella dell'intero gruppo. Questo è proprio il principio di delegazione delle responsabilità di cui parlavo prima.
This has always seemed quite unsubstantiated until I figured out how to make the whole operation. How do I create a group then? Here's the solution
Ok, now the pattern is complete. Decorator is extremely powerful and quite difficult to understand, since the idea of \u200b\u200bthe composition over inheritance is not intuitive at all from my point of view. In many cases it is preferred that a similar pattern we have already analyzed, namely the strategy. There are certainly similarities between the two, as they both add something to run in an orderly and flexible. The difference is in what to add: decorator is used to add behavior in terms of construction, or change the internal organs of an object and thus its capacity. Strategy deals rather closely the behavior as such, changing the "habits" of an object without touching the inside.
Decorator still has some major disadvantages:
- Although it is possible to dynamically add coportamento runtime, it can be removed without changing the nature of the object . This is in many cases it may be pointed out fatal. Moreover decorator is spesso usato nello sviluppo di interfacce grafiche, per aggiungere particolari quali bordi a componenti grafiche, quindi cose che non vengono mai più rimosse.
- Da un punto di vista di identità un componente e un decoratore non sono per niente la stessa cosa ma vengono trattati come se lo fossero . Questo punto, che è il senso proprio del pattern, è anche il suo difetto logico più vistoso.
- E' importante che le classi in cima alla gerarchia siano leggere, in quanto è necessario nei sottotipi assicurare la conformità delle interfacce è programmare classi decoratore con troppi metodi provoca una probabilità maggiore di errori.
- Decorator sfruttato in un progetto di grandi dimensioni può rivelarsi detrimental to the maintenance because it causes the generation of a large amount of very small classes. But of course it helps a lot the work of the designer.
Great Skep, again failed to find a way to keep me awake a few nights!
The first idea was a simple array of soldiers as the data field of a new class CombatGroup. The idea has proved fallacious (!!!): suffered in this way, the code would prove difficult to modify and extend in case of updates, what would happen if we wanted to create groups of different type, such as an assault group and a group of spare drive? The second idea
jumped nell'insana mind of our young has been to exploit in a massive inheritance. His thought is to create subclasses of CombatGroup depending on the purpose of the team and add them to the soldiers one at a time. His idea is summed up in the following format
Even though this design provides a point in the hierarchy there is a list of some kind of soldiers in the team. Such a list provides methods to insert and remove elements and know that in the event of changes to the characteristics of a group would need to go to these methods also change.
The idea that comes to our aid is as simple as powerful and difficult to apply
keep classes open to extension but closed to changes
E 'must always design our hierarchies so that are easily extendable but what extend should not be changed by the extension. What
second Skep completely solve the problem of maintaining a list of participating members of the team is a completely different approach. You can consider an item as a team of one-component? Sure, why not. Would it be possible then add more as teams made just told to form groups of several elements? It would make sense. In this way, you could probably use inheritance in an almost recursive and get the results of strength team and list of components without any list of items!
Helping our friends get funny as usual a design pattern, that the most friends call Decorator. The cold definition says
Decorator adds responsibility to an object dynamically. Also provides a flexible alternative to the extension to extend the functionality
Let's see how to solve the problem points:
1. Create a group such as a AssaultGroup , initially empty
2. "Decorate" the group with a Soldier. Now the group contains an element.
3. "Decorate" the group with an Engineer.
4. To obtain the components GetComponents call () and let us consider the delegation to get the components. We do the same thing for the strength of the group.
How does, however, the delegation of the methods? We can think for one second to the group as a room.
At the room is completely empty, waiting to be decorated. Clearly the method calls GetComponents () and getGroupPower () give null result as if a hypothetical question was to ask these questions to the room would not receive response.
were decorated with an element, the room is filled with a person who sits at the door, so that if someone steps in to ask how many people are there and how strong is the group, she can answer on behalf group.
Each time the room is "decorated" by a new person, the line scale and the newest is at the door ready to provide the information if requested, also on behalf of the entire group.
To know how strong is the group for example, can certainly not scream "how strong are we?" aloud all respond and be forced to do the sums of all. This would give a unit a special ability that has no sense. (Suppose I am chief, who just are not able to count would be a casino). You might instead ask how strong is the last to communicate what is in the row in front of him, which adds value to its power and communicate in turn to the front. So that the door should not do is add the value that has come to own and communicate, just as they did everyone else. Such a thing is feasible to get a list of the group's capacity.
Once you understand the mechanism, we see how to create a schedule of classes for instantiating the decorator pattern for our case.
The focal point for understanding this design pattern is that objects and decorators are in the same hierarchy as the decorators are lower can be taken and used as components were real . Even if we use inheritance does not go against the principle of preferring the composition because agggiungiamo behavior to a group through the composition of objects: the genius is that all objects are of this subtype composition of the compound, could therefore be used in its stead. In addition, we untied from the static inheritance could add new behaviors at runtime.
Let 'code now. Today I take the good C + + instead of java, even if I put in the key interface (professionalism at historic lows), which clearly will implement an abstract class. We start with classes and CombatGroup AssaultGroup, presenting an implementation quite Natural
class CombatGroup
{public:
CombatGroup ();
virtualGetComponents List ();
getGroupPower virtual int ();
/ / ...
}
AssaultGroup class: public CombatGroup
{private: int
_initialPower;
public: virtual int
getGroupPower ();
virtualGetComponents List ();
//...
}
Take for example the method getGroupPower. Its implementation at this level is this. We do not care for any decoration in the future, give back only what we know directly, or the initial strength.
int AssaultGroup: getGroupPower () {return
_initialPower;}
At this point we can move to codify the decorations. We have another abstract class that generalizes the decorators. It contains a reference to the decorated component to it, so that the delegation would go up the chain (as in the above example the value of passive force until the last item in the first row).
GroupDecorator class: public CombatGroup
{private:
CombatGroup _group;
public:
GroupDecorator (CombatGroup *);
virtualGetComponents List ();
getGruopPower virtual int ();
//...
}
ListGroupDecorator::getComponents() {
_group.getComponents();
}
int GroupDecorator::getGroupPower() {
_group.getGroupPower();
}
Ora passiamo alle decorazioni vere e proprie. Anche in questo caso l'implementazione del metodo getGroupPower non fa altro che sommare la forza particolare dell'unità a quella dell'intero gruppo. Questo è proprio il principio di delegazione delle responsabilità di cui parlavo prima.
class SoldierDecorator : public GroupDecorator {
private :
// unit rappresenta the drive that goes to join the group. This class is a container
/ / for it
Unit _unit;
int _power;
public:
SoldierDecorator (CombatGroup *);
getGroupPower virtual int ();
virstualGetComponents List ();}
/ / IMPLEMENTATION NOTE! Int
SoldierDecorator: getGroupPower () {return
this._power _group.getGroupPower + ();}
This has always seemed quite unsubstantiated until I figured out how to make the whole operation. How do I create a group then? Here's the solution
/ / create a group CO 2 soldiers, an engineer and a doctor
CombatGroup aGroup AssaultGroup = new ();
aGroup = new SoldierDecorator (aGroup)
aGroup = new SoldierDecorator (aGroup)
aGroup = new EngineerDecorator (aGroup)
aGroup = new MedicDecorator (aGroup)
aGroup.getGroupPower ();
Ok, now the pattern is complete. Decorator is extremely powerful and quite difficult to understand, since the idea of \u200b\u200bthe composition over inheritance is not intuitive at all from my point of view. In many cases it is preferred that a similar pattern we have already analyzed, namely the strategy. There are certainly similarities between the two, as they both add something to run in an orderly and flexible. The difference is in what to add: decorator is used to add behavior in terms of construction, or change the internal organs of an object and thus its capacity. Strategy deals rather closely the behavior as such, changing the "habits" of an object without touching the inside.
Decorator still has some major disadvantages:
- Although it is possible to dynamically add coportamento runtime, it can be removed without changing the nature of the object . This is in many cases it may be pointed out fatal. Moreover decorator is spesso usato nello sviluppo di interfacce grafiche, per aggiungere particolari quali bordi a componenti grafiche, quindi cose che non vengono mai più rimosse.
- Da un punto di vista di identità un componente e un decoratore non sono per niente la stessa cosa ma vengono trattati come se lo fossero . Questo punto, che è il senso proprio del pattern, è anche il suo difetto logico più vistoso.
- E' importante che le classi in cima alla gerarchia siano leggere, in quanto è necessario nei sottotipi assicurare la conformità delle interfacce è programmare classi decoratore con troppi metodi provoca una probabilità maggiore di errori.
- Decorator sfruttato in un progetto di grandi dimensioni può rivelarsi detrimental to the maintenance because it causes the generation of a large amount of very small classes. But of course it helps a lot the work of the designer.
Great Skep, again failed to find a way to keep me awake a few nights!
How Long Does It Take To Get Stds Testing Results
Qt XCode &
In this short guide explains how you can work with XCode and the Qt libraries. First, after choosing the project name (NP), we create a new folder and name checks as a NP.
Inside the folder create an empty file, for convenience may be called main.cpp. Then open a terminal, we move into the newly created folder and type : qmake -project e qmake.
All’interno della cartella si creerà il progetto XCode con il nome NP. Ora non ci resta che provare a scrivere il codice cullati dall’autocompletamento e tutti i favolosi servizi che offre XCode. Ecco un esempio di Hello World :
Premete Build and Go e se tutto funziona siete pronti per lavorare con le Qt e XCode.
