Search Results

Search found 5819 results on 233 pages for 'compiler theory'.

Page 102/233 | < Previous Page | 98 99 100 101 102 103 104 105 106 107 108 109  | Next Page >

  • VMware Kernel Module Updater hangs on Ubuntu 13.04

    VMware Player has a nice auto-detection of kernel changes, and requests the user to compile the required modules in order to load them. This happens from time to time after a regular update of your system. Usually, the dialog of VMware Kernel Module Updater pops up, asks for root access authentication, and completes the compilation. VMware Player or Workstation checks if modules for the active kernel are available. In theory this is supposed to work flawlessly but in reality there are pitfalls occassionally. With the recent upgrade to Ubuntu 13.04 Raring Ringtail and the latest kernel 3.8.0-21 the actual VMware Kernel Module Updater simply disappeared and the application wouldn't start as expected. When you launch VMware Player as super user (root) the dialog would stall like so: VMware Kernel Module Updater stalls while stopping the services Prior to version 5.x of VMware Player or version 7.x of VMware Workstation you would run a command like: $ sudo vmware-config.pl to resolve the module version conflict but this doesn't work anyway. Solution Instead, you have to execute the following line in a terminal or console window: $ sudo vmware-modconfig --console --install-all Those switches are (as of writing this article) not documented in the output of the --help switch. But VMware already documented this procedure in their knowledge base: VMware Workstation stops functioning after updating the kernel on a Linux host (1002411). Update As of today I had the first kernel upgrade to version 3.8.0-22 in Ubuntu 13.04. Don't even try it without vmware-modconfig...

    Read the article

  • How to make the switch to C++11?

    - by Overv
    I've been programming in C++ for a while now, but mostly thinks centered around the low-level features of C++. By that I mean mostly working with pointers and raw arrays. I think this behavior is known as using C++ as C with classes despite me only having tried C recently for the first time. I was pleasantly surprised how languages like C# and Java hide these details away in convenient standard library classes like Dictionaries and Lists. I'm aware that the C++ standard library has many convenience containers like vectors, maps and strings as well and C++11 only adds to this by having std:: array and ranged loops. How do I best learn to make use of these modern language features and which are suitable for which moments? Is it correct that software engineering in C++ nowadays I'd mostly free of manual memory management? Lastly, which compiler should I use to make the most of the new standard? Visual Studio has excellent debugging tools, but even VS2012 seems to have terrible C++11 support.

    Read the article

  • What open source POSIX compliance test suites are available?

    - by Richard Pennington
    I'm working on a small open source project, ELLCC, that uses clang/LLVM as a cross compiler for various target processors. For the runtime environment, I'm using the NetBSD libraries and porting them to target Linux and standalone systems. I want to run a POSIX compliance test suite on the code. I've found the Open POSIX Test Suite, which looks like a good start, but it hasn't been updated since 2005. I've done some preliminary testing (with gcc and ecc under Linux), and it looks like it needs a few updates for modern compilers. My questions are: Does the Open POSIX Test Suite live on somewhere in a more up to date form? Are there other open source alternatives?

    Read the article

  • ultrasn0w Unlocks iOS 4.2.1

    - by Gopinath
    iPhone dev team who always succeeds in jailbreaking  iPhones and other iOS devices has done it again. They are able to unlock all iPhones running on iOS 4.2 except iPhone 4. MuscleNerd, a member of iPhone Dev team tweeted Finally got ultrasn0w working fully on 4.2.1. Apple inadvertently(!) broke ultrasn0w via aggressive compiler optimization The jailbreak tool for iPhone 3G and iPhone 3GS will be released soon(may be tomorrow) even though they are still trying to figure out a way to unlock iPhone 4. Read more details on this at dev team blog. This article titled,ultrasn0w Unlocks iOS 4.2.1, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

    Read the article

  • Proper method to update and draw from game loop?

