Search Results

Search found 8461 results on 339 pages for 'dock tile plugin'.

Page 115/339 | < Previous Page | 111 112 113 114 115 116 117 118 119 120 121 122  | Next Page >

  • Coordinate based travel through multi-line path over elapsed time

    - by Chris
    I have implemented A* Path finding to decide the course of a sprite through multiple waypoints. I have done this for point A to point B locations but am having trouble with multiple waypoints, because on slower devices when the FPS slows and the sprite travels PAST a waypoint I am lost as to the math to switch directions at the proper place. EDIT: To clarify my path finding code is separate in a game thread, this onUpdate method lives in a sprite like class which happens in the UI thread for sprite updating. To be even more clear the path is only updated when objects block the map, at any given point the current path could change but that should not affect the design of the algorithm if I am not mistaken. I do believe all components involved are well designed and accurate, aside from this piece :- ) Here is the scenario: public void onUpdate(float pSecondsElapsed) { // this could be 4x speed, so on slow devices the travel moved between // frames could be very large. What happens with my original algorithm // is it will start actually doing circles around the next waypoint.. pSecondsElapsed *= SomeSpeedModificationValue; final int spriteCurrentX = this.getX(); final int spriteCurrentY = this.getY(); // getCoords contains a large array of the coordinates to each waypoint. // A waypoint is a destination on the map, defined by tile column/row. The // path finder converts these waypoints to X,Y coords. // // I.E: // Given a set of waypoints of 0,0 to 12,23 to 23, 0 on a 23x23 tile map, each tile // being 32x32 pixels. This would translate in the path finder to this: // -> 0,0 to 12,23 // Coord : x=16 y=16 // Coord : x=16 y=48 // Coord : x=16 y=80 // ... // Coord : x=336 y=688 // Coord : x=336 y=720 // Coord : x=368 y=720 // // -> 12,23 to 23,0 -NOTE This direction change gives me trouble specifically // Coord : x=400 y=752 // Coord : x=400 y=720 // Coord : x=400 y=688 // ... // Coord : x=688 y=16 // Coord : x=688 y=0 // Coord : x=720 y=0 // // The current update index, the index specifies the coordinate that you see above // I.E. final int[] coords = getCoords( 2 ); -> x=16 y=80 final int[] coords = getCoords( ... ); // now I have the coords, how do I detect where to set the position? The tricky part // for me is when a direction changes, how do I calculate based on the elapsed time // how far to go up the new direction... I just can't wrap my head around this. this.setPosition(newX, newY); }

    Read the article

  • Unable to access A class variables in B Class - Unity-Monodevelop

    - by Syed
    I have made a class including variables in Monodevelop which is: public class GridInfo : MonoBehaviour { public float initPosX; public float initPosY; public bool inUse; public int f; public int g; public int h; public GridInfo parent; public int y,x; } Now I am using its class variable in another class, Map.cs which is: public class Map : MonoBehaviour { public static GridInfo[,] Tile = new GridInfo[17, 23]; void Start() { Tile[0,0].initPosX = initPosX; //Line 49 } } Iam not getting any error on runtime, but when I play in unity it is giving me error NullReferenceException: Object reference not set to an instance of an object Map.Start () (at Assets/Scripts/Map.cs:49) I am not inserting this script in any gameobject, as Map.cs will make a GridInfo type array, I have also tried using variables using GetComponent, where is the problem ?

    Read the article

  • How can I map the docky anchor button so that it will launch the unity dash?

    - by user76179
    Example of a Docky Dock I have the Docky dock on my desktop. It has an anchor logo button (as seen on the left side image of the link above) that brings up the Docky settings. I want to map it so that it opens my dash instead. I believe I can do this through gconf and by setting the docky button to either my super key or the necessary path required to open the dash function (but I do not know this path or how to code a button to a keyboard key). How can I map the docky anchor button so that it will launch the unity dash (as similar to when you simply tap the super key)?

    Read the article

  • How do I find which isometric tiles are inside the cameras current view?

    - by Steve
    I'm putting together an isometric engine and need to cull the tiles that aren't in the camera's current view. My tile coordinates go from left to right on the X and top to bottom on the Y with (0,0) being the top left corner. If I have access to say the top left, top right, bottom left and bottom right corner coordinates, is there a formula or something I could use to determine which tiles fall in range? This is a screenshot of the layout of the tiles for reference. If there isn't one, or there's a better way to determine which tiles are on screen and which to cull, I'm all ears and am grateful for any ideas. I've got a few other methods I may be able to try such as checking the position of the tile against a rectangle. I pretty much just need something quick. Thanks for giving this a read =)

    Read the article

  • Isometric smooth fog

    - by marcg11
    I'm working on a simple 2d game with direct3d 9. It's a isometric game with diamond tiles and a staggered map. This is what I have: As you se I have some king of fog which is acomplished by having a fog matrix which is true (clear terrain) or false (obscure terran). But the result is very chunky. The fog moves as the player moves by tiles but not by pixels. Basically I check for every tile if there is fog, if so I just change the color of that tile: if(scene->fog[i+mapx][j+mapy] == FOG_NONE) { tile_color = 0x666666FF; } I also would like the fog to be smoother, for that I followed this "tutorial" but I haven't managed to work it it out. http://www.appsizematters.com/2010/07/how-to-implement-a-fog-of-war-part-2-smooth/

    Read the article

  • What are the different ways to texture a terrain?

