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  • CodePlex Daily Summary for Monday, September 03, 2012

    CodePlex Daily Summary for Monday, September 03, 2012Popular ReleasesMetodología General Ajustada - MGA: 03.01.03: Cambios Aury: Ajuste del margen del reporte. Visualización de la columna de Supuestos en la parte del módulo de Decisión. Cambios John: Integración de código con cambios enviados por Aury Niño. Generación de instaladores. Soporte técnico por correo electrónico y telefónico.Iveely Search Engine: Iveely Search Engine (0.2.0): ????ISE?0.1.0??,?????,ISE?0.2.0?????????,???????,????????20???follow?ISE,????,??ISE??????????,??????????,?????????,?????????0.2.0??????,??????????。 Iveely Search Engine ?0.2.0?????????“??????????”,??????,?????????,???????,???????????????????,????、????????????。???0.1.0????????????: 1. ??“????” ??。??????????,?????????,???????????????????。??:????????,????????????,??????????????????。??????。 2. ??“????”??。?0.1.0??????,???????,???????????????,?????????????,????????,?0.2.0?,???????...Thisismyusername's codeplex page.: HTML5 Mulititouch Fruit Ninja Proof of Concept: This is an example of how you could create a game such as Fruit Ninja using HTML5's multitouch capabilities. Sorry this example doesn't have great graphics. If I had my own webpage, I could store some graphics and upload the game there and it might look halfway decent, but since I'm only using a Codeplex page and most mobile devices can't open .zip files, the fruits are just circles. I hope you enjoy reading the source code anyway.GmailDefaultMaker: GmailDefaultMaker 3.0.0.2: Add QQ Mail BugfixSmart Data Access layer: Smart Data access Layer Ver 3: In this version support executing inline query is added. Check Documentation section for detail.TSQL Code Smells Finder: POC 1.01: Proof of concept 1.01 TSQLDomTest.ps1 and Errors.Txt are requiredConfuser: Confuser build 76542: This is a build of changeset 76542.Reactive State Machine: ReactiveStateMachine-beta: TouchStateMachine now supports Microsoft Surface 2.0 SDK. The TouchStateMachine is an extension to the Reactive State Machine. Reactive State Machine uses NuGet for dependency managementSharePoint Column & View Permission: SharePoint Column and View Permission v1.2: Version 1.2 of this project. If you will find any bugs please let me know at enti@zoznam.sk or post your findings in Issue TrackerMihmojsos OS: Mihmojsos OS 3 (Smart Rabbit): !Mihmojsos OS 3 Smart Rabbit Mihmojsos Smart Rabbit is now availableDotNetNuke Translator: 01.00.00 Beta: First release of the project.YNA: YNA 0.2 alpha: Wath's new since 0.1 alpha ? A lot of changes but there are the most interresting : StateManager is now better and faster Mouse events for all YnObjects (Sprites, Images, texts) A really big improvement for YnGroup Gamepad support And the news : Tiled Map support (need refactoring) Isometric tiled map support (need refactoring) Transition effect like "FadeIn" and "FadeOut" (YnTransition) Timers (YnTimer) Path management (YnPath, need more refactoring) Downloads All downloads...Audio Pitch & Shift: Audio Pitch And Shift 5.1.0.2: fixed several issues with streaming modeUrlPager: UrlPager 1.2: Fixed bug in which url parameters will lost after paging; ????????url???bug;Sofire Suite: Sofire v1.5.0.0: Sofire v1.5.0.0 ?? ???????? ?????: 1、?? 2、????EntLib.com????????: EntLib.com???????? v3.0: EntLib eCommerce Solution ???Microsoft .Net Framework?????????????????????。Coevery - Free CRM: Coevery 1.0.0.24: Add a sample database, and installation instructions.Math.NET Numerics: Math.NET Numerics v2.2.1: Major linear algebra rework since v2.1, now available on Codeplex as well (previous versions were only available via NuGet). Since v2.2.0: Student-T density more robust for very large degrees of freedom Sparse Kronecker product much more efficient (now leverages sparsity) Direct access to raw matrix storage implementations for advanced extensibility Now also separate package for signed core library with a strong name (we dropped strong names in v2.2.0) Also available as NuGet packages...Microsoft SQL Server Product Samples: Database: AdventureWorks Databases – 2012, 2008R2 and 2008: About this release This release consolidates AdventureWorks databases for SQL Server 2012, 2008R2 and 2008 versions to one page. Each zip file contains an mdf database file and ldf log file. This should make it easier to find and download AdventureWorks databases since all OLTP versions are on one page. There are no database schema changes. For each release of the product, there is a light-weight and full version of the AdventureWorks sample database. The light-weight version is denoted by ...Christoc's DotNetNuke Module Development Template: DotNetNuke Project Templates V1.1 for VS2012: This release is specifically for Visual Studio 2012 Support, distributed through the Visual Studio Extensions gallery at http://visualstudiogallery.msdn.microsoft.com/ After you build in Release mode the installable packages (source/install) can be found in the INSTALL folder now, within your module's folder, not the packages folder anymore Check out the blog post for all of the details about this release. http://www.dotnetnuke.com/Resources/Blogs/EntryId/3471/New-Visual-Studio-2012-Projec...New ProjectsBPVote4PPT: BPVote For PowerPointCosmo OS: La semplicità in un OSFinancial Analytic Tools: C#.Net Financial Analytic ToolsGeminiMVC: An Open Source CMS written in ASP.net MVC 4 with speed, extensibility, and ease-of-us in mind.JQuery SharePoint Autocomplete People Picker: This JQUery bundle provides an autocomplete people picker based on SharePoint profiles. It can be hosted on the SharePoint itself or on remote applications.Kerbal Space Program PartModule Library: This project is designed to add various functionalities to custom parts for the space program simulation game Kerbal Space Program.KeyboardRemapper: This tool to remaps keys in the keyboard. If you have more than one keyboard or an additional keypad, you can remap the keys of the each keyboard independentlyKHStudent: ??????Localized DataAnnotations with T4 templates: Simplified DataAnnotations localization using T4 templates.MfcLightToolkit: Supports development for small and simple MFC application. Provides asynchronous programming model like .NET, file download, easy control resizing, and so on.Müslüm ÖZTÜRK Code Lib: Test amaçli olusturulan projemdirPolska: Testproject in how a polish grammerprogram can look like.QueueLessApp: Here is the codeRusIS.CMS: aaaSGPS: Projeto de controle de produtos e serviçosStemmersNet: Stemmers pack for .Net FrameworkTrabajo Final de Ingenieria - Javier Vallejos: Tesis Final de la carrera de Ingenieria - Universidad Abierta Interamericana.TSQL Code Smells Finder: TSQL 'smells' findersXNA and Data Driven Design: This project includes links for XNA and Data Driven DesignXNA and System Testing: This project includes code for XNA and System TestingYUGI-AR Project: an open source project for yugioh based augmented reality???????? ? ?????????????: ???? ??????? ??????? ?????????????? ??????????? ?????????? ??? ? ????? ?????? ? ? ??? ??? ????? ? ??? ?????????? ????????????.

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  • 2010 cgi script failure

    - by Barry F
    Hi. I hope you can help, I'm just a beginner! I have listed a few extra details which may not be relevant. I upload cgi scripts onto local/personal directory on a Apache/2.2.10 server, using FTP95Pro in ASCII. The scripts execute correctly using perl on my web-server in a terminal session. Thus my code has no fatal syntax errors. Webpages 'action' each cgi script at /cgi-bin/. There are symbolic links which link system directory files to my local directory files. FollowSymLinks is enabled (unsure how). Permissions are correct (755). This set-up hasnt changed, apparently. The scripts have excuted perfectly for years, up to 2010. But now, in 2010, I have replaced working scripts with new script/files, now with exactly the same text, filename and permissions. Only the date (last modified) has changed. But now I receive a 500 Internal Server Error, and cannot determine why. My server administator assumes I have code errors. But code is unchanged since last year, and it runs fine (albeit no arguments) on web-server console using perl myscript.cgi Is there anything you can think of which may have changed ? I'm suspicious of the new decade. I think the server swapped from Linux to Windows OS last year, but my server administrator got it all working OK. Is there something unusual he may have missed, related to 2010 ? Thank you in advance

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  • Translating debian network configuration to gentoo

