Search Results

Search found 4622 results on 185 pages for 'texture mapping'.

Page 102/185 | < Previous Page | 98 99 100 101 102 103 104 105 106 107 108 109  | Next Page >

  • Can't connect to shared folders anymore?

    - by HuskyHuskie
    My home server is running Windows Server 2008 R2. I've had it running for almost a year now without any issues with shared folders. This past week I had an issue with my modem which required it to be power cycled and with that I power cycled my router. After that I haven't been able to connect to my shared network folders. I have no idea why that would even cause an issue as I've power cycled my networking equipment in the past without issues and none of my settings appear to have been lost. I am mapping these drives on my Windows 7 Ultimate machine using "Map Network Drive", from there I enter \\SERVER\Storage as I'm trying to connect to my shared folder named Storage. I receive the following error every time I try mapping the drive: Windows cannot access \\Server\Storage Check the spelling of the name. Otherwise there might be a problem with your network. To try to identify and resolve network problems, click Diagnose. Details: Error code: 0x80070035 The network path was not found. When I click Diagnose I get the following: Problems found file and print sharing resource (SERVER) is online but isn't responding to connection attempts. The remote computer isn't responding to connection on port 445, possibly due to firewall or security policy settings, or because it might be temporarily unavailable. Windows couldn't find any problems with the firewall on your computer. I've tried this from multiple computers with the same issue too. To resolve the problems so far I've tried: Disabling the firewall on SERVER Reinstalling File Services Modifying NetBT\Parameters registry values Adding a custom inbound rule for port 445 Adding port forwarding on my router for port 445 Recreating the shared folders Checking and rechecking the shared folder permissions. Resetting my user account password on the server used to access the shared folder. I'm pulling my hair out with this problem mainly because it came out of nowhere. It was working fine the night before and the next day it just stopped working. Any ideas of what I could try next are much appreciated. It should also be noted that this server is used as a web server too and that functionality still works correctly.

    Read the article

  • Encoding multiple video streams with a single avconv invocation

    - by automatthias
    I played with avconv on Ubuntu and I'm now able to e.g. record the desktop with sound from a soundcard. One thing I wanted to do was recording two video inputs at the same time, for instance the desktop and from the webcam. I thought about doing something like this: avconv \ -f alsa \ -i default \ -acodec flac \ -f video4linux2 \ -r 6 \ -i /dev/video0 \ -f x11grab \ -i :0.0 \ out.mkv My thinking was that if you define multiple video inputs, and the .mkv format can handle multiple video streams, avconv will encode 2 video streams and 1 audio stream into one file. But this isn't what happens: avconv version 0.8.4-6:0.8.4-0ubuntu0.12.10.1, Copyright (c) 2000-2012 the Libav developers built on Nov 6 2012 16:51:11 with gcc 4.7.2 [alsa @ 0x1091bc0] capture with some ALSA plugins, especially dsnoop, may hang. [alsa @ 0x1091bc0] Estimating duration from bitrate, this may be inaccurate Input #0, alsa, from 'default': Duration: N/A, start: 1354364317.020350, bitrate: N/A Stream #0.0: Audio: pcm_s16le, 48000 Hz, 2 channels, s16, 1536 kb/s [video4linux2 @ 0x10923e0] Estimating duration from bitrate, this may be inaccurate Input #1, video4linux2, from '/dev/video0': Duration: N/A, start: 100607.724745, bitrate: 29491 kb/s Stream #1.0: Video: rawvideo, yuyv422, 640x480, 29491 kb/s, 6 tbr, 1000k tbn, 6 tbc [x11grab @ 0x107b2a0] device: :0.0+83,87 -> display: :0.0 x: 83 y: 87 width: 854 height: 480 [x11grab @ 0x107b2a0] shared memory extension found [x11grab @ 0x107b2a0] Estimating duration from bitrate, this may be inaccurate Input #2, x11grab, from ':0.0+83,87': Duration: N/A, start: 1354364318.488382, bitrate: 196761 kb/s Stream #2.0: Video: rawvideo, bgra, 854x480, 196761 kb/s, 15 tbr, 1000k tbn, 15 tbc Incompatible pixel format 'bgra' for codec 'mpeg4', auto-selecting format 'yuv420p' [buffer @ 0x107fcc0] w:854 h:480 pixfmt:bgra [avsink @ 0x10bdf00] auto-inserting filter 'auto-inserted scaler 0' between the filter 'src' and the filter 'out' [scale @ 0x10dc680] w:854 h:480 fmt:bgra -> w:854 h:480 fmt:yuv420p flags:0x4 Output #0, matroska, to '.../out.mkv': Metadata: encoder : Lavf53.21.0 Stream #0.0: Video: mpeg4, yuv420p, 854x480, q=2-31, 4000 kb/s, 1k tbn, 15 tbc Stream #0.1: Audio: libvorbis, 48000 Hz, 2 channels, s16 Stream mapping: Stream #2:0 -> #0:0 (rawvideo -> mpeg4) Stream #0:0 -> #0:1 (pcm_s16le -> libvorbis) Press ctrl-c to stop encoding [mpeg4 @ 0x10bd800] rc buffer underflow ^Cframe= 160 fps= 15 q=2.0 Lsize= 3414kB time=10.66 bitrate=2623.0kbits/s video:3273kB audio:131kB global headers:4kB muxing overhead 0.165600% Received signal 2: terminating. I'm not sure if it's the question of mapping (some -map options to add?) or that avconv just can't encode more than 1 video stream at one time. So is it an actual avconv limitation, or a limitation of the available containers, or me simply not finding the right combination of command line options?

