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  • Free movement in a tile-based isometric game

    - by xtr486
    Is there a reasonable easy way to implement free movement in a tile-based isometric game? Meaning that the player wouldn't just instantly jump from one tile to another or not be "snapped" to the grid (for example, if the movement between tiles were animated but you'd be locked from doing anything before the animation finishes). I'm a really beginner with anything related to game programming, but with the help of this site and some other resources it was quite easy to do the basic stuff, but I haven't been able to find any useful resources for this particular problem. Currently I've improvised something close to this: http://jsfiddle.net/KwW5b/4/ (WASD movement). The idea for the movement was to use the mouse map to detect when the player has moved to a different tile and then flip the offsets, and for the most part it works correctly (each corner makes the player move to wrong location: see http://www.youtube.com/watch?v=0xr15IaOhrI, which is probably because I couldn't get the full mouse map work properly), but I have no illusions that it is even close to a good/sane solution. And anyway, it's mostly just to demonstrate what kind of a thing I'd like to implement.

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  • colliding btRigidBody objects behave strangely when moving slowly

    - by Piku
    I'm trying to use Bullet Physics in my iOS game. The engine appears to be correctly compiled in that the demos work fine. In my game I have the player's ship and some enemy ships. They're defined as btRigidBody objects and btCollisionObjects and I'm using btSphereShapes for collision. At 'fast' speeds, collisions appear to happen sensibly - things collide and nothing goes 'weird'. If the speeds are very slow though and the player's ship touches a non-moving object the collision happens, but then the player's ship moves at incredible speed over the next few frames and appears a long distance from where it collided - completely out of proportion to the speed it was moving before impact. To move the things around I'm using setLinearVelocity() each frame, ticking the physics engine, then using getMotionState() to update the rendering code I have. Part of the issue might be I don't quite understand how to set the correct mass or what the best speeds are to use for anything. I'm mostly sticking numbers in and seeing what happens. Should I be using Bullet in this way, and are there any guidelines for deciding on the mass of objects? (am I right in assuming that in collisions heavier objects will force lighter objects to move more)

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  • Provide A Scrolling "Camera" View Over A 2D Game Map

    - by BitCrash
    I'm in the process of attempting to create a 2D MMO type game with Kryonet and some basic sprites, mostly for my own learning. I have the back end set up great (By my standards) and I'm moving on to actually getting some things drawn onto the map. I cannot for the life of me figure out a solid way to have a "Camera" follow a player around a large area. The view pane for the game is 640 x 480 pixels, and each tile is 32x32 pixels (Thats 20 tiles wide and 15 high for the viewpane) I have tried a couple things to do this, but they did not seem to work out so well. I had a JScrollPane with 9 "Viewpane"-sized canvases in it, and tried to have the JScrollPane move in accordance with the player. The issue came when I reached the end of the JScrollPane. I tried to "Flip" canvases, sending the canvas currrently drawing the player to the middle of the 9 and load the corresponding maps onto the other ones. It was slow and worked poorly. I'm looking for any advice or previous experience with this; any ideas? Thank you! Edit and Clarification: I did not mean to mention Kryonet, I was merely providing peripheral information in case there was something that would help which I could not foresee. Instead of having an array of 9 canvases, why not just have one large canvas loading a large map every once in a while? I'm willing to have "load times" where as with the canvas array I would have none (in theory) to give the user a smooth experience. I could just change the size and location of the map with a modified setBounds() call on the canvas in a layered pane (layered because I have hidden swing items, like inventories and stuff) I'll try it out and post here how it goes for people asking the same question.

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  • Collider2D and Rigidbody2D, how do they work?

    - by user42646
    I have been learning JavaScript and Unity for a week now. I learned how to make Cube as a Ground and another Cube as a player and I used this code to make the Player Cube move forward and backward and jumping var walkspeed: float = 5.0; var jumpheight: float = 250.0; var grounded = false; function Update() { rigidbody.freezeRotation = true; if (Input.GetKey("a")) transform.Translate(Vector3(-1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetKey("d")) transform.Translate(Vector3(1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetButton("Jump")) { Jump(); } } function OnCollisionEnter(hit: Collision) { grounded = true; } function Jump() { if (grounded == true) { rigidbody.AddForce(Vector3.up * jumpheight); grounded = false; } } I also learned how to make a character hit box. how to make a sprite and animation. pretty much the basic stuff. Couple of days ago I created simple ground in Photoshop and a simple character and imported them to Unity3D. Whenever I use my code above the character keeps falling from the scene. Like the character has nothing to stand on. After thinking about it it make sense because I really didn't make anything to make the player character understand that he should stand on something so I started reading about this issue and I realized that there is something called Collider2D and Rigidbody2D. Now I'm really stuck here I just don't know what to do. I applied the rigibody2d to my character picture and the Collider2D to the ground picture but whenever I play the project the gravity makes my character falls down. This is my question: How can I make the rigibody2d object realize that it shouldn't fall if there is a Collider2D object under it? So when I jump it's going to jump and the gravity going to bring it back to the ground.

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  • How to start dovecot?

    - by chudapati09
    I'm building a web server to host multiple websites. I got everything working except the mail server. I'm using linode to host my vps and I've been following their tutorials. FYI, I'm using Ubuntu 11.10. Here is the link I've been following, http://library.linode.com/email/postfix/dovecot-mysql-ubuntu-10.04-lucid. I got up to the part where it tells me to restart dovecot, so I tried "service dovecot restart". But then I get this "restart: Unknown instance:". I'm logged in as root, so I'm not using sudo. Since that didn't work I tried "/etc/init.d/dovecot restart" and I get "dovecot start/running, process 4760". So I try "/etc/init.d/dovecot status" and I get "dovecot stop/waiting". So I tried "service dovecot start" and I get "dovecot start/running, process 4781". So I tried to get the status, so I tired "service dovecot status" and got "dovecot stop/waiting" Then I tired "/etc/init.d/dovecot start" and I get "dovecot start/running, process 4794". So I tired to get the status, so I tired "/etc/init.d/dovecot status" and got "dovecot stop/waiting" Just for kicks and giggles I tired to kill the process, I used the PID that I got when I did "service dovecot start", this was the command "kill -9 4444" and I get this "bash: kill: (4805) - No such process" Am I doing something wrong? --EDIT 1-- The following are logs that were found in /var/log/syslog that involved dovecot dovecot: master: Dovecot v2.0.13 starting up (core dumps disabled) dovecot: ssl-params: Generating SSL parameters dovecot: ssl-params: SSL parameters regeneration completed dovecot: master: Warning: Killed with signal 15 (by pid=1 uid=0 code=kill) dovecot: config: Warning: Killed with signal 15 (by pid=1 uid=0 code=kill) dovecot: anvil: Warning: Killed with signal 15 (by pid=1 uid=0 code=kill) dovecot: log: Warning: Killed with signal 15 (by pid=1 uid=0 code=kill) kernel: init: dovecot main process (10276) terminated with status 89 kernel: init: dovecot main process (10289) terminated with status 89 kernel: init: dovecot main process (10452) terminated with status 89 kernel: init: dovecot main process (2275) terminated with status 89 kernel: init: dovecot main process (3028) terminated with status 89 kernel: init: dovecot main process (3216) terminated with status 89 kernel: init: dovecot main process (3230) terminated with status 89 kernel: init: dovecot main process (3254) terminated with status 89 kernel: init: dovecot main process (3813) terminated with status 89 kernel: init: dovecot main process (3845) terminated with status 89 kernel: init: dovecot main process (4664) terminated with status 89 kernel: init: dovecot main process (4760) terminated with status 89 kernel: init: dovecot main process (4781) terminated with status 89 kernel: init: dovecot main process (4794) terminated with status 89 kernel: init: dovecot main process (4805) terminated with status 89 --Edit 2 (/etc/dovecot/dovecot.conf)-- The following is the dovecot.conf file protocols = imap imaps pop3 pop3s log_timestamp = "%Y-%m-%d %H:%M:%S " mail_location = maildir:/home/vmail/%d/%n/Maildir ssl_cert_file = /etc/ssl/certs/dovecot.pem ssl_key_file = /etc/ssl/private/dovecot.pem namespace private { separator = . prefix = INBOX. inbox = yes } protocol lda { log_path = /home/vmail/dovecot-deliver.log auth_socket_path = /var/run/dovecot/auth-master postmaster_address = postmaster@[mydomainname.com] mail_plugins = sieve global_script_path = /home/vmail/globalsieverc } protocol pop3 { pop3_uidl_format = %08Xu%08Xv } auth default { user = root passdb sql { args = /etc/dovecot/dovecot-sql.conf } userdb static { args = uid=5000 gid=5000 home=/home/vmail/%d/%n allow_all_users=yes } socket listen { master { path = /var/run/dovecot/auth-master mode = 0600 user = vmail } client { path = /var/spool/postfix/private/auth mode = 0660 user = postfix group = postfix } } } -- Edit 3 (/var/log/mail.log) -- The following is what is in /var/log/mail.log dovecot: master: Dovecot v2.0.13 starting up (core dumps disabled) dovecot: ssl-params: Generating SSL parameters postfix/master[9917]: daemon started -- version 2.8.5, configuration /etc/postfix dovecot: ssl-params: SSL parameters regeneration completed postfix/master[9917]: terminating on signal 15 postfix/master[10196]: daemon started -- version 2.8.5, configuration /etc/postfix dovecot: master: Warning: Killed with signal 15 (by pid=1 uid=0 code=kill) dovecot: config: Warning: Killed with signal 15 (by pid=1 uid=0 code=kill) dovecot: anvil: Warning: Killed with signal 15 (by pid=1 uid=0 code=kill) dovecot: log: Warning: Killed with signal 15 (by pid=1 uid=0 code=kill) postfix/master[2435]: daemon started -- version 2.8.5, configuration /etc/postfix postfix/master[2435]: terminating on signal 15 postfix/master[2965]: daemon started -- version 2.8.5, configuration /etc/postfix

