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  • sudo midnight commander

    - by mit
    I sometimes start midnight commander as superuser with the command sudo mc to do some operations on the current working directory as superuser. But this results in ~/.mc having the wrong permissions, which I need to fix manually. Any solution? Edit: I accepted an answer. I want to further add, that .mc is a directory, so my solution goes like this: $ cd ~ ~$ sudo chown -R mit.mit .mc ~$ chmod 775 .mc ~$ cd .mc ~$ chmod -R 664 .mc ~/.mc$ chmod 775 cedit It seems not to be a good idea after installing mc to use sudo on its first start .

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  • For commands to check duped/multiple mc's.

    - by Desmond
    Currently I'm working on a platform type game. I have a for loop in place to check weather or not the players feet are touching the ground. I had this; for (i=0; i<5; i++) { //There are 5 floors if (this.feet.hitTest(_root["g"+i])) { _root.mc.groundTouch = true; //triggers the mc falling } } This works fine only if one of the floors exist(IE if floor1 is on the stage, but floor2-5 aren't); So to try and counter it I tried using; for (i=0; i<5; i++) { if (this.feet.hitTest(_root["floor"+i])) { _root.mc.groundTouch = true; //triggers the mc falling } if (!this.feet.hitTest(_root["floor"+i])) { _root.mc.groundTouch = false; } } This obviously doesn't work because in order for it to function properly, _root.mc.feet would have to be touching all 5 instances of "floor". So my question is; How do I get the code to make _root.mc.groundTouch = true if _root.mc.feet is touching any of the floor instances, but make _root.mc.groundTouch = false only if its touching none of the floor instances? I know that if I really wanted to I could do something like if (_root.mc.feet.hitTest(_root.floor1) && !_root.mc.feet.hitTest(_root.floor2) && etc) But to save myself time, and to give myself the ability to add floors without altering more then i<5 to the amount of floors I have, I would prefer a easier method hopefully something to do with for loops. Thank you ahead of time and your help is very much appreciated

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  • Weblogic - Dynamic Clustering in practice by Andy Overton

    - by JuergenKress
    The latest version of Weblogic (12.1.2) includes support for Dynamic Clustering. For more details on what else is new in 12.1.2 see my previous blog post. In this blog post I will look at setting up a dynamic cluster on 2 machines with 4 managed servers (2 on each). I will then deploy an application to the cluster and show how to expand the cluster. What is a dynamic cluster? A dynamic cluster is any cluster that contains one or more dynamic servers. Each server in the cluster will be based upon a single shared server template. The server template allows you to configure each server the same and ensures that servers do not need to be manually configured before being added to the cluster. This allows you to easily scale up or down the number of servers in your cluster without the need for setting up each server manually. Changes made to the server template are rolled out to all servers that use that template. Read the complete article here. WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: WebLogic 12c cluster,WebLogic,WebLogic Community,Oracle,OPN,Jürgen Kress,Andy Overton

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  • Referencing movie clips from within an actionscript class

