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  • How to debug a .bash_profile

    - by Blankman
    I was updating my .bash_profile, and unfortunetly I made a few updates and now I am getting: env: bash: No such file or directory env: bash: No such file or directory env: bash: No such file or directory env: bash: No such file or directory env: bash: No such file or directory -bash: tar: command not found -bash: grep: command not found -bash: cat: command not found -bash: find: command not found -bash: dirname: command not found -bash: /preexec.sh.lib: No such file or directory -bash: preexec_install: command not found -bash: sed: command not found -bash: git: command not found My bash_profile actually pulls in other .sh files (sources them) so I am not exactly sure which modification may have caused this. Now if I even try and to a list of files, I get: >ls -bash: ls: command not found -bash: sed: command not found -bash: git: command not found Any tips on how to trace the source of the error, and how to be able to use the terminal for basic things like listing files etc?

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  • Macports: port install jpeg fails

    - by Philipp Keller
    History: installed MacPorts on Leopard upgraded to Snow Leopard uninstall all ports reinstalled XCode sudo port uninstall jpeg sudo port install jpeg DEBUG: Found port in file:///opt/local/var/macports/sources/rsync.macports.org/release/ports/graphics/jpeg DEBUG: Changing to port directory: /opt/local/var/macports/sources/rsync.macports.org/release/ports/graphics/jpeg DEBUG: OS Platform: darwin DEBUG: OS Version: 10.3.0 DEBUG: Mac OS X Version: 10.6 DEBUG: System Arch: i386 DEBUG: setting option os.universal_supported to yes DEBUG: org.macports.load registered provides 'load', a pre-existing procedure. Target override will not be provided DEBUG: org.macports.unload registered provides 'unload', a pre-existing procedure. Target override will not be provided DEBUG: org.macports.distfiles registered provides 'distfiles', a pre-existing procedure. Target override will not be provided DEBUG: adding the default universal variant DEBUG: Reading variant descriptions from /opt/local/var/macports/sources/rsync.macports.org/release/ports/_resources/port1.0/variant_descriptions.conf DEBUG: Requested variant darwin is not provided by port jpeg. DEBUG: Requested variant i386 is not provided by port jpeg. DEBUG: Requested variant macosx is not provided by port jpeg. --- Computing dependencies for jpeg DEBUG: Executing org.macports.main (jpeg) DEBUG: Skipping completed org.macports.fetch (jpeg) DEBUG: Skipping completed org.macports.checksum (jpeg) DEBUG: Skipping completed org.macports.extract (jpeg) DEBUG: Skipping completed org.macports.patch (jpeg) --- Configuring jpeg DEBUG: Using compiler 'Mac OS X gcc 4.2' DEBUG: Executing org.macports.configure (jpeg) DEBUG: Environment: CFLAGS='-O2 -arch x86_64' CXXFLAGS='-O2 -arch x86_64' MACOSX_DEPLOYMENT_TARGET='10.6' CXX='/usr/bin/g++-4.2' F90FLAGS='-O2 -m64' LDFLAGS='-arch x86_64' OBJC='/usr/bin/gcc-4.2' FCFLAGS='-O2 -m64' INSTALL='/usr/bin/install -c' OBJCFLAGS='-O2 -arch x86_64' FFLAGS='-O2 -m64' CC='/usr/bin/gcc-4.2' DEBUG: Assembled command: 'cd "/opt/local/var/macports/build/_opt_local_var_macports_sources_rsync.macports.org_release_ports_graphics_jpeg/work/jpeg-8a" && ./configure --prefix=/opt/local' sh: line 0: cd: /opt/local/var/macports/build/_opt_local_var_macports_sources_rsync.macports.org_release_ports_graphics_jpeg/work/jpeg-8a: No such file or directory Error: Target org.macports.configure returned: configure failure: shell command " cd "/opt/local/var/macports/build/_opt_local_var_macports_sources_rsync.macports.org_release_ports_graphics_jpeg/work/jpeg-8a" && ./configure --prefix=/opt/local " returned error 1 DEBUG: Backtrace: configure failure: shell command " cd "/opt/local/var/macports/build/_opt_local_var_macports_sources_rsync.macports.org_release_ports_graphics_jpeg/work/jpeg-8a" && ./configure --prefix=/opt/local " returned error 1 while executing "$procedure $targetname" Warning: the following items did not execute (for jpeg): org.macports.activate org.macports.configure org.macports.build org.macports.destroot org.macports.install Error: Status 1 encountered during processing. To report a bug, see http://guide.macports.org/#project.tickets