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  • Rsync: how to mount truecrypt on-the-fly on the receiving side?

    - by deepc
    The short version: how can I keep an rsync backup on a truecrypt volume? The hard part is to mount/unmount this volume on the fly when it is needed for rsync. Details This is my current backup configuration (which works fairly well for the most part): backup source is on Win7 64 bit, destination is a remote Linux box (Debian) actual data transfer is done by rsync via ssh (cwRsync with cygwin) rsync daemon is started on demand via ssh On the Linux box the backup is protected by file permissions only. I want to increase security here and put the backup into a truecrypt volume. I can fuse-mount that volume manually in the shell. The question is now how can I make rsync not only open an ssh connection and starting the rsync daemon, but also to mount the truecrypt volume before (and unmount it after)? My money is on option --rsync-path which can be used to pass a command line to ssh - provided that stdin and stdout still work the same. I guess that command would have to be a shell script. Is this possible, and what would the script look like? For reference, here's a quote of that option: --rsync-path=PROGRAM Use this to specify what program is to be run on the remote machine to start-up rsync. Often used when rsync is not in the default remote-shell's path (e.g. --rsync-path=/usr/local/bin/rsync). Note that PROGRAM is run with the help of a shell, so it can be any program, script, or command sequence you'd care to run, so long as it does not corrupt the standard-in & standard-out that rsync is using to communicate. One tricky example is to set a different default directory on the remote machine for use with the --relative option. For instance: rsync -avR --rsync-path="cd /a/b && rsync" host:c/d /e/ This is the full rsync man page. Truecrypt volume auto-mount Solved! Turns out this option is actually key to auto-mounting the truecrypt volume on the remote side. The following command line does the trick (one line!): rsync $options -e "ssh -p $port -i ../.ssh/id_dsa" --rsync-path="/usr/local/bin/truecrypt -d && /usr/local/bin/truecrypt --fs-options=rw,sync,utf8,uid=$UID,umask=0007 --non-interactive -p $password $pathToVolume $remoteMountDir && rsync" $localSourceDir $user:$remoteMountMountDir Truecrypt volume auto-dismount Still open: how can I unmount the volume when rsync is done? Not sure if the following makes sense to anyone but I give it a try... Right now I am unmounting (truecrypt -d), then mounting again, then continuing with rsync. At this time rsync needs to do its thing but I dont know when its done. Adding ... rsync && truecrypt -d to the command line does not work because then the rsync daemon does not start. This is because rsync starts the daemon with parameter --server on the remote side and that parameter would go to the final truecrypt -d.

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  • iptables DNS resolution

    - by Favolas
    I have a virtual machine with Fedora 19 acting as a router. This machine as an interface (p8p1) with the IP 172.16.1.254 that is connected to another machine (IP 172.16.1.1) that's simulating the external network. I've installed snort 2.9.2.2, applied the snortsam-2.9.2.2.diff.gz patch and installed snortsam 2.70 on the routermachine In snort.conf besides altering some RULE_PATH I believe I've only added the following line to the file. output alert_fwsam: 127.0.0.1:898/password After doing this two comands: ifconfig p8p1 promisc /usr/local/snort/bin/snort -v -i p8p1 If I ping from the external network to the router IP, I can see the info about the pings. One of the rules that I have is icmp-info.rules that as this single line: alert icmp $EXTERNAL_NET any -> $HOME_NET any (msg:"ICMP-INFO Echo Reply"; icode:0; itype:0; classtype:misc-activity; sid:408; rev:6;fwsam: src, 5 minutes;) snortsam.conf as this data: defaultkey password accept localhost keyinterval 30 minutes dontblock 192.168.1.1 # rede local rollbackhosts 50 rollbackthreshold 20 / 30 secs rollbacksleeptime 1 minute logfile /var/log/snort/snortsam.log loglevel 3 daemon nothreads # linha importante para gerar os bloqueios via iptables iptables p8p1 LOG bindip 127.0.0.1 Now I run this command: /usr/local/snort/bin/snort -u snort -i p8p1 -c /etc/snort/snort.conf -l /var/log/snort -Dq Terminal gives this message: Spawning daemon child... My daemon child 2080 lives... Daemon parent exiting (0) and when I runsnortsam in terminal i got this: SnortSam, v 2.70. Copyright (c) 2001-2009 Frank Knobbe . All rights reserved. Plugin 'fwsam': v 2.5, by Frank Knobbe Plugin 'fwexec': v 2.7, by Frank Knobbe Plugin 'pix': v 2.9, by Frank Knobbe Plugin 'ciscoacl': v 2.12, by Ali Basel <[email protected]> Plugin 'cisconullroute': v 2.5, by Frank Knobbe Plugin 'cisconullroute2': v 2.2, by Wouter de Jong <[email protected]> Plugin 'netscreen': v 2.10, by Frank Knobbe Plugin 'ipchains': v 2.8, by Hector A. Paterno <[email protected]> Plugin 'iptables': v 2.9, by Fabrizio Tivano <[email protected]>, Luis Marichal <[email protected]> Plugin 'ebtables': v 2.4, by Bruno Scatolin <[email protected]> Plugin 'watchguard': v 2.7, by Thomas Maier <[email protected]> Plugin 'email': v 2.12, by Frank Knobbe Plugin 'email-blocks-only': v 2.12, by Frank Knobbe Plugin 'snmpinterfacedown': v 2.3, by Ali BASEL <[email protected]> Plugin 'forward': v 2.8, by Frank Knobbe Parsing config file /etc/snortsam.conf... Linking plugin 'iptables'... Checking for existing state file "/var/db/snortsam.state". Found. Reading state file. Starting to listen for Snort alerts. and snortsam.log as an entry like this 2013/10/25, 10:15:17, -, 1, snortsam, Starting to listen for Snort alerts. Now, from the external machine I do ping 172.16.1.254 and it starts showing the info and an alert file is created in /var/log/snort/ that as the info about the PINGS. Something like: [**] [1:408:6] ICMP-INFO Echo Reply [**] [Classification: Misc activity] [Priority: 3] 10/25-10:35:16.061319 172.16.1.254 -> 172.16.1.1 ICMP TTL:64 TOS:0x0 ID:38720 IpLen:20 DgmLen:84 Type:0 Code:0 ID:1389 Seq:1 ECHO REPLY Also, if I run instead /usr/local/snort/bin/snort snort -v -i p8p1 i got this message: Running in packet dump mode --== Initializing Snort ==-- Initializing Output Plugins! Snort BPF option: snort pcap DAQ configured to passive. The DAQ version does not support reload. Acquiring network traffic from "p8p1". ERROR: Can't set DAQ BPF filter to 'snort' (pcap_daq_set_filter: pcap_compile: syntax error)! Fatal Error, Quitting.. So, this are my questions: Shouldn't snortsam block the PING? Is that DAQ error causing the problem? If so, How can I solve it?