    - by Ant
    Hi all, I have been given the task of adding a scoring system to various flash games. This simply involves taking input, adding functionality such as pausing and replaying and then outputting the score, time left etc. at the end. I've so far successfully edited two games. Both these games used the "actions" code on frames. The latest game I'm trying to do uses an actionscript class which makes it both easier and harder. I'm not very adept at flash at all, but I've worked it out so far. I've added various movie clips that are to be used for displaying the pause screen background, buttons for replaying etc. I've been showing and hiding these using: back._visible = true; //movie clip, instance of back (back.png) I doubt it's best practice, but it's quick and has been working. However, now with the change of coding style to classes, this doesn't seem to work. I kinda understand why, but I'm now unsure how to hide/show these elements. Any help would be greatly appreciated :) I've attached the modified AS. class RivalOrbs extends MovieClip { var infinite_levels, orbs_start, orbs_inc, orbs_per_level, show_timer, _parent, one_time_per_level, speed_start, speed_inc_percent, max_speed, percent_starting_on_wrong_side, colorize, colors, secs_per_level; function RivalOrbs() { super(); mc = this; this.init(); } // End of the function function get_num_orbs() { if (infinite_levels) { return (orbs_start + (level - 1) * orbs_inc); } else if (level > orbs_per_level.length) { return (0); } else { return (orbs_per_level[level - 1]); } // end else if } // End of the function function get_timer_str(secs) { var _loc2 = Math.floor(secs / 60); var _loc1 = secs % 60; return ((_loc2 > 0 ? (_loc2) : ("0")) + ":" + (_loc1 >= 10 ? (_loc1) : ("0" + _loc1))); } // End of the function function frame() { //PLACE PAUSE CODE HERE if (!Key.isDown(80) and !Key.isDown(Key.ESCAPE)) { _root.offKey = true; } else if (Key.isDown(80) or Key.isDown(Key.ESCAPE)) { if (_root.offKey and _root.game_mode == "play") { _root.game_mode = "pause"; /* back._visible = true; btn_resume._visible = true; btn_exit._visible = true; txt_pause._visible = true; */ } else if (_root.offKey and _root.game_mode == "pause") { _root.game_mode = "play"; } _root.offKey = false; } if (_root.game_mode == "pause" or paused) { return; } else { /* back._visible = false; btn_resume._visible = false; btn_exit._visible = false; txt_pause._visible = false; */ } if (show_timer && total_secs != -1 || show_timer && _parent.timesup) { _loc7 = total_secs - Math.ceil((getTimer() - timer) / 1000); var diff = oldSeconds - (_loc7 + additional); if (diff > 1) additional = additional + diff; _loc7 = _loc7 + additional; oldSeconds = _loc7; trace(oldSeconds); mc.timer_field.text = this.get_timer_str(Math.max(0, _loc7)); if (_loc7 <= -1 || _parent.timesup) { if (one_time_per_level) { _root.gotoAndPlay("Lose"); } else { this.show_dialog(false); return; } // end if } // end if } // end else if var _loc9 = _root._xmouse; var _loc8 = _root._ymouse; var _loc6 = {x: _loc9, y: _loc8}; mc.globalToLocal(_loc6); _loc6.y = Math.max(-mc.bg._height / 2 + gap / 2, _loc6.y); _loc6.y = Math.min(mc.bg._height / 2 - gap / 2, _loc6.y); mc.wall1._y = _loc6.y - gap / 2 - mc.wall1._height / 2; mc.wall2._y = _loc6.y + gap / 2 + mc.wall1._height / 2; var _loc5 = true; for (var _loc4 = 0; _loc4 < this.get_num_orbs(); ++_loc4) { var _loc3 = mc.stage["orb" + _loc4]; _loc3.x_last = _loc3._x; _loc3.y_last = _loc3._y; _loc3._x = _loc3._x + _loc3.x_speed; _loc3._y = _loc3._y + _loc3.y_speed; if (_loc3._x < l_thresh) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = l_thresh + (l_thresh - _loc3._x); _loc3.gotoAndPlay("hit"); } // end if if (_loc3._x > r_thresh) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = r_thresh - (_loc3._x - r_thresh); _loc3.gotoAndPlay("hit"); } // end if if (_loc3._y < t_thresh) { _loc3.y_speed = _loc3.y_speed * -1; _loc3._y = t_thresh + (t_thresh - _loc3._y); _loc3.gotoAndPlay("hit"); } // end if if (_loc3._y > b_thresh) { _loc3.y_speed = _loc3.y_speed * -1; _loc3._y = b_thresh - (_loc3._y - b_thresh); _loc3.gotoAndPlay("hit"); } // end if if (_loc3.x_speed > 0) { if (_loc3._x >= m1_thresh && _loc3.x_last < m1_thresh || _loc3._x >= m1_thresh && _loc3._x <= m2_thresh) { if (_loc3._y <= mc.wall1._y + mc.wall1._height / 2 || _loc3._y >= mc.wall2._y - mc.wall2._height / 2) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = m1_thresh - (_loc3._x - m1_thresh); _loc3.gotoAndPlay("hit"); } // end if } // end if } else if (_loc3._x <= m2_thresh && _loc3.x_last > m2_thresh || _loc3._x >= m1_thresh && _loc3._x <= m2_thresh) { if (_loc3._y <= mc.wall1._y + mc.wall1._height / 2 || _loc3._y >= mc.wall2._y - mc.wall2._height / 2) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = m2_thresh + (m2_thresh - _loc3._x); _loc3.gotoAndPlay("hit"); } // end if } // end else if if (_loc3.side == 1 && _loc3._x > 0) { _loc5 = false; } // end if if (_loc3.side == 2 && _loc3._x < 0) { _loc5 = false; } // end if } // end of for if (_loc5) { this.end_level(); } // end if } // End of the function function colorize_hex(mc, hex) { var _loc4 = hex >> 16; var _loc5 = (hex ^ hex >> 16 << 16) >> 8; var _loc3 = hex >> 8 << 8 ^ hex; var _loc2 = new flash.geom.ColorTransform(0, 0, 0, 1, _loc4, _loc5, _loc3, 0); mc.transform.colorTransform = _loc2; } // End of the function function tint_hex(mc, hex, amount) { var _loc4 = hex >> 16; var _loc5 = hex >> 8 & 255; var _loc3 = hex & 255; this.tint(mc, _loc4, _loc5, _loc3, amount); } // End of the function function tint(mc, r, g, b, amount) { var _loc4 = 100 - amount; var _loc1 = new Object(); _loc1.ra = _loc1.ga = _loc1.ba = _loc4; var _loc2 = amount / 100; _loc1.rb = r * _loc2; _loc1.gb = g * _loc2; _loc1.bb = b * _loc2; var _loc3 = new Color(mc); _loc3.setTransform(_loc1); } // End of the function function get_num_levels() { if (infinite_levels) { return (Number.MAX_VALUE); } else { return (orbs_per_level.length); } // end else if } // End of the function function end_level() { _global.inputTimeAvailable = _global.inputTimeAvailable - (60 - oldSeconds); ++level; _parent.levelOver = true; if (level <= this.get_num_levels()) { this.show_dialog(true); } else { _root.gotoAndPlay("Win"); } // end else if } // End of the function function get_speed() { var _loc3 = speed_start; for (var _loc2 = 0; _loc2 < level - 1; ++_loc2) { _loc3 = _loc3 + _loc3 * (speed_inc_percent / 100); } // end of for return (Math.min(_loc3, Math.max(max_speed, speed_start))); } // End of the function function init_orbs() { var _loc6 = this.get_speed(); var _loc7 = Math.max(1, Math.ceil(this.get_num_orbs() * (percent_starting_on_wrong_side / 100))); for (var _loc3 = 0; _loc3 < this.get_num_orbs(); ++_loc3) { var _loc2 = null; if (_loc3 % 2 == 0) { _loc2 = mc.stage.attachMovie("Orb1", "orb" + _loc3, _loc3); _loc2.side = 1; if (colorize && color1 != -1) { this.colorize_hex(_loc2.orb.bg, color1); } // end if _loc2._x = Math.random() * (mc.bg._width * 4.000000E-001) - mc.bg._width * 2.000000E-001 - mc.bg._width / 4; } else { _loc2 = mc.stage.attachMovie("Orb2", "orb" + _loc3, _loc3); _loc2.side = 2; if (colorize && color2 != -1) { this.colorize_hex(_loc2.orb.bg, color2); } // end if _loc2._x = Math.random() * (mc.bg._width * 4.000000E-001) - mc.bg._width * 2.000000E-001 + mc.bg._width / 4; } // end else if _loc2._width = _loc2._height = orb_w; _loc2._y = Math.random() * (mc.bg._height * 8.000000E-001) - mc.bg._height * 4.000000E-001; if (_loc3 < _loc7) { _loc2._x = _loc2._x * -1; } // end if var _loc5 = Math.random() * 60; var _loc4 = _loc5 / 180 * 3.141593E+000; _loc2.x_speed = Math.cos(_loc4) * _loc6; _loc2.y_speed = Math.sin(_loc4) * _loc6; if (Math.random() >= 5.000000E-001) { _loc2.x_speed = _loc2.x_speed * -1; } // end if if (Math.random() >= 5.000000E-001) { _loc2.y_speed = _loc2.y_speed * -1; } // end if } // end of for } // End of the function function init_colors() { if (colorize && colors.length >= 2) { color1 = colors[Math.floor(Math.random() * colors.length)]; for (color2 = colors[Math.floor(Math.random() * colors.length)]; color2 == color1; color2 = colors[Math.floor(Math.random() * colors.length)]) { } // end of for this.tint_hex(mc.side1, color1, 40); this.tint_hex(mc.side2, color2, 40); } else { color1 = -1; color2 = -1; } // end else if } // End of the function function get_total_secs() { if (show_timer) { if (secs_per_level.length > 0) { if (level > secs_per_level.length) { return (secs_per_level[secs_per_level.length - 1]); } else { return (secs_per_level[level - 1]); } // end if } // end if } // end else if return (-1); } // End of the function function start_level() { trace ("start_level"); _parent.timesup = false; _parent.levelOver = false; _parent.times_up_comp.start_timer(); this.init_orbs(); mc.level_field.text = "LEVEL " + level; total_secs = _global.inputTimeAvailable; if (total_secs > 60) total_secs = 60; timer = getTimer(); paused = false; mc.dialog.gotoAndPlay("off"); } // End of the function function clear_orbs() { for (var _loc2 = 0; mc.stage["orb" + _loc2]; ++_loc2) { mc.stage["orb" + _loc2].removeMovieClip(); } // end of for } // End of the function function show_dialog(new_level) { mc.back._visible = false; trace("yes"); paused = true; if (new_level) { this.init_colors(); } // end if this.clear_orbs(); mc.dialog.gotoAndPlay("level"); if (!new_level || _parent.timesup) { mc.dialog.level_top.text = "Time\'s Up!"; /* dyn_line1.text = "Goodbye " + _global.inputName + "!"; dyn_line2.text = "You scored " + score; //buttons if (_global.inputTimeAvailable > 60) btn_replay._visible = true; btn_resume._visible = false; btn_exit._visible = false; txt_pause._visible = false; sendInfo = new LoadVars(); sendLoader = new LoadVars(); sendInfo.game_name = 'rival_orbs'; sendInfo.timeavailable = _global.inputTimeAvailable; if (sendInfo.timeavailable < 0) sendInfo.timeavailable = 0; sendInfo.id = _global.inputId; sendInfo.score = level*_global.inputFactor; sendInfo.directive = 'record'; //sendInfo.sendAndLoad('ncc1701e.aspx', sendLoader, "GET"); sendInfo.sendAndLoad('http://keyload.co.uk/output.php', sendLoader, "POST"); */ } else if (level > 1) { mc.dialog.level_top.text = "Next Level:"; } else { mc.dialog.level_top.text = ""; } // end else if mc.dialog.level_num.text = "LEVEL " + level; mc.dialog.level_mid.text = "Number of Orbs: " + this.get_num_orbs(); _root.max_level = level; var _this = this; mc.dialog.btn.onRelease = function () { _this.start_level(); }; } // End of the function function init() { var getInfo = new LoadVars(); var getLoader = new LoadVars(); getInfo.directive = "read"; getInfo.sendAndLoad('http://keyload.co.uk/input.php', getLoader, "GET"); getLoader.onLoad = function (success) { if (success) { _global.inputId = this.id; _global.inputTimeAvailable = this.timeavailable; _global.inputFactor = this.factor; _global.inputName = this.name; } else { trace("Failed"); } } _root.game_mode = "play"; /* back._visible = false; btn_exit._visible = false; btn_replay._visible = false; btn_resume._visible = false; txt_pause._visible = false; */ l_thresh = -mc.bg._width / 2 + orb_w / 2; t_thresh = -mc.bg._height / 2 + orb_w / 2; r_thresh = mc.bg._width / 2 - orb_w / 2; b_thresh = mc.bg._height / 2 - orb_w / 2; m1_thresh = -wall_w / 2 - orb_w / 2; m2_thresh = wall_w / 2 + orb_w / 2; this.show_dialog(true); mc.onEnterFrame = frame; } // End of the function var mc = null; var orb_w = 15; var wall_w = 2; var l_thresh = 0; var r_thresh = 0; var t_thresh = 0; var b_thresh = 0; var m1_thresh = 0; var m2_thresh = 0; var color1 = -1; var color2 = -1; var level = 1; var total_secs = 30; var gap = 60; var timer = 0; var additional = 0; var oldSeconds = 0; var paused = true; var _loc7 = 0; } // End of Class