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  • An XEvent a Day (11 of 31) – Targets Week – Using Multiple Targets to Debug Orphaned Transactions

    - by Jonathan Kehayias
    Yesterday’s blog post Targets Week – etw_classic_sync_target covered the ETW integration that is built into Extended Events and how the etw_classic_sync_target can be used in conjunction with other ETW traces to provide troubleshooting at a level previously not possible with SQL Server. In today’s post we’ll look at how to use multiple targets to simplify analysis of Event collection. Why Multiple Targets? You might ask why you would want to use multiple Targets in an Event Session with Extended...(read more)

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  • Why eclipse is hanging while in debug mode ?

    - by Pratik
    We are developing our web application using JAVA GWT framework. We are using Eclipse Indigo as a development GUI. We are facing problems while debugging the JAVA gwt application in eclipse. Most of the time, Eclipse hangs while debugging. We tried to increase the memory buffer size in eclipse but no luck. We had tried to run the eclipse in various environment like Windows, Fedora 16, Cent OS. but some how not getting positive results. Can anyone help me out to decide which OS, and eclipse or version should we have to use so can able to resolve the hanging issue? Thanks in advance. Pratik

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  • SFML programs fails to debug with glslDevil

    - by Zhen
    I'm testing the glslDevil debugger with a simple (and working) SFML application in Linux + NVidia. But it always fails in the window creation step: W! Program Start | glXGetConfig(0x86a50b0, 0x86acef8, 4, 0xbf8228c4) | glXGetConfig(0x86a50b0, 0x86acef8, 5, 0xbf8228c8) | glXGetConfig(0x86a50b0, 0x86acef8, 8, 0xbf8228cc) | glXGetConfig(0x86a50b0, 0x86acef8, 9, 0xbf8228d0) | glXGetConfig(0x86a50b0, 0x86acef8, 10, 0xbf8228d4) | glXGetConfig(0x86a50b0, 0x86acef8, 11, 0xbf8228d8) | glXGetConfig(0x86a50b0, 0x86acef8, 12, 0xbf8228dc) | glXGetConfig(0x86a50b0, 0x86acef8, 13, 0xbf8228e0) | glXGetConfig(0x86a50b0, 0x86acef8, 100000, 0xbf8228e4) | glXGetConfig(0x86a50b0, 0x86acef8, 100001, 0xbf8228e8) | glXCreateContext(0x86a50b0, 0x86acef8, (nil), 1) E! Child process exited W! Program termination forced! And the code that fails: #include <SFML/Graphics.hpp> #define GL_GLEXT_PROTOTYPES 1 #define GL3_PROTOTYPES 1 #include <GL/gl.h> #include <GL/glu.h> #include <GL/glext.h> int main(){ sf::RenderWindow window{ sf::VideoMode(800, 600), "Test SFML+GL" }; bool running = true; while( running ){ sf::Event event; while( window.pollEvent(event) ){ if( event.type == sf::Event::Closed ){ running = false; }else if(event.type == sf::Event::Resized){ glViewport(0, 0, event.size.width, event.size.height); } } window.display(); } return 0; } Is It posible to solve this problem? or get around the problem to continue the gslsDevil use?.

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  • How to debug KMail Search after upgrade

    - by Unapiedra
    I added KDE backported packages recently to gain access to a more stable version of KDevelop. However, now, Kontact/Kmail's search doesn't work anymore. Where do I start to find out what's wrong? The problem manifests itself that when in the Inbox folder, I type something in the search bar, no Emails will be shown. (Yes, searching for something where the email is definitely there.) Kubuntu 12.04 LTS. Kontact version 4.13. What I tried. akonadiconsole as suggested here. But I couldn't find a feeder as mentioned. More generally, isn't there a checklist or a general approach to debugging akonadi, nepomuk and Kontact?