In this short guide explains how you can work with XCode and the Qt libraries. First, after choosing the project name (NP), we create a new folder and name checks as a NP.
Inside the folder create an empty file, for convenience may be called main.cpp. Then open a terminal, we move into the newly created folder and type : qmake -project e qmake.
All’interno della cartella si creerà il progetto XCode con il nome NP. Ora non ci resta che provare a scrivere il codice cullati dall’autocompletamento e tutti i favolosi servizi che offre XCode. Ecco un esempio di Hello World :
#include "QApplication"
#include "QPushButton"
int main(int argc, char * argv[])
{
QApplication app(argc, argv);
QPushButton * b = new QPushButton("Ciao Mondo");
b->show();
return app.exec();
}
Premete Build and Go e se tutto funziona siete pronti per lavorare con le Qt e XCode.
Wednesday, September 24, 2008
Distance Hanging Rod From Wall
Cooliris: the 3D web
As a first post I wanted to publish some information "useless" but of style, something cool and feel. So I started wandering around the web for hours until they gave me the right information.
Cooliris is the one for me!
This add-on for Firefox and Safari lets you view images, video and multimedia content to many different sites, feeds and other information. Already today there are several possible sites that work with famous cooliris as:
- google
- amazon
- Flickr
-
myspace - youtube ...
cooliris But what can and what??
Once you've installed the plugin and pushed the button lo schermo si oscura e tutti i contenuti multimediali sono visualizzati in full-screen 3D. Attraverso l'uso del mouse e della tastiera ci si può muovere tra i contenuti, visualizzare foto, video... il tutto in maniera semplice, intuitiva e veloce.
In aggiunta è possibile inviare tramite mail quello che si sta visualizzando, leggere news con Discover ed acquistare - o confrontare prezzi e prodotti - su Amazon.
Lo si può scaricare in maniera gratuita dal sito del produttore
www.cooliris.com
dove si trova anche un video che spiega velocemente e semplicemente tutte le sue potenzialità.
Insomma, buon cooliris a tutti!
Cooliris is the one for me!
This add-on for Firefox and Safari lets you view images, video and multimedia content to many different sites, feeds and other information. Already today there are several possible sites that work with famous cooliris as:
- amazon
- Flickr
-
myspace - youtube ...
cooliris But what can and what??
Once you've installed the plugin and pushed the button lo schermo si oscura e tutti i contenuti multimediali sono visualizzati in full-screen 3D. Attraverso l'uso del mouse e della tastiera ci si può muovere tra i contenuti, visualizzare foto, video... il tutto in maniera semplice, intuitiva e veloce.
In aggiunta è possibile inviare tramite mail quello che si sta visualizzando, leggere news con Discover ed acquistare - o confrontare prezzi e prodotti - su Amazon.
Lo si può scaricare in maniera gratuita dal sito del produttore
www.cooliris.com
dove si trova anche un video che spiega velocemente e semplicemente tutte le sue potenzialità.
Insomma, buon cooliris a tutti!
Wednesday, September 17, 2008
Whatpaper Towel Brand Is The Strongest
icons to applications starting with XCode generated
If we were to assign a nice icon in our program created with XCode , but we did not have a picture. Icns , the format used by Apple for icons, we must not despair, look for a program that carries out the conversion. This program comes with Apple's Tool the DVD to install the operating system or freely downloadable from the Apple website. The program is called Icon Composer and we can find inside the folder Developer / Applications / Utilities . Once opened , just sempicemente move over the image to be processed, which will create icons in different sizes atumatico, doc.number menu "File" "Export" and GOCO's it.
To add it to your XCode project, move the file. Icns just created in the root folder of the project, open XCode, premre twice on the active target for compiling, check the item "Icon File" and enter the file name. Icns . XCode will seek to create within the file. App generated Resurce a folder with the image and the file. App selazionata will be represented by the icon.
If we were to assign a nice icon in our program created with XCode , but we did not have a picture. Icns , the format used by Apple for icons, we must not despair, look for a program that carries out the conversion. This program comes with Apple's Tool the DVD to install the operating system or freely downloadable from the Apple website. The program is called Icon Composer and we can find inside the folder Developer / Applications / Utilities . Once opened , just sempicemente move over the image to be processed, which will create icons in different sizes atumatico, doc.number menu "File" "Export" and GOCO's it.
To add it to your XCode project, move the file. Icns just created in the root folder of the project, open XCode, premre twice on the active target for compiling, check the item "Icon File" and enter the file name. Icns . XCode will seek to create within the file. App generated Resurce a folder with the image and the file. App selazionata will be represented by the icon.
Chevy Silverado With Rockstar Rims
wxWidgets XCode
Here you will learn how to install wxWidgets into a Mac and how to configure XCode in order to have the auto-completion for wx and the ability to compile programs written with this library.
First you need to download the sources from: http://www.wxwidgets.org/downloads/ and downloading sources wxMac. Once downloaded, unzip to a directory you like, go to the src folder and you will find an XCode project, open it and compile it in a few minutes you have installed wxWidgets libraries. To do a check just open a terminal and type wx-config - version that will return the version of wx installed.
Well now we're ready to write our first program.
Open XCode:
Per essere sicuri che tutto funzioni scriviamo l’Hello Word, nel file .h:
nel file .cpp :
press Build and Run and you should see a beautiful window that says Hello World.
Here you will learn how to install wxWidgets into a Mac and how to configure XCode in order to have the auto-completion for wx and the ability to compile programs written with this library.
First you need to download the sources from: http://www.wxwidgets.org/downloads/ and downloading sources wxMac. Once downloaded, unzip to a directory you like, go to the src folder and you will find an XCode project, open it and compile it in a few minutes you have installed wxWidgets libraries. To do a check just open a terminal and type wx-config - version that will return the version of wx installed.
Well now we're ready to write our first program.
Open XCode:
- create a new empty project "Empty Project", enter the name and specify the folder and press "Finish".
- menu, select "Project" and then "New Target ..." from the section in bold "Carbon" select "Application" and press "next", specify the name and press "Finish"
- close the window that has just opened for editing Target, from "File" menu choose "New File ..." menu and bold "C and C + +" select "C + + File" and press “Next”, inserire il nome e premere “Finish”
- dal menu premere “Project” e “Edit Active Target “nome target”, spostarsi nella linguetta “build”
- aprire una console e digitare wx-config --cxxflags, copiare uno a uno tutti i path che iniziano per -I senza il -I e incollarli nella voce “Header Search Paths” nell'editor del target
- dalla console selezionare tutte le voci precedute da -D con -D compreso questa volta e copiarle nella sezione “Other C Flags”
- tornare alla console e digitarre “wx-config --libs”, copiare tutto il contenuto e incollarlo nella sezione “Other Linker Flags”
- infine ricercare la voce “ZeroLink” e togliere del tutto la selezione
Per essere sicuri che tutto funzioni scriviamo l’Hello Word, nel file .h:
#include "wx/wx.h"
class HelloWorld : public wxApp {
virtual bool OnInit();
};
IMPLEMENT_APP(HelloWorld)
nel file .cpp :
bool HelloWorld::OnInit()
{wxFrame * f = new wxFrame (NULL, -1, WXT ("Hello world"));
f-> Show (true);
return true;}
press Build and Run and you should see a beautiful window that says Hello World.
Wednesday, August 6, 2008
Is Safflower Oil Toxic
Write your post with ScribeFire!
In the life of the average geek and Acadia a drama: July 28 out is the 4.1 version of KDE (on which, after further tests to soon publish some reviews.
Although it may seem like good news, the nights spent to complete and optimize the new packages make Need a caffeine addiction. What most threatens to undermine our peace of mind everyday is that the new version of KDE with many of the programs that increased la nostra produttività, pur funzionando, hanno ancora dei grossi problemi di compatibilità e, oltre a crashare ogni 5 minuti, sono di una lentezza disarmante. Netbeans ne è un esempio lampante.
Per i social addicted che usavano Flock per postare in maniera più che veloce e comodissima i propri post nei blog, la situazione si fa addirittura drammatica: Flock, da strumento definitivo del social web, con KDE 4.1 trasforma in IE: un cesso con i tab. Non parliamo poi della versione beta 2.0, in prova in questi giorni.
Grazie a qualche tipo di intervento divino, Firefox 3.0 funziona perfettamente e per questo da parte mia è partita la ricerca al migliore strumento per editare post al di fuori dello bare blog editor provided by your ISP. The solution is passed through external editors, such Bleezer (I wanted to name a others, but everyone else did not work on GNU / Unix): great tool but not very pleasant GUI.
After several attempts I am convinced that he had found the instrument only final: ScribeFire.
The graphic layout is nice and usable, publish a post has never been easier thanks to the use of a method to preview very special to show how the item will be properly paginated, ScribeFire will publish a preview for a few seconds just enough time to memorize it, then immediately remove the post from public view. The only flaw: the inability to tag directly inside. E 'need to reopen the post with the editor provided by the blog provider and insert.
Council to try this tool and let us know what you think.
Although it may seem like good news, the nights spent to complete and optimize the new packages make Need a caffeine addiction. What most threatens to undermine our peace of mind everyday is that the new version of KDE with many of the programs that increased la nostra produttività, pur funzionando, hanno ancora dei grossi problemi di compatibilità e, oltre a crashare ogni 5 minuti, sono di una lentezza disarmante. Netbeans ne è un esempio lampante.
Per i social addicted che usavano Flock per postare in maniera più che veloce e comodissima i propri post nei blog, la situazione si fa addirittura drammatica: Flock, da strumento definitivo del social web, con KDE 4.1 trasforma in IE: un cesso con i tab. Non parliamo poi della versione beta 2.0, in prova in questi giorni.