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  • My Name is Andy and I Have an Associates of Applied Science Degree

    - by andyleonard
    Introduction This post is the forty-first part of a ramble-rant about the software business. The current posts in this series can be found on the series landing page . This post is about the education requirements for job listings. Bachelor’s Degree Required I’m not qualified for any job that requires a bachelor’s degree because I don’t have one. I regularly receive email from recruiters asking if I’m available and interested in a position they have open, or a position they’ve been asked to fill...(read more)

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  • Reset DRAC/MC password on Dell BladeCentre 1855

    - by Farseeker
    I have a Dell Blade Centre 1855, and nobody knows what the root password for the DRAC/MC card in the blade chassis is (I tried root/calvin). I do not have IP access to the DRAC/MC, nor do I have physical access to the back of the blade centre to access the DRAC/MC module. I do have serial access (and can see the login prompt in hyperterm). I do have physical access to the FRONT of the chassis (the back of the cabinet is locked and lo-and-behold the key cannot be found). Does anyone know how to reset the password? Every piece of literature I find on the internet tells me I need to log in, or run racadm on the host machine (which I can't, because it's inside a blade chassis). If someone does know how to do it with physical access to the back of the bladecentre, please post it anyway, as I'm sure I'll get access to the back of the cabinet one day)

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  • Sendmail + m4 - problem converting mc files into cf

    - by zbigh
    Hi I'm currently trying to configure sendmail fo the first time and setup a mail server on a small embedded computer ( running a custom linux distribution ). I'm having an issue with the m4 macros: I'm trying to convert this: VERSIONID(`$Id: generic-linux.mc,v 8.1 1999/09/24 22:48:05 gshapiro Exp $') OSTYPE(linux)dnl DOMAIN(generic)dnl define(HELPFILE, `/etc/mail/helpfile') FEATURE(nouucp, `noscpecial') MAILER(local)dnl MAILER(smtp)dnl to sendmail.cf, but all the output I get when running m4 is: VERSIONID($Id: generic-linux.mc,v 8.1 1999/09/24 22:48:05 gshapiro Exp $) OSTYPE(linux)DOMAIN(generic) FEATURE(nouucp, noscpecial) MAILER(local)MAILER(smtp) Am I doing something wrong?

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  • Sendmail + m4 - problem converting mc files into cf

    - by zbigh
    Hi I'm currently trying to configure sendmail fo the first time and setup a mail server on a small embedded computer ( running a custom linux distribution ). I'm having an issue with the m4 macros: I'm trying to convert this: VERSIONID(`$Id: generic-linux.mc,v 8.1 1999/09/24 22:48:05 gshapiro Exp $') OSTYPE(linux)dnl DOMAIN(generic)dnl define(HELPFILE, `/etc/mail/helpfile') FEATURE(nouucp, `noscpecial') MAILER(local)dnl MAILER(smtp)dnl to sendmail.cf, but all the output I get when running m4 is: VERSIONID($Id: generic-linux.mc,v 8.1 1999/09/24 22:48:05 gshapiro Exp $) OSTYPE(linux)DOMAIN(generic) FEATURE(nouucp, noscpecial) MAILER(local)MAILER(smtp) Am I doing something wrong?

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  • Installing Midnight Commander from sources (no root privileges)

    - by ouroboros
    I tried to configure ./configure --prefix=/localfolder glib-2.26.1/ make make install but it fails at make stage. trying to configure mc-4.6.1/ and make doesn't obviously work. What are the steps I need to make in order to install midnight comander for my local user in a custom folder? Make for glib gives me these errors /usr/bin/msgfmt: found 2 fatal errors cp: cannot stat `test.mo': No such file or directory gmake[4]: *** [test.mo] Error 1 gmake[4]: Leaving directory `/remote/folder/mc/glib-2.26.1/gio/tests' gmake[3]: *** [all-recursive] Error 1 gmake[3]: Leaving directory `/remote/folder/mc/glib-2.26.1/gio' gmake[2]: *** [all] Error 2 gmake[2]: Leaving directory `/remote/folder/mc/glib-2.26.1/gio' gmake[1]: *** [all-recursive] Error 1 gmake[1]: Leaving directory `/remote/folder/mc/glib-2.26.1' gmake: *** [all] Error 2

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  • How to make HOME or END keys work in mc running on OS X (ssh)

    - by Sorin Sbarnea
    I installed MacPorts on OS X 10.5 and I found out that when I connect to the computer using SSH and use mc - Midnight Commander - the HOME and END keys do not work. I have to mention that I'm using putty and I am able to use the keyboard very well on Linux machines like Fedora, Ubuntu,... Here is putty keyboard configuration (a configuration I found to be optimal over time): Backspace key: 127 Home/End keys: Standard Function keys: Xterm R6 Cursor keys: Normal Numpad: normal Terminal type string: xterm-color I'm looking for a command line solution/script that does these changes, this make much easier to create a prepare OS script for configuring a new OS.

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  • How to make HOME or END keys work in mc running on OS X (ssh)

    - by Sorin Sbarnea
    I installed MacPorts on OS X 10.5 and I found out that when I connect to the computer using SSH and use mc - Midnight Commander - the HOME and END keys do not work. I have to mention that I'm using putty and I am able to use the keyboard very well on Linux machines like Fedora, Ubuntu,... Here is putty keyboard configuration (a configuration I found to be optimal over time): Backspace key: 127 Home/End keys: Standard Function keys: Xterm R6 Cursor keys: Normal Numpad: normal Terminal type string: xterm-color I'm looking for a command line solution/script that does these changes, this make much easier to create a prepare OS script for configuring a new OS.