    - by Lost_Soul
    Recently I've took up the challenge for myself to create a basic 2d side scrolling monster truck game for my little brother. Which seems easy enough in theory. After working with XNA it seems strange jumping into Java (which is what I plan to program it in). Inside my game class I created a private class called GameLoop that extends from Runnable, then in the overridden run() method I made a while loop that handles time and such and I implemented a targetFPS for drawing as well. The loop looks like this: @Override public void run() { long fpsTime = 0; gameStart = System.currentTimeMillis(); lastTime = System.currentTimeMillis(); while(game.isGameRunning()) { currentTime = System.currentTimeMillis(); long ellapsedTime = currentTime - lastTime; if(mouseState.leftIsDown) { que.add(new Dot(mouseState.getPosition())); } entities.addAll(que); game.updateGame(ellapsedTime); fpsTime += ellapsedTime; if(fpsTime >= (1000 / targetedFPS)) { game.drawGame(ellapsedTime); } lastTime = currentTime; } The problem I've ran into is adding of entities after a click. I made a class that has another private class that extends MouseListener and MouseMotionListener then on changes I have it set a few booleans to tell me if the mouse is pressed or not which seems to work great but when I add the entity it throws a CME (Concurrent Modification Exception) sometimes. I have all the entities stored in a LinkedList so later I tried adding a que linkedlist where I later add the que to the normal list in the update loop. I think this would work fine if it was just the update method in the gameloop but with the repaint() method (called inside game.drawGame() method) it throws the CME. The only other thing is that I'm currently drawing directly from the overridden paintComponent() method in a custom class that extends JPanel. Maybe there is a better way to go about this? As well as fix my CME? Thanks in advance!!!

    Read the article

  • MonoDroid est disponible gratuitement en version test, la version finale du portage de Mono sur Android sera payante

    MonoDroid est disponible gratuitement, en version de test avant la mouture finale payante Mise à jour du 06.01.2011 par Katleen En mars dernier, nous vous parlions déjà du projet MonoDroid (voir news précédente), cet outil dont le but est de permettre aux développeurs de travailler sur .Net depuis Android (et sous d'autres systèmes pour ses autres versions) grâce à une totale disponibilité pour eux des APIs de l'OS de Google. Sa preview était très attendue. Figurez-vous que la voici, enfin. Elle permet d'utiliser les librairiesOpenGL et OpenTK et de compiler du code à la volée (en cas de code natif). Elle offre également un kit de développement complet en ligne de commande (compatible...

    Read the article

  • How do .so files avoid problems associated with passing header-only templates like MS dll files have?

    - by Doug T.
    Based on the discussion around this question. I'd like to know how .so files/the ELF format/the gcc toolchain avoid problems passing classes defined purely in header files (like the std library). According to Jan in that answer, the dynamic linker/loader only picks one version of such a class to load if its defined in two .so files. So if two .so files have two definitions, perhaps with different compiler options/etc, the dynamic linker can pick one to use. Is this correct? How does this work with inlining? For example, MSVC inlines templates aggressively. This makes the solution I describe above untenable for dlls. Does Gcc never inline header-only templates like the std library as MSVC does? If so wouldn't that make the functionality of ELF described above ineffective in these cases?

    Read the article

  • Which are the most frequent exceptions thrown in Java applications? [on hold]

    - by Chris
    1. Do you know of any statistics about the frequency of exceptions (checked and unchecked) thrown at runtime in typical Java applications? for example: NullPointerException: 25% of all exceptions ClassCastException: 15% of all exceptions etc. 2. Which are the most frequent exceptions according to your own experiences? 3. Would you agree that the NullPointerException is generally the most often thrown exception? I am asking this question in the context of the compiler development of the PPL programming language (www.practical-programming.org). The goal is to auto-detect a maximum of frequent exceptions at compile-time. For example, detecting all potential NullPointerExceptions at compile-time leads to null-safe software which is more reliable.

    Read the article

  • What is the value of a let expression

    - by Grzegorz Slawecki
    From what I understand, every code in f# is an expression, including let binding. Say we got the following code: let a = 5 printfn "%d" a I've read that this would be seen by the compiler as let a = 5 in ( printfn "%d" a ) And so the value of all this would be value of inner expression, which is value of printf. On the other hand, in f# interactive: > let a = 5;; val a : int = 5 Which clearly indicates that the value of let expression is the value bound to the identifier. Q: Can anyone explain what is the value of a let expression? Can it be different in compiled code than in F# interactive?