    - by ApocKalipsS
    I'm working with XNA on a 3D Game, and I'm trying to have a proper and nice environnement. I actually followed a tutorial to create a terrain from a Heightmap, and to texture it, I just apply a grass texture on it and tile it a number of times. But what I want to do is to have a really realistic texturing, but also generate it automatically (for example if I want to use a perlin noise to generate a terrain and then texture it). I already learnt about multi-texturing, loading a map file with different colors for different textures, but I don't think this is really efficient, for instance for cliffs or very steep areas it will tile a texture badly as it's a view from the top. Also I don't know how i'll draw roads or dirt paths with that. I hope you understood me despite my english! If you don't, basically, here what I want to do: How do I texture a randomly generated terrain? :) Thank you for your answers!

    Read the article

  • How to implement Fog Of War with an shader?

    - by Cambrano
    Okay, I'm creating a RTS game and want to implement an AgeOfEmpires-like Fog Of War(FOW). That means a tile(or pixel) can be: 0% transparent (unexplored) 50% transparent black (explored but not in viewrange) 100% transparent(explored and in viewrange) RTS means I'll have many explorers (NPCs, buildings, ...). Okay, so I have an 2d array of bytes byte[,] explored. The byte value correlates the transparency. The question is, how do I pass this array to my shader? Well I think it is not possible to pass an entire array. So: what technique shall I use to let my shader know if a pixel/tile is visible or not?

    Read the article

  • Generating tileable terrain using Perlin Noise [duplicate]

    - by terrorcell
    This question already has an answer here: How do you generate tileable Perlin noise? 9 answers I'm having trouble figuring out the solution to this particular algorithm. I'm using the Perlin Noise implementation from: https://code.google.com/p/mikeralib/source/browse/trunk/Mikera/src/main/java/mikera/math/PerlinNoise.java Here's what I have so far: for (Chunk chunk : chunks) { PerlinNoise noise = new PerlinNoise(); for (int y = 0; y < CHUNK_SIZE_HEIGHT; ++y) { for (int x = 0; x < CHUNK_SIZE_WIDTH; ++x) { int index = get1DIndex(y, CHUNK_SIZE_WIDTH, x); float val = 0; for (int i = 2; i <= 32; i *= i) { double n = noise.tileableNoise2(i * x / (float)CHUNK_SIZE_WIDTH, i * y / (float)CHUNK_SIZE_HEIGHT, CHUNK_SIZE_WIDTH, CHUNK_SIZE_HEIGHT); val += n / i; } // chunk tile at [index] gets set to the colour 'val' } } } Which produces something like this: Each chunk is made up of CHUNK_SIZE number of tiles, and each tile has a TILE_SIZE_WIDTH/HEIGHT. I think it has something to do with the inner-most for loop and the x/y co-ords given to the noise function, but I could be wrong. Solved: PerlinNoise noise = new PerlinNoise(); for (Chunk chunk : chunks) { for (int y = 0; y < CHUNK_SIZE_HEIGHT; ++y) { for (int x = 0; x < CHUNK_SIZE_WIDTH; ++x) { int index = get1DIndex(y, CHUNK_SIZE_WIDTH, x); float val = 0; float xx = x * TILE_SIZE_WIDTH + chunk.x; float yy = y * TILE_SIZE_HEIGHT + chunk.h; int w = CHUNK_SIZE_WIDTH * TILE_SIZE_WIDTH; int h = CHUNK_SIZE_HEIGHT * TILE_SIZE_HEIGHT; for (int i = 2; i <= 32; i *= i) { double n = noise.tileableNoise2(i * xx / (float)w, i * yy / (float)h, w, h); val += n / i; } // chunk tile at [index] gets set to the colour 'val' } } }

    Read the article

  • How to deal with animated doors in isometric tiles

    - by George Profenza
    I've got a tricky issue I'm not sure how to tackle best: I have an animated tile of a door. When it's closed it should be sorted one way, but when it's openend it will need to be sorted a different way, as it belonging to a different(neighbouring tile). Here's the door closed: and the door opened: I imagine it would be possible to override the sorting system for such tiles and adjust the sorting based on the frame, but it feels a bit hacky. Has anyone encountered a similar scenario ? Any elegant solutions ?

    Read the article

  • Is there a size limit when using UICollectionView as tiled map for iOS game?