    Read the article

  • How do I destruct data associated with an object after the object no longer exists?

    - by Phineas
    I'm creating a class (say, C) that associates data (say, D) with an object (say, O). When O is destructed, O will notify C that it soon will no longer exist :( ... Later, when C feels it is the right time, C will let go of what belonged to O, namely D. If D can be any type of object, what's the best way for C to be able to execute "delete D;"? And what if D is an array of objects? My solution is to have D derive from a base class that C has knowledge of. When the time comes, C calls delete on a pointer to the base class. I've also considered storing void pointers and calling delete, but I found out that's undefined behavior and doesn't call D's destructor. I considered that templates could be a novel solution, but I couldn't work that idea out. Here's what I have so far for C, minus some details: // This class is C in the above description. There may be many instances of C. class Context { public: // D will inherit from this class class Data { public: virtual ~Data() {} }; Context(); ~Context(); // Associates an owner (O) with its data (D) void add(const void* owner, Data* data); // O calls this when he knows its the end (O's destructor). // All instances of C are now aware that O is gone and its time to get rid // of all associated instances of D. static void purge (const void* owner); // This is called periodically in the application. It checks whether // O has called purge, and calls "delete D;" void refresh(); // Side note: sometimes O needs access to D Data *get (const void *owner); private: // Used for mapping owners (O) to data (D) std::map _data; }; // Here's an example of O class Mesh { public: ~Mesh() { Context::purge(this); } void init(Context& c) const { Data* data = new Data; // GL initialization here c.add(this, new Data); } void render(Context& c) const { Data* data = c.get(this); } private: // And here's an example of D struct Data : public Context::Data { ~Data() { glDeleteBuffers(1, &vbo); glDeleteTextures(1, &texture); } GLint vbo; GLint texture; }; }; P.S. If you're familiar with computer graphics and VR, I'm creating a class that separates an object's per-context data (e.g. OpenGL VBO IDs) from its per-application data (e.g. an array of vertices) and frees the per-context data at the appropriate time (when the matching rendering context is current).

    Read the article

  • What is the best way to run emacs under Windows?

    - by Zubair
    I tried using the GNU Emacs download, unzipped it and then clicked on emacs.exe, but got some obscure error. Then I tried Cygwin emacs, but when I press ctrl x ctrl c to quit emacs it thinks I pressed ctrl x ctrl "g"!!! I checked all the key mapping and they work otherwise in Emacs. Is there another version of emacs for windows that just works!

    Read the article

  • Why is this OpenGL ES code slow on iPhone?

