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Search found 400 results on 16 pages for 'macos'.

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  • Hard link not works under MacOS in GUI mode

    - by AntonAL
    Hi, i faced a little strange behavior, while using hard links. From terminal, i create a text file 1.txt and a hard link "to this file" nano 1.txt mkdir dir ln 1.txt ./dir/ I check the resulting hard link and see that its contents are the same as of the original file. less ./dir/1.txt I change the initial file ... nano 1.txt ... and see, that changes was reflected in hard-link less ./dir/1.txt I change content of hard-link (more correct, of course - file, being referenced with hard-link) ... nano ./dir/1.txt ... and see, that changes are reflected in initial file less 1.txt Until now, all going well... Now, I close terminal and start playing with created files (1.txt and ./dir/1.txt) from Finder. When i change on this two files with TextEdit, changes are not reflected in another file. Just like the hard link was teared off... What is going on here ?

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  • Hard link not works under MacOS in GUI mode

    - by AntonAL
    Hi, i faced a little strange behavior, while using hard links. From terminal, i create a text file 1.txt and a hard link "to this file" nano 1.txt mkdir dir ln 1.txt ./dir/ I check the resulting hard link and see, that it's contents is the same, as of "original" file. less ./dir/1.txt I change the initial file ... nano 1.txt ... and see, that changes was reflected in hard-link less ./dir/1.txt I change content of hard-link (more correct, of course - file, being referenced with hard-link) ... nano ./dir/1.txt ... and see, that changes are reflected in initial file less 1.txt Until now, all going well... Now, I close terminal and start playing with created files (1.txt and ./dir/1.txt) from Finder. When i change on this two files with TextEdit, changes are not reflected in another file. Just like the hard link was teared off... Whats going on here ?

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  • OpenJDK pour MacOS : le projet a débuté, les premiers codes sont disponibles

    OpenJDK pour MacOS : le projet a débuté Les premiers codes sont disponibles Mise à jour du 13/01/2011 par Idelways Les premiers codes de la version pour MacOS X du Java Development Kit 7 (dans le cadre du projet OpenJDK) sont disponibles. Il s'agit du port d'un code initial destiné à BSD (UNIX). Ce code est téléchargeable sur le site de OpenJDK, dans le projet « MacOS X Port ». Une mailing-list et un wiki ont également été ajouté, et bientôt un gestionnaire de rapports de bugs Pour mémoire, Apple avait provoqué un vent de panique dans la communauté Java en déclarant à la mi-novembre 2010 qu'il ne comptait...

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  • Apache LDAP authentication (mod_auth_ldap) on MacOS Server (10.5)

    - by Ursid
    A - Is there a LDAP authentication module (mod_auth_ldap) for the version of Apache that comes built into MacOS Server 10.5? (I'm pretty sure no, but maybe someone compiled one.) B - If not, can it be compiled into MacOS' version of Apache? (Man, that would be nice.) 3 - If I can't use the Apple version of Apache for this, what is the best way to get Apache LDAP authentication working on MacOS Server 10.5? (Preferably one that works with MacOS Servers management software)

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  • AFP and SAMBA shares are confusing my MacOS X Lion

    - by Pierre
    I've setup my file server running ubuntu 12.04 with AFP/Avahi and Samba shares. Simple configuration, nothing too complicated. I've given my AFP machine a different name than %h to avoid confusion when looking into my Finder. However, my mac os lion mbp still confuses the two and the only way to access the AFP shares is via direct connect to IP address. The samba machine name seems to be hardwired to hostname (I can only see that that workgroup can be changed). Is there anything I am missing or obvious that I need to set? Best regards and thank you in advanced Pierre

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  • Segmentation fault 11 in MacOS X- C++ [migrated]