    - by Alexander Winn
    I'm working on a turn-based strategy game for iOS, (picture Civilization 2 as an example), and I'm considering using a UICollectionView as my game map. Each cell would be a tile, and I could use the "didSelectCell" method to handle player interaction with each tile. Here's my question: I know that UICollectionViewCells are dequeued and reused by the OS, so does that mean that the map could support an effectively infinitely-large map, so long as only a few cells are onscreen at a time? However many cells were onscreen would be held in memory, and obviously the data source would take up some memory, but would my offscreen map be limited to a certain size or could it be enormous so long as the number of cells visible at any one time wasn't too much for the device to handle? Basically, is there any memory weight to offscreen cells, or do only visible cells have any impact?

    Read the article

  • Is it a bad practice to include all the enums in one file and use it in multiple classes?

    - by Bugster
    I'm an aspiring game developer, I work on occasional indie games, and for a while I've been doing something which seemed like a bad practice at first, but I really want to get an answer from some experienced programmers here. Let's say I have a file called enumList.h where I declare all the enums I want to use in my game: // enumList.h enum materials_t { WOOD, STONE, ETC }; enum entity_t { PLAYER, MONSTER }; enum map_t { 2D, 3D }; // and so on. // Tile.h #include "enumList.h" #include <vector> class tile { // stuff }; The main idea is that I declare all enums in the game in 1 file, and then import that file when I need to use a certain enum from it, rather than declaring it in the file where I need to use it. I do this because it makes things clean, I can access every enum in 1 place rather than having pages openned solely for accessing one enum. Is this a bad practice and can it affect performance in any way?

    Read the article

  • Read an object from compressed file generated from ActionScript 3

    - by Last Chance
    I have made a simple game Map Editor and I want to save a array that contain map tile info to a file, as below: var arr:Array = [.....2d tile info in it...]; var ba:ByteArray = new ByteArray(); ba.writeObject(arr); ba.compress(); var file:File = new File(); file.save(ba); I had successfully saved a compressed object to a file. Now the problem is my server side need to read this file and decompress the array out from the file, then convert it to a Python list. Is that possible?

    Read the article

  • read object from compressed file that generate from actionscript3

    - by Last Chance
    I have made a simple game Map Editor, and I want to save a array that contain map tile info to a file, as below: var arr:Array = [.....2d tile info in it...]; var ba:ByteArray = new ByteArray(); ba.writeObject(arr); ba.compress(); var file:File = new File(); file.save(ba); now I had successful save a compressed object to a file. now the problem is my server side need to read this file and decompress get the arr out from file, then convert it as python list. is that prossible?

    Read the article

  • How to create reproducible probability in map generation?

    - by nickbadal
    So for my game, I'm using perlin noise to generate regions of my map (water/land, forest/grass) but I'd also like to create some probability based generation too. For instance: if(nextInt(10) > 2 && tile.adjacentTo(Type.WATER)) tile.setType(Type.SAND); This works fine, and is even reproduceable (based on a common seed) if the nextInt() calls are always in the same order. The issue is that in my game, the world is generated on demand, based on the player's location. This means, that if I explore the map differently, and the chunks of the map are generated in a different order, the randomness is no longer consistent. How can I get this sort of randomness to be consistent, independent of call order? Thanks in advance :)

    Read the article

  • Adventures in Windows 8: Solving activation errors

    - by Laurent Bugnion
    Note: I tagged this article with “MVVM” because I got a few support requests for MVVM Light regarding this exact issue. In fact it is a Windows 8 issue and has nothing to do with MVVM Light per se… Sometimes when you work on a Windows 8 app, you will get a very annoying issue when starting the app. In that case, the app doesn’t not even start past the Splash screen. Putting a breakpoint in App.xaml.cs doesn’t help because the app doesn’t even reach that point! So what exactly is happening? Well when a Windows 8 app starts, the system is performing a few check first. One of the checks, for instance, is to see if an app with the same package ID is already available. The package ID is a unique value set in the package manifest. In the Solution Explorer, double click on Package.appxmanifest. This opens the manifest in a special editor Click on the Packaging tab See the GUID under Package Name. This is the unique ID I am talking about. If there is a conflict (i.e. if an app is already installed with the exact same ID), Windows will warm the user that the app is already installed. However when you are in the process of developing an app, you install and uninstall the same app many many times (every time that you start in Visual Studio), and sometimes some issues arise, for instance failing to uninstall the app before starting the new instance of the same app. First step if you get such an error When the application fails to start past the splash screen, the first step is to identify what kind of error happened. In my experience the “already installed” is by far the most frequent (in fact I never had another such error), but it can be something else. An annoying thing is that the popup that shows the error is usually started below the Windows 8 app, and so you don’t even see it! This is especially true if you run this in the Simulator. In that case, do the following: Press on the Simulator’s home button, then press on the Desktop tile on the Start menu. The error popup should be shown on the desktop. If your applications runs on the Local machine, you also do the same and press the Windows button, and then from the Start menu press the Desktop tile. Deployment error in Studio Sometimes the same error causes Visual Studio to fail launching the application at all with a deployment error. This is a better case, because at least it is clear that there is an issue. In that case, write down the code that is shown in the Error window (for instance 0x80073D05 in the example below). Once you have the error code, go to the “Troubleshooting packaging, deployment, and query of Windows Store apps” page and look up the code in question. In my case, the error was “ERROR_DELETING_EXISTING_APPLICATIONDATA_STORE_FAILED”, “An error occurred while deleting the package's previously existing application data.” Solving the “ERROR_DELETING_EXISTING_APPLICATIONDATA_STORE_FAILED” issue Update: Before trying the below, you can also try the simple steps: Exit Visual Studio Go to the Start menu Locate your app’s tile. It should be visible in the Start menu directly, towards the far end on the right. Right click the tile and select Uninstall from the App Bar. Restart Visual Studio and try again. Sometimes it helps. If it doesn’t, then try the following: In order to solve the case where Windows, for any reason, fails to delete the existing application before starting the new instance, follow the steps: Open the Package.appxmanifest in Visual Studio Open the Packaging tab. Change the Package name. For tests you can just try to change the last character of the GUID, though I would recommend creating a brand new GUID. Press Start Type GUID Start the GUID Generator application Select Registry Format Press Copy. Paste the new GUID in place of the Package Name in Visual Studio Important: don’t forget to remove the curly brackets at the beginning and at the end of the newly pasted GUID. Then you just have to cross your fingers and start the application again… If it works, celebrate. if it doesn’t work… well at this point I am not sure so good luck with that ;) Happy coding, Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