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  • How can I debug VNC screen repainting issues?

    - by stevecoh1
    I have what some might consider a trivial use for VNC, but I'd like to get it to work and it's technically interesting to me. My use case is that I'd like sometimes to be able to control my desktop from my living room while watching tv. The desktop runs Ubuntu, currently 12.04, but that may change soon. I'm using the default Vino server. I'd like to control it from my IPad and I have a nicely performing WiFi. I got the well-regarded (if reviews can be believed) app Vnc Viewer for the iPad. It's not working as well as I'd hoped. The problem is the speed of repainting. It's abysmally slow. I can click a close button, walk over to the desktop and see that the window has closed, but on the iPad, the VNC Client won't show the close for minutes if ever. I've noticed that CLOSING windows takes a lot longer to update than to open them. So the question is is this primarily client or server-caused? And if server-caused what can be done about it? Is Vino the best client or is something else better? Thanks

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  • How do I debug an overheating problem?

    - by Tab
    Hello guys. I have a problem with my Laptop (Dell Inspiron 1564 Core i5 4GB Ram VGA ATI Mobility Radeon HD 4300 running Ubuntu 10.10 32bit). It shuts down abruptly without even a lag in the application I am working with before shutdown. I think it's overheating problem. Actually the laptop is hot all the time when I am running Ubuntu. When I switch back to windows, even with intense load it won't shutdown or show any problem as long as I keep proper ventilation (when the air openings are blocked it does the same). Actually on Ubuntu i don't usually do things that need much CPU power, usually surfing internet, coding web pages and sometimes playing with python and ruby. I am not enabling desktop effects so no GPU load except the normal GNOME gui. Now as I am writing the Processor load in the panel monitor applet is 0%, Memory 11% by programs, 22% by cache. And i have CPU Frequency monitor for each of the 4 cores set to 1.20 Ghz (the lowest possible value, i am not sure if this applet does really limit CPU usage). Running sensors in terminal gave me temp1: +26.8°C (crit = +100.0°C) temp2: +0.0°C (crit = +100.0°C) hddtemp /dev/sda at the terminal gave me /dev/sda: WDC WD3200BEVT-75ZCT2: 46°C All that fine but the laptop is Really hot i can feel it in the keyboard, mouse pad is painful to touch, and the fan is always spinning. I am also placing 2 small fans running on USB under the laptop right now and the laptop is lifted over the fans so it's well ventilated. When I am running windows it doesn't get that hot except when there is a really big load on the CPU and this is keeping me away from using Linux for everyday tasks. Actually I don't care much for speed as I can deal with low speed it's not going to shutdown abruptly. So please if you can help me and tell me what are the possible causes, where should I start ?

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  • How to debug lack of sound in Asus EEE PC

    - by Kalmar
    I have an Asus EEE PC 1225B with fresh Lubuntu 12.04. And no sound. It doesn't seem to be some common problem, so I have to make some research what's up. I tried running alsamixer, so I know I have Realtek ALC269VB with nothing muted unexpectedly. What can I do next to identify and solve the problem? Additional info: alsamixer shows two cards: HD-Audio Generic and HDA ATI-SB (Realtek ALC269VB); the first one is muted. ~$ aplay ALSA lib pcm_dmix.c:1018:(snd_pcm_dmix_open) unable to open slave aplay: main:682: blad otwierania audio: Nie ma takiego pliku ani katalogu The Polish part can be translated as "error opening audio: There is no such file or directory". ~$ sudo lspci -v | grep -A7 -i "audio" 00:01.1 Audio device: Advanced Micro Devices [AMD] nee ATI Wrestler HDMI Audio [Radeon HD 6250/6310] Subsystem: ASUSTeK Computer Inc. Device 103b Flags: bus master, fast devsel, latency 0, IRQ 44 Memory at feb44000 (32-bit, non-prefetchable) [size=16K] Capabilities: [50] Power Management version 3 Capabilities: [58] Express Root Complex Integrated Endpoint, MSI 00 Capabilities: [a0] MSI: Enable+ Count=1/1 Maskable- 64bit+ Capabilities: [100] Vendor Specific Information: ID=0001 Rev=1 Len=010 <?> -- 00:14.2 Audio device: Advanced Micro Devices [AMD] nee ATI SBx00 Azalia (Intel HDA) (rev 40) Subsystem: ASUSTeK Computer Inc. Device 103b Flags: bus master, slow devsel, latency 32, IRQ 16 Memory at feb40000 (64-bit, non-prefetchable) [size=16K] Capabilities: [50] Power Management version 2 Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel