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  • Can't sync filesystem without reboot

    - by Fabio
    I'm having an issue with a linux server. Once a week the running mysql instance hangs and there is no way to fully stop it. If I kill it, it remains in zombie status and init does not reap its pid. The server is used for staging deployments and some internal tools, so it's not under heavy load. The only process constantly used id mysql and for this I think that it's the only process which suffer of this issue. I've searched system logs for errors and the only thing I found is this error (repeated a couple of times) in dmesg output: [706560.640085] INFO: task mysqld:31965 blocked for more than 120 seconds. [706560.640198] "echo 0 > /proc/sys/kernel/hung_task_timeout_secs" disables this message. [706560.640312] mysqld D ffff88032fd93f40 0 31965 1 0x00000000 [706560.640317] ffff880242a27d18 0000000000000086 ffff88031a50dd00 ffff880242a27fd8 [706560.640321] ffff880242a27fd8 ffff880242a27fd8 ffff88031e549740 ffff88031a50dd00 [706560.640325] ffff88031a50dd00 ffff88032fd947f8 0000000000000002 ffffffff8112f250 [706560.640328] Call Trace: [706560.640338] [<ffffffff8112f250>] ? __lock_page+0x70/0x70 [706560.640344] [<ffffffff816cb1b9>] schedule+0x29/0x70 [706560.640347] [<ffffffff816cb28f>] io_schedule+0x8f/0xd0 [706560.640350] [<ffffffff8112f25e>] sleep_on_page+0xe/0x20 [706560.640353] [<ffffffff816c9900>] __wait_on_bit+0x60/0x90 [706560.640356] [<ffffffff8112f390>] wait_on_page_bit+0x80/0x90 [706560.640360] [<ffffffff8107dce0>] ? autoremove_wake_function+0x40/0x40 [706560.640363] [<ffffffff8112f891>] filemap_fdatawait_range+0x101/0x190 [706560.640366] [<ffffffff81130975>] filemap_write_and_wait_range+0x65/0x70 [706560.640371] [<ffffffff8122e441>] ext4_sync_file+0x71/0x320 [706560.640376] [<ffffffff811c3e6d>] do_fsync+0x5d/0x90 [706560.640379] [<ffffffff811c40d0>] sys_fsync+0x10/0x20 [706560.640383] [<ffffffff816d495d>] system_call_fastpath+0x1a/0x1f When this happens the only way to make everything working again is a full reboot, but in order to do that I'm forced to use this command after I've manually stopped all running processes echo b > /proc/sysrq-trigger otherwise normal reboot process hangs forever. I've tracked reboots script and I've found out that also the reboot process hangs on a sync call, this one in /etc/init.d/sendsigs (I'm on ubuntu) # Flush the kernel I/O buffer before we start to kill # processes, to make sure the IO of already stopped services to # not slow down the remaining processes to a point where they # are accidentily killed with SIGKILL because they did not # manage to shut down in time. sync I'm almost sure that the cause of this is an hardware issue (the RAID controller???) also because I've other two machines with the same hardware and software configuration and they don't suffer of this, but I can't find any hint in syslog or dmesg. I've also installed smartmontools and mcelog packages but none of them did report any issue. What can I do to track the cause of this issue? Today is happened again, here is the status of system after triggering a reboot init---console-kit-dae---64*[{console-kit-dae}] +-dbus-daemon +-mcelog +-mysqld---{mysqld} +-newrelic-daemon---newrelic-daemon---11*[{newrelic-daemon}] +-ntpd +-polkitd---{polkitd} +-python3 +-rpc.idmapd +-rpc.statd +-rpcbind +-sh---rc---S20sendsigs---sync +-smartd +-snmpd +-sshd---sshd---zsh---sudo---zsh---pstree +-sshd---sshd---zsh---sudo---zsh And here is the status of sync process # ps aux | grep sync root 3637 0.1 0.0 4352 372 ? D 05:53 0:00 sync i.e. Uninterruptible sleep... Hardware specs as reported by lshw I think the raid controller is a fake raid. I usually don't deal with hardware (and for the record I don't have physical access to it) description: Computer product: X7DBP () vendor: Supermicro version: 0123456789 serial: 0123456789 width: 64 bits capabilities: smbios-2.4 dmi-2.4 vsyscall32 configuration: administrator_password=disabled boot=normal frontpanel_password=unknown keyboard_password=unknown power-on_password=disabled uuid=53D19F64-D663-A017-8922-0030487C1FEE *-core description: Motherboard product: X7DBP vendor: Supermicro physical id: 0 version: PCB Version serial: 0123456789 *-firmware description: BIOS vendor: Phoenix Technologies LTD physical id: 0 version: 6.00 date: 05/29/2007 size: 106KiB capacity: 960KiB capabilities: pci pnp upgrade shadowing escd cdboot bootselect edd int13floppy2880 acpi usb ls120boot zipboot biosbootspecification *-storage description: RAID bus controller product: 631xESB/632xESB SATA RAID Controller vendor: Intel Corporation physical id: 1f.2 bus info: pci@0000:00:1f.2 version: 09 width: 32 bits clock: 66MHz capabilities: storage pm bus_master cap_list configuration: driver=ahci latency=0 resources: irq:19 ioport:18a0(size=8) ioport:1874(size=4) ioport:1878(size=8) ioport:1870(size=4) ioport:1880(size=32) memory:d8500400-d85007ff

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  • Bugzilla : No SASL mechanism found