    - by Marcos Cesar Vargas Magana
    all. I have a "segmentation fault 11" error when I run the following code. The code actually compiles but I get the error at run time. //** Terror.h ** #include <iostream> #include <string> #include <map> using std::map; using std::pair; using std::string; template<typename Tsize> class Terror { public: //Inserts a message in the map. static Tsize insertMessage(const string& message) { mErrorMessages.insert( pair<Tsize, string>(mErrorMessages.size()+1, message) ); return mErrorMessages.size(); } private: static map<Tsize, string> mErrorMessages; } template<typename Tsize> map<Tsize,string> Terror<Tsize>::mErrorMessages; //** error.h ** #include <iostream> #include "Terror.h" typedef unsigned short errorType; typedef Terror<errorType> error; errorType memoryAllocationError=error::insertMessage("ERROR: out of memory."); //** main.cpp ** #include <iostream> #include "error.h" using namespace std; int main() { try { throw error(memoryAllocationError); } catch(error& err) { } } I have kind of debugging the code and the error happens when the message is being inserted in the static map member. An observation is that if I put the line: errorType memoryAllocationError=error::insertMessage("ERROR: out of memory."); inside the "main()" function instead of at global scope, then everything works fine. But I would like to extend the error messages at global scope, not at local scope. The map is defined static so that all instances of "error" share the same error codes and messages. Do you know how can I get this or something similar. Thank you very much.

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  • Developing games using virtualization on macOS (or Linux) [on hold]

    - by zpinner
    From what I've seen, most of the gamedev tools and engines (that could generate cross platform games) are not supported on Mac. Havok/Project Anarchy, UDK, GameMaker, e.g. . Basically, the only options I found are: Unity3d and monogame + xamarin. Unity is nice and I've been playing with it for some time, but the free version is quite limited when we're talking about shaders, that made me consider that as an indie developer, I might want more freedom to experiment new things, without paying the expensive unity license. I didn't try monogame + xamarin yet, and altough XNA is a very nice game framework, I'd like to have more freedom to experiment and finish a game first before paying for the IDE, which is not possible with the current Xamarin business model. That leaves me with the thought that I must go back to windows, which I'd preferably do it partially, if it's possible. Using BootCamp is something that I'd like to avoid, since it's a pain to reboot when changing OS and that would probably force me to become a 100% windows user. Is there anyone actually developing a game using virtualization solutions like parallels or vmwareFusion? How was your experience?

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  • L2TP with PEAP authentication from MacOS/iOS

    - by Jose
    Following the recent security advisory, I'm reconfiguring our VPN servers and having trouble. We're using Windows 2008 R2 server for VPN services, running RRAS and NPS on the same server and configure it to use PEAP-EAP-MSCHAPV2 authentiation for all tunnel type(PPTP, L2TP, IKEv2, SSTP), which previously allowed plain MSCHAPv2. But Apple products, MacOS and iOS cannot connect to VPN after this change. I tried to install root certificate used in PEAP transaction but no change. Does anyone know whether MacOS/iOS supports PEAP-EAP-MSCHAPv2 authentication in PPTP/L2TP? If so any tips to make it work? (I know PEAP-EAP-MSCHAPv2 is supported in WPA/WPA2 enterprise) Regards.

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  • MacOS X 10.6 Portable Home Directory sync fails due to FileSync agent crashing

    - by tegbains
    On one of our cleanly installed MacPro machines running MacOS X 10.6.6 connected to our MacOS X 10.6.6 Server, syncing data using Portable Home Directories fails. It seems to be due to the filesync agent crashing during the home sync. We get -41 and -8026 errors, which we are suspecting are indicating that there is too much data or filesync agent can't read the files. The user is the owner of the files and can read/write to all of the files. < Logout 0:: [11/02/04 13:10:42.751] Error -41 copying /Volumes/RCAUsers/earlpeng/Library/Mail/Mailboxes/email from old imac./Attachments/12081/2.2. (source = NO) < Logout 0:: [11/02/04 13:10:42.758] Error -8062 copying /Volumes/RCAUsers/earlpeng/Library/Mail/Mailboxes/email from old imac./Attachments/12081/2.2/[email protected]. (source = NO) < Logout 1:: [11/02/04 13:10:42.758] -[DeepCopyContext deepCopyError:sourceError:sourceRef:]: error = -8062, wasSource = NO: return shouldContinue = NO