    - by thpetrus
    I just got rid off Debian on my VPS (OpenVZ) and installed Gentoo on it, however it is a plain Gentoo image without further configuration, i.e. no working network. I'm not familiar with Debian and coulnd't figure out how to get the network set up, these are the debian network files /etc/network/interfaces: auto venet0 iface venet0 inet manual up ifconfig venet0 up up ifconfig venet0 127.0.0.2 up route add default dev venet0 down route del default dev venet0 down ifconfig venet0 down iface venet0 inet6 manual up ifconfig venet0 add ipv6addr/128 down ifconfig venet0 del ipv6addr/128 up route -A inet6 add default dev venet0 down route -A inet6 del default dev venet0 auto venet0:0 iface venet0:0 inet static address external_ip netmask 255.255.255.255 auto venet0:1 iface venet0:1 inet static address internal_ip netmask 255.255.255.255 Please note that external_ip, internal_ip and ipv6addr are placeholders. I copied the /etc/resolv.conf, know the gateway_ip and also have another ouput of ifconfig, if necessary. This is what I came up with, /etc/conf.d/net: config_venet0="127.0.0.2 netmask 255.255.255.255 brd 0.0.0.0" config_venet0:0="external_ip netmask 255.255.255.255 brd 0.0.0.0" route_venet0:0="default via gateway_ip" config_venet0:1="internal_ip netmask 255.255.255.255 brd 0.0.0.0" Broadcast IP is taken from ifconfig debian output - however it doesn't work. A symbolic link net.venet0:0 -> net.lo in /etc/init.d/ was created and I added net.venet0:0 to the boot runlevel.

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  • NGINX Configuration Error using Codex Example: Is This a Typo in Codex?

    - by jw60660
    I installed NGINX using this tutorial: C3M Digital NGINX Tuturial but after reading this article on security issues with "cut and paste" configuration tutorials: Neal Poole's article regarding security and NGINX configuration I decided to follow Poole's suggestion to use the configuration suggested in the WordPress codex: Codex on NGINX Configuration I used the Codex configuration for a multisite installation using W3 Total Cache. When attempting to start NGINX I get an error saying that the /etc/nginx/nginx.conf test failed. The error message was: "Restarting nginx: nginx: [emerg] unknown directive "//" in /etc/nginx/sites-enabled/teambrazil.com:18" When I looked at my site specific configuration at that path I noticed the rewrite rule in the server block was: rewrite ^ $scheme://teambrazil.conf$request_uri redirect; That line in the Codex example was: rewrite ^ $scheme://mysite.conf$request_uri redirect; That looked like a mistake to me, and I changed my line to: rewrite ^ $scheme://teambrazil.com$request_uri redirect; I then attempted to restart NGINX but got the same error message. My question is: is that a mistake, and is there anything more I have to do aside from restarting NGINX after making this change. As suggested by both tutorials I set up the directories: /etc/nginx/sites-enabled and /etc/nginx/sites-available and created the appropriate symbolic links using: touch /etc/nginx/sites-available/teambrazil.com ln -s /etc/nginx/sites-available/teambrazil.com /etc/nginx/sites-enabled/teambrazil.com Is there something else I need to consider after making this correction? Or was it not an error in the first place? I'm pretty stuck here. BTW, I am using Debian squeeze as an OS on Amerinoc's VPS. I'm just getting familiar with VPS administration and am pretty much a noob. Thanks very much, would appreciate any input.

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  • How to follow object on CatmullRomSplines at constant speed (e.g. train and train carriage)?

    - by Simon
    I have a CatmullRomSpline, and using the very good example at https://github.com/libgdx/libgdx/wiki/Path-interface-%26-Splines I have my object moving at an even pace over the spline. Using a simple train and carriage example, I now want to have the carriage follow the train at the same speed as the train (not jolting along as it does with my code below). This leads into my main questions: How can I make the carriage have the same constant speed as the train and make it non jerky (it has something to do with the derivative I think, I don't understand how that part works)? Why do I need to divide by the line length to convert to metres per second, and is that correct? It wasn't done in the linked examples? I have used the example I linked to above, and modified for my specific example: private void process(CatmullRomSpline catmullRomSpline) { // Render path with precision of 1000 points renderPath(catmullRomSpline, 1000); float length = catmullRomSpline.approxLength(catmullRomSpline.spanCount * 1000); // Render the "train" Vector2 trainDerivative = new Vector2(); Vector2 trainLocation = new Vector2(); catmullRomSpline.derivativeAt(trainDerivative, current); // For some reason need to divide by length to convert from pixel speed to metres per second but I do not // really understand why I need it, it wasn't done in the examples??????? current += (Gdx.graphics.getDeltaTime() * speed / length) / trainDerivative.len(); catmullRomSpline.valueAt(trainLocation, current); renderCircleAtLocation(trainLocation); if (current >= 1) { current -= 1; } // Render the "carriage" Vector2 carriageLocation = new Vector2(); float carriagePercentageCovered = (((current * length) - 1f) / length); // I would like it to follow at 1 metre behind carriagePercentageCovered = Math.max(carriagePercentageCovered, 0); catmullRomSpline.valueAt(carriageLocation, carriagePercentageCovered); renderCircleAtLocation(carriageLocation); } private void renderPath(CatmullRomSpline catmullRomSpline, int k) { // catMulPoints would normally be cached when initialising, but for sake of example... Vector2[] catMulPoints = new Vector2[k]; for (int i = 0; i < k; ++i) { catMulPoints[i] = new Vector2(); catmullRomSpline.valueAt(catMulPoints[i], ((float) i) / ((float) k - 1)); } SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Line); SHAPE_RENDERER.setColor(Color.NAVY); for (int i = 0; i < k - 1; ++i) { SHAPE_RENDERER.line((Vector2) catMulPoints[i], (Vector2) catMulPoints[i + 1]); } SHAPE_RENDERER.end(); } private void renderCircleAtLocation(Vector2 location) { SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Filled); SHAPE_RENDERER.setColor(Color.YELLOW); SHAPE_RENDERER.circle(location.x, location.y, .5f); SHAPE_RENDERER.end(); } To create a decent sized CatmullRomSpline for testing this out: Vector2[] controlPoints = makeControlPointsArray(); CatmullRomSpline myCatmull = new CatmullRomSpline(controlPoints, false); .... private Vector2[] makeControlPointsArray() { Vector2[] pointsArray = new Vector2[78]; pointsArray[0] = new Vector2(1.681817f, 10.379999f); pointsArray[1] = new Vector2(2.045455f, 10.379999f); pointsArray[2] = new Vector2(2.663636f, 10.479999f); pointsArray[3] = new Vector2(3.027272f, 10.700000f); pointsArray[4] = new Vector2(3.663636f, 10.939999f); pointsArray[5] = new Vector2(4.245455f, 10.899999f); pointsArray[6] = new Vector2(4.736363f, 10.720000f); pointsArray[7] = new Vector2(4.754545f, 10.339999f); pointsArray[8] = new Vector2(4.518181f, 9.860000f); pointsArray[9] = new Vector2(3.790908f, 9.340000f); pointsArray[10] = new Vector2(3.172727f, 8.739999f); pointsArray[11] = new Vector2(3.300000f, 8.340000f); pointsArray[12] = new Vector2(3.700000f, 8.159999f); pointsArray[13] = new Vector2(4.227272f, 8.520000f); pointsArray[14] = new Vector2(4.681818f, 8.819999f); pointsArray[15] = new Vector2(5.081817f, 9.200000f); pointsArray[16] = new Vector2(5.463636f, 9.460000f); pointsArray[17] = new Vector2(5.972727f, 9.300000f); pointsArray[18] = new Vector2(6.063636f, 8.780000f); pointsArray[19] = new Vector2(6.027272f, 8.259999f); pointsArray[20] = new Vector2(5.700000f, 7.739999f); pointsArray[21] = new Vector2(5.300000f, 7.440000f); pointsArray[22] = new Vector2(4.645454f, 7.179999f); pointsArray[23] = new Vector2(4.136363f, 6.940000f); pointsArray[24] = new Vector2(3.427272f, 6.720000f); pointsArray[25] = new Vector2(2.572727f, 6.559999f); pointsArray[26] = new Vector2(1.900000f, 7.100000f); pointsArray[27] = new Vector2(2.336362f, 7.440000f); pointsArray[28] = new Vector2(2.590908f, 7.940000f); pointsArray[29] = new Vector2(2.318181f, 8.500000f); pointsArray[30] = new Vector2(1.663636f, 8.599999f); pointsArray[31] = new Vector2(1.209090f, 8.299999f); pointsArray[32] = new Vector2(1.118181f, 7.700000f); pointsArray[33] = new Vector2(1.045455f, 6.880000f); pointsArray[34] = new Vector2(1.154545f, 6.100000f); pointsArray[35] = new Vector2(1.281817f, 5.580000f); pointsArray[36] = new Vector2(1.700000f, 5.320000f); pointsArray[37] = new Vector2(2.190908f, 5.199999f); pointsArray[38] = new Vector2(2.900000f, 5.100000f); pointsArray[39] = new Vector2(3.700000f, 5.100000f); pointsArray[40] = new Vector2(4.372727f, 5.220000f); pointsArray[41] = new Vector2(4.827272f, 5.220000f); pointsArray[42] = new Vector2(5.463636f, 5.160000f); pointsArray[43] = new Vector2(5.554545f, 4.700000f); pointsArray[44] = new Vector2(5.245453f, 4.340000f); pointsArray[45] = new Vector2(4.445455f, 4.280000f); pointsArray[46] = new Vector2(3.609091f, 4.260000f); pointsArray[47] = new Vector2(2.718181f, 4.160000f); pointsArray[48] = new Vector2(1.990908f, 4.140000f); pointsArray[49] = new Vector2(1.427272f, 3.980000f); pointsArray[50] = new Vector2(1.609090f, 3.580000f); pointsArray[51] = new Vector2(2.136363f, 3.440000f); pointsArray[52] = new Vector2(3.227272f, 3.280000f); pointsArray[53] = new Vector2(3.972727f, 3.340000f); pointsArray[54] = new Vector2(5.027272f, 3.360000f); pointsArray[55] = new Vector2(5.718181f, 3.460000f); pointsArray[56] = new Vector2(6.100000f, 4.240000f); pointsArray[57] = new Vector2(6.209091f, 4.500000f); pointsArray[58] = new Vector2(6.118181f, 5.320000f); pointsArray[59] = new Vector2(5.772727f, 5.920000f); pointsArray[60] = new Vector2(4.881817f, 6.140000f); pointsArray[61] = new Vector2(5.318181f, 6.580000f); pointsArray[62] = new Vector2(6.263636f, 7.020000f); pointsArray[63] = new Vector2(6.645453f, 7.420000f); pointsArray[64] = new Vector2(6.681817f, 8.179999f); pointsArray[65] = new Vector2(6.627272f, 9.080000f); pointsArray[66] = new Vector2(6.572727f, 9.699999f); pointsArray[67] = new Vector2(6.263636f, 10.820000f); pointsArray[68] = new Vector2(5.754546f, 11.479999f); pointsArray[69] = new Vector2(4.536363f, 11.599998f); pointsArray[70] = new Vector2(3.572727f, 11.700000f); pointsArray[71] = new Vector2(2.809090f, 11.660000f); pointsArray[72] = new Vector2(1.445455f, 11.559999f); pointsArray[73] = new Vector2(0.936363f, 11.280000f); pointsArray[74] = new Vector2(0.754545f, 10.879999f); pointsArray[75] = new Vector2(0.700000f, 9.939999f); pointsArray[76] = new Vector2(0.918181f, 9.620000f); pointsArray[77] = new Vector2(1.463636f, 9.600000f); return pointsArray; } Disclaimer: My math is very rusty, so please explain in lay mans terms....