Grazie a qualche tipo di intervento divino, Firefox 3.0 funziona perfettamente e per questo da parte mia è partita la ricerca al migliore strumento per editare post al di fuori dello bare blog editor provided by your ISP. The solution is passed through external editors, such Bleezer (I wanted to name a others, but everyone else did not work on GNU / Unix): great tool but not very pleasant GUI.
After several attempts I am convinced that he had found the instrument only final: ScribeFire.
The graphic layout is nice and usable, publish a post has never been easier thanks to the use of a method to preview very special to show how the item will be properly paginated, ScribeFire will publish a preview for a few seconds just enough time to memorize it, then immediately remove the post from public view. The only flaw: the inability to tag directly inside. E 'need to reopen the post with the editor provided by the blog provider and insert.
Council to try this tool and let us know what you think.
Monday, August 4, 2008
Back Up Camera Honda Ridgeline
Design Patterns - Observer
Side note: the change of style drift patterns by the fact that Netbeans works very badly with KDE 4.1 I am trying in recent days. These diagrams are drawn with Dia.
We know that in summer the heat makes it difficult to sleep as soon as laid la testa sul cuscino. Skep è perseguitato inoltre dall'idea di migliorare il RTS che sta progettando, in ogni modo possibile.
L'idea di inserire missioni con un protagonista (che chiaramente devo essere protetto per sopravvivere fino a fine missione), ha spinto Skep a progettare un sistema per il quale dei soldati specializzati nella cura, appena il protagonista inizia a perdere troppa energia, lasciano i loro compiti per andare a curarlo. La prima implementazione del sistema prevede un solo medico durante la missione, e lo schema delle classi può essere così semplicemente descritto
Sorvoliamo il fatto che chiaramente ManToSave avrebbe dovuto implementare un qualche tipo di interfaccia che definisse a more general type of unit. For now we assume that ManToSave is the only unit to check with healers. The code to represent this pattern was similar to that
Whenever ManToSave takes a hit, communicate all'healer that if the health has reached a level critic, he begins to treat him. The idea could work, but erred in Skep: This is a planning to implementation, not suitable for the reuse of code for further development. Suppose Skep, a great writer, who decides when life comes at a critical point ManToSave the morale of enemy troops could get up allowing them to be more precise or more powerful. Suppose that in fact the death of ManToSave is provided by the plot and therefore, poco prima della morte, sia necessario far accadere qualcosa di particolare, magari un salvataggio in extermis.
Per fare ciò introduciamo due nuovi oggetti, Enemy e MissionNode, che sono anch'essi dipendenti dalla vita del ManToSave per compiere un qualche tipo di azione. Vediamo come cambia lo schema della classi ora
Il codice del metodo hurt di ManToSave dovrebbe essere cambiato in questo modo
Questo tipo di architettura rappresenta una classica relazione di uno-a-molti, exactly where various objects are dependent in their behavior by an entity and its characteristics.
As you can see, there are various problems in this implementation:
1. Poor maintainability : whenever I add an object that depends on the state of ManToSave ManToSave I change the code, which turns out to be costly and mostly illogical. In addition, changes to sensitive data fields ManToSave are costly in terms of changing the parameters of the update methods.
2. little possibility of code reuse : ManToSave is closely related to its implementation, a shift in another context, perhaps another mission, would result in the almost complete rewrite.
3. Statism : this implementation is strictly static, nothing can be decided at runtime. If a game can also be acceptable, say ManToSave is a central server with data and various healers, and enemy instead missionNode are clients that need to be updated every time something important happens to the server. It 'impossible to predict in advance how many clients will connect and also limit the number of clients to a single class of objects would be simplistic to say the least.
To resolve these and other problems will take care of a nice design pattern, or Observer. Let's first formal definition of the pattern:
Gamma, Helm, Johnson, Vlissides, Design Patters
Vediamo ora il diagramma delle classi tipico di questo design pattern
Ecco le considerazioni da fare sullo schema presentato:
. Subject è una classe astratta che deve essere supertipo di ogni oggetto che voglia accettare degli osservatori del suo stato. Definisce 3 metodi che servono a registrare gli osservetori, rimuoverli e aggiornarli. La scelta fra interfaccia e classe astratta è poco influente in questo caso, usare una classe astratta permette can not define a one-time registration methods, which remain unchanged in subclasses.
. All potential observers have inherited from the Observer, which requires the implementation of an update method. Through this method, called by the Subject parameter giving himself, the observer is updated on the status of the subject and can act accordingly. E 'update then the only way that change from classroom to classroom.
. The rest of the work is done by a proper use of polymorphism, which allows us to treat classes as if they were RealSubject and RealObserver Subject and Observer.
The Observer pattern implements a very important relationship in object-oriented programming, or the annual report Loose coupling (weak coupling), which means that two classes are related among them statically knowing almost nothing of each other, even the existence, in most cases. The only thing I know is the subject of the observer that implements the Observer interface, and what's more than enough. The minimization of the interdependence between classes through this type of report is the first step towards a perfect maintainability of the code.
One other big advantage is that the subject changes do not require changes to the observers as a parameter of the update have not passed the data fields of realsubject but the object directly: realObserver will then decide how to handle the incoming data.
Last but not least, the system just described is absolutely dynamic in the sense that every time we add to realObserver realSubject not preclude the operation, since its implementation, as mentioned, is completely independent from realObserver .
Skep has discovered a very important tool, we see how to put it into practice
Let's see how Skep decide to implement the code in the form of its design
There is potential for an Observer to observe more than one object thanks a device in the implementation: moving the update method of the Observer a type of marine biotoxins Subject, thanks to the polymorphism can do a downcast to obtain the dynamic type of Subject.
One problem to consider is this: who starts notifications?
. In many cases Observers may be that the change in some way the state of the Subject, they launched a notification to all other peers . It 'important that the Observer calls the Notify method to perfection and above all remember to do it every time you change the status of realSubect.
. Another possibility is that the call to notify is carried out esclusivamente da metodi del realSubject , che ne cambiano lo stato (cosa assolutamente legittima da pensare se si è progettata la classe realSubject con una ottima incapsulazione e information hiding). In quest'ultimo modo i client sono esenti da possibili errori, ma potrebbe capitare che le modifiche siano talmente granulari che il numero di chiamate notify diventi oneroso in termini di prestazioni.
Scegliere tra uno di questi due metodi è una scelta importante che può costare caro in termini di scalabilità e dipende da come si pensa che possa essere esteso.
We know that in summer the heat makes it difficult to sleep as soon as laid la testa sul cuscino. Skep è perseguitato inoltre dall'idea di migliorare il RTS che sta progettando, in ogni modo possibile.
L'idea di inserire missioni con un protagonista (che chiaramente devo essere protetto per sopravvivere fino a fine missione), ha spinto Skep a progettare un sistema per il quale dei soldati specializzati nella cura, appena il protagonista inizia a perdere troppa energia, lasciano i loro compiti per andare a curarlo. La prima implementazione del sistema prevede un solo medico durante la missione, e lo schema delle classi può essere così semplicemente descritto
Sorvoliamo il fatto che chiaramente ManToSave avrebbe dovuto implementare un qualche tipo di interfaccia che definisse a more general type of unit. For now we assume that ManToSave is the only unit to check with healers. The code to represent this pattern was similar to that
classManToSave
{public static final int MAX_LIFE = 100;
private Healer healer;
private int life;
public int getLife () {return
life;
} public void setLife (int l) {
life = l;}
hurt public void (int damage) {
life -= damage;
if (life \u0026lt;20) {
healer.heal (this )
}} {Healer class
Public void
heal (ManToSave mts) {
mts.setLife (ManToSave.MAX_LIFE)
}}
Whenever ManToSave takes a hit, communicate all'healer that if the health has reached a level critic, he begins to treat him. The idea could work, but erred in Skep: This is a planning to implementation, not suitable for the reuse of code for further development. Suppose Skep, a great writer, who decides when life comes at a critical point ManToSave the morale of enemy troops could get up allowing them to be more precise or more powerful. Suppose that in fact the death of ManToSave is provided by the plot and therefore, poco prima della morte, sia necessario far accadere qualcosa di particolare, magari un salvataggio in extermis.
Per fare ciò introduciamo due nuovi oggetti, Enemy e MissionNode, che sono anch'essi dipendenti dalla vita del ManToSave per compiere un qualche tipo di azione. Vediamo come cambia lo schema della classi ora
Il codice del metodo hurt di ManToSave dovrebbe essere cambiato in questo modo
....
if(life < 30) {
healer.update(this);
enemy.update(life);
missionNode.update(life);
}
...
Questo tipo di architettura rappresenta una classica relazione di uno-a-molti, exactly where various objects are dependent in their behavior by an entity and its characteristics.
As you can see, there are various problems in this implementation:
1. Poor maintainability : whenever I add an object that depends on the state of ManToSave ManToSave I change the code, which turns out to be costly and mostly illogical. In addition, changes to sensitive data fields ManToSave are costly in terms of changing the parameters of the update methods.
2. little possibility of code reuse : ManToSave is closely related to its implementation, a shift in another context, perhaps another mission, would result in the almost complete rewrite.
3. Statism : this implementation is strictly static, nothing can be decided at runtime. If a game can also be acceptable, say ManToSave is a central server with data and various healers, and enemy instead missionNode are clients that need to be updated every time something important happens to the server. It 'impossible to predict in advance how many clients will connect and also limit the number of clients to a single class of objects would be simplistic to say the least.
