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  • Integrated webcam in lenovo t410 not working with 12.04

    - by kristianp
    I have a Lenovo T410 with an inbuilt webcam and I haven't been able to get the webcam working. I tried skype, cheese, both just give me a black window. The microphone works fine with skype, by the way. Can anyone provide any clues please? The webcam is enabled in the bios, but there is no light indicating the webcam is on (not sure if there should be, though). I tried this on Kubuntu 11.10 and have upgraded to 12.04 with the same results. The Fn-F6 keyboard combination doens't seem to do anything either. EDIT: I got the webcam replaced, it looks like it was a hardware problem, because it works fine now. Thanks guys. $ ls /dev/v4l/* /dev/v4l/by-id: usb-Chicony_Electronics_Co.__Ltd._Integrated_Camera-video-index0 /dev/v4l/by-path: pci-0000:00:1a.0-usb-0:1.6:1.0-video-index0 And lsusb: $ lsusb Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 003: ID 147e:2016 Upek Biometric Touchchip/Touchstrip Fingerprint Sensor Bus 001 Device 004: ID 0a5c:217f Broadcom Corp. Bluetooth Controller Bus 001 Device 005: ID 17ef:480f Lenovo Integrated Webcam [R5U877] Bus 002 Device 003: ID 05c6:9204 Qualcomm, Inc. Bus 002 Device 004: ID 17ef:1003 Lenovo Integrated Smart Card Reader Here is the output from guvcview, minus lots of lines describing the available capture formats. It says "unable to start with minimum setup. Please reconnect your camera.". guvcview 1.5.3 ALSA lib pcm_dmix.c:1018:(snd_pcm_dmix_open) unable to open slave ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.rear ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.center_lfe ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.side ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib pcm_dmix.c:957:(snd_pcm_dmix_open) The dmix plugin supports only playback stream ALSA lib pcm_dmix.c:1018:(snd_pcm_dmix_open) unable to open slave Cannot connect to server socket err = No such file or directory Cannot connect to server socket jack server is not running or cannot be started video device: /dev/video0 Init. Integrated Camera (location: usb-0000:00:1a.0-1.6) { pixelformat = 'YUYV', description = 'YUV 4:2:2 (YUYV)' } { discrete: width = 640, height = 480 } Time interval between frame: 1/30, .... { discrete: width = 1600, height = 1200 } Time interval between frame: 1/15, vid:17ef pid:480f driver:uvcvideo checking format: 1196444237 libv4l2: error setting pixformat: Device or resource busy VIDIOC_S_FORMAT - Unable to set format: Device or resource busy Init v4L2 failed !! Init video returned -2 trying minimum setup ... video device: /dev/video0 Init. Integrated Camera (location: usb-0000:00:1a.0-1.6) { pixelformat = 'YUYV', description = 'YUV 4:2:2 (YUYV)' } { discrete: width = 640, height = 480 } .... vid:17ef pid:480f driver:uvcvideo checking format: 1448695129 libv4l2: error setting pixformat: Device or resource busy VIDIOC_S_FORMAT - Unable to set format: Device or resource busy Init v4L2 failed !! ERROR: Minimum Setup Failed. Exiting... VIDIOC_REQBUFS - Failed to delete buffers: Invalid argument (errno 22) cleaned allocations - 100% Closing portaudio ...OK Terminated.

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  • Undefined fireball movement behavior