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  • Making "default saved" work with GRUB2...?

    - by baltusaj
    I just installed Moblin Operating System. It's using GRUB2. On my Ubuntu 8.04 GRUB 0.97 was being used in which i was using the default saved option comfortably. I found that with GRUB2 i should not edit /boot/grub/menu.lst directly but I did :) because my Moblin does not contain any /etc/default/grub where they say I should do the modification I want. So what I did is as following which did not work: default=saved timeout=1 #splashimage=(hd0,0)/boot/grub/splash.xpm.gz #hiddenmenu #silent title Moblin (2.6.31.5-10.1.moblin2-netbook) root (hd0,0) kernel /boot/vmlinuz-2.6.31.5-10.1.moblin2-netbook ro root=/dev/sda1 vga=current savedefault=1 title Pathetic Windows rootnoverify (hd0,1) chainloader +1 savedefault=0 By doing so I should have automatically switch between Moblin and Window at each boot but it's not working. Almost all the troubleshooters on internet are saying that I should enable the DEFAULT=save option in /etc/default/grub but I am unable to find this file. Any idea what else should I do? Thanks a lot Update: I used the equal to sign because by default my menu.lst had an entry as default=0. However, default 0, is also working fine. Moreover the menu.lst, i have is actually a symbolic link to ./grub.conf. I have also noticed that grub-intall and grub-set-default commands are not working.

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  • Apache Virtual host (SSL) Doc Root issue

    - by Steve Hamber
    I am having issues with the SSL document root of my vhosts configuration. Http sees to work fine and navigates to the root directory and publishes the page fine - DocumentRoot /var/www/html/websites/ssl.domain.co.uk/ (as specified in my vhost config) However, https seems to be looking for files in the main apache document root found further up the httpd.conf file, and is not being overwritten by the vhost config. (I assume that vhost config does overwrite the default doc root?). DocumentRoot: The directory out of which you will serve your documents. By default, all requests are taken from this directory, but symbolic links and aliases may be used to point to other locations. DocumentRoot "/var/www/html/websites/" Here is my config, I am quite a new Linux guy so any advise is appreciated on why this is happening!? NameVirtualHost *:80 NameVirtualHost *:443 <VirtualHost *:443> ServerAdmin root@localhost DocumentRoot /var/www/html/websites/https_domain.co.uk/ ServerName ssl.domain.co.uk ErrorLog /etc/httpd/logs/ssl.domain.co.uk/ssl.domain.co.uk-error_log CustomLog /etc/httpd/logs/ssl.domain.co.uk/ssl.domain.o.uk-access_log common SSLEngine on SSLOptions +StrictRequire SSLCertificateFile /var/www/ssl/ssl_domain_co_uk.crt SSLCertificateKeyFile /var/www/ssl/domain.co.uk.key SSLCACertificateFile /var/www/ssl/ssl_domain_co_uk.ca-bundle </VirtualHost> <VirtualHost *:80> ServerAdmin root@localhost DocumentRoot /var/www/html/websites/ssl.domain.co.uk/ ServerName ssl.domain.co.uk ErrorLog /etc/httpd/logs/ssl.domain.co.uk/ssl.domain.xo.uk-error_log CustomLog /etc/httpd/logs/ssl.domain.co.uk/ssl.domain.xo.uk-access_log common </VirtualHost>

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  • collision detection problems - Javascript/canvas game