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  • MacOS X 10.6 Portable Home Directory sync fails due to FileSync agent crashing

    - by tegbains
    On one of our cleanly installed MacPro machines running MacOS X 10.6.6 connected to our MacOS X 10.6.6 Server, syncing data using Portable Home Directories fails. It seems to be due to the filesync agent crashing during the home sync. We get -41 and -8026 errors, which we are suspecting are indicating that there is too much data or filesync agent can't read the files. The user is the owner of the files and can read/write to all of the files. < Logout 0:: [11/02/04 13:10:42.751] Error -41 copying /Volumes/RCAUsers/earlpeng/Library/Mail/Mailboxes/email from old imac./Attachments/12081/2.2. (source = NO) < Logout 0:: [11/02/04 13:10:42.758] Error -8062 copying /Volumes/RCAUsers/earlpeng/Library/Mail/Mailboxes/email from old imac./Attachments/12081/2.2/[email protected]. (source = NO) < Logout 1:: [11/02/04 13:10:42.758] -[DeepCopyContext deepCopyError:sourceError:sourceRef:]: error = -8062, wasSource = NO: return shouldContinue = NO

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  • Change MacOS X guest screen resolution for VirtualBox

    - by Pymoo
    I have tried all alternatives and resources that I found on internet to achieve to change screen resolution in my MacOS X guest. I have the latest VirtualBox version (4.1.22) and I have MacOS X 10.6.3 Snow Leopard running in a vm guest. Some solutions that don't work for me are: Tuning virtual machine settings: Adding and in the .vbox file, or running these two commands: vboxmanage setextradata "MAC OS X" "CustomVideoMode1" "1360x768x32" vboxmanage setextradata "MAC OS X" "GUI/CustomVideoMode1" "1360x768x32" Editing Guest OS boot configuration: Modify /Library/Preferences/SystemConfiguration/com.apple.boot.plist with these lines: <key>Kernel Flags</key> <string>"Graphics Mode"="1360x768x32"</string> <key>Graphics Mode</key> <string>1360x768x32</string> Any other suggestion, something that I was missing. Thanks in advance,

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  • Compiling Quake 3 in Snow Leopard

    - by Xap87
    First of all I have Xcode 4 installed in Mac OS X Snow Leopard 10.6.8. I have downloaded the Quake 3 source code 1.32b release but I can't open the Xcode project that is inside the /macosx folder since it is in the old .pbproj format and therefore it throws an "incompatible version" error. Has anyone been able to convert this to a Xcode format or is there any other way to compile the source code in Mac OS X Snow Leopard? Thanks

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  • How to deal with OpenGL and Fullscreen on OS X

    - by Armin Ronacher
    I do most of my development on OS X and for my current game project this is my target environment. However when I play games I play on Windows. As a windows gamer I am used to Alt+Tab switching from within the game to the last application that was open. On OS X I currently can't find either a game that supports that nor can I find a way to make it possible. My current project is based on SDL 1.3 and I can see that cmd+tab is a sequence that is sent directly to my application and not intercepted by the operating system. Now my first attempt was to hide the rendering window on cmd+tab which certainly works, but has the disadvantage that a hidden OpenGL window in SDL cannot be restored when the user tabs back to the application. First of all, there is no event fired for that or I can't find it, secondly the core problem is that when that application window is hidden, my game is still the active application, just that the window disappeared. That is incredible annoying. Any ideas how to approximate the windows / linux behavior for alt+tab?

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  • How does Blizzard manage to support Mac OS and Windows in their games?