    - by f3r3nc
    I've slightly modified the iPhone SDK's GLSprite example while learning OpenGL ES and it turns out to be quite slow. Even in the simulator (on the hw worst) so I must be doing something wrong since it's only 400 textured triangles. const GLfloat spriteVertices[] = { 0.0f, 0.0f, 100.0f, 0.0f, 0.0f, 100.0f, 100.0f, 100.0f }; const GLshort spriteTexcoords[] = { 0,0, 1,0, 0,1, 1,1 }; - (void)setupView { glViewport(0, 0, backingWidth, backingHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0.0f, backingWidth, backingHeight,0.0f, -10.0f, 10.0f); glMatrixMode(GL_MODELVIEW); glClearColor(0.3f, 0.0f, 0.0f, 1.0f); glVertexPointer(2, GL_FLOAT, 0, spriteVertices); glEnableClientState(GL_VERTEX_ARRAY); glTexCoordPointer(2, GL_SHORT, 0, spriteTexcoords); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // sprite data is preloaded. 512x512 rgba8888 glGenTextures(1, &spriteTexture); glBindTexture(GL_TEXTURE_2D, spriteTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData); free(spriteData); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); } - (void)drawView { .. glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(tx-100, ty-100,10); for (int i=0; i<200; i++) { glTranslatef(1, 1, 0); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } .. } drawView is called every time the screen is touched or the finger on the screen is moved and tx,ty are set to the x,y coordinates where that touch happened. I've also tried using GLBuffer, when translation was pre-generated and there was only one DrawArray but gave the same performance (~4 FPS). ===EDIT=== Meanwhile I've modified this so that much smaller quads are used (sized: 34x20) and much less overlapping is done. There are ~400 quads-800 triangles spread on the whole screen. Texture size is 512x512 atlas and RGBA_8888 while the texture coordinates are in float. The code is very ugly in terms of API efficiency: there are two MatrixMode change along with two loads and two translation then a drawarrays for a triangle strip (quad). Now this produces ~45 FPS.

    Read the article

  • Different function returns from command line and within function

    - by Myx
    Hello: I have an extremely bizzare situation: I have a function in MATLAB which calls three other main functions and produces two figures for me. The function reads in an input jpeg image, crops it, segments it using kmeans clustering, and outputs 2 figures to the screen - the original image and the clustered image with the cluster centers indicated. Here is the function in MATLAB: function [textured_avg_x photo_avg_x] = process_database_images() clear all warning off %#ok type_num_max = 3; % type is 1='texture', 2='graph', or 3='photo' type_num_max = 1; img_max_num_photo = 100; % 400 photo images img_max_num_other = 100; % 100 textured, and graph images for type_num = 1:2:type_num_max if(type_num == 3) img_num_max = img_max_num_photo; else img_num_max = img_max_num_other; end img_num_max = 1; for img_num = 1:img_num_max [type img] = load_image(type_num, img_num); %img = imread('..\images\445.jpg'); img = crop_image(img); [IDX k block_bounds features] = segment_image(img); end end end The function segment_image first shows me the color image that was passed in, performs kmeans clustering, and outputs the clustered image. When I run this function on a particular image, I get 3 clusters (which is not what I expect to get). When I run the following commands from the MATLAB command prompt: >> img = imread('..\images\texture\1.jpg'); >> img = crop_image(img); >> segment_image(img); then the first image that is displayed by segment_image is the same as when I run the function (so I know that the clustering is done on the same image) but the number of clusters is 16 (which is what I expect). In fact, when I run my process_database_images() function on my entire image database, EVERY image is evaluated to have 3 clusters (this is a problem), whereas when I test some images individually, I get in the range of 12-16 clusters, which is what I prefer and expect. Why is there such a discrepancy? Am I having some syntax bug in my process_database_images() function? If more code is required from me (i.e. segment_images function, or crop_image function), please let me know. Thanks.