    Read the article

  • What are some ways to texture map a terrain?

    - by ApocKalipsS
    I'm working with XNA on a 3D Game, and I'm trying to have a proper and nice environnement. I actually followed a tutorial to create a terrain from a heightmap. To texture it, I just apply a grass texture on it and tile it a number of times. But what I want to do is to have a really realistic texturing, but also generate it automatically (for example if I want to use Perlin noise to generate a terrain and then texture it). I already learned about multi-texturing, loading a map file with different colors for different textures, but I don't think this is really efficient, for instance for cliffs or very steep areas it will tile a texture badly as it's a view from the top. (Also, I don't know how I'll draw roads or dirt paths with that.) I'm looking for an efficient solution to realistically texture mapping procedurally-generated terrain.

    Read the article

  • Iomega Home Media Network Hard Drive 1TB Cloud Edition failed, data recovery?

    - by lonbon69
    I have a Iomega Home Media Network Drive Cloud Edition 1TB that started clicking and then displayed a failure LED code Power LED and Red LED. I removed the SATA drive and inserted in a 'All in 1 HDD Docking Station' and connected to laptop by USB - Laptop has Win 7 OS. The dock is seen as drive E but cannot access and says 0% data etc. The drive does spin up when I power the dock. Web searches say the drive has EXT3 file system and to use Ubuntu to access drive. I have now setup a dual boot laptop but still do not see the drive using ubuntu. Is there something else I need to do to get it recognised etc. I really would like to recover the data, any suggestions please?

    Read the article

  • Alternative ways to construct maps

    - by sideways8
    I've searched around and it seems like most people are using tile-based map systems. I suppose this question is more theoretical than practical (I am not very concerned about memory or performance speed), but I want to know: what other ways can a map be created in a game? A map being a graphic representation of terrain that can be navigated, has entrances and exits, and boundares (no-go zones). Besides using text files to store and arrays to load tile data, one idea I had was to store a map entirely as a graphic file and use queries on the pixel colour to determine boundaries (ie, you can only move in a certain direction if the way is bright enough in that direction). What other creative map systems are out there?

    Read the article

  • Sprite.js surface background

    - by user1086671
    I'm making a tile-based game using Sprite.js. It is not easy to redraw every tile each frame, so I tried to make a scrolling surface background. There is an example here http://batiste.dosimple.ch/sprite.js/tests/test_scrolling.html The example works, but it seems like ScrollingSurface.update is buggy or there is something I'm missing. What I tried to do is to draw 5x5 tiles and after 5 seconds draw another 5x5 tiles near the first ones. But it draws only the first ones. And surface.update() only updates the position of surface. Here is my code https://github.com/Sektoid/sprite.js/blob/master/tests/test_scrolling.html (You need also to set this.divider = 1.0 in scrolling.js to avoid drawing the same tiles 4 times.) There aren't any sprite.js-forums like with the other sprite- and game-engines have, so I'm asking here.