    - by begray
    I've always thought, that using Direct X for Windows was the most powerful, easy and modern method to create games with modern graphics nowdays. And knowing, that it's only Windows I thinks it's pretty difficult to make something similar on other platforms (Mac OS to be exact). But Blizzard somehow managed to deliver Starcraft 2 for Mac OS, and Diablo 3 will be available for Mac too. So what I'm interested in is information about: what technologies are they using for their game engines? are they using one engine for both games (Starcraft 2 and Diablo 3)? Or develop custom for each game? what are they paying in terms of time and money for Mac OS support? Thanks

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  • How to scan local network (LAN) for connected devices (MacOS)

    - by smotchkkiss
    I'm basically looking for something like this but available on Mac. I am trying to connect a new workstation to our wireless multifunction printer and I'm having a hell of a time getting the device to spit out an IP for me to connect to. Is there a way I can scan the network somehow? If it makes a difference, the new workstation is using MacOS X 10.6 Thanks in advance :)

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  • Break free of a fullscreen app on MacOS X

    - by Petruza
    How do you break free of a fullscreen app on MacOS X? There are some, mostly games, that when they become unresponsive won't allow you to switch to another app with Command-Tab, and I know no other way to close that app or get away from it. Command-W or Command-Q won't work either. Is there a shortcut to launch Activity Monitor, or Terminal, to kill the application?

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  • How to disable ipv6 on MacOS and never see an address resolved to ipv6

    - by shabunc
    On MacOS (10.8.5 if that matters) I'm trying to disable off ipv6 via networksetup -setv6off Wi-Fi. Nevertheless, when I'm trying to wget a specific files URL resolves to ipv6 address and download fails. I just wonder what I am missing in order not to feel as stupid as I currently feel. ifconfig shows that some of interfaces have inet6 enabled, but I just don't know whether this is relevant at all. networksetup -listallnetworkservices does not show anything extraordinary I've forgot about.

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  • Mapping skydrive as network drive in macos

    - by vittore
    as you probably know, if you have windows live account you can use free skydrive 25 gb storage. Even more a lot of people know that if you go to your skydrive in browser and copy cid query parameter value (https://...live.com/...&cid=xxxxxxxx ) you will be able to map skydrive as network drive in windows using this network pass \[cid].docs.live.net[cid]\ I do now that if you have network share like \server\folder i can map it in macos too, as smb://server/folder. however it is doesn't seem to be a case with skydrive when i try to map it as smb://[cid].docs.live.net/[cid] finder tells it can't connect. Anyone know how to map it ?

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  • Problems building nodejs on MacOS Snow Leopard

    - by mrwooster
    I am having trouble building nodejs on MacOS Snow Leopard. I think it might have something to do with my PATH variable not being set correctly for the developer tools location. For some reason, the Developer tools (gcc, g++, make etc) are all stored in /Developer/usr/bin I added it to my PATH variable as follows: $ export PATH=$PATH:/Developer/usr/bin $ echo $PATH /opt/local/bin:/opt/local/sbin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin:/usr/local/git/bin:/usr/X11/bin:/Developer/usr/bin When i try to configure it complains about not finding open-ssl, ok, not a big problem. So I try with --without-ssl : $ ./configure --without-ssl Checking for program g++ or c++ : /Developer/usr/bin/g++ Checking for program cpp : /Developer/usr/bin/cpp Checking for program ar : /usr/bin/ar Checking for program ranlib : /Developer/usr/bin/ranlib Checking for g++ : ok Checking for program gcc or cc : /Developer/usr/bin/gcc Checking for gcc : ok Checking for library dl : yes Checking for library util : yes Checking for library rt : not found --- libeio --- Checking for library pthread : yes Checking for function pthread_create : not found /Users/Guy/git_src/node/node/deps/libeio/wscript:13: error: the configuration failed (see '/Users/Guy/git_src/node/node/build/config.log') Anyone know how I can get round this? I am suspicious that it might be something to do with the PATH or another ENV variable, but not sure. Thanks G

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