    - by optimisez
    Demonstration video I try to do after the player shoot 10 times of fireball, then delete all the fireball objects and recreate a 10 new set of fireball objects. I did it but there is a weird bug happens that sometimes the fireball will come out from top and move to the right after shooting a few times. All the 10 fireballs should follow the player all the time and all the fireball should come out from player even after a new set of fireballs is recreated. Any ideas to fix it? Variables typedef struct gameObject{ float X; float Y; int length; int height; bool action; }; // Fireball #define FIREBALL_NUM 10 LPDIRECT3DTEXTURE9 fireball = NULL; RECT fireballRect; gameObject *fireballDest = new gameObject[FIREBALL_NUM]; int iFireBallAnimation; int fireballCount = 0; Set up Fireball void setUpFireBall() { // Initialize destination rectangle, rectangle height and length for (int i = 0; i < FIREBALL_NUM; i++) { fireballDest[i].X = 0; fireballDest[i].Y = 0; fireballDest[i].length = fireballRect.right - fireballRect.left; fireballDest[i].height = fireballRect.bottom - fireballRect.top; } iFireBallAnimation = fireballRect.right - fireballRect.left; // Initialize boolean for (int i = 0; i < FIREBALL_NUM; i++) { fireballDest[i].action = false; } } Initialize fireball void initFireball() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "fireball.png", 512, 512, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 0), NULL, NULL, &fireball); // Initialize source rectangle fireballRect.left = 0; fireballRect.top = 256; fireballRect.right = 64; fireballRect.bottom = 320; setUpFireBall(); } Update fireball void update() { updateAnimation(); updateAI(); updatePhysics(); updateGameState(); } void updatePhysics() { motion(); collison(); } void motion() { playerMove(); playerJump(); playerGravity(); shootFireball(); fireballFollowPlayer(); } void shootFireball() { if (keyArr['Z']) fireballDest[fireballCount].action = true; if (fireballDest[fireballCount].action) { fireballDest[fireballCount].X += 10; if (fireballDest[fireballCount].X > 800) fireballCount++; } } void fireballFollowPlayer() { for (int i = 0; i < FIREBALL_NUM; i++) { if (fireballDest[i].action == false) { fireballDest[i].X = playerDest.X - 30; fireballDest[i].Y = playerDest.Y - 14; } } } void updateGameState() { // When no more fireball left, rearm fireball if (fireballCount == FIREBALL_NUM) { delete[] fireballDest; fireballDest = new gameObject[10]; fireballCount = 0; setUpFireBall(); } } Render fireball void renderFireball() { for (int i = 0; i < FIREBALL_NUM; i++) { if (fireballDest[i].action) sprite->Draw(fireball, &fireballRect, NULL, &D3DXVECTOR3(fireballDest[i].X, fireballDest[i].Y, 0), D3DCOLOR_XRGB(255,255, 255)); } }

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  • Unity GUI not in build, but works fine in editor

    - by Darren
    I have: GUITexture attached to an object A script that has GUIStyles created for the Textfield and Buttons that are created in OnGUI(). This script is attached to the same object in number 1 3 GUIText objects each separate from the above. A script that enables the GUITexture and the script in number 1 and 2 respectively This is how it is supposed to work: When I cross the finish line, number 4 script enables number 1 GUITexture component and number 2 script component. The script component uses one of number 3's GUIText objects to show you your best lap time, and also makes a GUI.Textfield for name entry and 2 GUI.Buttons for "Submit" and "Skip". If you hit "Submit" the script will submit the time. No matter which button you press, The remaining 2 GUIText objects from number 3 will show you the top 10 best times. For some reason, when I run it in editor, everything works 100%, but when I'm in different kinds of builds, the results vary. When I am in a webplayer, The GUITexture and the textfield and buttons appear, but the textfield and buttons are plain and have no evidence of GUIStyles. When I click one of the buttons, the score gets submitted but I do not get the fastest times showing. When I am in a standalone build, the GUITexture shows up, but nothing else does. If I remove the GUIStyle parameter of the GUI.Textfield and GUI.Button, they show up. Why am I getting these variations and how can I fix it? Code below: void Start () { Names.text = ""; Times.text = ""; YourBestTime.text = "Your Best Lap: " + bestTime + "\nEnter your name:"; //StartCoroutine(GetTimes("Test")); } void Update() { if (!ShowButtons && !GettingTimes) { StartCoroutine(GetTimes()); GettingTimes = true; } } IEnumerator GetTimes () { Debug.Log("Getting times"); YourBestTime.text = "Loading Best Lap Times"; WWW times_get = new WWW(GetTimesUrl); yield return times_get; WWW names_get = new WWW(GetNamesUrl); yield return names_get; if(times_get.error != null || names_get.error != null) { print("There was an error retrieiving the data: " + names_get.error + times_get.error); } else { Times.text = times_get.text; Names.text = names_get.text; YourBestTime.text = "Your Best Lap: " + bestTime; } } IEnumerator PostLapTime (string Name, string LapTime) { string hash= MD5.Md5Sum(Name + LapTime + secretKey); string bestTime_url = SubmitTimeUrl + "&Name=" + WWW.EscapeURL(Name) + "&LapTime=" + LapTime + "&hash=" + hash; Debug.Log (bestTime_url); // Post the URL to the site and create a download object to get the result. WWW hs_post = new WWW(bestTime_url); //label = "Submitting..."; yield return hs_post; // Wait until the download is done if (hs_post.error != null) { print("There was an error posting the lap time: " + hs_post.error); //label = "Error: " + hs_post.error; //show = false; } else { Debug.Log("Posted: " + hs_post.text); ShowButtons = false; PostingTime = false; } } void OnGUI() { if (ShowButtons) { //makes text box nameString = GUI.TextField( new Rect((Screen.width/2)-111, (Screen.height/2)-130, 222, 25), nameString, 20, TextboxStyle); if (GUI.Button( new Rect( (Screen.width/2-74.0f), (Screen.height/2)- 90, 64, 32), "Submit", ButtonStyle)) { //SUBMIT TIME if (nameString == "") { nameString = "Player"; } if (!PostingTime) { StartCoroutine(PostLapTime(nameString, bestTime)); PostingTime = true; } } else if (GUI.Button( new Rect( (Screen.width/2+10.0f), (Screen.height/2)- 90, 64, 32), "Skip", ButtonStyle)) { ShowButtons = false; } } } }