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  • I need advice on how to debug a cluster

    - by alcor
    I'm the only developer of a complex critical software system, written in Visual C++ 2005. It's deployed on a classical Microsoft cluster scenario (active/passive), that has Windows Server 2003 R2. If a server A goes down, the other one (B) starts and take the ownership of its duties. You have to know that: both servers have the same Microsoft patches/fixes, same hardware, same everything. both servers use the same memory storage (a RAID-6 through fiber channel). this software has a main module who launch the peripheral modules. if a peripheral module crashes, the main module restarts it. When I switch the application in one of the two servers (let's say the B server) two of the peripheral modules of the main applications just started to crash apparently without reason about 2 seconds after the start of the peripheral module. What could I do to analyze/inspect/resolve this weird situation?

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  • 10 Ways to Debug JavaScript in IE 8

    I know, I know use FireBug and FireFox . I hear it all the time. I say meh, everyone does that. As I wrote last year, in IE 8 press F12 and Bazinga !!! You get the IE Developer tools. Read more about using the IE developer tools in my old post. But I...(read more)...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • ruby_threadptr_data_type error

    - by declan
    I'm starting up a new rails app with the latest version of rails (3.1.3). When I try to invoke the rails generator things get a little rough. First I fixed this bug, and now I'm getting this one /home/declan/.rvm/gems/ruby-1.9.3-p0@lcm/gems/ruby-debug-base19-0.11.25/lib/ruby- debug-base.rb:1:in `require': /home/declan/.rvm/gems/ruby-1.9.3-p0@lcm/gems/ruby- debug-base19-0.11.25/lib/ruby_debug.so: undefined symbol: ruby_threadptr_data_type - /home/declan/.rvm/gems/ruby-1.9.3-p0@lcm/gems/ruby-debug-base19-0.11.25 /lib/ruby_debug.so (LoadError) from /home/declan/.rvm/gems/ruby-1.9.3-p0@lcm/gems/ruby-debug-base19-0.11.25/lib/ ruby-debug-base.rb:1:in `<top (required)>' There's a discussion about this going on here, but I can't make enough sense of it to get things to work.

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  • Unable to debug XBAP with Visual Studio 2010

    - by Oleg I.
    Just migrated my project to Visual Studio 2010, but target framework was left 3.5. Project contains an XBAP app in partial trust and a bunch of WCF services. Debugging is configured to start PresentationHost.exe with -debug and -debugSecurityZoneUrl parameters. Under VS2008 everything works fine, and in VS2010 Beta2 (don't sure about RC), but under VS2010 RTM debugging is for some reason doesn't working. Application runs, but doesn't hit any breakpoint. And if for example exception occurs, message box appears "Do you wish to debug or close..." and after I choose "debug" option new weird message box appears: --------------------------- Warning --------------------------- A debugger is attached to PresentationHost.exe but not configured to debug this unhandled exception. To debug this exception, detach the current debugger. An unhandled exception was raised from Microsoft .NET Framework v 1.0, 1.1, or 2.0, but the current debugger is configured to debug Microsoft .NET Framework v4.0 code. Examine the exception using the SOS tool. --------------------------- OK --------------------------- And where is the vaunted multitargeting? Did anyone have already bumped into same issue? UPDATE: Tried to debug with "Start browser with URL" option. Debugging is working, but I get SecurityException. So it is possible, just need to figure out how to make it work with "Start external program" option. UPDATE2: Checked what PresentationHost is actually loads in both scenarios: "Start external program" - Latest version (4.0.31106.0) from C:\Windows\System32\ "Start browser with URL" - Old version (3.0.6920.4902) from C:\Windows\winsxs\x86_wpf-presentationhostexe_31bf3856ad364e35_6.1.7600.16385_none_6fca8974817173aa

