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  • Longer execution through Java shell than console?

    - by czuk
    I have a script in Python which do some computations. When I run this script in console it takes about 7 minutes to complete but when I run it thought Java shell it takes three times longer. I use following code to execute the script in Java: this.p = Runtime.getRuntime().exec("script.py --batch", envp); this.input = new BufferedReader(new InputStreamReader(p.getInputStream())); this.output = new BufferedWriter(new OutputStreamWriter(p.getOutputStream())); this.error = new BufferedReader(new InputStreamReader(p.getErrorStream())); Do you have any suggestion why the Python script runs three time longer in Java than in a console? update The computation goes as follow: Java sends data to the Python. Python reads the data. Python generates a decision tree --- this is a long operation. Python sends a confirmation that the tree is ready. Java receives the confirmation. Later there is a series of communications between Java and Python but it takes only several second.

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  • Could not launch console app with xCode 4.4

    - by lp1756
    I have a project with two targets -- an iOS app and an OSX console app. The latter was created using Xcode File-New Target and selecting "Command Line Tool". This console app is used to prep a default database needed by the iOS app -- using CoreData. This has been working fine until I upgraded to Mountain Lion and xCode 4.4. Now when I try to run the command line tool I get a "Could Not Launch -- permission denied" error. I have tried playing around with signing certificates, to no avail. Interestingly if I create a new "hello, world" command line tool in a new project it works just fine -- and it is not signed at all. I checked the file and it has -rwxr-xr-x permission. In the debugger the app fails on startup even before it tries to access the moms. If I try to run this outside of the debugger at the command line, it ends with a kill 9 message. Any ideas would be greatly appreciated.

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  • Dell PowerEdge R410: System asks to press F1 or F2

    - by hurikhan77
    We just installed an option card (PERC 6/i) into a brand-new Dell PowerEdge R410 and now the system does no unattended startup but instead asks me to press F1 to continue or F2 to enter system setup after printing the following message on the console: Fan 4 speed may change depending on system configuration and option card install. How do I make the system ignore this "problem" or whatever that is? This system is going to be installed at a remote data center and needs to be able to restart unattended. I do not want to ignore errors completely to not get endless restart loops in case of errors.

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  • With the Supermicro Embeded BMC, is it possible to connect to Serial Over Lan via SSH?

    - by Stefan Lasiewski
    I have several dozen Supermicro servers which use the Supermicro Embedded BMC. The documentation on that page suggests that I can access the Serial Over LAN (Serial Console) over SSH: SMASH and CLP support SSH based SOL Power control of the server But when I ssh into my BMC, all I see is a Busybox implementation, with no clear ability to connect to the SOL: # ssh 192.168.100.100 -l ADMIN [email protected]'s password: BusyBox v1.1.3 (2011.02.12-01:48+0000) Built-in shell (ash) Enter 'help' for a list of built-in commands. # show -sh: show: not found # smash -sh: smash: not found Supermicro support is giving me inconsistent answers. Is it possible to connect to the SOL via the SSH interface?

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  • Linux process management

    - by tanascius
    Hello, I started a long running background-process (dd with /etc/urandom) in my ssh console. Later I had to disconnect. When I logged in, again (this time directly, without ssh), the process still seemed to to run. I am not sure what happened - I did not use disown. When I logged in later, the process was not listed in top at first, but after a while it reclaimed a high CPU percentage, as I expected. So I assume dd is still running. Now, I'd like to see the progress. I use kill -USR1 <pid> but nothing is printed. Is there any way to get the output again?

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  • Network connectivity logs on OSX

    - by Stephen
    I'm trying to determine whether or not Macs store a log of network connectivity. Specifically, I'm trying to find out if one of my machines (Mac Tower, OSX 10.7.4, 2-2.26 GHz, 16 GB DDR3) lost connection to pinpoint an issue. This machine is on an external network where and the IT staff is not very helpful, so I'm trying to ensure that there were network issues rather than some other local issue on that particular machine. Can you pull network logs thru Console that show when a network connection was established and was disconnected?

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  • Linux terminal - frozen update of input but can execute commands?

    - by Torxed
    How do i restart a shell session from within SSH when it looks something like this: anton@ubuntu:~$ c: command not found anton@ubuntu:~$ lib anton@ubuntu:~$ this is working, but its messed up anton@ubuntu:~$ I can execute commands, but as i input them nothing shows on the console, but as soon as i press enter the command executes and the output comes (without line-endings, as shown above) exec bash bash --login clear nothing really works, restarting the SSH session however works. Temporary solution is to start a screen session and every time the interface freezes you simply do Ctrl+a-c to start a new session and close the old one..

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  • Ubuntu: move logs from /dev/tty8 to different terminal /dev/tty12 or get rid of it.

    - by Casual Coder
    I want to know how to move or get rid of /dev/tty8 log output in Ubuntu 9.10. /dev/tty7 is my regular X session. When I am switching user to test account where I can try and test setups and configs I am at next available console i.e. /dev/tty9 because /dev/tty8 is taken by log output. Where can I configure this ? All I've found related to /dev/tty8 is commented lines in /etc/rsyslog.d/50-default.conf. I changed it like that: daemon,mail.*;\ news.=crit;news.=err;news.=notice;\ *.=debug;*.=info;\ *.=notice;*.=warn /dev/tty12 And I've got nice log output on /dev/tty12 but where is configuration for log output on /dev/tty8. How can I change it?