To resolve these and other problems will take care of a nice design pattern, or Observer. Let's first formal definition of the pattern:
The Observer pattern defines a relazione uno-a-molti tra oggetti in modo che quando un oggetto cambia stato, tutti gli oggetti che dipendono da esso siano notificati e aggiornati automaticamente.
Gamma, Helm, Johnson, Vlissides, Design Patters
Vediamo ora il diagramma delle classi tipico di questo design pattern
Ecco le considerazioni da fare sullo schema presentato:
. Subject è una classe astratta che deve essere supertipo di ogni oggetto che voglia accettare degli osservatori del suo stato. Definisce 3 metodi che servono a registrare gli osservetori, rimuoverli e aggiornarli. La scelta fra interfaccia e classe astratta è poco influente in questo caso, usare una classe astratta permette can not define a one-time registration methods, which remain unchanged in subclasses.
. All potential observers have inherited from the Observer, which requires the implementation of an update method. Through this method, called by the Subject parameter giving himself, the observer is updated on the status of the subject and can act accordingly. E 'update then the only way that change from classroom to classroom.
. The rest of the work is done by a proper use of polymorphism, which allows us to treat classes as if they were RealSubject and RealObserver Subject and Observer.
The Observer pattern implements a very important relationship in object-oriented programming, or the annual report Loose coupling (weak coupling), which means that two classes are related among them statically knowing almost nothing of each other, even the existence, in most cases. The only thing I know is the subject of the observer that implements the Observer interface, and what's more than enough. The minimization of the interdependence between classes through this type of report is the first step towards a perfect maintainability of the code.
One other big advantage is that the subject changes do not require changes to the observers as a parameter of the update have not passed the data fields of realsubject but the object directly: realObserver will then decide how to handle the incoming data.
Last but not least, the system just described is absolutely dynamic in the sense that every time we add to realObserver realSubject not preclude the operation, since its implementation, as mentioned, is completely independent from realObserver .
Skep has discovered a very important tool, we see how to put it into practice
Let's see how Skep decide to implement the code in the form of its design
/
* * Subject: I prefer an abstract class just because an interface so I can define methods *
one time, without needing to overload in subclasses. In fact in a java interface would be much more
* indicated, since it allows freedom of inheritance
* / abstract class Subject {
LinkedList \u0026lt;Observer> Observers;
protected Subject () {
Observers = new LinkedList \u0026lt; Observers> ();}
public void attachObs (Observer obs) {
observers.add (obs);}
public void detachObs (Observer obs) {
observers.remove (obs);}
public void notify() {
Iterator<Observer> i = observers.iterator();
while(i.hasNext()) {
i.next().update(this);
}
}
}
/*
* Observer
*/
interface Observer {
public void update(Subject);
}
/*
* Implementazione dell'uomo da salvare
*/
class ManToSave extends Subject {
public static final int MAX_LIFE = 100;
int life;
ManToSave() {
life = MAX_LIFE;
}
public void hurt(int damage) {
this.life -= damage;
if (life \u0026lt;30)
/ / notify observers
notifyAll ();}
public getLife () {return
this.life;}
} / * * Example
observer
* / Enemy
class implements Observer {private int
moral
{
moral = 50;}
public void update (Subject s) {
ManToSave mts = (ManToSave) s;
if (mts.getLife () \u0026lt;20)
moral = 100;}
}
There is potential for an Observer to observe more than one object thanks a device in the implementation: moving the update method of the Observer a type of marine biotoxins Subject, thanks to the polymorphism can do a downcast to obtain the dynamic type of Subject.
One problem to consider is this: who starts notifications?
. In many cases Observers may be that the change in some way the state of the Subject, they launched a notification to all other peers . It 'important that the Observer calls the Notify method to perfection and above all remember to do it every time you change the status of realSubect.
. Another possibility is that the call to notify is carried out esclusivamente da metodi del realSubject , che ne cambiano lo stato (cosa assolutamente legittima da pensare se si è progettata la classe realSubject con una ottima incapsulazione e information hiding). In quest'ultimo modo i client sono esenti da possibili errori, ma potrebbe capitare che le modifiche siano talmente granulari che il numero di chiamate notify diventi oneroso in termini di prestazioni.
Scegliere tra uno di questi due metodi è una scelta importante che può costare caro in termini di scalabilità e dipende da come si pensa che possa essere esteso.
Friday, July 25, 2008
Silver Eagle Dixie Chopper
OPENGL and GLUT for Mac OS X
Le opengl sono già installate e si possono reperire al seguente path :
Macintosh HD / Sistema / Libreria / Frameworks / OpenGL.framework
Inoltre bisogna installare il framework GLUT che per il mac è reperibile al seguente indirizzo : http://developer.apple.com/samplecode/glut/index.html, scaricare il file zip e decomprimerlo. Aprire un terminale e spostarsi dentro la cartella appena decompressa e digitare :
xcodebuild install
sudo ditto /tmp/GLUT_External.dst/System/Library/Frameworks/GLUT.framework/System/Library/Frameworks/GLUT.framework
Ora la libreria GLUT è installata per fare una verifica portarsi nella cartella frameworks, dove precedentemente abbiamo controllato se erano presenti le opengl e controllare che ci sia la cartellla : GLUT.framework.
Se ne file sorgente is GL / glut.h must change with GLUT / glut.h.
Open Xcode, create a new C + + Tool, enter the name you want, press the button, right mouse over the name of the newly created project with the icon of Xcode and choose add and sub menu, choose External Framework and select the folder OpenGL.framework and GLUT.framework, delete the file main.cpp and enter your source files. Now press the Build-and-go and the program should start.
Le opengl sono già installate e si possono reperire al seguente path :
Macintosh HD / Sistema / Libreria / Frameworks / OpenGL.framework
Inoltre bisogna installare il framework GLUT che per il mac è reperibile al seguente indirizzo : http://developer.apple.com/samplecode/glut/index.html, scaricare il file zip e decomprimerlo. Aprire un terminale e spostarsi dentro la cartella appena decompressa e digitare :
xcodebuild install
sudo ditto /tmp/GLUT_External.dst/System/Library/Frameworks/GLUT.framework/System/Library/Frameworks/GLUT.framework
Ora la libreria GLUT è installata per fare una verifica portarsi nella cartella frameworks, dove precedentemente abbiamo controllato se erano presenti le opengl e controllare che ci sia la cartellla : GLUT.framework.
Se ne file sorgente is GL / glut.h must change with GLUT / glut.h.
Open Xcode, create a new C + + Tool, enter the name you want, press the button, right mouse over the name of the newly created project with the icon of Xcode and choose add and sub menu, choose External Framework and select the folder OpenGL.framework and GLUT.framework, delete the file main.cpp and enter your source files. Now press the Build-and-go and the program should start.
Tuesday, July 22, 2008
Washing Hair After Thermal
Principles of Object Programming - Part 3
Skep, after completing the design of its soldiers, who now can conquer the world, you realize one important thing: choosing a has-a relationship rather than inheritance gave more flexibility his plan. Not only has the choice of a family of algorithms easily, but also gave him the opportunity to change at runtime the algorithm to use .
If, as it should be the aim of a design object is the easy reuse and maintainability of the code, the composition definitely wins in the efficiency with respect to inheritance. This concept, or maintainability, it is important also for the fact that during the course of vito software, the stage longer and perhaps harder is definitely the maintenance, which often also involves deep changes to the software created. Giving the ability to dynamically change the software can make maintenance much faster: even the implementation of the methods can remain the same and can only change their call dynamic. Sometimes the
choice between inheritance and composition can be very complicated : In some occasions the two principles may seem absolutely equivalent until we reach a point (applying Murphy usually towards the end of the design of a component) in which one of two behaviors becomes obviously better to use.
In general, during the design, it is good to keep in mind this rule:
Using inheritance as a objects behave like any other, rather than when it seems a subtype .
A case of this example is: Suppose two classes, Rectangle and Square. Obviously, an initial analysis would say that the proper relationship between the two is an is-a relationship in the sense that Square is-a Rectangle, quantp in the square is a special case of the rectangle with the sides all having the same size. But suppose that the class Rectangle abbia ragionevolmente due metodi, setHeight() e setWidth() che ne modificano altezza e larghezza. Square eredita i due metodi ma una volta che vado a chiamarne uno di essi su square evidentemente non succede ciò che volgiamo, rompendo il principio che Square dovrebbe essere un diretto sostituro per Rectangle. Quindi in questo caso l'idea is-a si applica logicamente ma i due oggetti non si comportano allo stesso modo, finendo per dare risultati inattesi.
Comunque sia Skep si ricorda di aver già visto uno schema delle classi come il precedente. Quello finora descritto infatti è il design pattern Strategy , che formalmente può essere descritto così:
(Design Patterns, Gamma, Helm, Johnson, Vlissides)
Prefer composition to inheritance
Skep, after completing the design of its soldiers, who now can conquer the world, you realize one important thing: choosing a has-a relationship rather than inheritance gave more flexibility his plan. Not only has the choice of a family of algorithms easily, but also gave him the opportunity to change at runtime the algorithm to use .
If, as it should be the aim of a design object is the easy reuse and maintainability of the code, the composition definitely wins in the efficiency with respect to inheritance. This concept, or maintainability, it is important also for the fact that during the course of vito software, the stage longer and perhaps harder is definitely the maintenance, which often also involves deep changes to the software created. Giving the ability to dynamically change the software can make maintenance much faster: even the implementation of the methods can remain the same and can only change their call dynamic. Sometimes the
choice between inheritance and composition can be very complicated : In some occasions the two principles may seem absolutely equivalent until we reach a point (applying Murphy usually towards the end of the design of a component) in which one of two behaviors becomes obviously better to use.