    - by niteshsinha
    I am using Bugzilla on windows 7. I am using the unofficial Bugzilla installer. I followed the steps accordingly and gave valid credentials wherever required. I open Bugzilla and try to create a new account , but i get the following error. Software error: No SASL mechanism found at C:/Program Files/Bugzilla/perl/perl/site/lib/Authen/SASL.pm line 77 at C:/Program Files/Bugzilla/perl/perl/lib/Net/SMTP.pm line 143 i ran checksetup.pl and found that Authen::SASL and SMTP both are available on my machine. The output of checksetup.pl is as follows. * This is Bugzilla 3.6.3 on perl 5.10.1 * Running on Win7 Build 7600 Checking perl modules... Checking for CGI.pm (v3.33) ok: found v3.49 Checking for Digest-SHA (any) ok: found v5.48 Checking for TimeDate (v2.21) ok: found v2.24 Checking for DateTime (v0.28) ok: found v0.53 Checking for DateTime-TimeZone (v0.79) ok: found v1.10 Checking for DBI (v1.41) ok: found v1.609 Checking for Template-Toolkit (v2.22) ok: found v2.22 Checking for Email-Send (v2.16) ok: found v2.198 Checking for Email-MIME (v1.861) ok: found v1.903 Checking for Email-MIME-Encodings (v1.313) ok: found v1.313 Checking for Email-MIME-Modifier (v1.442) ok: found v1.903 Checking for URI (any) ok: found v1.52 Checking available perl DBD modules... Checking for DBD-Pg (v1.45) ok: found v2.16.1 Checking for DBD-mysql (v4.00) ok: found v4.012 Checking for DBD-Oracle (v1.19) not found The following Perl modules are optional: Checking for GD (v1.20) ok: found v2.44 Checking for Chart (v2.1) ok: found v2.4.1 Checking for Template-GD (any) ok: found v1.56 Checking for GDTextUtil (any) ok: found v0.86 Checking for GDGraph (any) ok: found v1.44 Checking for XML-Twig (any) ok: found v3.34 Checking for MIME-tools (v5.406) ok: found v5.427 Checking for libwww-perl (any) ok: found v5.834 Checking for PatchReader (v0.9.4) ok: found v0.9.5 Checking for perl-ldap (any) ok: found v0.39 Checking for Authen-SASL (any) ok: found v2.15 Checking for RadiusPerl (any) ok: found v0.17 Checking for SOAP-Lite (v0.710.06) ok: found v0.710.10 Checking for JSON-RPC (any) ok: found v0.95 Checking for Test-Taint (any) ok: found v1.04 Checking for HTML-Parser (v3.40) ok: found v3.64 Checking for HTML-Scrubber (any) ok: found v0.08 Checking for Email-MIME-Attachment-Stripper (any) ok: found v1.316 Checking for Email-Reply (any) ok: found v1.202 Checking for TheSchwartz (any) not found Checking for Daemon-Generic (any) not found Checking for mod_perl (v1.999022) not found *********************************************************************** * OPTIONAL MODULES * *********************************************************************** * Certain Perl modules are not required by Bugzilla, but by * * installing the latest version you gain access to additional * * features. * * * * The optional modules you do not have installed are listed below, * * with the name of the feature they enable. Below that table are the * * commands to install each module. * *********************************************************************** * MODULE NAME * ENABLES FEATURE(S) * *********************************************************************** * TheSchwartz * Mail Queueing * * Daemon-Generic * Mail Queueing * * mod_perl * mod_perl * *********************************************************************** * Note For Windows Users * *********************************************************************** * In order to install the modules listed below, you first have to run * * the following command as an Administrator: * * * * ppm repo add theory58S http://cpan.uwinnipeg.ca/PPMPackages/10xx/ * * * Then you have to do (also as an Administrator): * * * * ppm repo up theory58S * * * * Do that last command over and over until you see "theory58S" at the * * top of the displayed list. * *********************************************************************** COMMANDS TO INSTALL OPTIONAL MODULES: TheSchwartz: ppm install TheSchwartz Daemon-Generic: ppm install Daemon-Generic mod_perl: ppm install mod_perl Reading ./localconfig... Checking for DBD-mysql (v4.00) ok: found v4.012 Checking for MySQL (v4.1.2) ok: found v5.1.44-community-log Removing existing compiled templates... Precompiling templates...done. Now that you have installed Bugzilla, you should visit the 'Parameters' page (linked in the footer of the Administrator account) to ensure it is set up as you wish - this includes setting the 'urlbase' option to the correct URL. Press any key to continue . . . Please tell me what should i do. Please note: i am running behind a corporate proxy , SSL/TLS is not used internally but i am giving the smtpUser and smtpPass also.

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  • EventDispatcher between an as and an fla?

    - by Christopher Richa
    Hi everyone. I am making a fighting game in Flash and while I have everything running, I am missing something: a victory/loss screen. Logically, I know how to do it: if character.hp < 0 { character.dead = true; dispatchevent("death", event) } My problem is that I have no idea as to how to code it. I know I will use two classes and my two .fla files (unless I am wrong). I have two .fla files that are in play here: the Menu.fla file and the Arena.fla file. Menu.fla contains the entire navigation of the game, options, character selection screens, etc. and when it is time for the player to engage in battle, it loads the Arena.fla file, which contains only the backgrounds (depending on the selected stage) and for now is set to a length of one frame only. For Arena.fla, the real action happens in my classes, but logically, I would only need HP.as and Character.as. In Character.as, I have declared the following variable: var isDead:Boolean = false; //is character dead? In HP.as, believe I should have the following: if(currentHp<0) { currentHp = 0; character.isDead = true; //declared as var `character:Object;` EventDispatcher.dispatchEventListener("playerDead", playerDead); } And finally, in Arena.fla, I want to be able to detect the above-mentioned eventlistener and simply move on to a second frame which will display a message in the style of "PLAYER ONE HAS WON" or "PLAYER ONE HAS LOST" with a button that will allow me to go back to the character selection screen. This is the first part in which I am stuck: how do I detect the dispatched event listener in my main .fla file? Secondly, if the player clicks on the "CONTINUE" button, which displays regardless if the player has won or lost, how can my Menu.fla (which loads the Arena.swf) detect this click event, unload the game, and go back to the character selection screen? Thank you in advance for helping me out. I realize this is a lot of text but it's the most descriptive I can be. If you have any questions or need any clarification concerning my question, feel free to speak up. -Christopher

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  • controlling threads flow

    - by owca
    I had a task to write simple game simulating two players picking up 1-3 matches one after another until the pile is gone. I managed to do it for computer choosing random value of matches but now I'd like to go further and allow humans to play the game. Here's what I already have : http://paste.pocoo.org/show/201761/ Class Player is a computer player, and PlayerMan should be human being. Problem is, that thread of PlayerMan should wait until proper value of matches is given but I cannot make it work this way. Logic is as follows: thread runs until matches equals to zero. If player number is correct at the moment function pickMatches() is called. After decreasing number of matches on table, thread should wait and another thread should be notified. I know I must use wait() and notify() but I can't place them right. Class Shared keeps the value of current player, and also amount of matches. public void suspendThread() { suspended = true; } public void resumeThread() { suspended = false; } @Override public void run(){ int matches=1; int which = 0; int tmp=0; Shared data = this.selectData(); String name = this.returnName(); int number = this.getNumber(); while(data.getMatches() != 0){ while(!suspended){ try{ which = data.getCurrent(); if(number == which){ matches = pickMatches(); tmp = data.getMatches() - matches; data.setMatches(tmp, number); if(data.getMatches() == 0){ System.out.println(" "+ name+" takes "+matches+" matches."); System.out.println("Winner is player: "+name); stop(); } System.out.println(" "+ name+" takes "+matches+" matches."); if(number != 0){ data.setCurrent(0); } else{ data.setCurrent(1); } } this.suspendThread(); notifyAll(); wait(); }catch(InterruptedException exc) {} } } } @Override synchronized public int pickMatches(){ Scanner scanner = new Scanner(System.in); int n = 0; Shared data = this.selectData(); System.out.println("Choose amount of matches (from 1 to 3): "); if(data.getMatches() == 1){ System.out.println("There's only 1 match left !"); while(n != 1){ n = scanner.nextInt(); } } else{ do{ n = scanner.nextInt(); } while(n <= 1 && n >= 3); } return n; } }