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  • Sendmail.mc: alias all incoming e-mails to one account

    - by Angus
    I need to alias all mail coming from another SMTP server to this one account "myinbox". The system in question is to receive all e-mail on the domain, if that's any help. http://william.shallum.net/random-notes/sendmailredirectallmailfordevelopment is a template for the beginning of a solution, but that routes everything (including outgoing and internal mail) to that one account, and trying to understand how these R rules work is making my head spin. I think the answer is in sendmail.mc rather than any Procmail configuration. So I think what I generally don't want the filter to do is: Interfere w/any outgoing e-mail Interfere w/any internal e-mail Sometimes some cron job causes "root" to mail to "root". I don't want these to go to myinbox. Cause infinite loops Who does? Bounce messages and any DSNs come to mind. I'm running Sendmail 8.13.1 and Procmail 3.22.

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  • Survey: How's Your Economy?

    - by andyleonard
    Another quick survey question, slightly off-topic: How's your economy? Have things picked up for you recently? Slowed down? Remained static? :{> Andy Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!...(read more)

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  • fatal error 'stdio.h' Python 2.7 on Mc OS X 10.7.5 [closed]

    - by DjangoRocks
    I have this weird issue on my Mac OS X 10.7.5 /Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33:10: fatal error: 'stdio.h' file not found What caused the above error? This error has been bugging me and i can't install mysql-python as i'm stuck with this step. I'm using Python 2.7.3. Things like Google App Engine ( python ), python script, tornado generally works on my mac. But not mysql-python. I've install MySQL using the dmg image and have copied the mysql folder to /usr/local/ How do i fix this? ======UPDATE====== I've ran the command, and tried to install mysql-python by running sudo python setup.py install. But received the following: running install running bdist_egg running egg_info writing MySQL_python.egg-info/PKG-INFO writing top-level names to MySQL_python.egg-info/top_level.txt writing dependency_links to MySQL_python.egg-info/dependency_links.txt writing MySQL_python.egg-info/PKG-INFO writing top-level names to MySQL_python.egg-info/top_level.txt writing dependency_links to MySQL_python.egg-info/dependency_links.txt reading manifest file 'MySQL_python.egg-info/SOURCES.txt' reading manifest template 'MANIFEST.in' writing manifest file 'MySQL_python.egg-info/SOURCES.txt' installing library code to build/bdist.macosx-10.6-intel/egg running install_lib running build_py copying MySQLdb/release.py -> build/lib.macosx-10.6-intel-2.7/MySQLdb running build_ext gcc-4.2 not found, using clang instead building '_mysql' extension clang -fno-strict-aliasing -fno-common -dynamic -g -O2 -DNDEBUG -g -O3 -Dversion_info=(1,2,4,'rc',5) -D__version__=1.2.4c1 -I/usr/local/mysql/include -I/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7 -c _mysql.c -o build/temp.macosx-10.6-intel-2.7/_mysql.o -Os -g -fno-common -fno-strict-aliasing -arch x86_64 In file included from _mysql.c:29: /Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33:10: fatal error: 'stdio.h' file not found #include <stdio.h> ^ 1 error generated. error: command 'clang' failed with exit status 1 What other possible ways can i fix it? thanks! Best Regards.

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  • Unable to load images into each MC?

    - by Hwang
    The images only loads into the last MC, how to make it load into each MC? private function imageHandler():void { imageBox=new MovieClip(); imageBox.graphics.lineStyle(5, 0xFFFFFF); imageBox.graphics.beginFill(0xFF0000); imageBox.graphics.drawRect(0,0,150,225); imageBox.graphics.endFill(); allImage.addChild(imageBox); } private function getPhoto():void { for (i=0; i<myXMLList.length(); i++) { placePhoto(); imageHandler(); imagesArray.push(imageBox); imagesArray[i].x=20+(200*i); } addChild(allImage); allImage.x=-(allImage.width+20); allImage.y=-(allImage.height+50); } private function placePhoto():void { loadedPic=myXMLList[i].@PIC; galleryLoader = new Loader(); galleryLoader.load(new URLRequest(loadedPic)); galleryLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,picLoaded); } private function picLoaded(event:Event):void { bmp=new Bitmap(event.target.content.bitmapData); bmp.smoothing=true; imageBox.addChild(bmp); }

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  • AS3 - Can't access properties or methods of a MC child that has been added in script