In general, during the design, it is good to keep in mind this rule:
Using inheritance as a objects behave like any other, rather than when it seems a subtype .
A case of this example is: Suppose two classes, Rectangle and Square. Obviously, an initial analysis would say that the proper relationship between the two is an is-a relationship in the sense that Square is-a Rectangle, quantp in the square is a special case of the rectangle with the sides all having the same size. But suppose that the class Rectangle abbia ragionevolmente due metodi, setHeight() e setWidth() che ne modificano altezza e larghezza. Square eredita i due metodi ma una volta che vado a chiamarne uno di essi su square evidentemente non succede ciò che volgiamo, rompendo il principio che Square dovrebbe essere un diretto sostituro per Rectangle. Quindi in questo caso l'idea is-a si applica logicamente ma i due oggetti non si comportano allo stesso modo, finendo per dare risultati inattesi.
Comunque sia Skep si ricorda di aver già visto uno schema delle classi come il precedente. Quello finora descritto infatti è il design pattern Strategy , che formalmente può essere descritto così:
Strategy ha lo scopo di definire a family of algorithms, encapsulate it and make them interchangeable. Strategy lets algorithms vary independently from clients and use them.
(Design Patterns, Gamma, Helm, Johnson, Vlissides)
Strip Joints Bartending Work
Principles of Object Programming - Part 2
The next problem facing Skep is how to implement the new idea that has been fantastic. With the new system, thought you get a new advantage: you can now change the behavior of every soldier to run through some simple setter methods. Also in this way the Soldier classes should not know the implementation details of their behavior.
Skep plan to use an interface for each behavior (shoot and heal) and different implementations for different subtypes of conduct in order to remove the chains of slavery arising from the implementation of a method rather than another. It should be noted that the word interface is used incorrectly when you consider only as a java interface to interface here is meant as a supertype, even such an abstract class with abstract methods which do an override.
The scheme comes to design is the following:
What is the difference between planning and programming to interfaces to implementation?
Program is to make the code to implement static and extremely difficult to maintain, as new changes involve the creation and change of large parts of the existing code.
A programming implementation in our case might be this:
In this case, declare the variable m with static Marine, and then concrete implementation of a Soldier, forcing us to use the actual code implementation, or to the sea.
Programmare ad interfacce/supertipi invece significa sfruttare il polimorfismo, ad esempio in questo modo:
In questo caso dipende dall'implementazione che diamo a shoot nella sottoclasse Marine: sappiamo che è un soldato ma possiamo usarne il riferimento in maniera polimorfica. Ciò ci permette anche l'iferenza del tipo a runtime in questo modo:
qui addirittura non ci interessiamo di che tipo sia il soldato, ci interessiamo solo che risponda al comando spara.
Un altro vantaggio di questa implementazione è che altri oggetti possono riusare il comportamento dei nostri soldati. Supponiamo che Skep voglia inserire nel gioco dei mezzi corazzati, e che un tipo di mezzo corazzato faccia gli stessi danni e spari allo stesso modo di un soldato con il bazooka. E' sufficiente richiamare nell'oggetto che rappresenterà il nuovo mezzo corazzato il comportamento definito precedentemente per il soldato e il gioco sarà fatto. Inoltre è facile aggiungere nuovi comportamenti senza modificare di una virgola i comportamenti definiti precedentemente.
L'idea generale è quindi questa: un Soldier delega il suo comportamento di attacco o cura invece di utilizzare metodi definiti nella classe Soldier o nelle sottoclassi.
Let's see how
Skep decides to really integrate the project.
1. Data fields and methods for the conduct
First, for each Soldier is necessary to add two data fields, one for a shoot and to heal. The nature of these data fields will be the type of interface or ShootBehavior HealBehavior, so you can instantiate in a sucessivamente using polymorphic subtypes defined. Also in Class Soldier you must define two methods, one for the shot and one for care, they will replace the old shoot and heal. The resulting matrix is \u200b\u200bas follows:
2. Implementing performShoot
Ext shootBehavior.shoot () embodies the idea of \u200b\u200bdelegating to other management behavior of the soldier. In this way, the soldier class will never be touched to change the implementation you shoot short, we do not care here as gunfire, only that shots. Rigurda exact same speech as the behavior of care
3. Implementation of the subtypes
Now Skep must implement the subtypes of a soldier, and do it this way:
While making an assignment of this type and shootBehavior healBehavior might seem erroneous in light of the programming interfaces, in reality, the static type of the variable is an interface and then you can, thanks to polymorphism, easily change the type runtime.
4. Implement behavior
It 's finally time to implement the behavior of sodati. Here I will show the implementation of behavior only shootBehavior, heal is very simple. First define the interface ShootBehavior
Now we define the classes that implement this interface
In theory, our simulation a soldier would be ready, but Skep acora decides that it should be made more dynamic, in anticipation of future developments.
5. Controlled from the dynamic behavior
Skep says it is a pity that created everything and then dynamically assign the behavior at compilation time. He decides to enter a new method in the class Soldier
In this way we can call these methods every time I want to change the behavior of the soldier. For example, suppose that a soldier is able to collect bazooka found on the ground from dead enemies. It would be so easy to change the capacity. At this point it would be logical to create a class model for every soldier and dynamically assign the various behaviors.
Skep has new ideas! In the next post we will see that this design has also taught another rule to our nice friend ...
Program to interfaces not to implementations
The next problem facing Skep is how to implement the new idea that has been fantastic. With the new system, thought you get a new advantage: you can now change the behavior of every soldier to run through some simple setter methods. Also in this way the Soldier classes should not know the implementation details of their behavior.
Skep plan to use an interface for each behavior (shoot and heal) and different implementations for different subtypes of conduct in order to remove the chains of slavery arising from the implementation of a method rather than another. It should be noted that the word interface is used incorrectly when you consider only as a java interface to interface here is meant as a supertype, even such an abstract class with abstract methods which do an override.
The scheme comes to design is the following:
What is the difference between planning and programming to interfaces to implementation?
Program is to make the code to implement static and extremely difficult to maintain, as new changes involve the creation and change of large parts of the existing code.
A programming implementation in our case might be this:
Marine Marine m = new ();
m.shoot ();
In this case, declare the variable m with static Marine, and then concrete implementation of a Soldier, forcing us to use the actual code implementation, or to the sea.
Programmare ad interfacce/supertipi invece significa sfruttare il polimorfismo, ad esempio in questo modo:
Soldier soldier = new Marine();
soldier.shoot();
In questo caso dipende dall'implementazione che diamo a shoot nella sottoclasse Marine: sappiamo che è un soldato ma possiamo usarne il riferimento in maniera polimorfica. Ciò ci permette anche l'iferenza del tipo a runtime in questo modo:
s = getSoldier();
s.shoot();
qui addirittura non ci interessiamo di che tipo sia il soldato, ci interessiamo solo che risponda al comando spara.
Un altro vantaggio di questa implementazione è che altri oggetti possono riusare il comportamento dei nostri soldati. Supponiamo che Skep voglia inserire nel gioco dei mezzi corazzati, e che un tipo di mezzo corazzato faccia gli stessi danni e spari allo stesso modo di un soldato con il bazooka. E' sufficiente richiamare nell'oggetto che rappresenterà il nuovo mezzo corazzato il comportamento definito precedentemente per il soldato e il gioco sarà fatto. Inoltre è facile aggiungere nuovi comportamenti senza modificare di una virgola i comportamenti definiti precedentemente.
L'idea generale è quindi questa: un Soldier delega il suo comportamento di attacco o cura invece di utilizzare metodi definiti nella classe Soldier o nelle sottoclassi.
Let's see how
Skep decides to really integrate the project.
1. Data fields and methods for the conduct
First, for each Soldier is necessary to add two data fields, one for a shoot and to heal. The nature of these data fields will be the type of interface or ShootBehavior HealBehavior, so you can instantiate in a sucessivamente using polymorphic subtypes defined. Also in Class Soldier you must define two methods, one for the shot and one for care, they will replace the old shoot and heal. The resulting matrix is \u200b\u200bas follows:
2. Implementing performShoot
public class Soldier {
ShootBehavior shootBehavior;
performShoot public void () {
shootBehavior.shoot ();}
}
Ext shootBehavior.shoot () embodies the idea of \u200b\u200bdelegating to other management behavior of the soldier. In this way, the soldier class will never be touched to change the implementation you shoot short, we do not care here as gunfire, only that shots. Rigurda exact same speech as the behavior of care
3. Implementation of the subtypes
Now Skep must implement the subtypes of a soldier, and do it this way:
Marine extends public class Soldier {public
Marine () {
shootBehavior ShootWithGun = new ();
healBehavior NoHeal = new ();}
public void display
{/ / Prints the marine
}}
While making an assignment of this type and shootBehavior healBehavior might seem erroneous in light of the programming interfaces, in reality, the static type of the variable is an interface and then you can, thanks to polymorphism, easily change the type runtime.
4. Implement behavior
It 's finally time to implement the behavior of sodati. Here I will show the implementation of behavior only shootBehavior, heal is very simple. First define the interface ShootBehavior
public interface ShootBehavior
{public void shoot ();}
Now we define the classes that implement this interface
public class ShootWithGun
{public void shoot () {
/ / firing the gun
}} public class
ShootWithBazooka
{public void shoot () {
/ / firing the bazooka
}}
In theory, our simulation a soldier would be ready, but Skep acora decides that it should be made more dynamic, in anticipation of future developments.