    Read the article

  • To use Dart, the Java programmer has to work with 2 languages? [closed]

    - by Sridhar-Sarnobat
    When deciding on a technology to use for web apps, it's become a difficult choice between GWT and Dart and I am looking for guidance in deciding. GWT is a java programmer's dream because they don't have to learn a new language or have to worry about a separate IDE or extra plugin etc. GWT was sold using this value proposition - one didn't need to program in Javascript. But are Google making a U-turn and saying "go through the hassle of learning a new language" afterall? Or is it intended for there to be a Java to Dart compiler so that Java developers do not have to learn a new language? (this is not a rant, so I don't know why you are down-voting the question) Note: "the syntax is very similar" is not a justification. You could say why bother with GWT and just work with Java + Javascript directly.

    Read the article

  • Dropping the full-time high-pay gig - I need help choosing a smart path that I can rely on to produce enough to survive comfortably ($2,500 per month)

    - by Jeff V
    I have about 6 years of full time experience developing web applications and tools. I know perl, python, PHP, ruby, and a good deal of SQL and relational theory. I have never had to choose a self-employed path as I have always had full time work or a bank account (credit cards) to support a big project. I'm planning to move out of the country to an area that will not offer local employment, and need some advice on what to focus on. I want to move in no more than six months, I have enough savings to live for an additional six months, but I would like to conserve it as much as possible. I enjoy taking risks, so I'm not looking for discussion of whether this is a good idea or not. I want advice on the most reliable solution given my skill set. Some paths I'm considering: Learn objective-c and build quality Apple software. Develop subscription based web tools for SEO, or other Marketing applications Attempt to acquire freelance projects by developing a reputation within open source projects, freelancer.com, and other online communities The last time I left my job, I was building a startup (that went under), and missed out living in a beautiful place due to the amount of time I worked. I would like to work 30-40 hours per week max. I can dedicate 10-15 hours per week while at my current job to prepare and learn. A preemptive thanks for the advice...

    Read the article

  • [News] C# V5 s'oriente vers la m?ta-programmation

    Alors que C# V4 vient tout juste de sortir en release, les ?quipes de Microsoft planchent d?j? sur C# V5. On ne sait pas grand chose sur C# V5 ? part que Microsoft souhaite en faire une sorte de langage permettant de g?n?rer du code ? la compilation et ? l'ex?cution (un peu comme le ferait un langage dynamique). Cette fonctionnalit? aurait de nombreux domaines d'application, notamment la programmation par contrat ou la d?sormais fameuse programmation orient?e aspect. Patrick Smacchia en parle dans un r?cent billet et pointant ?galement les travaux du projet Mono dans ce domaine. Apr?s le "Software As A Service", voici le "Compiler As The Service".

    Read the article

  • Google Dart vs CoffeeScript? Which one should one learn?

    - by garbage collection
    I was thinking about learning CoffeeScript some time in the future. In the mean time, Google came out with Dart that seems to do what CoffeeScript does. Google says: Dart code can be executed in two different ways: either on a native virtual machine or on top of a JavaScript engine by using a compiler that translates Dart code to JavaScript. This means you can write a web application in Dart and have it compiled and run on any modern browser. Does anyone know advantages and disadvantages of learning Dart or CoffeeScript?

    Read the article

  • How to obtain window handle in SDL 2.0.3

    - by Diorthotis
    I need to obtain the handle of the window for SDL 2.0.3. I got the suggestion to use info.window after initializing SDL and filling the info variable with data by calling SDL_GetWindowWMInfo(); included in the header file SDL_syswm.h. My compiler (visual studio 2008 professional edition) gives the following error: 226) : error C2039: 'window' : is not a member of 'SDL_SysWMinfo' 1 include\sdl_syswm.h(173) : see declaration of 'SDL_SysWMinfo' Any help appreciated. Thanks. Nevermind, I needed to use "info.info.win.window". That seems a bit redundant, but whateves.