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  • Dynamic External Program in debug tab vs2008

    - by Justin Holbrook
    I am playing with NServiceBus using the generic host; specifically I'm working on having 2 different configurations, a debug configuration that logs to the console and a release version that logs to metabase (I'm using VS2008). I had just made some code changes (commented out a logging statement), but it was still showing in the log when I ran my solution. I eventually figured out that I had switched configuration to release, made my change, then built. I think the change isn’t being picked up because in the debug tab of my project properties I have the following (abbreviated) path to the generic host: C:...\Inventory\bin\Debug\NServiceBus.Host.exe Notice it specifically points to the debug directory. So basically even though I’m in release config it’s firing up the host in the debug directory which I think is then using the dll's in the debug directory (which is why my changes didn't get picked up). I tried to come up with a workaround, but have been unsuccessful. VS Macros (like $(Configuration)) and relative pathing are not allowed here. http://connect.microsoft.com/VisualStudio/feedback/details/422223/relative-path-not-allowed-in-c-project-debug-properties-window Any ideas? I hope this doesn’t require a custom build task.

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  • Fedora 17 - Dropping into debug shell after attempted partitioning

    - by i.h4d35
    So I tried creating a new partition on Fedora 17 using fdisk as follows: Command (m for help): n Command action e extended p primary partition (1-4) p Partition number (1-4): 1 First cylinder (2048-823215039, default 2048): Using default value 2048 Last cylinder or +size or +sizeM or +sizeK (1-9039, default 9039): +15G Once this was done,instead of formatting the partition I created, I ran the partprobe command to write the changes to the partition table. On rebooting the computer, it drops to the debug shell and gives me the error as follows: dracut warning:unable to process initqueue dracut warning:/dev/disk/by-uuid/vg_mymachine does not exist dropping to debug shell dracut:/# While trying to run fsck on the said partition from the debug shell, it says "etc/fstab not found" and inside /etc I see a fstab.empty file. Is it now possible to retrieve what I have from the computer? Any help would be appreciated. Thanks in advance Edit: I've also tried the following steps for additional troubleshooting: I tried to boot using the Fedora disk and tried the rescue mode - says no Linux partition detected. I tried to create an fstab file by combining the entries from blkid and the /etc/mtab file and using the UUIDs from the mtab file - It didn't work. As soon as I rebooted the machine, it promptly dropped me in to the debug shell and the fstab file which i created wansn't there anymore in /etc (part of this solution)

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  • Getting logging.debug() to work on Google App Engine/Python

    - by brainjam
    I'm just getting started on building a Python app for Google App Engine. In the localhost environment I'm trying to send debug info to the GoogleAppEngineLauncher Log Console via logging.debug(), but it isn't showing up. However, anything sent through, say, logging.info() or logging.error() does show up. I've tried a logging.basicConfig(level=logging.DEBUG) before the logging.debug(), but to no avail. What am I missing?