5. Controlled from the dynamic behavior
Skep says it is a pity that created everything and then dynamically assign the behavior at compilation time. He decides to enter a new method in the class Soldier
public void setShootBehavior (ShootBehavior sb) {
this . ShootBehavior = sb;}
In this way we can call these methods every time I want to change the behavior of the soldier. For example, suppose that a soldier is able to collect bazooka found on the ground from dead enemies. It would be so easy to change the capacity. At this point it would be logical to create a class model for every soldier and dynamically assign the various behaviors.
Skep has new ideas! In the next post we will see that this design has also taught another rule to our nice friend ...
Monday, July 21, 2008
Pave Diamond Rings Cartier Trinity Ring
Principles Programming with Objects - Part 1
Suppose Skep has decided to spend the free time between a cigarette and the next cigarette in a useful way: it has decided to design a simulation of war, perhaps an RTS. The game can simulate battles between soldiers for now ruled out armored vehicles or other amenities, for sheer simplicity (after all believed that good planning simulation, add items later is not so complicated). After a brief brainstorming session (from which came out for the most porn actresses names and insults) and 'time to design in the game, or the soldiers.
beginning Skep uses a standard technique of object-oriented programming, which creates a Soldier superclass from which all the different types of soldiers will inherit.
This clearly missing in this scheme is the ability to shoot, which Skep decide to implement a method shoot () in superclass Soldier.
The sick mind of Skep innvative always manages to produce ideas: one day decided that it would be great if your in the simulation are also present special soldiers, able to deal with other soldiers on the battlefield but are not able to shoot . Here the pattern is modified accordingly
Skep wanted to show everyone his skills in OO design, but made a serious mistake: the next day, when he started to do the first tests on its software, is a lot of healers who run for the field battle by killing enemies left and right, which was not clearly provided for the initial project. This is because the subclass inherits the method Healer shoot which is not defined as abstract as it indicates the order to shoot the gun, and it is hoped that the soldiers all shoot the same way if they have the same gun. Although it may seem trivial, the problem becomes serious when you have multiple subclasses that do not have the ability to shoot: take for instance the implementation of a class for masters, able to only give orders, or soldiers of genius, capable only to make bombs.
Skep, after yet another brainstorming (this time the main theme is "who will win the title? "), considers appropriate two completely different solutions:
1. Override
Skep think that might just make an override of the method to shoot all those classes who can not implement. The override would either give an implementation nothing about the method, so that when you ask for a unit that does not have the ability to shoot, it does not perform any action. But if one day were to invent some other peculiar behavior, such as a soldier who does not run and do not fly because Shoot, it should override both methods. And if it was worth for 20, 30 different classes, how much time would be spent unnecessarily in maintenance?
2. Interfaces
Skep finally understand that probably the inheritance is not the solution to your problem. Then, as a good Java programmer, she started on the interfaces, which presumed to solve the problem. Sums up his thoughts in this scheme:
But it is even worse than before! If the first thought wrong to override some methods in some instances, in which case the override is systematic for all subclasses that want to implement specified interfaces. Until it comes to a small number of classes the idea is applicable, but a maintenance of a detail of the shoot such method would lead to the need for change shoot all methods of all classes. Hard to think even for a workhorse like Skep.
At this point it is easy to think that the problem has already been solved by a very nice design any pattern, but Skep decides that he prefers the good old way, or by applying the sound principles of Object-Oriented Programming. (Actually Skep test for years to memorize the patterns correct but does not remember ever applying ...). The idea is, however, to write the software easier to maintain as possible, ie that the changes made by a correction cause the fewest side-effects can tap the fewest lines of code possible.
Here comes in. the planning principle discussed in this article: what changes need to be taken more often and encapsulated, so that it has the least possible impact on the rest of the code. The result will be fewer unexpected result from the code change and greater flexibility in the system .
To achieve this you must first define what are the parts that vary from class to class. Skep far as he knows, the only two methods are changing shoot and heal. The problem can be solved by creating two sets of separate classes, one to represent the behavior of "shoot" and another to represent the behavior "heal". For example, we have to all "shoot" a class that implements shoot () and a class that implements noShoot ().
The Soldier class is still superclass for the other, but we extrapolate the behavior to define the newly created external families, according to this scheme
In the next section we will see another important principle of object-oriented programming that will allow Skep to achieve what they want.
Identify aspects of your application that vary and separate from those that do not vary
Suppose Skep has decided to spend the free time between a cigarette and the next cigarette in a useful way: it has decided to design a simulation of war, perhaps an RTS. The game can simulate battles between soldiers for now ruled out armored vehicles or other amenities, for sheer simplicity (after all believed that good planning simulation, add items later is not so complicated). After a brief brainstorming session (from which came out for the most porn actresses names and insults) and 'time to design in the game, or the soldiers.
beginning Skep uses a standard technique of object-oriented programming, which creates a Soldier superclass from which all the different types of soldiers will inherit.
This clearly missing in this scheme is the ability to shoot, which Skep decide to implement a method shoot () in superclass Soldier.
The sick mind of Skep innvative always manages to produce ideas: one day decided that it would be great if your in the simulation are also present special soldiers, able to deal with other soldiers on the battlefield but are not able to shoot . Here the pattern is modified accordingly
Skep wanted to show everyone his skills in OO design, but made a serious mistake: the next day, when he started to do the first tests on its software, is a lot of healers who run for the field battle by killing enemies left and right, which was not clearly provided for the initial project. This is because the subclass inherits the method Healer shoot which is not defined as abstract as it indicates the order to shoot the gun, and it is hoped that the soldiers all shoot the same way if they have the same gun. Although it may seem trivial, the problem becomes serious when you have multiple subclasses that do not have the ability to shoot: take for instance the implementation of a class for masters, able to only give orders, or soldiers of genius, capable only to make bombs.
Skep, after yet another brainstorming (this time the main theme is "who will win the title? "), considers appropriate two completely different solutions:
1. Override
Skep think that might just make an override of the method to shoot all those classes who can not implement. The override would either give an implementation nothing about the method, so that when you ask for a unit that does not have the ability to shoot, it does not perform any action. But if one day were to invent some other peculiar behavior, such as a soldier who does not run and do not fly because Shoot, it should override both methods. And if it was worth for 20, 30 different classes, how much time would be spent unnecessarily in maintenance?
2. Interfaces
Skep finally understand that probably the inheritance is not the solution to your problem. Then, as a good Java programmer, she started on the interfaces, which presumed to solve the problem. Sums up his thoughts in this scheme:
But it is even worse than before! If the first thought wrong to override some methods in some instances, in which case the override is systematic for all subclasses that want to implement specified interfaces. Until it comes to a small number of classes the idea is applicable, but a maintenance of a detail of the shoot such method would lead to the need for change shoot all methods of all classes. Hard to think even for a workhorse like Skep.
At this point it is easy to think that the problem has already been solved by a very nice design any pattern, but Skep decides that he prefers the good old way, or by applying the sound principles of Object-Oriented Programming. (Actually Skep test for years to memorize the patterns correct but does not remember ever applying ...). The idea is, however, to write the software easier to maintain as possible, ie that the changes made by a correction cause the fewest side-effects can tap the fewest lines of code possible.
Here comes in. the planning principle discussed in this article: what changes need to be taken more often and encapsulated, so that it has the least possible impact on the rest of the code. The result will be fewer unexpected result from the code change and greater flexibility in the system .
To achieve this you must first define what are the parts that vary from class to class. Skep far as he knows, the only two methods are changing shoot and heal. The problem can be solved by creating two sets of separate classes, one to represent the behavior of "shoot" and another to represent the behavior "heal". For example, we have to all "shoot" a class that implements shoot () and a class that implements noShoot ().
The Soldier class is still superclass for the other, but we extrapolate the behavior to define the newly created external families, according to this scheme
In the next section we will see another important principle of object-oriented programming that will allow Skep to achieve what they want.
Friday, July 18, 2008
Blue Screen Appear On Pokemon Soul Silver
Clipboard OpenGL - primitive data types and nomenclature of the OpenGL functions
OpengGl defines some data types primitives used during programming to facilitate the porting from one platform to another. They are exactly the same data types defined atraverso most modern programming languages, but with a different nomenclature:
Tutti i tipi di dato che cominciano con GL denotano membership in the OpenGL framework.
As for the functions defined by OpenGL, the Convention on nomenclature can be summarized with the following method:
\u0026lt;area of \u200b\u200bdll> \u0026lt;command> \u0026lt;Number of argomenti> type> of argomenti>
where number and type of arguments are optional elements. Here is the function to define a color's signature:
with variations
and many others, categorized according to the type of data accepted parameters and their number.
OpenGL Data Type | internal representation | equivalent C |
---|---|---|
GLbyte | 8-bit signed char integer | |
GLshort | 16-bit integer | short |
GLint | 32-bit integer | long |
GLfloat | 32-bit floating point | float |
GLdouble | 64 bit floating point | double |
GLbyte | 8 bit integer | signed char |
GLubyte, GLBoolean | 8 bit unsigned integer | unsinged char |
GLushort | 16 bit unsigned integer | unsigned short |
GLuint, GLenum, GLbitfield | 32 bit unsigned char | unsigned long |
GLchar, GLsizeiptr | 8 bit charachter | char |
Tutti i tipi di dato che cominciano con GL denotano membership in the OpenGL framework.