    - by Tom Burman
    Ok here is a more detailed version of my question. What i want to do: i simply want the have a 2d array to represent my game map. i want a player sprite and i want that sprite to be able to move around my map freely using the keyboard and also have collisions with certain tiles of my map array. i want to use very large maps so i need a viewport. What i have: I have a loop to load the tile images into an array: /Loop to load tile images into an array var mapTiles = []; for (x = 0; x <= 256; x++) { var imageObj = new Image(); // new instance for each image imageObj.src = "images/prototype/"+x+".jpg"; mapTiles.push(imageObj); } I have a 2d array for my game map: //Array to hold map data var board = [ [1,2,3,4,3,4,3,4,5,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [17,18,19,20,19,20,19,20,21,22,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [33,34,35,36,35,36,35,36,37,38,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [49,50,51,52,51,52,51,52,53,54,1,1,1,1,1,1,1,1,1,1,1,1,1,197,198,199,1,1,1,1], [65,66,67,68,146,147,67,68,69,70,1,1,1,1,1,1,1,1,216,217,1,1,1,213,214,215,1,1,1,1], [81,82,83,161,162,163,164,84,85,86,1,1,1,1,1,1,1,1,232,233,1,1,1,229,230,231,1,1,1,1], [97,98,99,177,178,179,180,100,101,102,1,1,1,1,59,1,1,1,248,249,1,1,1,245,246,247,1,1,1,1], [1,1,238,1,1,1,1,239,240,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [216,217,254,1,1,1,1,255,256,1,204,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [232,233,1,1,1,117,118,1,1,1,220,1,1,119,120,1,1,1,1,1,1,1,1,1,1,1,119,120,1,1], [248,249,1,1,1,133,134,1,1,1,1,1,1,135,136,1,1,1,1,1,1,59,1,1,1,1,135,136,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,216,217,1,1,1,1,1,1,60,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,232,233,1,1,1,1,1,1,1,1,1,1,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,248,249,1,1,1,1,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,1,1,216,217,1,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,149,150,151,1,1,1,1,1,1,1,1,1,1,232,233,1,1,1], [12,12,12,12,12,12,12,13,1,1,1,1,165,166,167,1,1,1,1,1,1,119,120,1,1,248,249,1,1,1], [28,28,28,28,28,28,28,29,1,1,1,1,181,182,183,1,1,1,1,1,1,135,136,1,1,1,1,1,1,1], [44,44,44,44,44,15,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,59,1,1,197,198,199,1,1,1,1,119,120,1], [1,1,1,1,1,27,28,29,1,1,216,217,1,1,1,1,1,1,1,1,213,214,215,1,1,1,1,135,136,1], [1,1,1,1,1,27,28,29,1,1,232,233,1,1,1,1,1,1,1,1,229,230,231,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,248,249,1,1,1,1,1,1,1,1,245,246,247,1,1,1,1,1,1,1], [1,1,1,197,198,199,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,213,214,215,28,29,1,1,1,1,1,60,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,229,230,231,28,29,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,119,120,1,1,1,1,1], [1,1,1,245,246,247,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,135,136,1,1,60,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1] ]; I have my loop to place the correct tile sin the correct positions: //Loop to place tiles onto screen in correct position for (x = 0; x <= viewWidth; x++){ for (y = 0; y <= viewHeight; y++){ var width = 32; var height = 32; context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); } } I Have my player object : //Place player object context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); I have my viewport setup: //Set viewport pos viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; I have my player movement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerY > 0) playerY--; break; case 38: // Up if (playerX > 0) playerX--; break; case 39: // Right if (playerY < worldWidth) playerY++; break; case 40: // Down if (playerX < worldHeight) playerX++; break; } My Problem: I have my map loading an it looks fine, but my player position thinks it's on a different tile to what it actually is. So for instance, i know that if my player moves left 1 tile, the value of that tile should be 2, but if i print out the value it should be moving to (2), it comes up with a different value. How ive tried to solve the problem: I have tried swap X and Y values for the initialization of my player, for when my map prints. If i swap the x and y values in this part of my code: context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); The map doesnt get draw correctly at all and tiles are placed all in random positions or orientations IF i sway the x and y values for my player in this line : context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); The players movements are inversed, so up and down keys move my player left and right viceversa. My question: Where am i going wrong in my code, and how do i solve it so i have my map looking like it should and my player moving as it should as well as my player returning the correct tileID it is standing on or moving too. Thanks Again ALSO Here is a link to my whole code: prototype

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  • Zsh super slow inside my Git repo

    - by Jason Swett
    My Zsh is super slow inside a certain Git repo of mine. When I Google "zsh git slow", I get a bunch of results about Git autocompletion being slow, but autocompletion isn't necessarily my problem; it's everything. I tried removing all plugins and that, strangely, didn't do anything at all when I opened a new shell. Zsh would still do Git stuff inside my Git repo. I found this snippet on this page: function git_prompt_info() { ref=$(git symbolic-ref HEAD 2> /dev/null) || return echo "$ZSH_THEME_GIT_PROMPT_PREFIX${ref#refs/heads/}$ZSH_THEME_GIT_PROMPT_SUFFIX" } That made everything fast again, but it also gave me a prompt that looks like this: ? snip git:(master Note the missing right parenthesis. That's kind of lame. Plus the whole thing just seems like a hack I shouldn't have to do. There's also this promising-looking SU question, but the links on the accepted answer are dead. How can I get my Zsh not to be slow inside a Git repo?

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  • Process PHP files from a network share in a vmware virtual machine

    - by nhinkle
    As a testing environment, I have set up a vmware virtual machine running Windows Server 2008 R2. I have Apache and PHP installed (as part of the xampp package). I am doing the development outside of the VM, and so want Apache to serve PHP files from a VM shared folder (which appears as a network share in the VM). I have done this by creating an NTFS symbolic link in Apache's htdocs directory. I can access this directory from the browser, and plain-text files are readable. However, PHP fails to process files, instead returning the following error: Warning: Unknown: failed to open stream: No such file or directory in Unknown on line 0 Fatal error: Unknown: Failed opening required 'C:/xampplite/htdocs/path/to/file.php' (include_path='.;C:\xampplite\php\PEAR') in Unknown on line 0 It appears to be a permissions issue — PHP doesn't seem to be allowed to read the file to process it. However, Apache has no problem opening files in the directory. I cannot figure out how to give PHP the necessary permissions to process the file. Does anybody know of a way to make this work, or else another solution for getting the files into the VM automatically while I develop on the host machine?

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  • Move a screen session back to its original PID

    - by cron410
    Installed McMyAdmin (minecraft manager) on Ubuntu 12.04 32 bit. Wrote my own service to start McMyAdmin (.net app running in Mono) in its own screen session, and be able to inject proper McMyAdmin commands into that session with the init.d script. Its been running great! Today, I decided to start installing a Source dedicated server (counterstrike pro mod) I determine its going to be a long download process so I quit the process and fire up a fresh screen session called "source". I paste the command in, but it has a space at the begining and bash complains of ignoring semaphores or some such. I detach and reattach the session. Its sliding like butter. I ctrl+a-d out of the session and start exploring the new folder structure and figure out where I need to place a symbolic link. I go to resume that screen and this is what I see: $screen -r source There are several suitable screens on 20091.source (12/02/12 22:59:53) (Detached) 19972.source (12/02/12 22:57:31) (Detached) 917.minecraft (11/30/12 15:30:37) (Attached) It appears I am connected to the minecraft screen?!?!?! So I attach to the other screens one at a time. minecraft is running in 19972.source and sourceds is running in 20091.source So how the hell did I move the minecraft process to another session called source and my main terminal is now "attached" to the minecraft screen? more: I just used exit to quit the putty session, then logged back in, its still the same. did that 3 more times and now the minecraft screen is gone and everything is acting as it should except, of course, for the session name and start time of the "new" minecraft screen. Should I just submit this as a bug for GNU screen?

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  • LibGDX onTouch() method Array and flip method

    - by johnny-b
    How can I add this on my application. i want to use the onTouch() method from the implementation of the InputProcessor to kill the enemies on screen. how do i do that? do i have to do anything to the enemy class? also i am trying to add a Array of enemies and it keeps throwing exceptions or the bullet now is facing LEFT <--- again after I used the flip method in the bullet class. All the code is below so please anyone feel free to have a look thanks. please help Thank you M // This is the bullet class. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; private Rectangle bul; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); setSize(AssetLoader.bullet1.getWidth(), AssetLoader.bullet1.getHeight()); bul = new Rectangle(); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; bul.set(getX(), getY(), getOriginX(), getOriginY()); Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); } public Rectangle getBounds() { return bul; } public Rectangle getBounds1() { return this.getBoundingRectangle(); } } // This is the class where i load all the images from public class AssetLoader { public static Texture texture; public static TextureRegion bg, ball1, ball2; public static Animation bulletAnimation, ballAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bg = new TextureRegion(texture, 80, 421, 395, 30); bg.flip(false, true); ball1 = new TextureRegion(texture, 0, 321, 32, 32); ball1.flip(false, true); ball2 = new TextureRegion(texture, 32, 321, 32, 32); ball2.flip(false, true); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); TextureRegion[] balls = { ball1, ball2 }; ballAnimation = new Animation(0.16f, balls); ballAnimation.setPlayMode(Animation.PlayMode.LOOP); } Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { texture.dispose(); } // This is for the rendering or drawing onto the screen/canvas. public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); batcher.disableBlending(); batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), bullet.getWidth(), bullet.getHeight(), 1.0f, 1.0f, bullet.getRotation()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } //This is the input handler class public class InputHandler implements InputProcessor { private Ball myBall; private Bullet bullet; private GameRenderer aims; // Ask for a reference to the Soldier when InputHandler is created. public InputHandler(Ball ball) { myBall = ball; } @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean keyDown(int keycode) { return false; } @Override public boolean keyUp(int keycode) { return false; } @Override public boolean keyTyped(char character) { return false; } @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean touchDragged(int screenX, int screenY, int pointer) { return false; } @Override public boolean mouseMoved(int screenX, int screenY) { return false; } @Override public boolean scrolled(int amount) { return false; } } i am rendering all graphics in a GameRender class and a gameworld class if you need more info please let me know I am trying to make the array work but keep finding that when an array is initialized then the bullet fips back to the original and ends up being backwards???? and if I create an array I keep getting Exceptions throw??? Thank you for any help given.