    Read the article

  • How do I balance program CPU reverse compatibility whist still being able to use cutting edge features?

    - by TheLQ
    As I learn more about C and C++ I'm starting to wonder: How can a compiler use newer features of processors without limiting it just to people with, for example, Intel Core i7's? Think about it: new processors come out every year with lots of new technologies. However you can't just only target them since a significant portion of the market will not upgrade to the latest and greatest processors for a long time. I'm more or less wondering how this is handled in general by C and C++ devs and compilers. Do compilers make code similar to if SSE is supported, do this using it, else do that using the slower way or do developers have to implement their algorithm twice, or what? More or less how do you release software that takes advantage of newer processor technologies while still keeping a low common denominator?

    Read the article

  • What are some ways to separate game logic from animations and the draw loop?

    - by TMV
    I have only previously made flash games, using MovieClips and such to separate out my animations from my game logic. Now I am getting into trying my hand at making a game for Android, but the game programming theory around separating these things still confuses me. I come from a background of developing non game web applications so I am versed in more MVC like patterns and am stuck in that mindset as I approach game programming. I want to do things like abstract my game by having, for example, a game board class that contains the data for a grid of tiles with instances of a tile class that each contain properties. I can give my draw loop access to this and have it draw the game board based on the properties of each tile on the game board, but I don't understand where exactly animation should go. As far as I can tell, animation sort of sits between the abstracted game logic (model) and the draw loop (view). With my MVC mindset, it's frustrating trying to decide where animation is actually supposed to go. It would have quite a bit of data associated with it like a model, but seemingly needs to be very closely coupled with the draw loop in order to have things like frame independent animation. How can I break out of this mindset and start thinking about patterns that make more sense for games?

    Read the article

  • MonoDroid est disponible gratuitement, en version de test avant la mouture finale payante

    MonoDroid est disponible gratuitement, en version de test avant la mouture finale payante Mise à jour du 06.01.2011 par Katleen En mars dernier, nous vous parlions déjà du projet MonoDroid (voir news précédente), cet outil dont le but est de permettre aux développeurs de travailler sur .Net depuis Android (et sous d'autres systèmes pour ses autres versions) grâce à une totale disponibilité pour eux des APIs de l'OS de Google. Sa preview était très attendue. Figurez-vous que la voici, enfin. Elle permet d'utiliser les librairiesOpenGL et OpenTK et de compiler du code à la volée (en cas de code natif). Elle offre également un kit de développement complet en ligne de commande (compatible...

    Read the article

  • A simple example of movement prediction

    - by Daniel
    I've seen lots of examples of theory about the reason for client-side prediction, but I'm having a hard time converting it into code. I was wondering if someone knows of some specific examples that share some of the code, or can share their knowledge to shed some light into my situation. I'm trying to run some tests to get a the movement going (smoothly) between multiple clients. I'm using mouse input to initiate movement. I'm using AS3 and C# on a local Player.IO server. Right now I'm trying to get the Client side working, as I'm only forwarding position info with the client. I have 2 timers, one is an onEnterFrame and the other is a 100ms Timer, and one on mouseClick listener. When I click anywhere with a mouse, I update my player class to give it a destination point On every enterFrame Event for the player, it moves towards the destination point At every 100ms it sends a message to the server with the position of where it should be in a 100ms. The distance traveled is calculated by taking the distance (in Pixels) that the player can travel in one second, and dividing it by the framerate for the onEnterFrame handler, and by the update frequency (1/0.100s) for the server update. For the other Players, the location is interpolated and animated on every frame based on the new location. Is this the right way of doing it?

    Read the article

  • How many CISC instructions do compilers use?

    - by Euphoric
    CISC processors have sometimes huge instruction sets. This makes assembly programming somehow easier. But it reduces overall effectivness of the whole chip. But how many of those instructions are used by modern compilers? I'm especialy interested in relation of CISC vs. RISC where in CISC, compiler can use specialised instructions, that might increase effectivness. But do compilers use those instructions? If yes, then how many of them are used?