    Read the article

  • MATLAB: different function returns from command line and within function

    - by Myx
    Hello: I have an extremely bizzare situation: I have a function in MATLAB which calls three other main functions and produces two figures for me. The function reads in an input jpeg image, crops it, segments it using kmeans clustering, and outputs 2 figures to the screen - the original image and the clustered image with the cluster centers indicated. Here is the function in MATLAB: function [textured_avg_x photo_avg_x] = process_database_images() clear all warning off %#ok type_num_max = 3; % type is 1='texture', 2='graph', or 3='photo' type_num_max = 1; img_max_num_photo = 100; % 400 photo images img_max_num_other = 100; % 100 textured, and graph images for type_num = 1:2:type_num_max if(type_num == 3) img_num_max = img_max_num_photo; else img_num_max = img_max_num_other; end img_num_max = 1; for img_num = 1:img_num_max [type img] = load_image(type_num, img_num); %img = imread('..\images\445.jpg'); img = crop_image(img); [IDX k block_bounds features] = segment_image(img); end end end The function segment_image first shows me the color image that was passed in, performs kmeans clustering, and outputs the clustered image. When I run this function on a particular image, I get 3 clusters (which is not what I expect to get). When I run the following commands from the MATLAB command prompt: >> img = imread('..\images\texture\1.jpg'); >> img = crop_image(img); >> segment_image(img); then the first image that is displayed by segment_image is the same as when I run the function (so I know that the clustering is done on the same image) but the number of clusters is 16 (which is what I expect). In fact, when I run my process_database_images() function on my entire image database, EVERY image is evaluated to have 3 clusters (this is a problem), whereas when I test some images individually, I get in the range of 12-16 clusters, which is what I prefer and expect. Why is there such a discrepancy? Am I having some syntax bug in my process_database_images() function? If more code is required from me (i.e. segment_images function, or crop_image function), please let me know. Thanks.

    Read the article

  • flashcache with mdadm and LVM

    - by Backtogeek
    I am having trouble setting up flashcache on a system with LVM and mdadm, I suspect I am either just missing an obvious step or getting some mapping wrong and hoped someone could point me in the right direction? system info: CentOS 6.4 64 bit mdadm config md0 : active raid1 sdd3[2] sde3[3] sdf3[4] sdg3[5] sdh3[1] sda3[0] 204736 blocks super 1.0 [6/6] [UUUUUU] md2 : active raid6 sdd5[2] sde5[3] sdf5[4] sdg5[5] sdh5[1] sda5[0] 3794905088 blocks super 1.1 level 6, 512k chunk, algorithm 2 [6/6] [UUUUUU] md3 : active raid0 sdc1[1] sdb1[0] 250065920 blocks super 1.1 512k chunks md1 : active raid10 sdh1[1] sda1[0] sdd1[2] sdf1[4] sdg1[5] sde1[3] 76749312 blocks super 1.1 512K chunks 2 near-copies [6/6] [UUUUUU] pcsvan PV /dev/mapper/ssdcache VG Xenvol lvm2 [3.53 TiB / 3.53 TiB free] Total: 1 [3.53 TiB] / in use: 1 [3.53 TiB] / in no VG: 0 [0 ] flashcache create command used: flashcache_create -p back ssdcache /dev/md3 /dev/md2 pvdisplay --- Physical volume --- PV Name /dev/mapper/ssdcache VG Name Xenvol PV Size 3.53 TiB / not usable 106.00 MiB Allocatable yes PE Size 128.00 MiB Total PE 28952 Free PE 28912 Allocated PE 40 PV UUID w0ENVR-EjvO-gAZ8-TQA1-5wYu-ISOk-pJv7LV vgdisplay --- Volume group --- VG Name Xenvol System ID Format lvm2 Metadata Areas 1 Metadata Sequence No 2 VG Access read/write VG Status resizable MAX LV 0 Cur LV 1 Open LV 1 Max PV 0 Cur PV 1 Act PV 1 VG Size 3.53 TiB PE Size 128.00 MiB Total PE 28952 Alloc PE / Size 40 / 5.00 GiB Free PE / Size 28912 / 3.53 TiB VG UUID 7vfKWh-ENPb-P8dV-jVlb-kP0o-1dDd-N8zzYj So that is where I am at, I thought that was the job done however when creating a logical volume called test and mounting it is /mnt/test the sequential write is pathetic, 60 ish MB/s /dev/md3 has 2 x SSD's in Raid0 which alone is performing at around 800 MB/s sequential write and I am trying to cache /dev/md2 which is 6 x 1TB drives in raid6 I have read a number of pages through the day and some of them here, it is obvious from the results that the cache is not functioning but I am unsure why. I have added the filter line in the lvm.conf filter = [ "r|/dev/sdb|", "r|/dev/sdc|", "r|/dev/md3|" ] It is probably something silly but the cache is clearly performing no writes so I suspect I am not mapping it or have not mounted the cache correctly. dmsetup status ssdcache: 0 7589810176 flashcache stats: reads(142), writes(0) read hits(133), read hit percent(93) write hits(0) write hit percent(0) dirty write hits(0) dirty write hit percent(0) replacement(0), write replacement(0) write invalidates(0), read invalidates(0) pending enqueues(0), pending inval(0) metadata dirties(0), metadata cleans(0) metadata batch(0) metadata ssd writes(0) cleanings(0) fallow cleanings(0) no room(0) front merge(0) back merge(0) force_clean_block(0) disk reads(9), disk writes(0) ssd reads(133) ssd writes(9) uncached reads(0), uncached writes(0), uncached IO requeue(0) disk read errors(0), disk write errors(0) ssd read errors(0) ssd write errors(0) uncached sequential reads(0), uncached sequential writes(0) pid_adds(0), pid_dels(0), pid_drops(0) pid_expiry(0) lru hot blocks(31136000), lru warm blocks(31136000) lru promotions(0), lru demotions(0) Xenvol-test: 0 10485760 linear I have included as much info as I can think of, look forward to any replies.