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  • How can I automatically synchronize a directory tree on multiple machines?

    - by Blacklight Shining
    I have two Mac laptops and a Debian server, each with a directory that I would like to keep in sync between the three. The solution should meet the following criteria (in rough order of importance): It must not use any third-party service (e.g. Dropbox, SugarSync, Google whatever). This does not include installing additional software (as long as it's free). It must not require me to use specific directories or change my way of storing things. (Dropbox does this IIRC) It must work in all directions (changes made on /any/ machine should be pushed to the others) All data sent must be encrypted (I have ssh keypairs set up already) It must work even when not all machines are available (changes should be pushed to a machine when it comes back online) It must work even when the /directories/ on some machines are not available (they may be stored on disk images which will not always be mounted) This can be solved for Macs by using launchd to automatically launch and kill (or in some way change the behavior of) whatever daemon is used for syncing when the images are mounted and unmounted. It must be immediate (using an event-based system, not a periodic one like cron) It must be flexible (if more machines are added, I should be able to incorporate them easily) I also have some preferences that I would like to be fulfilled, but do not have to be: It should notify me somehow if there are conflicts or other errors. It should recognize symbolic and hard links and create corresponding ones. It should allow me to create a list of exceptions (subdirectories which will not be synced at all). It should not require me to set up port forwarding or otherwise reconfigure a network. This can be solved by using an ssh tunnel with reverse port forwarding. If you have a solution that meets some, but not all of the criteria, please contribute it in the comments as it might be useful in some way, and it might be possible to meet some of the criteria separately. What I tried, and why it didn't work: rsync and lsyncd do not support bidirectional synchronization csync2 is designed for server clusters and does not appear to work with machines with dynamic IPs DRBD (suggested by amotzg) involves installing a kernel module and does not appear to work on systems running OS X

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  • The suggested way to handle pip(easy_install) with homebrew?

    - by Drake
    I know there are brew-gem and brew-pip but it is still really easy to get confused. Let's say my Mac OS X is 10.7.2. There are at least, as far as I know, 3 locations for Python modules (assume 2.7): /System/Library/Frameworks/Python.framework/Versions/2.7/ /Library/Python/2.7/site-packages /usr/local/lib/python2.7/site-packages/ (controlled within homebrew) For some Python modules, pip install them into 2, the so-called local/customized Python module location, and everything looks and works great. Ex, readline by *easy_install* (ipython suggested me to install readline by *easy_install* instead of pip) For some, it would try to install some miscellaneous files (ex, man, doc, ...) into system-wide location, which requires sudo! Ex, ipython insisted on installing man and doc into /System/Library/Frameworks/Python.framework/Versions/2.7/share/, which violates permission issue and all I can do is to use sudo. For some Python modules installed by brew, they are symbolic linked to /usr/local/lib/python2.7/site-packages/. Everything seems great except that you have to remember to add this location into PYTHONPATH. I am wondering any suggested and uniform way to handle those mass, or any explanation to make those stuff crystal clear.

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  • MySQL config for 2GB ram

    - by Tiffany Walker
    How is my config? Does it work well for 2GB? What would be an ideal config for a 2GB ram server? [mysqld] set-variable = max_connections=500 log-slow-queries safe-show-database local-infile=0 skip-networking symbolic-links=0 max_connections = 500 key_buffer = 256M myisam_sort_buffer_size = 64M join_buffer_size = 2M read_buffer_size = 2M sort_buffer_size = 2M read_rnd_buffer_size = 2M thread_concurrency = 16 table_cache = 1024 thread_cache_size = 50 wait_timeout = 7200 connect_timeout = 10 tmp_table_size = 32M max_allowed_packet = 160M max_connect_errors = 10 query_cache_limit = 1M query_cache_size = 32M query_cache_type = 1 [mysqld_safe] open_files_limit = 8192 [mysqldump] max_allowed_packet = 16M [myisamchk] key_buffer = 64M sort_buffer = 64M read_buffer = 16M write_buffer = 16M UPDATE 2012-03-28 12:58 EDT By RolandoMySQLDBA Please run these queries and paste them into your question: For MyISAM SELECT CONCAT(ROUND(KBS/POWER(1024, IF(PowerOf1024<0,0,IF(PowerOf1024>3,0,PowerOf1024)))+0.4999), SUBSTR(' KMG',IF(PowerOf1024<0,0, IF(PowerOf1024>3,0,PowerOf1024))+1,1)) recommended_key_buffer_size FROM (SELECT LEAST(POWER(2,32),KBS1) KBS FROM (SELECT SUM(index_length) KBS1 FROM information_schema.tables WHERE engine='MyISAM' AND table_schema NOT IN ('information_schema','mysql')) AA ) A, (SELECT 2 PowerOf1024) B; For InnoDB SELECT CONCAT(ROUND(KBS/POWER(1024, IF(PowerOf1024<0,0,IF(PowerOf1024>3,0,PowerOf1024)))+0.49999), SUBSTR(' KMG',IF(PowerOf1024<0,0, IF(PowerOf1024>3,0,PowerOf1024))+1,1)) recommended_innodb_buffer_pool_size FROM (SELECT SUM(data_length+index_length) KBS FROM information_schema.tables WHERE engine='InnoDB') A, (SELECT 2 PowerOf1024) B;

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • pcfg_openfile: unable to check htaccess file, ensure it is readable

    - by rxt
    After moving a website folder on my local development machine to another drive, then moving it back, I got a 403 error. Most of this problem had probably to do with rights that got messed up. After deleting the code and restoring it from SVN, the rights seemed allright. The error stayed however. The setup is a bit complex, as follows: I have Ubuntu 10.4 as development machine, trying to mimic the server as much as possible We use Eclipse + SVN and I create all projects in a local folder under my user account In /var/www-vhosts I create folders for each vhost, like this one: test.localhost test.local/index.php: includes the index file of the project test.local/.htaccess is a dynamic link to the htaccess file in a project subfolder I get the following error in the apache error log: [Thu Jul 08 15:55:56 2010] [crit] [client 127.0.0.1] (13)Permission denied: /var/www-vhosts/test.localhost/.htaccess pcfg_openfile: unable to check htaccess file, ensure it is readable The problem seems to be the .htaccess file, or the link to it. When I empty the htaccess, nothing changes When I remove the link, the index-include produces some output (in the apache error log) When I remove the link and replace it with the actual file, I get another error: [Thu Jul 08 16:47:54 2010] [error] [client 127.0.0.1] Symbolic link not allowed or link target not accessible: /var/www-vhosts/test.localhost/test I'm lost here, don't know what to do next. Do you have any ideas what I can try? This setup has worked before, but I don't know what is different now.

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  • Apache: Isn't chmod 755 enough to set up symlink or alias on Apache httpd on Mac OS 10.5?

    - by eed3si9n
    On my Mac OS 10.5 machine, I would like to set up a subfolder of ~/Documents like ~/Documents/foo/html to be http://localhost/foo. The first thing I thought of doing is using Alias as follows: Alias /foo /Users/someone/Documents/foo/html <Directory "/Users/someone/Documents/foo/html"> Options Indexes FollowSymLinks MultiViews Order allow,deny Allow from all </Directory> This got me 403 Forbidden. In the error_log I got: [error] [client ::1] (13)Permission denied: access to /foo denied The subfolder in question has chmod 755 access. I've tried specifying likes like http://localhost/foo/test.php, but that didn't work either. Next, I tried the symlink route. Went into /Library/WebServer/Documents and made a symlink to ~/Documents/foo/html. The document root has Options Indexes FollowSymLinks MultiViews This still got me 403 Forbidden: Symbolic link not allowed or link target not accessible: /Library/WebServer/Documents/foo What else do I need to set this up? Solution: $ chmod 755 ~/Documents In general, the folder to be shared and all of its ancestor folder needs to be viewable by the www service user.