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  • Connecting a USB laptop to a RJ45 serial port

    - by Jon
    We are about to get our first managed switch at work (Procurve 2520G-24-PoE), and this lowly programmer gets to put on his admin hat and try to configure it. The switch has an RJ45 serial port for console access. My laptop has USB ports but no serial port. In fact, there isn't a single computer in the office with a serial port. I've seen USB-to-DB9 adapters, but I need to go from USB to RJ45 (serial). How would I go about accomplishing this? Do I need two adapters? Will USB-to-DB9 and then DB9-to-RJ45 work? Thanks in advance.

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  • How do I configure PuTTy so the tilde (~) is selected with the rest of the filepath?

    - by user113517
    When I double-click a filepath in my PuTTy console the entire path is selected, provided the path contains no spaces or certain characters like "%" or ";". Unfortunately, PuTTy also considers "~" to be one of those certain characters. Since I use paths starting with ~/... and ~user/... a lot, I like the behavior I get with mintty in cygwin much better as it selects the ~ with the rest of the path (which improves my efficiency). Is there a way to get the same behavior in PuTTy?

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  • Updating a modified Prestashop

    - by Emphram Stavanger
    I don't know if this is the proper forum for this; didn't really seem like a Stack Overflow question, so if I'm in the wrong here, do point me to the correct SE site. Anyway, I have a Prestashop 1.4.7.3 installed on a CentOS 5 machine. Recently, they released the 1.5.0 version, which I'd like to upgrade to. However, during developing a rather customized theme for it, I had to modify the core files (and yes I know how stupid this was, and probably even more stupid that I didn't keep a list of modified files). What's done is done though. So now I'm faced with a problem; I need to update, but I don't want it to overwrite my modifications. Is there a way (preferably in the console) to do a diff between my current installation and 1.4.7.3 vanilla, to get a list of files that are modified (sans the themes folder, perhaps)?

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  • How should I manage/declare dependencies between open source C# projects?

    - by munificent
    I've got a game (a roguelike to be specific) in C# that I'm in the process of cleaning up to open source. One step I'd like to take is splitting it into three distinct pieces: A simple package of utility classes, things like 2D arrays, vectors, etc. A terminal UI package that gives you a curses-like display. It depends on 1. The actual game, which uses 1 and 2. Right now, these are all separate projects in the same solution, but I'd kind of like to make them completely separate projects (in the "open source project" sense, not the "visual studio project" use of the term) with their own names and repos. I think, at the very least, #1 is generally useful even if you aren't building game, and I don't want someone to have to build an entire game just to get some handy functions. What I'm not sure about is how to handle the dependencies if I split up the solution. If someone decides they want to sync the game, how should I ensure they also get 1 and 2? Include the built dependent .dlls in the games repo? Just document, "you need these other projects and they must be in a path relative to the game like this". Just leave it all one giant solution and a single repo. Something I'm not thinking of?

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  • Cocos2d-x v3 invalid conversion from 'cocos2d::Layer* [on hold]

    - by Hammerh5
    Hello guys I'm learning cocos2d-x v3 right but most of the code that I can find is to the version 2. My specific error is this one, when I try to compile my cocos2s-x 3 project this error shows. invalid conversion from 'cocos2d::Layer to Game* [-fpermisive]* What I want to do is create a new game scene in the following code: //Game.cpp #include "Game.h" Scene* Game::scene() { scene *sc = CCScene::create(); sc->setTag(TAG_GAME_SCENE); const Game *g = Game::create(); //Here is where the conversions fails. sc->addChild(g, 0, TAG_GAME_LAYER); return sc; } Of course this is my header file //Game.h #include "cocos2d.h" #include "Mole.h" #include "AppDelegate.h" using namespace cocos2d; class Game: public cocos2d::Layer { cocos2d::CCArray *moles; float timeBetweenMoles, timeElapsed, increaseMolesAtTime, increaseElapsed, lastMoleHiTime; int molesAtOnce; cocos2d::CCSize s; bool isPaused; public: CCString *missSound, *hitSound; static cocos2d::Scene* scene(); virtual bool init(); void showMole(); void initializeGame(); void onEnterTransitionDidFinish(); void onExit(); void onTouchesBegan(const std::vector<cocos2d::Touch *> &touches, cocos2d::Event *event); void tick(float dt); cocos2d::CCArray* getMoles(bool isUp); //LAYER_CREATE_FUNC(Game); }; #endif /* GAME_H_ */ I don't know what's wrong I suppose this code works fine in Cocos2d-x v2. It's maybe some changes in the C++ version ?

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  • How to sync the actions in a mutiplayer game?

    - by Wheeler
    I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. This game is kinda a pong game, and my problem is the next: whenever the opponent hits the ball the angle will not be the same on both mobiles. I think its because the latency (1 pixel difference can cause a different angle). So my question is: how can I sync the hitting event?