    Read the article

  • Procedural modeling of Robots?

    - by anon
    Procedural techniques is common for texture synthesis, modeling plants, and modeling terrains. However, I've seen very little work on algorithmic construction of robots, which is a bit surprising given how mechanical these systems are. Anyone have a good resource on the algorithmic construction of robots / robotic humanoids? Thanks!

    Read the article

  • How to set WINS through GPO?

    - by Robert
    I'm looking to set our WINS servers via GPO, is that possible? We have 2 SSID which our clients can connect to (one which connects to a DHCP we control, the other to a different DHCP we don't - each with their own WINS). We do a lot of mapping via DFS so that's why we need our wins servers. Help?

    Read the article

  • Does OpenGL ES support environment shaders?

    - by Soviut
    I want to make metallic 3d object that appears to be reflective. I want to accomplish this using an environment shader that uses either a sphere or cube map that I can assign an image or texture as the "reflection" source. Does OpenGL ES on the iPhone support this in any versions?

    Read the article

  • WordPress 3.5 Multisite and nginx siteurl issues

    - by Florin Gogianu
    I'm setting up multisite on localhost in subdirectories. The problem is that when I'm trying to access the dashboard of a site I just created ( localhost/wptest/site/wp-admin ) I get "This webpage has a redirect loop" and when I try to access the actual website ( localhost/wptest/site ) the page loads but without assets, such as css. When I access the network dashboard, or the primary site dashboard on localhost/wptest everything is just fine. Also when I edit the permalink of the second site in the network dashboard, to be like this: localhost/site it also runs fine. How to make it work with the default permalink structure localhost/wptest/site? The wordpress files are in /usr/share/html/wptest The wp-config.php is as follows: define('WP_ALLOW_MULTISITE', true); define('MULTISITE', true); define('SUBDOMAIN_INSTALL', false); define('DOMAIN_CURRENT_SITE', 'localhost'); define('PATH_CURRENT_SITE', '/wptest/'); define('SITE_ID_CURRENT_SITE', 1); define('BLOG_ID_CURRENT_SITE', 1); And the server block / virtual host is like this: server { ##DM - uncomment following line for domain mapping listen 80 default_server; #server_name example.com *.example.com ; ##DM - uncomment following line for domain mapping #server_name_in_redirect off; access_log /var/log/nginx/example.com.access.log; error_log /var/log/nginx/example.com.error.log; root /usr/share/nginx/html/wptest; index index.html index.htm index.php; if (!-e $request_filename) { rewrite /wp-admin$ $scheme://$host$uri/ permanent; rewrite ^(/[^/]+)?(/wp-.*) $2 last; rewrite ^(/[^/]+)?(/.*\.php) $2 last; } location / { try_files $uri $uri/ /index.php?$args ; } location ~ \.php$ { try_files $uri /index.php; include fastcgi_params; fastcgi_pass unix:/var/run/php5-fpm.sock; } location ~* ^.+\.(ogg|ogv|svg|svgz|eot|otf|woff|mp4|ttf|rss|atom|jpg|jpeg|gif|png|ico|zip|tgz|gz|rar|bz2|doc|xls|exe|ppt|tar|mid|midi|wav|bmp|rtf)$ { access_log off; log_not_found off; expires max; } location = /robots.txt { access_log off; log_not_found off; } location ~ /\. { deny all; access_log off; log_not_found off; } } And finally here's an error log: 2013/06/29 08:05:37 [error] 4056#0: *52 rewrite or internal redirection cycle while internally redirecting to "/index.php", client: 127.0.0.1, server: example.com, request: "GET /nginx HTTP/1.1", host: "localhost"