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  • virtual host settings fail on multiple sites

    - by Ricalsin
    Wow. I'm puzzled. On my ubuntu system I've setup an apache2 server and configured three virtual hosts in the /etc/apache2/sites-available directory. a2ensite to symbolic link the sites-enabled. The first two work great; a simple url of localhost.mysitenames.com works great for the first two sites, both finding their DocumentRoot and Directory paths. The third always generates a Bad Request (Invalid Hostname) response. No server error.log as it never hits it. I've copied/pasted the working vhost files, made the minor changes to the ServerName, DocumentRoot and Directory and the same problem persists. I always "sudo /etc/init.d/apache2 restart" whenever I make a change. I've cleared the browser cache as well. No love. There's not a limit to the number of sites you can host, right? My goal was a localhost development environment with the expectation I can run any number of websites locally before pushing them to a live server. Any thoughts on how to debug this? Or, just a simple solution I am missing?

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  • Make a lives display in HUD, Flash AS3 (not text!)

    - by user40404
    I've been searching the internet all day and I can't find the answer I'm looking for. In my HUD I want to use orange dots to represent lives. The user starts off with 5 lives and every time they die, I want a dot to be removed. Pretty straight forward. So far my idea is to make a movie clip that has the five dots in a line. There would be 5 frames on the timeline (because after the last life it goes to a game over screen right away). I would have a variable set up to store the number of lives and a function to keep track of lives. So every hit of an obstacle would result in livesCounter--;. Then I would set up something like this: switch(livesCounter){ case 5: livesDisplay.gotoAndPlay(1); break; case 4: livesDisplay.gotoAndPlay(2); break; case 3: livesDisplay.gotoAndPlay(3); break; case 2: livesDisplay.gotoAndPlay(4); break; case 1: livesDisplay.gotoAndPlay(5); break; } I feel like there has to be an easier way to do this where I could just have a movie clip of a single orange dot that I could replicate across an x value based on the number of lives. Maybe the dots would be stored in an array? When the user loses a life, a dot on the right end of the line is removed. So in the end the counter would look like this: * * * * * * * * * * * * * * * (last life lost results in the end game screen) EDIT: code based on suggestions by Zhafur and Arthur Wolf White package { import flash.display.MovieClip; import flash.events.*; import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; import flash.display.Sprite; import flash.text.*; import flash.utils.getTimer; public class CollisionMouse extends MovieClip{ public var mySprite:Sprite = new Sprite(); Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; public var replacement:newSprite = new newSprite; public var score:int = 0; public var obstScore:int = -50; public var targetScore:int = 200; public var startTime:uint = 0; public var gameTime:uint; public var pauseScreen:PauseScreen = new PauseScreen(); public var hitTarget:Boolean = false; public var hitObj:Boolean = false; public var currLevel:Number = 1; public var heroLives:int = 5; public var life:Sprite; public function CollisionMouse() { mySprite.graphics.beginFill(0xff0000); mySprite.graphics.drawRect(0,0,40,40); addChild(mySprite); mySprite.x = 200; mySprite.y = 200; pauseScreen.x = stage.width/2; pauseScreen.y = stage.height/2; life = new Sprite(); life.x = 210; stage.addEventListener(MouseEvent.MOUSE_MOVE,followMouse); /*mySprite.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);*/ //checkLevel(); timeCheck(); trackLives(); } public function timeCheck(){ addEventListener(Event.ENTER_FRAME, showTime); } public function showTime(e:Event) { gameTime = getTimer()-startTime; rm1_mc.timeDisplay.text = clockTime(gameTime); rm1_mc.livesDisplay.text = String(heroLives); } public function clockTime(ms:int) { var seconds:int = Math.floor(ms/1000); var minutes:int = Math.floor(seconds/60); seconds -= minutes*60; var timeString:String = minutes+":"+String(seconds+100).substr(1,2); return timeString; } public function trackLives(){ for(var i:int=0; i<heroLives; i++){ life.graphics.lineStyle(1, 0xff9900); life.graphics.beginFill(0xff9900, 1); life.graphics.drawCircle(i*15, 45, 6); life.graphics.endFill(); addChild(life); } } function followMouse(e:MouseEvent){ mySprite.x=mouseX; mySprite.y=mouseY; trackCollisions(); } function trackCollisions(){ if(mySprite.hitTestObject(rm1_mc.obst1) || mySprite.hitTestObject(rm1_mc.obst2)){ hitObjects(); } else if(mySprite.hitTestObject(rm1_mc.target_mc)){ hitTarg(); } } function hitObjects(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeChild(mySprite); hitObj = true; checkScore(); } function hitTarg(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeEventListener(Event.ENTER_FRAME, showTime); removeChild(mySprite); hitTarget = true; currLevel++; checkScore(); } function checkScore(){ if(hitObj){ score += obstScore; heroLives--; removeChild(life); } else if(hitTarget){ score += targetScore; } rm1_mc.scoreDisplay.text = String(score); rm1_mc.livesDisplay.text = String(heroLives); trackLives(); } } }

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  • Can I set up arbitrary filesystem redirection in Windows?

    - by Jon
    I am sitting in front of a Windows 7 machine that has no drive Q:. Is it possible to arrange for accesses to Q:\somedir to be redirected to an arbitrary location on the existing filesystems (for example, C:\Windows)? I would especially like a "set it and forget it" option, if one exists. I am assuming (although I have not tried it) that it is possible to use SUBST to mount an existing (empty, created for this purpose) folder as drive Q: and then MKLINK /J to create a directory symbolic link from Q:\somedir to wherever I want. However, this approach has a couple of drawbacks that I would like to avoid if possible: The drive Q: will be visible in the system. It is not as clean as I would like (removing the mounted folder will break it; a batch script needs to be manually added to the system startup). Is there a better option? If there is none and I am forced to make compromises, what is the closest I could get to the ideal solution? Assume anything is up for discussion.

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  • Network external hard drive reports not enough free space

    - by mzhang
    I'm running an Ubuntu (10.04) Samba server on a local network. The server has a 50GB internal drive with only 24MB free. I've shared a folder /samba from that drive. I also have a 1TB NTFS external hard drive mounted to the system. There is a symbiotic link from the Samba shared folder on the nearly-full internal drive to the plenty-of-free-space external drive (i.e. /samba/external_hd). I wish to copy a 3.25GB folder into the (remote) external hard drive, via a Mac (10.6.8). The Mac reports (correctly) that there's 24MB free on the server, and so will not let me copy the folder on the Mac over to the external drive (dragging the folder into /samba/external_hd), failing with a "server does not have enough free space" error. However, it seems that I can still scp the folder into the external drive, via the symbolic link. Is there a reason as to why this is happening (and are there any ways to prevent it)? Is this even good practice (to mount a drive and link into the directory)?

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  • Linux SFTP and many local user accounts, limits with mount --bind?

    - by user123428
    I am in the process of building a solution to handle many developers (possibly hundreds) to work on their files via sftp, each one Jailed in their home directory. For our particular needs, we have a samba mount point that contains all of the users home directories. I have started developing the following solution and hit some walls: - I have configured a Ubuntu Lucid Server as sftp server. - In order to jail the user in their home directory (without allowing them the browse a directory up and seeing all the other users folders) I am using mount --bind and not a symbolic link (also some ftp clients don't really work with sym links). - The user accounts are local unix user accounts on the sftp server (not using a directory service or anything) that have an empty home folder created on the local machine, then I use mount --bind to bind the empty folder to the actual users home directory on the samba share. With this solution I am hitting a couple of problems, in the case of a server reboot, all the mount --binds are lost because they are not written in fstab. Then I have read somewhere that the maximum amount of entries in fstab are 400 (which does not really help us). I have thought of a solution of writing something that stores the mounts in a text file as a backup and on server reboot, run the script that re mounts. I am just really unsure about this whole process and was wondering if anyone has any insight on possibly a better solution for SFTP? (not FTP)

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  • Pass data from one form to another on a seperate page

