o.O So spouting off at the face about how corrupt the government is and how the NSA should go fly the worlds biggest piss pot and fall in while they are at it?
I just looked up the MLG prize pool and was surprised to see the SC2 prize pool so much smaller... and then I remembered SC2 was the only non team sport meaning the winner of that game gets more than the winners of the other games
so from my understanding of Player vs. Player vs. AI games, the methods that a Player class can invoke should be the same as an AI class, in such a way that they have the same superclass. the only difference being that player characters invoke the actions they do from mouse and keyboard, while the AI relies on an algorithm
"A user can set the SelectedDate of a DatePicker by typing a date into its text box. The DatePicker attempts to parse any string entered into this property as a date. While the Text property can be set to any string that can be parsed by the Parse method date, the format of the string that is returned depends on the value of the CultureInfo.CurrentCulture property." - msdn.microsoft.com/en-us/library/…
So, it is attempting to parse your string as a date
yeah, in the ASP app I get to maintain, exceptions are caught everywhere then the stack trace is printed to a log file and a lovely error message shows up. It makes it painful to debug, :(
@JohnMcDonald Yeah. It's definitely the route to go if you want to just pop up an error or something I find my exceptions tend to be situational and I handle them differently on a case by case basis, given the SharePoint API anyway.
That being said... I'll have to read the article you posted because in my experience throwing and catching exceptions in my experience is actually a SLOW process and its faster to check for null and write your own message to the user.
yeah. If you know something is wrong, don't try to hide it
A reasonable example in my game: I have a pair of methods that retrieve a single component for an entity, one can return null, and the other fails if the component isn't found (with a note to use the other if you're expecting it). Following the stack trace one back, and you find out exactly which system was trying to do this. I could have designed my systems to be robust and to do nothing if it didn't find the component, but it's better to know right away.
Funny thing is, though, I went back through the code I've been working on, and realized I was failing slow in a bunch of places, and obscuring exception messages.
== ; is it better to use different shader techniques with boolean parameters in one program? or make different instances of shader and change them when needs arise.