    Read the article

  • Can not execute Sonar

    - by senzacionale
    my pom.xml <project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/xsd/maven-4.0.0.xsd"> <modelVersion>4.0.0</modelVersion> <groupId>RCC</groupId> <artifactId>tmp</artifactId> <name>tmp</name> <version>1.0</version> <build> <sourceDirectory>C:\Projekti\KIS\Model\src </sourceDirectory> <outputDirectory>C:\Projekti\KIS\Model\classes</outputDirectory> <plugins> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-compiler-plugin</artifactId> <configuration> <source>1.5</source> <target>1.5</target> <excludes> <exclude>**/*.*</exclude> </excludes> </configuration> </plugin> </plugins> </build> <properties> <sonar.dynamicAnalysis>false</sonar.dynamicAnalysis> </properties> </project> running sonnar C:\Projekti\Metrics>mvn sonar:sonar -e + Error stacktraces are turned on. [INFO] Scanning for projects... [INFO] Searching repository for plugin with prefix: 'sonar'. [INFO] ------------------------------------------------------------------------ [INFO] Building tmp [INFO] task-segment: [sonar:sonar] (aggregator-style) [INFO] ------------------------------------------------------------------------ [INFO] [sonar:sonar {execution: default-cli}] [INFO] Sonar host: http://localhost:9000 [INFO] Sonar version: 2.1.2 [INFO] [sonar-core:internal {execution: default-internal}] [INFO] ------------------------------------------------------------------------ [ERROR] BUILD ERROR [INFO] ------------------------------------------------------------------------ [INFO] Can not execute Sonar Embedded error: Can not analyze the project org.apache.derby.jdbc.ClientDriver [INFO] ------------------------------------------------------------------------ [INFO] Trace org.apache.maven.lifecycle.LifecycleExecutionException: Can not execute Sonar at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoals(DefaultLifecycleExecutor.java:719) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeStandaloneGoal(DefaultLifecycleExecutor.java:569) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoal(DefaultLifecycleExecutor.java:539) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoalAndHandleFailures(DefaultLifecycleExecutor.java:387) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeTaskSegments(DefaultLifecycleExecutor.java:284) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.execute(DefaultLifecycleExecutor.java:180) at org.apache.maven.DefaultMaven.doExecute(DefaultMaven.java:328) at org.apache.maven.DefaultMaven.execute(DefaultMaven.java:138) at org.apache.maven.cli.MavenCli.main(MavenCli.java:362) at org.apache.maven.cli.compat.CompatibleMain.main(CompatibleMain.java:60) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:585) at org.codehaus.classworlds.Launcher.launchEnhanced(Launcher.java:315) at org.codehaus.classworlds.Launcher.launch(Launcher.java:255) at org.codehaus.classworlds.Launcher.mainWithExitCode(Launcher.java:430) at org.codehaus.classworlds.Launcher.main(Launcher.java:375) Caused by: org.apache.maven.plugin.MojoExecutionException: Can not execute Sonar at org.codehaus.mojo.sonar.Bootstraper.executeMojo(Bootstraper.java:87) at org.codehaus.mojo.sonar.Bootstraper.start(Bootstraper.java:65) at org.codehaus.mojo.sonar.SonarMojo.execute(SonarMojo.java:117) at org.apache.maven.plugin.DefaultPluginManager.executeMojo(DefaultPluginManager.java:490) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoals(DefaultLifecycleExecutor.java:694) ... 17 more Caused by: org.apache.maven.plugin.MojoExecutionException: Can not analyze the project at org.sonar.maven2.BatchMojo.executeBatch(BatchMojo.java:152) at org.sonar.maven2.BatchMojo.execute(BatchMojo.java:131) at org.apache.maven.plugin.DefaultPluginManager.executeMojo(DefaultPluginManager.java:490) at org.codehaus.mojo.sonar.Bootstraper.executeMojo(Bootstraper.java:82) ... 