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  • Is it possible to access variable of subclass using object of superclass in polymorphism

    - by fari
    how can i access state varibale of class keyboard with object of class kalaplayer /** * An abstract class representing a player in Kala. Extend this class * to make your own players (e.g. human players entering moves at the keyboard * or computer players with programmed strategies for making moves). */ public abstract class KalaPlayer { /** * Method by which a player selects a move. * @param gs The current game state * @return A side pit number in the range 1-6 * @throws NoMoveAvailableException if all side pits for the player are empty * (i.e. the game is over) */ public abstract int chooseMove(KalaGameState gs) throws NoMoveAvailableException; } public class KeyBoardPlayer extends KalaPlayer { /** * Method by which a player selects a move. * @param gs The current game state * @return A side pit number in the range 1-6 * @throws NoMoveAvailableException if all side pits for the player are empty * (i.e. the game is over) */ public KalaGameState state; public KeyBoardPlayer() { System.out.println("Enter the number of stones to play with: "); try { BufferedReader br = new BufferedReader(new InputStreamReader(System.in)); int key = Integer.parseInt(br.readLine()); state=new KalaGameState(key); //key=player1.state.turn; } catch(IOException e) { System.out.println(e); } } public int chooseMove(KalaGameState gs) throws NoMoveAvailableException{ return 0; } } import java.io.IOException; import java.io.BufferedReader; import java.io.InputStreamReader; public class KalaGame { KalaPlayer player1,player2; public KalaGame(KeyBoardPlayer Player1,KeyBoardPlayer Player2) { //super(0); player1=new KeyBoardPlayer(); player2 = new KeyBoardPlayer(); //player1=Player1; //player2=Player2; //player1.state ****how can i access the stae variable from Keyboard CLass using object from KalaPlayer key=player1.state.turn; } public void play() { System.out.println("Enter the number of stones to play with: "); try { BufferedReader br = new BufferedReader(new InputStreamReader(System.in)); int key = Integer.parseInt(br.readLine()); System.out.println(key); KalaGameState state=new KalaGameState(key); printGame(); } catch(IOException e) { System.out.println(e); } }

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  • Animation using AniMate with Unity3D doesn't interact with physical objects

    - by Albz
    I'm designing a maze with Unity3D. The maze has a number of bifurcations and the player will stop before each bifurcation and simply choose left or right. Then an automatic animation will move the player through the next bifurcation till the end of the maze (or till a dead end). To animate the player I'm using AniMate and C# in my Unity project. Using AniMate I'm simply creating a point-to-point animation for each bifurcation (e.g. mage below: from the start/red arrow to point 5) My problem is that my animation script (associated to the "First Person Controller") is not working properly since physics is not respected (the player passes through walls). If in the same project I enable the standard character controls in Unity, then I can navigate in the maze with the physical contrains of walls etc... (i.e. I have colliders). This is an example of the code I'm using when I press left to pass from starting point, trough point 1 to point 2: void FixedUpdate () { if (Input.GetKey(KeyCode.LeftArrow)) { //To point 1 Hashtable props = new Hashtable(); props.Add("position", new Vector3(756f,112f,1124f)); props.Add("physics", true); Ani.Mate.To(transform, 2, props); //To point 2 Hashtable props2 = new Hashtable(); props2.Add("position", new Vector3(731f,112f,1124f)); props2.Add("physics", true); Ani.Mate.To(transform, 2, props2); } } What happens practically when I press the left arrow button is that the player moves directly to point 2 using a straight line passing through the wall. I tried to pass to AniMate "Physics = true" but it doesn't seem to help. Any idea on how to solve this issue? Alternatively... any hint on how to have a more optimized code and just use a series of vector3 coordinates (one for each point) to obtain the simple animation I want without having to declare new Hashtable(); etc... every time? I chose AniMate simply because 1. I'm a beginner with Unity 2. I don't need complex animations (e.g. I don't need to use iTween), just fixed animations along straight lines and I need something really simple and quick to implement in a script. However, if someone has an equally simple solution it will be welcome. thank you in advance for your help

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  • PHP - JSON Steam API query

    - by Hunter
    First time using "JSON" and I've just been working away at my dissertation and I'm integrating a few features from the steam API.. now I'm a little bit confused as to how to create arrays. function test_steamAPI() { $api = ('http://api.steampowered.com/ISteamUser/GetPlayerSummaries/v0002/?key='.get_Steam_api().'&steamids=76561197960435530'); $test = decode_url($api); var_dump($test['response']['players'][0]['personaname']['steamid']); } //Function to decode and return the data. function decode_url($url) { $decodeURL = $url; $data = file_get_contents($url); $data_output = json_decode($data, true); return $data_output; } So ea I've wrote a simple method to decode Json as I'll be doing a fair bit.. But just wondering the best way to print out arrays.. I can't for the life of me get it to print more than 1 element without it retunring an error e.g. Warning: Illegal string offset 'steamid' in /opt/lampp/htdocs/lan/lan-includes/scripts/class.steam.php on line 48 string(1) "R" So I can print one element, and if I add another it returns errors. EDIT -- Thanks for help, So this was my solution: function test_steamAPI() { $api = ('http://api.steampowered.com/ISteamUser/GetPlayerSummaries/v0002/?key='.get_Steam_api().'&steamids=76561197960435530,76561197960435530'); $data = decode_url($api); foreach($data ['response']['players'] as $player) { echo "Steam id:" . $player['steamid'] . "\n"; echo "Community visibility :" . $player['communityvisibilitystate'] . "\n"; echo "Player profile" . $player['profileurl'] ."\n"; } } //Function to decode and return the data. function decode_url($url) { $decodeURL = $url; $json = file_get_contents($decodeURL); $data_output = json_decode($json, true); return $data_output; } Worked this out by taking a look at the data.. and a couple json examples, this returns an array based on the Steam API URL (It works for multiple queries.... just FYI) and you can insert loops inside for items etc.. (if anyone searches for this).

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  • How do I handle the Maybe result of at in Control.Lens.Indexed without a Monoid instance