As for the functions defined by OpenGL, the Convention on nomenclature can be summarized with the following method:
\u0026lt;area of \u200b\u200bdll> \u0026lt;command> \u0026lt;Number of argomenti> type> of argomenti>
where number and type of arguments are optional elements. Here is the function to define a color's signature:
glColor3f ([....])
with variations
glColor4f ([...]);
glColor4d ([....] )
glColor3i ([....]);
and many others, categorized according to the type of data accepted parameters and their number.
Vegetable Side Dish Thanksgiving
Notes - Introduction
In this first post notes on OpenGL introduce 's API, looking to first understand what is OpenGL and then introducing the high-level functions.
What is OpenGL?
OpenGL software interface is defined as the graphics hardware: OpenGL essentially provides a quick and portable way to draw 3D environments on a computer screen.
Developed by Silicon Graphics Inc (SGI), questa API è progettata attraverso algoritmi ottimizzati per essere il più veloce e potente possibile. Ciò significa che fornisce pochi comandi molto potenti, la cui combinazione può generare ogni ambiente 3D possibile. OpenGl non è un linguaggio di programmazione come C o C++, somiglia più a Standard Template Library del C++: è una API che durante la stesura di un programma "capita" di usare nel momento in cui si vuole disegnare qualcosa su schermo.
Opengl è studiata appositamente per fornire una interfaccia veloce verso le schede grafiche , sfruttandone appieno le possibilità, anche se, come vedremo, ne esiste una implementazione software ben progettata che sfrutta il più lento software rendering.
Come funziona OpenGl?
OpenGl è una API procedurale più che descrittiva : piuttosto che descrivere la scena per come dovrebbe apparire, fornisce una serie di comandi che descrivono dei passi da compiere per raggiungere lo scopo prefisso di disegnare la scena sulla schermo. Non è incluso alcun comando per la gestione delle finestre, l'interazione utente e l'input/output, in quanto questi compiti vengono lasciati nelle mani del sistema operativo. Uno degli scopi dei programmatori di questa API è stato proprio creare un framework capace di funzionare indipendentemente dal sistema operativo di utilizzo, e l'implementazione di un window management system, for example, would affect the performance of this While working.
OpenGL in its software implementation, has a precise place during the execution of a program, which can be summarized by this scheme:
The example is defined for the Windows environment, as GDI (Graphical Device Interface) is a component of its Windows, but that finds its counterpart in all other operating systems, with different names.
Usually a program calls many functions, some of which are provided by the operating system from the apparatus and input / output, some of which were specially designed by the programmer. The windows you turn to show something on the screen interface to it via calls to the GDI (Windows environment). The software implementation of OpenGL receives requests from the application and builds (rasterize) to reproduce the image on the screen, thus passing the GDI . This means that many are transparent to the programmer of low-level operations drawing on the screen.
course there is also an implementation of OpenGL that takes advantage of GPU hardware acceleration, and works with the following method:
In this implementation OpenGL no longer speaks with GDI, but speaks directly to the functions provided a disposizione dai driver della scheda video , permettendole di disegnare direttamente su schermo con una notevole velocità di esecuzione. Anche in questo caso, al programmatore è risprmaito il tedioso processo di interfaccia con i comandi a bassissimo livello della scheda video per disegnare a schermo.
La Pipeline
La parola pipeline indica un processo che può essere composto di più stage successivi. Anche Opengl ha una sua pipeline interna, la cui rappresentazione semplificata può essere questa:
dove lo schermo sta all'estrema destra. Nel momento in cui un programma chiama un comando dell'API, il comando viene messo in un buffer dei comandi. When the buffer is cleared, by the will of the programmer or by the will of the system, commands are passed one by one the later stages of the system.
The first step is the movement and lighting of vertices, a stage of intense mathematical process of calculating and updating the coordinates for each vertex lighting (Tranform & Lightning). Once this process is complete, the vertices are passed to the rasterization, which combines all the information to create the desired image, thus passing it to the frame buffer or the memory of the graphics device interface: in essence, the image is drawn on the screen.
This pattern of high level can be refined to be more specific and correct this one:
Let each component of this pipeline refined.
Date Vertex and Pixel Data
Each geometric shape in OpenGL is represented by the specification of key points, which are called vertex and that is a representation computazionalee of vertices. In the case of a vertex point is exactly that point, in the case of a square are the vertex angles of it and so on. The pixel data rather represent the pixels for images and bitmaps.
Display List
E 'can be grouped in OpenGL vertex and pixel data for immediate use or for reuse futuro. Questi gruppi vengono chiamati display lists. Quando una display list viene eseguita, i dati contenuti in essa vengono processati come se fossero stati creati al momento.
Evaluators
Come detto, tutte le primitive geometriche sono descritte da vertici. Alcune figure però comportano l'uso di punti di controllo definiti tramite funzioni polinomiali (Bezier ad esempio). Gli evaluators provvedono a fornire un metodo per derivare i vertici dalle funzioni sui punti di controllo.
Per-Vertex operations & primitive assembly
Nella prima fase di questo stage vengono eseguite operazioni sui vertici, convertiti nelle primitive che andranno a rappresentare. Le coordinate spaziali sono converted into floating point 4x4 matrix. We will see in a later post how and why 4x4 and 3x3 matrices.
In the second part are assembled primitive first created, are cut from the representation that the parties will go out of the plane visible and are handled geometric transformations needed to represent an object in a correct position in three dimensional space.
Pixel Operations
Meanwhile, the primitives are reconstructed, the pixel data are treated differently. They are read, scaltai and arranged properly and further processed by a pixel map. The results are sent to a processor when it comes to texture pixels that form a texture or directly the rasterization.
The Rasterization Rasterization is the conversion of geometric objects and pixel data (texture for example) into fragments: each fragment is a square that corresponds to a pixel in the frame buffer. At this stage there is only the conversion because all the geometry calculations were performed on forest walk before.
Fragments Operation
Before the fragments will be passed directly to the frame buffer, however, are carried out some additional calculations that can modify or even eliminate fragments. In this phase, carried out important tasks such as calculation fog, alpha test, scissor test, depth-buffer test (for see which objects are hidden and therefore should not be disengnati, blending, dithering and many others. Only after these steps finally passes the fragment to the frame buffer, and then to be shown on the screen
That's all for the high-level functions of OpenGL. I hope I have been quite limited, in the next post we will see fundamental data types and function names.
What is OpenGL?
OpenGL software interface is defined as the graphics hardware: OpenGL essentially provides a quick and portable way to draw 3D environments on a computer screen.
Developed by Silicon Graphics Inc (SGI), questa API è progettata attraverso algoritmi ottimizzati per essere il più veloce e potente possibile. Ciò significa che fornisce pochi comandi molto potenti, la cui combinazione può generare ogni ambiente 3D possibile. OpenGl non è un linguaggio di programmazione come C o C++, somiglia più a Standard Template Library del C++: è una API che durante la stesura di un programma "capita" di usare nel momento in cui si vuole disegnare qualcosa su schermo.
Opengl è studiata appositamente per fornire una interfaccia veloce verso le schede grafiche , sfruttandone appieno le possibilità, anche se, come vedremo, ne esiste una implementazione software ben progettata che sfrutta il più lento software rendering.
Come funziona OpenGl?
OpenGl è una API procedurale più che descrittiva : piuttosto che descrivere la scena per come dovrebbe apparire, fornisce una serie di comandi che descrivono dei passi da compiere per raggiungere lo scopo prefisso di disegnare la scena sulla schermo. Non è incluso alcun comando per la gestione delle finestre, l'interazione utente e l'input/output, in quanto questi compiti vengono lasciati nelle mani del sistema operativo. Uno degli scopi dei programmatori di questa API è stato proprio creare un framework capace di funzionare indipendentemente dal sistema operativo di utilizzo, e l'implementazione di un window management system, for example, would affect the performance of this While working.
OpenGL in its software implementation, has a precise place during the execution of a program, which can be summarized by this scheme:
The example is defined for the Windows environment, as GDI (Graphical Device Interface) is a component of its Windows, but that finds its counterpart in all other operating systems, with different names.
Usually a program calls many functions, some of which are provided by the operating system from the apparatus and input / output, some of which were specially designed by the programmer. The windows you turn to show something on the screen interface to it via calls to the GDI (Windows environment). The software implementation of OpenGL receives requests from the application and builds (rasterize) to reproduce the image on the screen, thus passing the GDI . This means that many are transparent to the programmer of low-level operations drawing on the screen.
course there is also an implementation of OpenGL that takes advantage of GPU hardware acceleration, and works with the following method:
In this implementation OpenGL no longer speaks with GDI, but speaks directly to the functions provided a disposizione dai driver della scheda video , permettendole di disegnare direttamente su schermo con una notevole velocità di esecuzione. Anche in questo caso, al programmatore è risprmaito il tedioso processo di interfaccia con i comandi a bassissimo livello della scheda video per disegnare a schermo.
La Pipeline
La parola pipeline indica un processo che può essere composto di più stage successivi. Anche Opengl ha una sua pipeline interna, la cui rappresentazione semplificata può essere questa:
dove lo schermo sta all'estrema destra. Nel momento in cui un programma chiama un comando dell'API, il comando viene messo in un buffer dei comandi. When the buffer is cleared, by the will of the programmer or by the will of the system, commands are passed one by one the later stages of the system.