    Read the article

  • user defined Copy ctor, and copy-ctors further down the chain - compiler bug ? programmers brainbug

    - by J.Colmsee
    Hi. i have a little problem, and I am not sure if it's a compiler bug, or stupidity on my side. I have this struct : struct BulletFXData { int time_next_fx_counter; int next_fx_steps; Particle particles[2];//this is the interesting one ParticleManager::ParticleId particle_id[2]; }; The member "Particle particles[2]" has a self-made kind of smart-ptr in it (resource-counted texture-class). this smart-pointer has a default constructor, that initializes to the ptr to 0 (but that is not important) I also have another struct, containing the BulletFXData struct : struct BulletFX { BulletFXData data; BulletFXRenderFunPtr render_fun_ptr; BulletFXUpdateFunPtr update_fun_ptr; BulletFXExplosionFunPtr explode_fun_ptr; BulletFXLifetimeOverFunPtr lifetime_over_fun_ptr; BulletFX( BulletFXData data, BulletFXRenderFunPtr render_fun_ptr, BulletFXUpdateFunPtr update_fun_ptr, BulletFXExplosionFunPtr explode_fun_ptr, BulletFXLifetimeOverFunPtr lifetime_over_fun_ptr) :data(data), render_fun_ptr(render_fun_ptr), update_fun_ptr(update_fun_ptr), explode_fun_ptr(explode_fun_ptr), lifetime_over_fun_ptr(lifetime_over_fun_ptr) { } /* //USER DEFINED copy-ctor. if it's defined things go crazy BulletFX(const BulletFX& rhs) :data(data),//this line of code seems to do a plain memory-copy without calling the right ctors render_fun_ptr(render_fun_ptr), update_fun_ptr(update_fun_ptr), explode_fun_ptr(explode_fun_ptr), lifetime_over_fun_ptr(lifetime_over_fun_ptr) { } */ }; If i use the user-defined copy-ctor my smart-pointer class goes crazy, and it seems that calling the CopyCtor / assignment operator aren't called as they should. So - does this all make sense ? it seems as if my own copy-ctor of struct BulletFX should do exactly what the compiler-generated would, but it seems to forget to call the right constructors down the chain. compiler bug ? me being stupid ? Sorry about the big code, some small example could have illustrated too. but often you guys ask for the real code, so well - here it is :D EDIT : more info : typedef ParticleId unsigned int; Particle has no user defined copyctor, but has a member of type : Particle { .... Resource<Texture> tex_res; ... } Resource is a smart-pointer class, and has all ctor's defined (also asignment operator) and it seems that Resource is copied bitwise. EDIT : henrik solved it... data(data) is stupid of course ! it should of course be rhs.data !!! sorry for huge amount of code, with a very little bug in it !!! (Guess you shouldn't code at 1 in the morning :D )

    Read the article

  • How to detect OpenGL capabilities without creating a GLSurfaceView (Android)

    - by ADB
    I am trying to access the OpenGL capability of the phone before deciding whether to use OpenGL or Canvas for graphics puposes. However, all the functions that I can read documentation on requires you to already have a valid OpenGL context (namely, create a GLSurfaceView and assign it a rendered. Then check the OpenGL parameters in the onSurfaceCreated). So, is there a way to check the extensions, renderer name and max texture size capability of the phone BEFORE having to create any OpenGL views?

    Read the article

  • Help with C# program design implementation: multiple array of lists or a better way?