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  • Draw Rectangle To All Dimensions of Image

    - by opiop65
    I have some rudimentary collision code: public class Collision { static boolean isColliding = false; static Rectangle player; static Rectangle female; public static void collision(){ Rectangle player = Game.Playerbounds(); Rectangle female = Game.Femalebounds(); if(player.intersects(female)){ isColliding = true; }else{ isColliding = false; } } } And this is the rectangle code: public static Rectangle Playerbounds() { return(new Rectangle(posX, posY, 25, 25)); } public static Rectangle Femalebounds() { return(new Rectangle(femaleX, femaleY, 25, 25)); } My InputHandling class: public static void movePlayer(GameContainer gc, int delta){ Input input = gc.getInput(); if(input.isKeyDown(input.KEY_W)){ Game.posY -= walkSpeed * delta; walkUp = true; if(Collision.isColliding == true){ Game.posY += walkSpeed * delta; } } if(input.isKeyDown(input.KEY_S)){ Game.posY += walkSpeed * delta; walkDown = true; if(Collision.isColliding == true){ Game.posY -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_D)){ Game.posX += walkSpeed * delta; walkRight = true; if(Collision.isColliding == true){ Game.posX -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_A)){ Game.posX -= walkSpeed * delta; walkLeft = true; if(Collision.isColliding == true){ Game.posX += walkSpeed * delta; } } } The code works partially. Only the right and top side of the images collide. How do I correct the rectangle so it will draw on all sides? Thanks for any suggestions!

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  • When would I use "scripts" or "scripting" in a game, as opposed to the core language?

    - by Brian Reindel
    The terms scripts and scripting appear to be used interchangeably on the Game Development Stack Exchange, but other than reading questions about a scripting language choice, I don't understand the relationship between scripts and scripting, and the core language. What does a script typically do, when would it be used, and are scripts in some contexts (as defined by game programmers) different than a scripting language?

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  • How do you pack resources in a game when you have too many of them?

    - by ThePlan
    I've recently made a basic space invaders clone in C++ using the Allegro 5 framework. It took me a long time, but after I finished, I realized I had about 10 sprites, and 13MB worth of DLLs (Some of the people didn't even have the mingW dlls) which were making people who played the game very confused. How can I "pack" all my resources in a way that I can easily add-remove data to my game, and to reduce the size taken by the resource, basically placing them in 1 spot? I'm using codeblocks.

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  • Where i must put .xnb files in mono game project using VS2010?

    - by user23899
    Hello there my problem was describe below In the "The Content Pipeline" paragraph http://blogs.msdn.com/b/bobfamiliar/archive/2012/08/07/windows-8-xna-and-monogame-part-3-code-migration-and-windows-8-feature-support.aspx#comments Author describe how fix it using VS2012 put xnb files to \AppX\Content folder but i use VS2010 and mono game templates for it and there is no folders like this so where i must put this asstes to run game correctly

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  • Is it unprofessional to leave game resources to the open eye?

    - by ThePlan
    I'm still having problems packing my resources, after going through complicated APIs and basically just zip files which are exhausting my brain, I thought I could also pack the game with the resources visible to the human eye, in a simple folder. Would that be unprofessional? Personally, I've never even seen games do that, it would basically mean that the player could just edit whatever he wants in the game, like go in map1.txt and add an X somewhere to create a wall, or change the player sprite to a pony in MS PAINT.

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  • Is there any online programmer's community, focusing on core game development?

    - by kasperov
    I am looking for a stricktly/mostly programming oriented game community, focusing on core graphics, middleware, and research. Any suggestions? Edit: I am specifically looking for people/community/group, having expertise in core game engine design/programming, directx/opengl reservoir.(And specifically targetting the programming part only).(The platforms can be anything from PC to xbox360/ps3/wii and even 3ds.)

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  • Will there be any more books in the Game Programming Gems series?

    - by Laurent Couvidou
    It's been more than three years now that the last Game Programming Gems book was published. The official website isn't updated anymore, and this page of Mark DeLoura's website seems to imply that the series is over. Was there ever an official statement about this? Was number 8 the last book? The Game Programming Gems were one of the most (if not the most) important resource for me and probably thousands of developers around the globe, did the Internet kill them?

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  • Is it a good plan to use 2D physics for a 3D racing game?

    - by user3195897
    I am working on a 3D racing game using SDL and OpenGL. I thought it would be easier to use a 2D physics engine, since I really don't need the 3rd dimension. There will be no flying cars or jumps, they will just be stuck to the floor, so I would use 2D colliders and that things to simulate collisions in a plane but render the actual game from a 3D perspective. So the real question is: is it possible, is it a dumb idea, what else can I do?

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  • Facebook Game Development - .NET - Which architecture?

    - by Ben
    I am starting to develop a facebook game using ASP.NET + Silverlight Which architecture would you use? ASP.NET MVC or MVVM or RIA Services? ALso what do you think about using XNA with Silversprite? The game won't be a arcade game. It will be more strategy/RPG. Thanks a lot in advance.

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