    - by Chris
    Hi All - I am still a bit of a beginner at AS3, so bear with me, please. I have created a loop to instantiate tiles on a board. In the following example, "Gametiles" is an array containing objects of class "Tile" which is a class that extends MovieClip. "Game" is a MC that I added to the stage in the flash developing environment. for(var i:uint=0;i < Gametiles.length;i++){ var pulledTile = Gametiles[i]; var tilename:String = "I_Tile_" + pulledTile.grid_y + "_" + pulledTile.grid_x; var createdTile = new InteractiveTile(); pulledTile.addAnims(createdTile); Game.addChildAt(pulledTile, 0); Game.getChildAt(0).name = tilename; } The above code works - but with a tricky problem. If I did something like the following: trace(Game.I_Tile_1_3.x); I get "TypeError: Error #1010: A term is undefined and has no properties." However, I am able to access theses children in the following manner: var testing = Game.getChildByName("I_Tile_1_3") trace(testing.x); This method is a bit cumbersome though. I really don't want to have to create a var and call getChildByName every time I want to interact with these properties or methods. How can I set up these children so that I can access them directly without the extra steps?

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  • actionscript3: reflect-class applied on rotationY

    - by algro
    Hi, I'm using a class which applies a visual reflection-effect to defined movieclips. I use a reflection-class from here: link to source. It works like a charm except when I apply a rotation to the movieclip. In my case the reflection is still visible but only a part of it. What am I doing wrong? How could I pass/include the rotation to the Reflection-Class ? Thanks in advance! This is how you apply the Reflection Class to your movieclip: var ref_mc:MovieClip = new MoviClip(); addChild(ref_mc); var r1:Reflect = new Reflect({mc:ref_mc, alpha:50, ratio:50,distance:0, updateTime:0,reflectionDropoff:1}); Now I apply a rotation to my movieclip: ref_mc.rotationY = 30; And Here the Reflect-Class: package com.pixelfumes.reflect{ import flash.display.MovieClip; import flash.display.DisplayObject; import flash.display.BitmapData; import flash.display.Bitmap; import flash.geom.Matrix; import flash.display.GradientType; import flash.display.SpreadMethod; import flash.utils.setInterval; import flash.utils.clearInterval; public class Reflect extends MovieClip{ //Created By Ben Pritchard of Pixelfumes 2007 //Thanks to Mim, Jasper, Jason Merrill and all the others who //have contributed to the improvement of this class //static var for the version of this class private static var VERSION:String = "4.0"; //reference to the movie clip we are reflecting private var mc:MovieClip; //the BitmapData object that will hold a visual copy of the mc private var mcBMP:BitmapData; //the BitmapData object that will hold the reflected image private var reflectionBMP:Bitmap; //the clip that will act as out gradient mask private var gradientMask_mc:MovieClip; //how often the reflection should update (if it is video or animated) private var updateInt:Number; //the size the reflection is allowed to reflect within private var bounds:Object; //the distance the reflection is vertically from the mc private var distance:Number = 0; function Reflect(args:Object){ /*the args object passes in the following variables /we set the values of our internal vars to math the args*/ //the clip being reflected mc = args.mc; //the alpha level of the reflection clip var alpha:Number = args.alpha/100; //the ratio opaque color used in the gradient mask var ratio:Number = args.ratio; //update time interval var updateTime:Number = args.updateTime; //the distance at which the reflection visually drops off at var reflectionDropoff:Number = args.reflectionDropoff; //the distance the reflection starts from the bottom of the mc var distance:Number = args.distance; //store width and height of the clip var mcHeight = mc.height; var mcWidth = mc.width; //store the bounds of the reflection bounds = new Object(); bounds.width = mcWidth; bounds.height = mcHeight; //create the BitmapData that will hold a snapshot of the movie clip mcBMP = new BitmapData(bounds.width, bounds.height, true, 0xFFFFFF); mcBMP.draw(mc); //create the BitmapData the will hold the reflection reflectionBMP = new Bitmap(mcBMP); //flip the reflection upside down reflectionBMP.scaleY = -1; //move the reflection to the bottom of the movie clip reflectionBMP.y = (bounds.height*2) + distance; //add the reflection to the movie clip's Display Stack var reflectionBMPRef:DisplayObject = mc.addChild(reflectionBMP); reflectionBMPRef.name = "reflectionBMP"; //add a blank movie clip to hold our gradient mask var gradientMaskRef:DisplayObject = mc.addChild(new MovieClip()); gradientMaskRef.name = "gradientMask_mc"; //get a reference to the movie clip - cast the DisplayObject that is returned as a MovieClip gradientMask_mc = mc.getChildByName("gradientMask_mc") as MovieClip; //set the values for the gradient fill var fillType:String = GradientType.LINEAR; var colors:Array = [0xFFFFFF, 0xFFFFFF]; var alphas:Array = [alpha, 0]; var ratios:Array = [0, ratio]; var spreadMethod:String = SpreadMethod.PAD; //create the Matrix and create the gradient box var matr:Matrix = new Matrix(); //set the height of the Matrix used for the gradient mask var matrixHeight:Number; if (reflectionDropoff<=0) { matrixHeight = bounds.height; } else { matrixHeight = bounds.height/reflectionDropoff; } matr.createGradientBox(bounds.width, matrixHeight, (90/180)*Math.PI, 0, 0); //create the gradient fill gradientMask_mc.graphics.beginGradientFill(fillType, colors, alphas, ratios, matr, spreadMethod); gradientMask_mc.graphics.drawRect(0,0,bounds.width,bounds.height); //position the mask over the reflection clip gradientMask_mc.y = mc.getChildByName("reflectionBMP").y - mc.getChildByName("reflectionBMP").height; //cache clip as a bitmap so that the gradient mask will function gradientMask_mc.cacheAsBitmap = true; mc.getChildByName("reflectionBMP").cacheAsBitmap = true; //set the mask for the reflection as the gradient mask mc.getChildByName("reflectionBMP").mask = gradientMask_mc; //if we are updating the reflection for a video or animation do so here if(updateTime > -1){ updateInt = setInterval(update, updateTime, mc); } } public function setBounds(w:Number,h:Number):void{ //allows the user to set the area that the reflection is allowed //this is useful for clips that move within themselves bounds.width = w; bounds.height = h; gradientMask_mc.width = bounds.width; redrawBMP(mc); } public function redrawBMP(mc:MovieClip):void { // redraws the bitmap reflection - Mim Gamiet [2006] mcBMP.dispose(); mcBMP = new BitmapData(bounds.width, bounds.height, true, 0xFFFFFF); mcBMP.draw(mc); } private function update(mc):void { //updates the reflection to visually match the movie clip mcBMP = new BitmapData(bounds.width, bounds.height, true, 0xFFFFFF); mcBMP.draw(mc); reflectionBMP.bitmapData = mcBMP; } public function destroy():void{ //provides a method to remove the reflection mc.removeChild(mc.getChildByName("reflectionBMP")); reflectionBMP = null; mcBMP.dispose(); clearInterval(updateInt); mc.removeChild(mc.getChildByName("gradientMask_mc")); } } }