21 more Caused by: org.picocontainer.PicoLifecycleException: PicoLifecycleException: method 'public void org.sonar.api.database.AbstractDatabaseConnector.start()', instance 'org.sonar.api.database.DriverDatabaseConnector@c87621, java.lang.RuntimeException: wrapper at org.picocontainer.monitors.NullComponentMonitor.lifecycleInvocationFailed(NullComponentMonitor.java:77) at org.picocontainer.lifecycle.ReflectionLifecycleStrategy.monitorAndThrowReflectionLifecycleException(ReflectionLifecycleStrategy.java:132) at org.picocontainer.lifecycle.ReflectionLifecycleStrategy.invokeMethod(ReflectionLifecycleStrategy.java:115) at org.picocontainer.lifecycle.ReflectionLifecycleStrategy.start(ReflectionLifecycleStrategy.java:89) at org.picocontainer.injectors.AbstractInjectionFactory$LifecycleAdapter.start(AbstractInjectionFactory.java:84) at org.picocontainer.behaviors.AbstractBehavior.start(AbstractBehavior.java:169) at org.picocontainer.behaviors.Stored$RealComponentLifecycle.start(Stored.java:132) at org.picocontainer.behaviors.Stored.start(Stored.java:110) at org.picocontainer.DefaultPicoContainer.potentiallyStartAdapter(DefaultPicoContainer.java:996) at org.picocontainer.DefaultPicoContainer.startAdapters(DefaultPicoContainer.java:989) at org.picocontainer.DefaultPicoContainer.start(DefaultPicoContainer.java:746) at org.sonar.batch.AggregatorBatch.execute(AggregatorBatch.java:84) at org.sonar.maven2.BatchMojo.executeBatch(BatchMojo.java:149) ... 24 more Caused by: java.lang.RuntimeException: wrapper at org.picocontainer.lifecycle.ReflectionLifecycleStrategy.monitorAndThrowReflectionLifecycleException(ReflectionLifecycleStrategy.java:130) ... 35 more Caused by: org.sonar.api.database.DatabaseException: Cannot open connection to database: SQL driver not found org.apache.derby.jdbc.ClientDriver at org.sonar.api.database.AbstractDatabaseConnector.testConnection(AbstractDatabaseConnector.java:182) at org.sonar.api.database.AbstractDatabaseConnector.start(AbstractDatabaseConnector.java:94) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:585) at org.picocontainer.lifecycle.ReflectionLifecycleStrategy.invokeMethod(ReflectionLifecycleStrategy.java:110) ... 34 more Caused by: java.sql.SQLException: SQL driver not found org.apache.derby.jdbc.ClientDriver at org.sonar.api.database.DriverDatabaseConnector.getConnection(DriverDatabaseConnector.java:70) at org.sonar.api.database.AbstractDatabaseConnector.testConnection(AbstractDatabaseConnector.java:178) ... 40 more Caused by: java.lang.ClassNotFoundException: org.apache.derby.jdbc.ClientDriver at java.net.URLClassLoader$1.run(URLClassLoader.java:200) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:188) at java.lang.ClassLoader.loadClass(ClassLoader.java:306) at org.codehaus.classworlds.RealmClassLoader.loadClassDirect(RealmClassLoader.java:195) at org.codehaus.classworlds.DefaultClassRealm.loadClass(DefaultClassRealm.java:255) at org.codehaus.classworlds.DefaultClassRealm.loadClass(DefaultClassRealm.java:274) at org.codehaus.classworlds.RealmClassLoader.loadClass(RealmClassLoader.java:214) at java.lang.ClassLoader.loadClass(ClassLoader.java:251) at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:319) at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Class.java:164) at org.sonar.api.database.DriverDatabaseConnector.getConnection(DriverDatabaseConnector.java:68) ... 41 more [INFO] ------------------------------------------------------------------------ [INFO] Total time: 3 seconds [INFO] Finished at: Wed Jun 09 12:12:55 CEST 2010 [INFO] Final Memory: 12M/23M [INFO] ------------------------------------------------------------------------ any idea why not working Sonar with maven?