    - by Matthias Hörmann
    I recently discovered the lens package on Hackage and have been trying to make use of it now in a small test project that might turn into a MUD/MUSH server one very distant day if I keep working on it. Here is a minimized version of my code illustrating the problem I am facing right now with the at lenses used to access Key/Value containers (Data.Map.Strict in my case) {-# LANGUAGE OverloadedStrings, GeneralizedNewtypeDeriving, TemplateHaskell #-} module World where import Control.Applicative ((<$>),(<*>), pure) import Control.Lens import Data.Map.Strict (Map) import qualified Data.Map.Strict as DM import Data.Maybe import Data.UUID import Data.Text (Text) import qualified Data.Text as T import System.Random (Random, randomIO) newtype RoomId = RoomId UUID deriving (Eq, Ord, Show, Read, Random) newtype PlayerId = PlayerId UUID deriving (Eq, Ord, Show, Read, Random) data Room = Room { _roomId :: RoomId , _roomName :: Text , _roomDescription :: Text , _roomPlayers :: [PlayerId] } deriving (Eq, Ord, Show, Read) makeLenses ''Room data Player = Player { _playerId :: PlayerId , _playerDisplayName :: Text , _playerLocation :: RoomId } deriving (Eq, Ord, Show, Read) makeLenses ''Player data World = World { _worldRooms :: Map RoomId Room , _worldPlayers :: Map PlayerId Player } deriving (Eq, Ord, Show, Read) makeLenses ''World mkWorld :: IO World mkWorld = do r1 <- Room <$> randomIO <*> (pure "The Singularity") <*> (pure "You are standing in the only place in the whole world") <*> (pure []) p1 <- Player <$> randomIO <*> (pure "testplayer1") <*> (pure $ r1^.roomId) let rooms = at (r1^.roomId) ?~ (set roomPlayers [p1^.playerId] r1) $ DM.empty players = at (p1^.playerId) ?~ p1 $ DM.empty in do return $ World rooms players viewPlayerLocation :: World -> PlayerId -> RoomId viewPlayerLocation world playerId= view (worldPlayers.at playerId.traverse.playerLocation) world Since rooms, players and similar objects are referenced all over the code I store them in my World state type as maps of Ids (newtyped UUIDs) to their data objects. To retrieve those with lenses I need to handle the Maybe returned by the at lens (in case the key is not in the map this is Nothing) somehow. In my last line I tried to do this via traverse which does typecheck as long as the final result is an instance of Monoid but this is not generally the case. Right here it is not because playerLocation returns a RoomId which has no Monoid instance. No instance for (Data.Monoid.Monoid RoomId) arising from a use of `traverse' Possible fix: add an instance declaration for (Data.Monoid.Monoid RoomId) In the first argument of `(.)', namely `traverse' In the second argument of `(.)', namely `traverse . playerLocation' In the second argument of `(.)', namely `at playerId . traverse . playerLocation' Since the Monoid is required by traverse only because traverse generalizes to containers of sizes greater than one I was now wondering if there is a better way to handle this that does not require semantically nonsensical Monoid instances on all types possibly contained in one my objects I want to store in the map. Or maybe I misunderstood the issue here completely and I need to use a completely different bit of the rather large lens package?

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  • UPK 3.6.1 (is Coming)

    - by marc.santosusso
    In anticipation of the release of UPK 3.6.1, I'd like to briefly describe some of the features that will be available in this new version. Topic Editor in Tabs Topic Editors now open in tabs instead of separate Developer windows. This offers several improvements: First, the bubble editor can be docked and resized in the same way as other editor panes. That's right, you can resize the bubble editor! The second enhancement that this changes brings is an improved undo and redo which allows each action to be undone and redone in the Topic Editor. New Sound Editor The topic and web page editors include a new sound editor with all the bells and whistles necessary to record, edit, import, and export, sound. Sound can be captured during topic recording--which is great for a Subject Matter Expert (SME) to narrate what they're recording--or after the topic has been recorded. Sound can also be added to web pages and played on the concept panes of modules, sections and topics. Turn off bubbles in Topics Authors may opt to hide bubbles either per frame or for an entire topic. When you want to draw a user's attention to the content on the screen instead of the bubble. This feature works extremely well in conjunction with the new sound capabilities. For instance, consider recording conceptual information with narration and no bubbles. Presentation Output UPK content can be published as a Presentation in Microsoft PowerPoint format. Publishing for Presentation will create a presentation for each topic published. The presentation template can be customized Using the same methods offered for the UPK document outputs, allowing your UPK-generated presentations to match your corporate branding. Autosave and Recovery The Developer will automatically save your work as often as you would like. This affords authors the ability to recover these automatically saved documents if their system or UPK were to close unexpectedly. The Developer defaults to save open documents every ten minutes. Package Editor Enhancement Files in packages will now open in the associated application when double-clicked. Authors can also choose to "Open with..." from the context menu (AKA right click menu.) See It! Window See It! mode may now be launched in a non-fullscreen window. This is available from the kp.html file in any Player package. This version of See It! mode offers on-screen navigation controls including previous frame, next frame, pause etc. Firefox Enhancments The UPK Player will now offer both Do It! mode and sound playback when viewed using Firefox web browser. Player Support for Safari The UPK Player is now fully supported on the Safari web browser for both Mac OS and Windows platforms. Keep document checked out Authors may choose to keep a document checked out when performing a check in. This allows an author to have a new version created on the server and continue editing. Close button on individual tabs A close button has been added to the tabs making it easier to close a specific tab. Outline Editor Enhancements Authors will have the option to prevent concepts from immediately displaying in the Developer when an outline item is selected. This makes it faster to move around in the outline editor. Tell us which feature you're most excited to use in the comments.

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  • The “AfterDark” reception is back!

    - by rituchhibber
    This year, the OPN Exchange “AfterDark” Reception is moving to new heights! Join us on the 5th floor of the Metreon building in San Francisco for this exclusive ‘VIP’ event. The reception will be held from 7:30 p.m. – 10 p.m. on Sunday, September 30th. Enjoy the smooth sounds of Macy Gray over a cocktail, as you network the night away and watch the 2012 live Music Festival performances from above! Best of all, this event is exclusive and free to all Oracle PartnerNetwork Exchange attendees! So come mix and mingle with us as we kick-off Oracle OpenWorld 2012 with great conversation and music! See You After Dark! The OPN Communications Team

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  • default xna 4.0 gametime don´t works well for 2D physics

    - by EusKoder
    I am developing a game using Visual Studio 2010 and XNA 4.0, after advancing to some extent with the project (a platform based 2d platformer msdn starter kit) I got to test it on different computers with different hardware (CPU, graphics, etc.) and I found that the speed of movement object of the game is quite different, I implemented the PSK physics msdn that are based on time, /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= GroundDragFactor; //velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity *elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(gameTime); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) { velocity.Y = 0; jumpTime = 0.0f; } } tested eg with a PC (PC1) 2.13GHz Intel Core 2 6400 / ATI Radeon HD 4670 and another one: (pc2) 3.00GHz Intel Pentium D / Intel 82945G Express Chipset Family by displacement difference (moving x axis at supossed (position = velocity * gametime.ElapsedGameTime.TotalSeconds) constant velocity, for example) is 3 seconds in a total of 20 (example: moving pc1 player sprite 6000 pixels in the x-axis at 20 seconds and pc 2 runs the same distance in 17 ). Tested on a 3rd PC: i72700k / Gigabyte GTX 560 TI the results are even worse, after some time after starting the game gets like 3 times slower and showing the number of pixels in each frame moved in a debug window in the game (counting updatespersecond with counter variable for updates cuantity and gametime for counting a second show 63fps), it appears as if the number is always constant ( refreshments lose the Update method?). In this pc if I put the game in fullscreen during the course of the game, the effect of "go slow" is immediate and restore window mode sometimes yield returns to "normal" and sometimes not. Eventually I began to try a new project to test whether the movement is constant in different pc loading only one sprite and its position value in screen printing. Occur The same. I even tried moving a constant amount of pixels explicitly (position + = 5) and different speeds in different pc quantities of pixels moved in x time. I have the game loop as the default (fixedTimeStep=true;SynchronizeWithVerticalRetrace=true;). I've also tried turning off and creating another timestep as discussed in different post (eg http://gafferongames.com/game-physics/fix-your-timestep/ but i can´t achieve the desired result, move the same number of pixels in X seconds on different computers with windows. All pc used for tests use windows 7 enterprise pc1 == x86 the others are x64. The weirdest thing is that I find information about people describing the same problem and that I wear long nights of searches. Thanks for your help.

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  • What are good sites that provide free media resources for hobby game development?