    - by Bob
    I'm creating a 2D tile-based RPG in XNA and am in the initial design phase. I was thinking of how I want my tile engine to work and came up with a rough sketch. Basically I want a grid of tiles, but at each tile location I want to be able to add more than one tile and have an offset. I'd like this so that I could do something like add individual trees on the world map to give more flair. Or set bottles on a bar in some town without having to draw a bunch of different bar tiles with varying bottles. But maybe my reach is greater than my grasp. I went to implement the idea and had something like this in my Map object: List<Tile>[,] Grid; But then I thought about it. Let's say I had a world map of 200x200, which would actually be pretty small as far as RPGs go. That would amount to 40,000 Lists. To my mind I think there has to be a better way. Now this IS pre-mature optimization. I don't know if the way I happen to design my maps and game will be able to handle this, but it seems needlessly inefficient and something that could creep up if my game gets more complex. One idea I have is to make the offset and the multiple tiles optional so that I'm only paying for them when needed. But I'm not sure how I'd do this. A multiple array of objects? object[,] Grid; So here's my criteria: A 2D grid of tile locations Each tile location has a minimum of 1 tile, but can optionally have more Each extra tile can optionally have an x and y offset for pinpoint placement Can anyone help with some ideas for implementing such a design (don't need it done for me, just ideas) while keeping memory usage to a minimum? If you need more background here's roughly what my Map and Tile objects amount to: public struct Map { public Texture2D Texture; public List<Rectangle> Sources; //Source Rectangles for where in Texture to get the sprite public List<Tile>[,] Grid; } public struct Tile { public int Index; //Where in Sources to find the source Rectangle public int X, Y; //Optional offsets }

    Read the article

  • How can one associate a 3ware controller with the corresponding /dev/tw?? device?

    - by barbaz
    I have a few 3ware RAID controllers installed in a system. Is there any way to figure out the mapping between the following identifiers, each describing in a way the very same RAID controller? The tw_cli reported controller id (e.g. c0,c1,c2,...) The corresponding device nodes that allow smartctl access via the 3ware driver (e.g. /dev/twa0, /dev/twa1, /dev/twl0) The block device presented to the system representing a RAID unit (/dev/sda, /dev/sdb,...)

    Read the article

  • How to configure ASP.NET MVC 3 on IIS 6 (Windows 2003 R2)

    - by Nedcode
    I am getting 403 Directory Listing Denied for the root and 404 for an action that I know should exist. Background: I have build and deployed an ASP.NET MVC 2 applcation a long time ago. Later I upgraded it to MVC 3 and it is still working with not configuration changes. Setting it up on a windows 2003 R2 (Standard) initialy was a pain, but after a couple of days(yes, days) struggling it started working. Now I have to do the same with the same application on a different server (2003 R2 Standard again) on a different network. .Net 4 is installed and allowed ASP.NET MVC 3 is also installed By default IIS is set to use .net 4 I verify aspnet_isapi.dll used in application extension are from version 4.0.30319 .NET asemblies folder. I also added the wildcard mapping to aspnet_isapi.dll and unchecked verify file exists. Under Directory Security in Authentication Methods I have disabled anonymos access and enabled Integrated Windows authentication(same as the one on the server that it works) I have copied the same web.config with the <authentication mode="Windows" /> <authorization> <deny users="?" /> </authorization> I have set Read & Execute, List Folder Contents, and Read for the Networkservice account(under which the app pool is working). Also I have set the same for Network account, IIS_WPG, ASPNET and IUSR_MAchineName. I do not have an EnableExte??nsionlessUrls but even if I create it and set it to true or false it does not help. I also tried http://haacked.com/archive/2010/12/22/asp-net-mvc-3-extensionless-urls-on-iis-6.aspx and it did not help. But I kept getting 403 Directory Listing Denied for the root and 404 for an action that I know should exist. Web Platform installer was then used to re-install and possibly update .net, asp.net etc. I then noticed IIS was reset to default. So I added the wildcard mapping again. No, luck still 403. I exported configuration files from the working server setup and created new default app pool and new default website using those configurations. Still I get 403 Directory Listing Denied for the / and 404 for any action I try.

    Read the article

  • How do I map a network drive in Ubuntu? I want to save my Firefox downloads directly in the mapped n

    - by NJTechie
    I work in an environment wherein files are exchanged over email which are then processed into databases. In Windows, mapping a network drive and storing files directly to a folder in the network drive from Firefox/Chrome downloads is a breeze. How to achieve the same in Ubuntu? I don't see the SFTP'ed drive/directory as options in Firefox- Downloads setup. Thanks in advance!

    Read the article

  • How do I map a network drive in Ubuntu? I want to save my Firefox downloads directly in the mapped n

    - by NJTechie
    I work in an environment wherein files are exchanged over email which are then processed into databases. In Windows, mapping a network drive and storing files directly to a folder in the network drive from Firefox/Chrome downloads is a breeze. How to achieve the same in Ubuntu? I don't see the SFTP'ed drive/directory as options in Firefox- Downloads setup. Thanks in advance!

    Read the article

  • Navigating MainMenu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

    Read the article

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