The first step is the movement and lighting of vertices, a stage of intense mathematical process of calculating and updating the coordinates for each vertex lighting (Tranform & Lightning). Once this process is complete, the vertices are passed to the rasterization, which combines all the information to create the desired image, thus passing it to the frame buffer or the memory of the graphics device interface: in essence, the image is drawn on the screen.
This pattern of high level can be refined to be more specific and correct this one:
Let each component of this pipeline refined.
Date Vertex and Pixel Data
Each geometric shape in OpenGL is represented by the specification of key points, which are called vertex and that is a representation computazionalee of vertices. In the case of a vertex point is exactly that point, in the case of a square are the vertex angles of it and so on. The pixel data rather represent the pixels for images and bitmaps.
Display List
E 'can be grouped in OpenGL vertex and pixel data for immediate use or for reuse futuro. Questi gruppi vengono chiamati display lists. Quando una display list viene eseguita, i dati contenuti in essa vengono processati come se fossero stati creati al momento.
Evaluators
Come detto, tutte le primitive geometriche sono descritte da vertici. Alcune figure però comportano l'uso di punti di controllo definiti tramite funzioni polinomiali (Bezier ad esempio). Gli evaluators provvedono a fornire un metodo per derivare i vertici dalle funzioni sui punti di controllo.
Per-Vertex operations & primitive assembly
Nella prima fase di questo stage vengono eseguite operazioni sui vertici, convertiti nelle primitive che andranno a rappresentare. Le coordinate spaziali sono converted into floating point 4x4 matrix. We will see in a later post how and why 4x4 and 3x3 matrices.
In the second part are assembled primitive first created, are cut from the representation that the parties will go out of the plane visible and are handled geometric transformations needed to represent an object in a correct position in three dimensional space.
Pixel Operations
Meanwhile, the primitives are reconstructed, the pixel data are treated differently. They are read, scaltai and arranged properly and further processed by a pixel map. The results are sent to a processor when it comes to texture pixels that form a texture or directly the rasterization.
The Rasterization Rasterization is the conversion of geometric objects and pixel data (texture for example) into fragments: each fragment is a square that corresponds to a pixel in the frame buffer. At this stage there is only the conversion because all the geometry calculations were performed on forest walk before.
Fragments Operation
Before the fragments will be passed directly to the frame buffer, however, are carried out some additional calculations that can modify or even eliminate fragments. In this phase, carried out important tasks such as calculation fog, alpha test, scissor test, depth-buffer test (for see which objects are hidden and therefore should not be disengnati, blending, dithering and many others. Only after these steps finally passes the fragment to the frame buffer, and then to be shown on the screen
That's all for the high-level functions of OpenGL. I hope I have been quite limited, in the next post we will see fundamental data types and function names.
Tuesday, July 1, 2008
How Do Mandaps Cost To Buy?
Wednesday, June 11, 2008
Motorcycle Accident Templates Free
CYBER CUOZZO & CYBER POSTEGGE
La rete Internet per i Cuozzi more technologically advanced or more computer owners (combutèrr), is fertile ground for the stand, a real arena online where they can collide with their own kind in search of a minor girl on duty ready to drool his hunter with dozens of photos OSE (in pork), and promises that maybe separately would never dream of doing, eg: vienm to look (let's make a walk), ua t Chiavassa (I would gladly have sex with you).
The usefulness of cyber is parked in the large research facilities of its prey , Immediate approach, zero waste gallons of gasoline used for a variety of acrobatics made its half, the possibility of concealment of embarrassing details of their body (belly, receding hairline, slight squint, AIDS) that would be compromising the success of the parked same, if this is hard on the street, because of the low prestige of half (remember the fundamental theorem on parked ), the chat would be a good alternative to this: the poor Cuozzo, who before could not afford parked a tool adapted to fit their needs, now with a little cash and comfort from home can point to something more! these and many other reasons for the great success by cyber Cuozzo.
chats that prefers our friendly neighborhood monkey are not the traditional community, where hundreds of people write in a single text window, where a lord it were the most sympathetic, but real dancing online posts where the focus is not put his own person or way of being, but the physical appearance, hundreds of photographs showing the Cuozzchatter in all its glory ( shooting himself in the pose), a witness to what digital mentioned in our theorems, try to make a trip to the Main Cuozzchat : Qbr , Freebie , to make sure what we say.
photos are essential if not mandatory: a profile without photo is virtually dismissed out of hand!
A good pose can be recognized by:
A.C.N:Cuozz.go Toni
La rete Internet per i Cuozzi more technologically advanced or more computer owners (combutèrr), is fertile ground for the stand, a real arena online where they can collide with their own kind in search of a minor girl on duty ready to drool his hunter with dozens of photos OSE (in pork), and promises that maybe separately would never dream of doing, eg: vienm to look (let's make a walk), ua t Chiavassa (I would gladly have sex with you).
The usefulness of cyber is parked in the large research facilities of its prey , Immediate approach, zero waste gallons of gasoline used for a variety of acrobatics made its half, the possibility of concealment of embarrassing details of their body (belly, receding hairline, slight squint, AIDS) that would be compromising the success of the parked same, if this is hard on the street, because of the low prestige of half (remember the fundamental theorem on parked ), the chat would be a good alternative to this: the poor Cuozzo, who before could not afford parked a tool adapted to fit their needs, now with a little cash and comfort from home can point to something more! these and many other reasons for the great success by cyber Cuozzo.
chats that prefers our friendly neighborhood monkey are not the traditional community, where hundreds of people write in a single text window, where a lord it were the most sympathetic, but real dancing online posts where the focus is not put his own person or way of being, but the physical appearance, hundreds of photographs showing the Cuozzchatter in all its glory ( shooting himself in the pose), a witness to what digital mentioned in our theorems, try to make a trip to the Main Cuozzchat : Qbr , Freebie , to make sure what we say.
photos are essential if not mandatory: a profile without photo is virtually dismissed out of hand!
A good pose can be recognized by:
- index finger (or index and middle finger) resting on his lips as if the person sending them a kiss
- eyewear (sunglasses or eyeglasses fashion ) well in the exhibition, to hide any dark circles;
- lamp made from no less than 24 hours;
- logo (eg: D & G, RICH) of his belt clearly visible;
- sguardo rigorosamente perso nel vuoto;
- grande convinzione di essere il più bello del mondo, nonchè segno di autostima;
A.C.N:Cuozz.go Toni
Tuesday, April 15, 2008
Dune Buggy 2 Primary Games
IL CUOZZO A STELLE E STRISCE
Ciao Amici del Cuozzo Blog, è da tanto che non scrivevo...
dopo i miei trattati sono tornato con questo post breve per informarvi sul mio ultimo studio cuozzologico. È incredibile come il Cuozzo, in reality, small Neapolitan encapsulates the essence of modern American culture. I found several similarities confirmed by my esteemed colleagues, and I answered a question that I have the same place during the development of my first treatment:
I talked about R & B genre of music that I could not frame the world cuozzo. Well, now everything is clear! Watching several videos of American singers have discovered that the issues dealt with are basically the same. Money, Women, Power. In the videos of people like 50 Cent and his companions, there is nothing to see women practically naked, luxurious big cars, flashy clothes and attitudes that mark a lot "to ccriminal. Many of these artists come from the street and not certainly have had a glorious past. In fact, just look at what did 50 Cent on your chest!
not you remember anything that?
on TLC (TeleCuozzo) until now, all I did do "video" that tell stories of girls "shrill," deer in the spring and children hanging from their umbilical cord sing "sije ammore mine!" All clothing is typically framed by Cuozzo, smart and in full view vrenzole dancing led by a choreographer addict! Want to see a few years the "Sant'Anna Records" invents a duet with Raphael & Snoop Dog?
jardagorn
Ciao Amici del Cuozzo Blog, è da tanto che non scrivevo...
dopo i miei trattati sono tornato con questo post breve per informarvi sul mio ultimo studio cuozzologico. È incredibile come il Cuozzo, in reality, small Neapolitan encapsulates the essence of modern American culture. I found several similarities confirmed by my esteemed colleagues, and I answered a question that I have the same place during the development of my first treatment:
I talked about R & B genre of music that I could not frame the world cuozzo. Well, now everything is clear! Watching several videos of American singers have discovered that the issues dealt with are basically the same. Money, Women, Power. In the videos of people like 50 Cent and his companions, there is nothing to see women practically naked, luxurious big cars, flashy clothes and attitudes that mark a lot "to ccriminal. Many of these artists come from the street and not certainly have had a glorious past. In fact, just look at what did 50 Cent on your chest!
not you remember anything that?
on TLC (TeleCuozzo) until now, all I did do "video" that tell stories of girls "shrill," deer in the spring and children hanging from their umbilical cord sing "sije ammore mine!" All clothing is typically framed by Cuozzo, smart and in full view vrenzole dancing led by a choreographer addict! Want to see a few years the "Sant'Anna Records" invents a duet with Raphael & Snoop Dog?
jardagorn
Wednesday, March 5, 2008
Cartier Watch Paris Quartz 20-61323
xml php4
A fucking genius has made available to the community this parser that allows you to query an XML file from php4.
E 'is a kind of substitute for DOM and SAX to do the basic operations.
order to avoid embarrassing errors in translation, here it is the link: http://www.criticaldevelopment.net/xml/doc.php
A fucking genius has made available to the community this parser that allows you to query an XML file from php4.
E 'is a kind of substitute for DOM and SAX to do the basic operations.
order to avoid embarrassing errors in translation, here it is the link: http://www.criticaldevelopment.net/xml/doc.php
Friday, January 25, 2008
Different Ways To Fold A Serviette
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