    Read the article

  • rails gem permissions problem (tabs on rails)

    - by aguynamedloren
    I'm having trouble running a gem, tabs on rails -v=1.3.2, in my rails 2.3.8 app. The gem is installed locally (Ubuntu 10.10) and I have config.gem "tabs_on_rails", :version="1.3.2" in environment.rb. This is the output I get when I run script/server: loren@ubuntu:~/apps/medmentum$ script/server => Booting WEBrick => Rails 2.3.8 application starting on http://0.0.0.0:3000 no such file to load -- tabs_on_rails /usr/lib/ruby/1.8/rubygems/custom_require.rb:36:in `gem_original_require' /usr/lib/ruby/1.8/rubygems/custom_require.rb:36:in `require' /var/lib/gems/1.8/gems/activesupport-2.3.8/lib/active_support/dependencies.rb:156:in `require' /var/lib/gems/1.8/gems/activesupport-2.3.8/lib/active_support/dependencies.rb:521:in `new_constants_in' /var/lib/gems/1.8/gems/activesupport-2.3.8/lib/active_support/dependencies.rb:156:in `require' /var/lib/gems/1.8/gems/rails-2.3.8/lib/rails/gem_dependency.rb:215:in `load' /var/lib/gems/1.8/gems/rails-2.3.8/lib/initializer.rb:307:in `load_gems' /var/lib/gems/1.8/gems/rails-2.3.8/lib/initializer.rb:307:in `each' /var/lib/gems/1.8/gems/rails-2.3.8/lib/initializer.rb:307:in `load_gems' /var/lib/gems/1.8/gems/rails-2.3.8/lib/initializer.rb:164:in `process' /var/lib/gems/1.8/gems/rails-2.3.8/lib/initializer.rb:113:in `send' /var/lib/gems/1.8/gems/rails-2.3.8/lib/initializer.rb:113:in `run' /home/loren/apps/medmentum/config/environment.rb:11 /usr/lib/ruby/1.8/rubygems/custom_require.rb:31:in `gem_original_require' /usr/lib/ruby/1.8/rubygems/custom_require.rb:31:in `require' /var/lib/gems/1.8/gems/activesupport-2.3.8/lib/active_support/dependencies.rb:156:in `require' /var/lib/gems/1.8/gems/activesupport-2.3.8/lib/active_support/dependencies.rb:521:in `new_constants_in' /var/lib/gems/1.8/gems/activesupport-2.3.8/lib/active_support/dependencies.rb:156:in `require' /var/lib/gems/1.8/gems/rails-2.3.8/lib/commands/server.rb:84 /usr/lib/ruby/1.8/rubygems/custom_require.rb:31:in `gem_original_require' /usr/lib/ruby/1.8/rubygems/custom_require.rb:31:in `require' script/server:3 /var/lib/gems/1.8/gems/rails-2.3.8/lib/rails/plugin.rb:158:in `read': Permission denied - /var/lib/gems/1.8/gems/tabs_on_rails-1.3.2/rails/init.rb (Errno::EACCES) from /var/lib/gems/1.8/gems/rails-2.3.8/lib/rails/plugin.rb:158:in `evaluate_init_rb' from /var/lib/gems/1.8/gems/activesupport-2.3.8/lib/active_support/core_ext/kernel/reporting.rb:11:in `silence_warnings' from /var/lib/gems/1.8/gems/rails-2.3.8/lib/rails/plugin.rb:154:in `evaluate_init_rb' from /var/lib/gems/1.8/gems/rails-2.3.8/lib/rails/plugin.rb:48:in `load' from /var/lib/gems/1.8/gems/rails-2.3.8/lib/rails/plugin/loader.rb:38:in `load_plugins' from /var/lib/gems/1.8/gems/rails-2.3.8/lib/rails/plugin/loader.rb:37:in `each' from /var/lib/gems/1.8/gems/rails-2.3.8/lib/rails/plugin/loader.rb:37:in `load_plugins' from /var/lib/gems/1.8/gems/rails-2.3.8/lib/initializer.rb:369:in `load_plugins' from /var/lib/gems/1.8/gems/rails-2.3.8/lib/initializer.rb:165:in `process' from /var/lib/gems/1.8/gems/rails-2.3.8/lib/initializer.rb:113:in `send' from /var/lib/gems/1.8/gems/rails-2.3.8/lib/initializer.rb:113:in `run' from /home/loren/apps/medmentum/config/environment.rb:11 from /usr/lib/ruby/1.8/rubygems/custom_require.rb:31:in `gem_original_require' from /usr/lib/ruby/1.8/rubygems/custom_require.rb:31:in `require' from /var/lib/gems/1.8/gems/activesupport-2.3.8/lib/active_support/dependencies.rb:156:in `require' from /var/lib/gems/1.8/gems/activesupport-2.3.8/lib/active_support/dependencies.rb:521:in `new_constants_in' from /var/lib/gems/1.8/gems/activesupport-2.3.8/lib/active_support/dependencies.rb:156:in `require' from /var/lib/gems/1.8/gems/rails-2.3.8/lib/commands/server.rb:84 from /usr/lib/ruby/1.8/rubygems/custom_require.rb:31:in `gem_original_require' from /usr/lib/ruby/1.8/rubygems/custom_require.rb:31:in `require' from script/server:3 When I run rake gems:install, I get this: Permission denied - /var/lib/gems/1.8/gems/tabs_on_rails-1.3.2/rails/init.rb I navigated to the tabs_on_rails gem folder in the filesystem and all of the files are locked. According to the files' properties, I am not the owner and cannot change the permissions. All of my other local gems are accessible without permissions problems, so this is odd. Any help is very much appreciated!