    - by Micanio
    I am building a price/distance calculator with Google Maps API and am trying to pass the info from the calculator to a booking form on a separate page. My first form has 2 submit buttons - one to make the calculation, and one to submit the relevant data to the booking form. I'm stuck trying to make the 2nd button work. Once the API calculation has been made, I get 4 values - From, To, Cost, Distance. I am trying to pass the From, To and Cost values into my booking form by clicking the second button. But I can;t seem to get it to work. I've tried POST and GET but I think I may have been doing something wrong with both. Any help is appreciated. Code for API form: <script type="text/javascript" src="http://maps.google.com/maps?file=api&amp;v=2&amp;key=ABQIAAAAwCUxKrPl8_9WadET5dc4KxTqOwVK5HCwTKtW27PjzpqojXnJORQ2kUsdCksByD4hzcGXiOxvn6C4cw&sensor=true"></script> <script type="text/javascript"> var geocoder = null; var location1 = null; var location2 = null; var gDir = null; var directions = null; var total = 0; function roundNumber(num, dec) { var result = Math.floor(num*Math.pow(10 ,dec))/Math.pow(10,dec); return result; } function from(form) { address1=form.start.options[form.start.selectedIndex].value form.address1.value=address1 form.address1.focus() } function to(form) { address2=form.end.options[form.end.selectedIndex].value form.address2.value=address2 form.address2.focus() } function initialize() { var map = new GMap2(document.getElementById("map_canvas")); map.setCenter(new GLatLng(54.019066,-1.381531),9); map.setMapType(G_NORMAL_MAP); geocoder = new GClientGeocoder(); gDir = new GDirections(map); GEvent.addListener(gDir, "load", function() { var drivingDistanceMiles = gDir.getDistance().meters / 1609.344; var drivingDistanceKilometers = gDir.getDistance().meters / 1000; var miles = drivingDistanceMiles.toFixed(0); //var cost = (((miles - 1) * 1.9) + 3.6).toFixed(2); var meters = gDir.getDistance().meters.toFixed(1); if(miles < 70){ var cost = miles *1.75; } if(miles >70){ var cost = miles *1.2; } document.getElementById('from').innerHTML = '<strong>From: </strong>' + location1.address; document.getElementById('to').innerHTML = '<strong>To: </strong>' + location2.address; document.getElementById('cost').innerHTML = '<span class="fare"><strong>Estimated Taxi FARE:</strong>' + ' £' + cost.toFixed(2) + '</span>'; document.getElementById('miles').innerHTML = '<strong>Distance: </strong>' + miles + ' Miles'; }); } function showLocation() // start of possible values for address not recognized on google search // values for address1 { if (document.forms[0].address1.value == "heathrow" || document.forms[0].address1.value == "Heathrow" || document.forms[0].address1.value == "heathrow airport" || document.forms[0].address1.value == "Heathrow Airport" || document.forms[0].address1.value == "London Heathrow" || document.forms[0].address1.value =="london heathrow" ) { (document.forms[0].address1.value = "Heathrow Airport"); } if (document.forms[0].address2.value == "heathrow" || document.forms[0].address2.value == "Heathrow" || document.forms[0].address2.value == "heathrow airport" || document.forms[0].address2.value == "Heathrow Airport" || document.forms[0].address2.value == "London Heathrow" || document.forms[0].address2.value =="london heathrow" ) { (document.forms[0].address2.value = "Heathrow Airport"); } geocoder.getLocations(document.forms[0].address1.value + document.forms[0].uk.value || document.forms[0].start.value + document.forms[0].uk.value, function (response) { if (!response || response.Status.code != 200) { alert("Sorry, we were unable to find the first address"); } else { location1 = {lat: response.Placemark[0].Point.coordinates[1], lon: response.Placemark[0].Point.coordinates[0], address: response.Placemark[0].address}; geocoder.getLocations(document.forms[0].address2.value + document.forms[0].uk.value, function (response) { if (!response || response.Status.code != 200) { alert("Sorry, we were unable to find the second address"); } else { location2 = {lat: response.Placemark[0].Point.coordinates[1], lon: response.Placemark[0].Point.coordinates[0], address: response.Placemark[0].address}; gDir.load('from: ' + location1.address + ' to: ' + location2.address); } }); } }); } </script> <style> #quote { font-family: Georgia, "Times New Roman", Times, serif; } </style> </head> <body style="background-color: rgb(255, 255, 255);" onUnload="GUnload()" onLoad="initialize()"> <div id="sidebar"> <!--MAPS--> <div id="calc_top"></div> <div id="calc_body"> <div id="calc_inside"> <span style="font-size: 16px; font-weight: bold;">Get A Quote Now</span> <p class="disclaimer">Fares can be calculated using either Area, Exact Address or Postcode, when entering address please include both road name and area i.e. <em>Harrogate Road, Ripon</em>. You can also select a pickup point and destination from the dropdown boxes. </p> <form onSubmit="showLocation(); return false;" action="#" id="booking_form"> <p> <select onChange="from(this.form)" name="start"> <option selected="selected">Select a Pickup Point</option> <option value="Leeds Bradford Airport">Leeds Bradford Airport</option> <option value="Manchester Airport">Manchester Airport</option> <option value="Teesside International Airport">Teeside Airport</option> <option value="Liverpool John Lennon Airport">Liverpool Airport</option> <option value="East Midlands Airport">East Midlands Airport</option> <option value="Heathrow International Airport">Heathrow Airport</option> <option value="Gatwick Airport">Gatwick Airport</option> <option value="Stanstead Airport">Stanstead Airport</option> <option value="Luton International Airport">Luton Airport</option> </select> </p> <p> <input type="text" value="From" name="address1"><br> <p> <select onChange="to(this.form)" name="end"> <option selected="selected">Select a Destination</option> <option value="Leeds Bradford Airport">Leeds Bradford Airport</option> <option value="Manchester Airport">Manchester Airport</option> <option value="Teesside International Airport">Teeside Airport</option> <option value="Liverpool John Lennon Airport">Liverpool Airport</option> <option value="East Midlands Airport">East Midlands Airport</option> <option value="Heathrow International Airport">Heathrow Airport</option> <option value="Gatwick Airport">Gatwick Airport</option> <option value="Stanstead Airport">Stanstead Airport</option> <option value="Luton International Airport">Luton Airport</option> </select> </p> <input type="text" value="To" name="address2"><br> <input type="hidden" value=" uk" name="uk"> <br> <input type="submit" value="Get Quote"> <input type="button" value="Reset" onClick="resetpage()"><br /><br /> <input type="submit" id="CBSubmit" value="Confirm and Book" action=""/> </p> </form> <p id="from"><strong>From:</strong></p> <p id="to"><strong>To:</strong></p> <p id="miles"><strong>Distance: </strong></p> <p id="cost"><span class="fare"><strong>Estimated Taxi FARE:</strong></span></p> <p id="results"></p> <div class="style4" style="width: 500px; height: 500px; position: relative; background-color: rgb(229, 227, 223);" id="map_canvas"></div> </div> </div> Code for Booking Form: <form method="post" action="contactengine.php" id="contact_form"> <p> <label for="Name" id="Name">Name:</label> <input type="text" name="Name" /> <label for="Email" id="Email">Email:</label> <input type="text" name="Email" /> <label for="tel" id="tel">Tel No:</label> <input type="text" name="tel" /><br /><br /> <label for="from" id="from">Pickup Point:</label> <input type="text" name="from" value="" /><br /><br /> <label for="to" id="to">Destination:</label> <input type="text" name="to" value=""/><br /> <label for="passengers" id="passengers">No. of passengers</label> <input type="text" name="passengers" /><br /><br /> <label for="quote" id="quote">Price of journey:</label> <input type="text" name="quote" value="" /><br /><br /> <label for="Message" id="Message">Any other info:</label> <textarea name="Message" rows="20" cols="40"></textarea> <br /> Are you an account holder?<br /> <label for="account" id="yes" /> Yes:</label> <input type="radio" class="radio" value="yes" name="account"> <label for="account" id="yes" /> No:</label> <input type="radio" class="radio" value="no" name="account"> </p> <small>Non-account holders will have to pay a £5 booking fee when confirming thier booking</small> <input type="submit" name="submit" value="Submit" class="submit-button" /> </p> </form> Thanks in advance

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  • android upload progressbarr not working