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  • Atmospheric Scattering

    - by Lawrence Kok
    I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. My latest attempts resulted in: http://img253.imageshack.us/g/scattering01.png/ I've downloaded sample code of O`Neil from: http://http.download.nvidia.com/developer/GPU_Gems_2/CD/Index.html. Made minor adjustments to the shader 'SkyFromAtmosphere' that would allow it to run in AMD RenderMonkey. In the images it is see-able a form of banding occurs, getting an blueish tone. However it is only applied to one half of the sphere, the other half is completely black. Also the banding appears to occur at Zenith instead of Horizon, and for a reason I managed to get pac-man shape. I would appreciate it if somebody could show me what I'm doing wrong. Vertex Shader: uniform mat4 matView; uniform vec4 view_position; uniform vec3 v3LightPos; const int nSamples = 3; const float fSamples = 3.0; const vec3 Wavelength = vec3(0.650,0.570,0.475); const vec3 v3InvWavelength = 1.0f / vec3( Wavelength.x * Wavelength.x * Wavelength.x * Wavelength.x, Wavelength.y * Wavelength.y * Wavelength.y * Wavelength.y, Wavelength.z * Wavelength.z * Wavelength.z * Wavelength.z); const float fInnerRadius = 10; const float fOuterRadius = fInnerRadius * 1.025; const float fInnerRadius2 = fInnerRadius * fInnerRadius; const float fOuterRadius2 = fOuterRadius * fOuterRadius; const float fScale = 1.0 / (fOuterRadius - fInnerRadius); const float fScaleDepth = 0.25; const float fScaleOverScaleDepth = fScale / fScaleDepth; const vec3 v3CameraPos = vec3(0.0, fInnerRadius * 1.015, 0.0); const float fCameraHeight = length(v3CameraPos); const float fCameraHeight2 = fCameraHeight * fCameraHeight; const float fm_ESun = 150.0; const float fm_Kr = 0.0025; const float fm_Km = 0.0010; const float fKrESun = fm_Kr * fm_ESun; const float fKmESun = fm_Km * fm_ESun; const float fKr4PI = fm_Kr * 4 * 3.141592653; const float fKm4PI = fm_Km * 4 * 3.141592653; varying vec3 v3Direction; varying vec4 c0, c1; float scale(float fCos) { float x = 1.0 - fCos; return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main( void ) { // Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere) vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Pos = normalize(gl_Vertex.xyz) * fOuterRadius; vec3 v3Ray = v3CameraPos - v3Pos; float fFar = length(v3Ray); v3Ray = normalize(v3Ray); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = v3CameraPos; float fHeight = length(v3Start); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight)); float fStartAngle = dot(v3Ray, v3Start) / fHeight; float fStartOffset = fDepth*scale(fStartAngle); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); float fLightAngle = dot(normalize(v3LightPos), v3SamplePoint) / fHeight; float fCameraAngle = dot(normalize(v3Ray), v3SamplePoint) / fHeight; float fScatter = (-fStartOffset + fDepth*( scale(fLightAngle) - scale(fCameraAngle)))/* 0.25f*/; vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } // Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader vec4 newPos = vec4( (gl_Vertex.xyz + view_position.xyz), 1.0); gl_Position = gl_ModelViewProjectionMatrix * vec4(newPos.xyz, 1.0); gl_Position.z = gl_Position.w * 0.99999; c1 = vec4(v3FrontColor * fKmESun, 1.0); c0 = vec4(v3FrontColor * (v3InvWavelength * fKrESun), 1.0); v3Direction = v3CameraPos - v3Pos; } Fragment Shader: uniform vec3 v3LightPos; varying vec3 v3Direction; varying vec4 c0; varying vec4 c1; const float g =-0.90f; const float g2 = g * g; const float Exposure =2; void main(void){ float fCos = dot(normalize(v3LightPos), v3Direction) / length(v3Direction); float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); gl_FragColor = c0 + fMiePhase * c1; gl_FragColor.a = 1.0; }

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  • Beat detection, weird detection

    - by Quincy
    I made this soundanalyzer class to detect beats in songs : // put it on pastebin for the big size, will put it here if people rather want that. pastebin.com/8PdgZPP3 but for some reason its only detecting beats from 637 sec to around 641(sec) and I have no idea why. I know the beats are being inserted from multiple bands since I am finding duplicates and it seems as its assigning a beat to each instant energy value in between those values. Its modeled after this : http://www.flipcode.com/misc/BeatDetectionAlgorithms.pdf So why won't the beats properly register ?

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  • How to find which w3wp.exe to attach when debugging your SharePiont2010 project

    - by ybbest
    When debugging SharePoint2010 project, you need to attach w3wp.exe process, however there are often quite a few of them and it is very hard to figure out which one to attach. Today, I will show you how to find out which process to attach using a tool called process explorer. 1. Download the process explorer and run it after you download it. 2. Find the w3wp.exe processes under wininit.exe right-click the columns header and click Select Columns. 3. Include Command Line under Process Image. 4. Now you can see your IIS site name next to w3wp.exe, in my case I’d like to attach the “SharePoint – BenDev80″.You can see the PID of the process is 2920. 5. From the above process you know the process ID you’d like to attach is 2920, you can then go ahead to attach the process from Visual Studio.

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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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