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  • I Start!

    - by andyleonard
    I originally titled this post "I Quit!" but decided that doesn't set the proper tone and definitely does not match my feelings about the upcoming transitions in my life. "I Start!" is much more appropriate! Introduction I've tendered my resignation from the position of Manager, ETL Team, Data Management Group, Molina Medicaid Solutions effective Friday 14 Jan 2011. "There I Was..." In 2008 my consultant billable-days - the metric I use to determine how business is going - dropped from 20 / month...(read more)

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  • Positiong loaded object based on root stage instead of MC that is loaded from root.

    - by Hwang
    I have a root stage, and a MC that is called from the root stage.Now from that MC, i will called in another MC2, and I wanted to placed the MC in the center of the stage. The reason I could not use normal ADDED_TO_STAGE at MC and define the center is because MC is not place in the exact position of the root stage (as in x, y=0). So if I would target MC2 at MC stage center, it would not be the exact center of the root stage/screen. How can I called the root stage properties rather than adding MC2 into the stage?

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  • It's 2011-Do You Know Where Your Children Are?

    - by andyleonard
    Introduction This is not a post about children. I was feeling plucky when I wrote this post at the end of last year. Sometimes when I feel plucky I'm inspired to create awesome blog post titles and ideas. Other times, this happens. 2011 Is Here! I was born in 1963. As I child I watched Neil Armstrong and Buzz Aldrin walk on the moon while Walter Cronkite narrated. At 11, I was fortunate enough to live next door to an engineer who taught me Motorola 6800 machine code and then BASIC . I have a long...(read more)

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  • Controlling the Mc's of a loaded SWF

    - by Ross
    I have a controller.swf which loads an external swf into a movieclip. news_mc = loadEvent.currentTarget.content as MovieClip; the swf is called "news.swf" and has a movieclip on the maintimeline, frame 1 called "sb". I have tried everything to access this such as mews_mc.sb.alpha = 0; but nothing works?

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