    - by pieter
    I'm a beginner in Android programming and I was tryinh to upload an image to a server. I found some code here on stackoverflow, I adjusted it and it still doesn't work. The problem is my image still won't upload. edit I solved the problem, I had no rights on the folder on the server. Now I have a new problem. the progresbarr doesn't work. it keeps saying 0 % transmitted does anyone sees an error in my code? import android.app.Activity; import android.app.AlertDialog; import android.app.Dialog; import android.app.ProgressDialog; import android.content.Context; import android.content.DialogInterface; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.location.Location; import android.location.LocationListener; import android.location.LocationManager; import android.os.AsyncTask; import android.os.Bundle; import android.util.Log; import android.view.View; import android.view.Window; import android.widget.Button; import android.widget.ImageView; import java.io.DataInputStream; import java.io.DataOutputStream; import java.io.File; import java.io.FileInputStream; import java.io.IOException; import java.net.HttpURLConnection; import java.net.URL; public class PreviewActivity extends Activity { /** The captured image file. Get it's path from the starting intent */ private File mImage; public static final String EXTRA_IMAGE_PATH = "extraImagePath" /** Log tag */ private static final String TAG = "DFH"; /** Progress dialog id */ private static final int UPLOAD_PROGRESS_DIALOG = 0; private static final int UPLOAD_ERROR_DIALOG = 1; private static final int UPLOAD_SUCCESS_DIALOG = 2; /** Handler to confirm button */ private Button mConfirm; /** Handler to cancel button */ private Button mCancel; /** Uploading progress dialog */ private ProgressDialog mDialog; /** * Called when the activity is created * * We load the captured image, and register button callbacks */ @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_INDETERMINATE_PROGRESS); setContentView(R.layout.preview); setResult(RESULT_CANCELED); // Import image Bundle extras = getIntent().getExtras(); String imagePath = extras.getString(FotoActivity.EXTRA_IMAGE_PATH); Log.d("DFHprev", imagePath); mImage = new File(imagePath); if (mImage.exists()) { setResult(RESULT_OK); loadImage(mImage); } registerButtonCallbacks(); } @Override protected void onPause() { super.onPause(); } /** * Register callbacks for ui buttons */ protected void registerButtonCallbacks() { // Cancel button callback mCancel = (Button) findViewById(R.id.preview_send_cancel); mCancel.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { PreviewActivity.this.finish(); } }); // Confirm button callback mConfirm = (Button) findViewById(R.id.preview_send_confirm); mConfirm.setEnabled(true); mConfirm.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { new UploadImageTask().execute(mImage); } }); } /** * Initialize the dialogs */ @Override protected Dialog onCreateDialog(int id) { switch(id) { case UPLOAD_PROGRESS_DIALOG: mDialog = new ProgressDialog(this); mDialog.setProgressStyle(ProgressDialog.STYLE_HORIZONTAL); mDialog.setCancelable(false); mDialog.setTitle(getString(R.string.progress_dialog_title_connecting)); return mDialog; case UPLOAD_ERROR_DIALOG: AlertDialog.Builder builder = new AlertDialog.Builder(this); builder.setTitle(R.string.upload_error_title) .setIcon(android.R.drawable.ic_dialog_alert) .setMessage(R.string.upload_error_message) .setCancelable(false) .setPositiveButton(getString(R.string.retry), new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int which) { PreviewActivity.this.finish(); } }); return builder.create(); case UPLOAD_SUCCESS_DIALOG: AlertDialog.Builder success = new AlertDialog.Builder(this); success.setTitle(R.string.upload_success_title) .setIcon(android.R.drawable.ic_dialog_info) .setMessage(R.string.upload_success_message) .setCancelable(false) .setPositiveButton(getString(R.string.success), new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int which) { PreviewActivity.this.finish(); } }); return success.create(); default: return null; } } /** * Prepare the progress dialog */ @Override protected void onPrepareDialog(int id, Dialog dialog) { switch(id) { case UPLOAD_PROGRESS_DIALOG: mDialog.setProgress(0); mDialog.setTitle(getString(R.string.progress_dialog_title_connecting)); } } /** * Load the image file into the imageView * * @param image */ protected void loadImage(File image) { Bitmap bm = BitmapFactory.decodeFile(image.getPath()); ImageView view = (ImageView) findViewById(R.id.preview_image); view.setImageBitmap(bm); } /** * Asynchronous task to upload file to server */ class UploadImageTask extends AsyncTask<File, Integer, Boolean> { /** Upload file to this url */ private static final String UPLOAD_URL = "http://www.xxxx.x/xxxx/fotos"; /** Send the file with this form name */ private static final String FIELD_FILE = "file"; /** * Prepare activity before upload */ @Override protected void onPreExecute() { super.onPreExecute(); setProgressBarIndeterminateVisibility(true); mConfirm.setEnabled(false); mCancel.setEnabled(false); showDialog(UPLOAD_PROGRESS_DIALOG); } /** * Clean app state after upload is completed */ @Override protected void onPostExecute(Boolean result) { super.onPostExecute(result); setProgressBarIndeterminateVisibility(false); mConfirm.setEnabled(true); mDialog.dismiss(); if (result) { showDialog(UPLOAD_SUCCESS_DIALOG); } else { showDialog(UPLOAD_ERROR_DIALOG); } } @Override protected Boolean doInBackground(File... image) { return doFileUpload(image[0], "UPLOAD_URL"); } @Override protected void onProgressUpdate(Integer... values) { super.onProgressUpdate(values); if (values[0] == 0) { mDialog.setTitle(getString(R.string.progress_dialog_title_uploading)); } mDialog.setProgress(values[0]); } private boolean doFileUpload(File file, String uploadUrl) { HttpURLConnection connection = null; DataOutputStream outputStream = null; DataInputStream inputStream = null; String pathToOurFile = file.getPath(); String urlServer = "http://www.xxxx.x/xxxx/upload.php"; String lineEnd = "\r\n"; String twoHyphens = "--"; String boundary = "*****"; // log pathtoourfile Log.d("DFHinUpl", pathToOurFile); int bytesRead, bytesAvailable, bufferSize; byte[] buffer; int maxBufferSize = 1*1024*1024; int sentBytes = 0; long fileSize = file.length(); // log filesize String files= String.valueOf(fileSize); String buffers= String.valueOf(maxBufferSize); Log.d("fotosize",files); Log.d("buffers",buffers); try { FileInputStream fileInputStream = new FileInputStream(new File(pathToOurFile) ); URL url = new URL(urlServer); connection = (HttpURLConnection) url.openConnection(); // Allow Inputs & Outputs connection.setDoInput(true); connection.setDoOutput(true); connection.setUseCaches(false); // Enable POST method connection.setRequestMethod("POST"); connection.setRequestProperty("Connection", "Keep-Alive"); connection.setRequestProperty("Content-Type", "multipart/form-data;boundary="+boundary); outputStream = new DataOutputStream( connection.getOutputStream() ); outputStream.writeBytes(twoHyphens + boundary + lineEnd); outputStream.writeBytes("Content-Disposition: form-data; name=\"uploadedfile\";filename=\"" + pathToOurFile +"\"" + lineEnd); outputStream.writeBytes(lineEnd); bytesAvailable = fileInputStream.available(); bufferSize = Math.min(bytesAvailable, maxBufferSize); buffer = new byte[bufferSize]; // Read file bytesRead = fileInputStream.read(buffer, 0, bufferSize); while (bytesRead > 0) { outputStream.write(buffer, 0, bufferSize); bytesAvailable = fileInputStream.available(); bufferSize = Math.min(bytesAvailable, maxBufferSize); bytesRead = fileInputStream.read(buffer, 0, bufferSize); sentBytes += bufferSize; publishProgress((int)(sentBytes * 100 / fileSize)); bytesAvailable = fileInputStream.available(); bufferSize = Math.min(bytesAvailable, maxBufferSize); bytesRead = fileInputStream.read(buffer, 0, bufferSize); } outputStream.writeBytes(lineEnd); outputStream.writeBytes(twoHyphens + boundary + twoHyphens + lineEnd); // Responses from the server (code and message) int serverResponseCode = connection.getResponseCode(); String serverResponseMessage = connection.getResponseMessage(); fileInputStream.close(); outputStream.flush(); outputStream.close(); try { int responseCode = connection.getResponseCode(); return responseCode == 200; } catch (IOException ioex) { Log.e("DFHUPLOAD", "Upload file failed: " + ioex.getMessage(), ioex); return false; } catch (Exception e) { Log.e("DFHUPLOAD", "Upload file failed: " + e.getMessage(), e); return false; } } catch (Exception ex) { String msg= ex.getMessage(); Log.d("DFHUPLOAD", msg); } return true; } } } the PHP code that handles this upload is following: <?php $date=getdate(); $urldate=$date['year'].$date['month'].$date['month'].$date['hours'].$date['minutes'].$date[ 'seconds']; $target_path = "./"; $target_path = $target_path . basename( $_FILES['uploadedfile']['name']) . $urldate; if(move_uploaded_file($_FILES['uploadedfile']['tmp_name'], $target_path)) { echo "The file ". basename( $_FILES['uploadedfile']['name']). " has been uploaded"; } else{ echo "There was an error uploading the file, please try again!"; } ?> would really appreciate it if someone could help me.

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