    - by m_oLogin
    (Note : This question is being transfered from stackoverflow to gamedev.stackexchange where it belongs) I really suck at graphics / music / 3D modeling / animation and it's a must-have when you have a hundred hobby game development projects you're working on. I'm looking for different quality sources on the web that provide free resources. [EDIT] Some resources given by the answers, in bold the biggest resource per section: MODELS TurboSquid archive3d 3Dvia Google Sketchup ShareCG SPRITES OpenGameArt (also contains textures and 3D models) LostGarden (a couple of isometric tilesets) The Protagonist Domain (2 sprite sets) Reiner's Tilesets (also contains a couple of 3D models) Flying Yogi (3 sprite sets) Has Graphics (a couple of links to tile sets) ANIMATED SPRITES The Spriters Resource (mostly sprites from released games) CLIPART / VECTOR BASED Clker OpenClipArt PHOTOS EveryStockPhoto TEXTURES CG Textures OpenFrag MUSIC Jamendo OpSound SOUND EFFECTS FreeSound StoneWashed MySoundFx OTHER PRECOMPILED LISTS FreeGameDev.net

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  • Minidlna Directory Issues

    - by Somnambulist
    I've done my searching and can't find an answer to THIS specific issue. I have my minidlna set up and running - but it's not really done properly. First off, when I open the server on my bluray player, all of my movies are listed twice - when they are certainly not saved on my external twice. Second, when I open the server - rather than reading "Movies" "TV" "Music", etc - It just mashes all of my movies, tv, and some other folders all together with no real organization. I never had this problem when I had my Windows set up, so I know it's something configured improperly more-so than my external drive giving me gruff. Here's my minidlna.conf file: # This is the configuration file for the MiniDLNA daemon, a DLNA/UPnP-AV media # server. # # Unless otherwise noted, the commented out options show their default value. # # On Debian, you can also refer to the minidlna.conf(5) man page for # documentation about this file. media_dir=/media/somnambulist/Ghost In You # This option can be specified more than once if you want multiple directories # scanned. # # If you want to restrict a media_dir to a specific content type, you can # prepend the directory name with a letter representing the type (A, P or V), # followed by a comma, as so: # * "A" for audio (eg. media_dir=A,/var/lib/minidlna/music) # * "P" for pictures (eg. media_dir=P,/var/lib/minidlna/pictures) # * "V" for video (eg. media_dir=V,/var/lib/minidlna/videos) # # WARNING: After changing this option, you need to rebuild the database. Either # run minidlna with the '-R' option, or delete the 'files.db' file # from the db_dir directory (see below). # On Debian, you can run, as root, 'service minidlna force-reload' instead. #media_dir=/var/lib/minidlna media_dir=V,/media/somnambulist/Ghost In You/Movies media_dir=V,/media/somnambulist/Ghost In You/TV media_dir=P,/home/somnambulist/Pictures # Path to the directory that should hold the database and album art cache. db_dir=/home/somnambulist/serverart # Path to the directory that should hold the log file. log_dir=/home/somnambulist/serverlog # Minimum level of importance of messages to be logged. # Must be one of "off", "fatal", "error", "warn", "info" or "debug". # "off" turns of logging entirely, "fatal" is the highest level of importance # and "debug" the lowest. #log_level=warn # Use a different container as the root of the directory tree presented to # clients. The possible values are: # * "." - standard container # * "B" - "Browse Directory" # * "M" - "Music" # * "P" - "Pictures" # * "V" - "Video" # if you specify "B" and client device is audio-only then "Music/Folders" will be used as root root_container=B # Network interface(s) to bind to (e.g. eth0), comma delimited. #network_interface= # IPv4 address to listen on (e.g. 192.0.2.1). #listening_ip= # Port number for HTTP traffic (descriptions, SOAP, media transfer). port=8200 # URL presented to clients. # The default is the IP address of the server on port 80. #presentation_url=http://example.com:80 # Name that the DLNA server presents to clients. friendly_name=Somnambulist Media Server # Serial number the server reports to clients. serial=12345678 # Model name the server reports to clients. #model_name=Windows Media Connect compatible (MiniDLNA) # Model number the server reports to clients. model_number=1 # Automatic discovery of new files in the media_dir directory. #inotify=yes # List of file names to look for when searching for album art. Names should be # delimited with a forward slash ("/"). album_art_names=Cover.jpg/cover.jpg/AlbumArtSmall.jpg/albumartsmall.jpg/AlbumArt.jpg/albumart.jpg/Album.jpg/album.jpg/Folder.jpg/folder.jpg/Thumb.jpg/thumb.jpg # Strictly adhere to DLNA standards. # This allows server-side downscaling of very large JPEG images, which may # decrease JPEG serving performance on (at least) Sony DLNA products. #strict_dlna=no # Support for streaming .jpg and .mp3 files to a TiVo supporting HMO. #enable_tivo=no # Notify interval, in seconds. #notify_interval=895 # Path to the MiniSSDPd socket, for MiniSSDPd support. #minissdpdsocket=/run/minissdpd.sock` And here's the error I get in terminal when I run: sudo service minidlna restart sudo service minidlna force-reload Force restart error: Restarting DLNA/UPnP-AV media server minidlna [2013/08/12 21:19:27] minidlna.c:474: error: Media directory "/media/somnambulist/Ghost In You/Movies" not accessible! [Permission denied] [2013/08/12 21:19:27] minidlna.c:474: error: Media directory "/media/somnambulist/Ghost In You/TV" not accessible! [Permission denied] Force-reload error: Restarting DLNA/UPnP-AV media server minidlna [2013/08/12 21:19:46] minidlna.c:474: error: Media directory "/media/somnambulist/Ghost In You/Movies" not accessible! [Permission denied] [2013/08/12 21:19:46] minidlna.c:474: error: Media directory "/media/somnambulist/Ghost In You/TV" not accessible! [Permission denied] rm: cannot remove ‘/home/somnambulist/serverart/files.db’: Permission denied rm: cannot remove ‘/home/somnambulist/serverart/art_cache/media/somnambulist/Ghost In You/Movies/Slumdog Millionaire/Slumdog.Millionaire.Cover.jpg’: Permission denied rm: cannot remove ‘/home/somnambulist/serverart/art_cache/media/somnambulist/Ghost In You/Movies/Zack and Miri Make a Porno/ZackAndMiriMakeAPornoCover.jpg’: Permission denied [2013/08/12 21:19:46] minidlna.c:744: warn: Failed to clean old file cache. [ OK ] I've spent hours on this at this point, read through various files - and even had a friend who is relatively Ubuntu-savvy try to help me via chat - no such luck. Thanks in advance for any help.

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  • Finally home - and something fully off topic

    - by Mike Dietrich
    Arrived at Munich Pasing last night at 0:50am ... finally :-) On Sunday I've left the Dylan Hotel in Dublin (thanks to the staff there as well: you were REALLY helpful!!) around 7:30pm to go to the port - and came home on Tuesday morning 1:15am. So all together 29:45hrs door-to-door - not bad for nearly 2000km just relying on public transport. And could have been faster if there were seats in ealier TGV's left. But I don't complain at all ;-) Just checked the website of Dublin Airport - it says currently: 17.00pm: Latest on flight disruptions at Dublin Airport The IAA have advised us that based on the latest Volcanic Ash Advisory Centre London Dublin Airport will remain closed for all inbound and outbound commercial flights until 20.00hours. This effectively means that no flights will land or take off at Dublin Airport until then. A further update will be posted this afternoon. When traveling I have always my iPod with me. It has gotten a bit old now (I think I've bought it 3 years ago in November 2007) but it has a 160GB hard disk in it so it fits most of my music collection (not the entire collection anymore as I'm currently re-riping everything to Apple Lossless because at least for my ears it makes a big difference - but I listen to good ol' vinyl as well ...and I don't download compressed music ;-) ). The battery of my little travel companion is still good for more than 20 hours consistent music playback - and there was a band from Texas being in my ears most of the whole journey called Midlake. I haven't heard of them before until I asked a lady at a Munich store some few weeks ago what she's playing on the speakers in the shop. She was amazed and came back with the CD cover but I hesitated to buy it as I always want to listen the tunes before - and at this day I had no time left to do so. But in Dublin I had a bit of spare time on Saturday and I always enter record stores - and the Tower Records was the sort of store I really enjoy and so I've spent there nearly two hours - leaving with 3 Midlake CDs in my bag. So if you are interested just listen those tunes which may remind some people on Fleetwood Mac: As I said in the title, fully off topic ;-)