    Read the article

  • Load application context problem in Maven managed spring-test TestNg

    - by joejax
    I try to setup a project with spring-test using TestNg in Maven. The code is like: @ContextConfiguration(locations={"test-context.xml"}) public class AppTest extends AbstractTestNGSpringContextTests { @Test public void testApp() { assert true; } } A test-context.xml simply defined a bean: <bean id="app" class="org.sonatype.mavenbook.simple.App"/> I got error for Failed to load ApplicationContext when running mvn test from command line, seems it cannot find the test-context.xml file; however, I can get it run correctly inside Eclipse (with TestNg plugin). So, test-context.xml is under src/test/resources/, how do I indicate this in the pom.xml so that 'mvn test' command will work? Thanks, UPDATE: Thanks for the reply. Cannot load context file error was caused by I moved the file arround in different location since I though the classpath was the problem. Now I found the context file seems loaded from the Maven output, but the test is failed: Running TestSuite May 25, 2010 9:55:13 AM org.springframework.beans.factory.xml.XmlBeanDefinitionReader loadBeanDefinitions INFO: Loading XML bean definitions from class path resource [test-context.xml] May 25, 2010 9:55:13 AM org.springframework.context.support.AbstractApplicationContext prepareRefresh INFO: Refreshing org.springframework.context.support.GenericApplicationContext@171bbc9: display name [org.springframework.context.support.GenericApplicationContext@171bbc9]; startup date [Tue May 25 09:55:13 PDT 2010]; root of context hierarchy May 25, 2010 9:55:13 AM org.springframework.context.support.AbstractApplicationContext obtainFreshBeanFactory INFO: Bean factory for application context [org.springframework.context.support.GenericApplicationContext@171bbc9]: org.springframework.beans.factory.support.DefaultListableBeanFactory@1df8b99 May 25, 2010 9:55:13 AM org.springframework.beans.factory.support.DefaultListableBeanFactory preInstantiateSingletons INFO: Pre-instantiating singletons in org.springframework.beans.factory.support.DefaultListableBeanFactory@1df8b99: defining beans [app,org.springframework.context.annotation.internalCommonAnnotationProcessor,org.springframework.context.annotation.internalAutowiredAnnotationProcessor,org.springframework.context.annotation.internalRequiredAnnotationProcessor]; root of factory hierarchy Tests run: 3, Failures: 2, Errors: 0, Skipped: 1, Time elapsed: 0.63 sec If I use spring-test version 3.0.2.RELEASE, the error becomes: org.springframework.test.context.testng.AbstractTestNGSpringContextTests.springTestContextPrepareTestInstance() is depending on nonexistent method null Here is the structure of the project: simple |-- pom.xml `-- src |-- main | `-- java `-- test |-- java `-- resources |-- test-context.xml `-- testng.xml testng.xml: <suite name="Suite" parallel="false"> <test name="Test"> <classes> <class name="org.sonatype.mavenbook.simple.AppTest"/> </classes> </test> </suite> test-context.xml: <beans xmlns="http://www.springframework.org/schema/beans" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.springframework.org/schema/beans http://www.springframework.org/schema/beans/spring-beans-2.0.xsd" default-lazy-init="true"> <bean id="app" class="org.sonatype.mavenbook.simple.App"/> </beans> In the pom.xml, I add testng, spring, and spring-test artifacts, and plugin: <dependency> <groupId>org.testng</groupId> <artifactId>testng</artifactId> <version>5.1</version> <classifier>jdk15</classifier> <scope>test</scope> </dependency> <dependency> <groupId>org.springframework</groupId> <artifactId>spring</artifactId> <version>2.5.6</version> </dependency> <dependency> <groupId>org.springframework</groupId> <artifactId>spring-test</artifactId> <version>2.5.6</version> <scope>test</scope> </dependency> <build> <finalName>simple</finalName> <plugins> <plugin> <artifactId>maven-compiler-plugin</artifactId> <configuration> <source>1.6</source> <target>1.6</target> </configuration> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-surefire-plugin</artifactId> <configuration> <suiteXmlFiles> <suiteXmlFile>src/test/resources/testng.xml</suiteXmlFile> </suiteXmlFiles> </configuration> </plugin> </plugins> Basically, I replaced 'A Simple Maven Project' Junit with TestNg, hope it works.

    Read the article

  • microphone volume control from javascript

    - by paleozogt
    I'd like to be able to control the system microphone volume from the browser. I know that the microphone can be recorded from using Flash or Silverlight, but these don't allow control of the microphone volume. (Flash has Microphone.gain, but as its just a software multiplier, it doesn't help when the system mic volume is muted or too loud.) I've heard that HTML5 will have some sort of microphone access, but whether it will allow volume control is unclear to me. At any rate, I don't think any browsers support it yet. Are there any plugins that would allow volume control? The old Google Gears project has some AudioApi docs, though these don't seem to have made it into the actual plugin. There's also the Google Talk plugin- it seems to do some kind of gain control, but its unclear if there's an api to the plugin. Perhaps there's a draft HTML5 implementation plugin for microphone access (like indexeddb, for example)?

    Read the article

  • Is MEF an all-or-nothing affair?

    - by Dave
    I've had a few questions about MEF recently, but here's the big one -- is it really all-or-nothing, as it appears to be? My basic application structure is simply an app, several shared libraries that are intended to be singletons, and several different plugins (which may implement different interfaces). The app loads the plugins, and both the app and all plugins need to access the shared libraries. My first go at MEF was fairly successful, although I made some stupid mistakes along the way because I was trying so many different things, I just got confused at times. But in the end, last night I got my smallish test app running with MEF, some shared libraries, and one plugin. Now I'm moving onto the target app, which I already described. And it's the multiple plugins part that has be a bit worried. My existing application already supports multiple plugins with different interfaces by using Reflection. I need to be able to uniquely identify each plugin so that the user can select one and get the expected behavior exposed by that plugin. The problem is that I don't know how to do this yet... but that's the topic of a different question. Ideally, I'd be able to take my existing plugin loader and use it as-is, while relying on MEF to do the shared library resolution. The problem is, I can't seem to get MEF to load them (i.e. I get a CompositionException when calling ComposeParts()) unless I also use MEF to load the plugin. And if I do this, well... then I need to know how to keep track of them as they get loaded so the user can select one from a list of plugins. What have your experiences been with trying to mix and match these approaches?

    Read the article

< Previous Page | 111 112 113 114 115 116 117 118 119 120 121 122  | Next Page >