    Read the article

  • Terra lang and Lua

    - by msalese
    I was reading on terralang site about terra language as "a new low-level system programming language that is designed to interoperate seamlessly with the Lua programming language..." Zach DeVito (the main author) write about the use of terra : A scripting-language with high-performance extensions..... An embedded JIT-compiler for building languages..... A stand-alone low-level language.... But (may be my fault) I don't understand if terra is: a luaJit competitor a better system to interface with c library something better than luaJit using llvm Can someone help me to better understand what is going on terralang project ? Thanks

    Read the article

  • In the absense of a CS degree, how can I "fill in the gaps" so to speak?

    - by Richard DesLonde
    The problem here is that "I don't know what I don't know". How can I fill in those gaps? What is it that a computer science degreed person will know that I don't? Note: This isn't a personal question. I'm not asking you to read my mind so you can tell me where my knowledge is lacking. I'm really asking "Where/how can I get the knowledge a computer science degree would give me, without getting one?" Example: I don't know anything about compilers, but I understand that comp sci majors often are required to write some sort of compiler. This seems like something that would be useful to know. Etc.

    Read the article

  • How To Deliberately Hide Bugs In Code (for use in a Novel I'm writing) [closed]

    - by Dennis Murphy
    I'm writing a novel in which an evil programmer wants to include subtle errors in his code that are likely to go unnoticed by his supervisor during a code review and unlikely to be caught by a compiler, yet cause damage at possibly random times when the program is executed by an end-user. I only need a couple of examples, which may be exotic but which have to be easily explainable to non-technical readers. Procedural or object-oriented examples would be equally helpful. (It's been a VERY long time since I've written any code.) Thanks for your help.

    Read the article

  • How to avoid whitespace in PHP and ASP.NET? [closed]

    - by Goma
    You know that the PHP interpreter avoids whitespace and comments. However, I have heared that there is something you can do to make the interpreter does not see the whitespace at all and does not even think to avoid it, the same for the compiler in ASP.NET. What is that thing? Is it a function in PHP and a class in ASP.NET? or what exactly? Edit: For example the php_strip_whitespace function in PHP "Returns the PHP source code in filename with PHP comments and whitespace removed". Will this help in load time?

    Read the article

  • ubuntu linux updates don't update to latest version, why?

    - by djahma
    I'm using ubuntu and any now and then new updates are offered for installation. However I've noticed these updates don't necessarily offer the latest update for any one package, but why? For example, today, under ubuntu 11.04 I'm beeing offered to update the linux kernel from version 2.6.38.12 to 2.6.38.13, but on my secondary computer running xubuntu 11.10 the kernel version is already 3.0!? Other examples are the nautilus package which remains at version 2.32 in ubuntu 11.04 and which is already at version 3.2.1 on xubuntu 11.10, or mono JIT compiler sticking to 2.6.7 in 11.04 but already at 2.10.5 in 11.10. So, does anyone has a clue as to why these updates are updating my system to old versions?

    Read the article

  • Good practices when optimizing HTML5/Javascript Game Developement [closed]

    - by hustlerinc
    I'm just starting out as a game developer and have created a few crappy but playable clones of classic games like pong, and bomberman. Being self taught (bless the internet) I do this by just stuffing in code to make the games work. Now I feel the time has come to create something complete, for this I need to know how a game is structured. I've searched on the web but there isn't that much to be found. The only "high-level" language I know is javascript so reading a tutorial or article based on C++ doesn't help me that much. I'm looking for good resource's pedagogically covering the theory and possibly examples (in Javascript or pseudo code that is understandable for a beginner) of how the game pieces fit together. From the start screen to asset loading and running the game loop. I'm not looking for anything complicated like reading through a 4000 line source code. All I want to learn is where, how and when the main parts of every game should be called. If you know any good resources to share, or maybe even have an answer for me I would deeply appreciate it.

    Read the article

< Previous Page | 98 99 100 101 102 103 104 105 106 107 108 109  | Next Page >