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  • Google I/O 2012 - Turning the Web Up to 11

    Google I/O 2012 - Turning the Web Up to 11 Chris Wilson This session will cover the web audio capabilities for games and music. We'll walk through the audio element and the Web Audio API, and dive deep into using the Web Audio API for game audio and building music applications. We'll also cover how to use the Node graph structure to build audio processing chains, and how to use analysis to do interesting tricks. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 626 13 ratings Time: 01:00:36 More in Science & Technology

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  • How to grant write permissions in Samba?

    - by Eric Fossum
    I'm having trouble with read/write permissions on my Samba server, how do I fix my smb.conf and file permissions to have a more unified access? smb.conf [global] workgroup = workgroup netbios name = LnxNAS server string = %h wins support = no dns proxy = no security = user encrypt passwords = yes panic action = /usr/share/samba/panic-action %d [homes] comment = Home Directories [Video] path = /data/eric/Videos [Music] path = /data/eric/Music [Pictures] path = /data/eric/Pictures [data] path = /data my ls -l of /data/eric/Pictures drwxrwxrwx 2 ericfoss root 4096 2011-03-13 22:09 Android Projs drwxrwxrwx 3 ericfoss root 4096 2011-03-13 22:09 Automotive -rwxrwxrwx 1 ericfoss root 2439 2010-12-17 17:03 BDD reduction.png -rwxrwxrwx 1 ericfoss root 2722 2010-12-17 16:55 BDD Tree.png -rwxrwxrwx 1 ericfoss root 7341 2010-12-17 16:46 BDD Tree.xcf -rwxrwxrwx 1 ericfoss root 72421 2007-11-22 22:59 Bum Ninja.jpg -rwxrwxrwx 1 ericfoss root 32152 2010-12-17 21:25 cell transition.png -rwxrwxrwx 1 ericfoss root 40212 2010-12-17 17:55 control graph.png drwxrwxrwx 2 ericfoss root 4096 2011-03-13 22:09 Crap -rwxrwxrwx 1 ericfoss root 82 2010-09-20 17:18 desktop.ini ericfoss@SERVER:~$ If I try to delete \Server\Pictures\Crap it says permission denied, but \Server\data\eric\Pictures\crap can be deleted... I thought security = user took care of this?

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  • Triangle Line-Segment Intersection - detecting near misses

    - by Will
    A ray is a very poor approximation of a player! I think approximating a player with a sphere traveling a straight line each game tick will solve my problems of the player intersecting edges of scenery because their line segment missed it yet their own model is not infinitely thin... I have a 3D triangle and a line segment. I have the normal triangle-line-segment intersection code which I admit I have only a woolly grasp of. To model movement and compute collisions of the player I have to determine if a line passes within sphere-radius of a triangle. But I can find no convenient line near-miss intersection code! Here's the classic triangle intersection ### commented ### code with my starting assumptions: function triangle_ray_intersection(a,b,c,ray_origin,ray_dir,ray_radius) { // http://softsurfer.com/Archive/algorithm_0105/algorithm_0105.htm#intersect_RayTriangle%28%29 // get triangle edge vectors and plane normal var u = vec3_sub(b,a); var v = vec3_sub(c,a); var n = vec3_cross(u,v); if(n[0]==0 && n[1]==0 && n[2]==0) return null; // triangle is degenerate var w0 = vec3_sub(ray_origin,a); var j = vec3_dot(n,ray_dir); if(Math.abs(j) < 0.00000001) { //### if parallel, might still pass within ray_radius of it return null; // parallel, disjoint or on plane } var i = -vec3_dot(n,w0); // get intersect point of ray with triangle plane var k = i / j; if(k < 0.0) return null; // ray goes away from triangle //### as its a line segment, k > 1+ray_radius means no intersect var hit = vec3_add(ray_origin,vec3_scale(ray_dir,k)); // intersect point of ray and plane // is I inside T? //### here I'm a bit lost; this is presumably computing barycentric coordinates? var uu = vec3_dot(u,u); var uv = vec3_dot(u,v); var vv = vec3_dot(v,v); var w = vec3_sub(hit,a); var wu = vec3_dot(w,u); var wv = vec3_dot(w,v); var D = uv * uv - uu * vv; var s = (uv * wv - vv * wu) / D; //### therefore, compute if its within ray_radius scaled to the 0..1 of barycentric coordinates? if(s<0.0 || s>1.0) return null; // I is outside T var t = (uv * wu - uu * wv) / D; if(t<0.0 || (s+t)>1.0) return null; // I is outside T //### finally, if it passses a barycentric test it might still be too far //### to a point; must check that its distance from a corner is within ray_radius too if more than one barycentric coord is >1 //### so we have rounded corners... return [hit,n]; // I is in T } Given the distance between the point of plane intersection and each corner, I ought to be able to determine distance at world scale of how far beyond the edge - beyond 1.0 in barycentric coordinates for each axis - that point is... At this point my head explodes! Is this the right track? What's the actual code? UPDATE: you can earn 100 pts on SO if you answer this question there...! How can you determine if a line segment passes within some distance of a triangle?

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  • [MINI HOW-TO] Redeem Pre-paid Zune Card Points for Zune Marketplace Media

    - by Mysticgeek
    If you don’t want to pay the monthly fee for a Zune Pass, one option is buying a pre-paid Zune card. Here we take a look at how to redeem the Zune card points so you can get music for your Zune or Zune HD. Of course the first thing you will need to do is buy a Zune card. You can find them for different amounts at most retail locations that sell Zune’s like Walmart, Best Buy…etc. When you purchase the card make sure the cashier activates it.   Now open up your Zune desktop software and sign in if you aren’t already. Go into Settings \ Account and under Microsoft Points click on Redeem Code. Now enter the code from the back of the card that you scratch off and hit Next. After entering in your code successfully it asks for your contact information, which seems odd considering you’re using a prepaid card. You may want to enter in a fictitious address and phone number if concerned about privacy…then click Next. The only thing you might want to enter in legitimately is your email address to get a confirmation email. You’re given a Thank you message… And back in your Account Settings you’ll see the points have been added. Now you can go shopping for music, videos, TV shows, and more at the Zune Marketplace. If you don’t want to give up your credit card info and pay the monthly fee for the Zune Pass, using prepaid card to purchase music as you go is a good alternative. Similar Articles Productive Geek Tips Update Your Zune Player SoftwareUnofficial Windows XP Themes Created by MicrosoftSweet Black Theme for Windows XPMake Windows XP Use a Custom Theme for the Classic Logon ScreenListen to Local FM Radio in Windows 7 Media Center TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Easily Sync Files & Folders with Friends & Family Amazon Free Kindle for PC Download Stretch popurls.com with a Stylish Script (Firefox) OldTvShows.org – Find episodes of Hitchcock, Soaps, Game Shows and more Download Microsoft Office Help tab The Growth of Citibank

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