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  • Texture displays on Android emulator but not on device

    - by Rob
    I have written a simple UI which takes an image (256x256) and maps it to a rectangle. This works perfectly on the emulator however on the phone the texture does not show, I see only a white rectangle. This is my code: public void onSurfaceCreated(GL10 gl, EGLConfig config) { byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuffer.asFloatBuffer(); vertexBuffer.put(cardshape); vertexBuffer.position(0); byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); textureBuffer = byteBuffer.asFloatBuffer(); textureBuffer.put(textureshape); textureBuffer.position(0); // Set the background color to black ( rgba ). gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH); // Depth buffer setup. gl.glClearDepthf(1.0f); // Enables depth testing. gl.glEnable(GL10.GL_DEPTH_TEST); // The type of depth testing to do. gl.glDepthFunc(GL10.GL_LEQUAL); // Really nice perspective calculations. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_TEXTURE_2D); loadGLTexture(gl); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glMatrixMode(GL10.GL_PROJECTION); // Select Projection gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glOrthof(0f, 480f, 0f, 800f, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select Modelview Matrix gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glLoadIdentity(); gl.glTranslatef(card.x, card.y, 0.0f); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } public void onSurfaceChanged(GL10 gl, int width, int height) { // Sets the current view port to the new size. gl.glViewport(0, 0, width, height); // Select the projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); // Reset the projection matrix gl.glLoadIdentity(); // Calculate the aspect ratio of the window GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f); // Select the modelview matrix gl.glMatrixMode(GL10.GL_MODELVIEW); // Reset the modelview matrix gl.glLoadIdentity(); } public int[] texture = new int[1]; public void loadGLTexture(GL10 gl) { // loading texture Bitmap bitmap; bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.image); // generate one texture pointer gl.glGenTextures(0, texture, 0); //adds texture id to texture array // ...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now // create nearest filtered texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); // Use Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); // Clean up bitmap.recycle(); } As per many other similar issues and resolutions on the web i have tried setting the minsdkversion is 3, loading the bitmap via an input stream bitmap = BitmapFactory.decodeStream(is), setting BitmapFactory.Options.inScaled to false, putting the images in the nodpi folder and putting them in the raw folder.. all of which didn't help. I'm not really sure what else to try..

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  • Difficulties with rotation of a sprite

    - by Andy
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. My dolphin always rests in the same angle while it jumps. But I want that it changes the rotation during the jump, like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation = 45; VelocityY += 40f; } else { rotation = -45; VelocityY += 40f; } } } else { VelocityY += -10f; } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, MathHelper.ToRadians(rotation), new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • Using data input from pop-up page to current with partial refresh

    - by dpDesignz
    I'm building a product editor webpage using visual C#. I've got an image uploader popping up using fancybox, and I need to get the info from my fancybox once submitted to go back to the first page without clearing any info. I know I need to use ajax but how would I do it? <%@ Page Language="C#" AutoEventWireup="true" CodeFile="uploader.aspx.cs" Inherits="uploader" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head id="Head1" runat="server"> <title></title> </head> <body style="width:350px; height:70px;"> <form id="form1" runat="server"> <asp:ScriptManager ID="ScriptManager1" runat="server"> </asp:ScriptManager> <div> <div style="width:312px; height:20px; background-color:Gray; color:White; padding-left:8px; margin-bottom:4px; text-transform:uppercase; font-weight:bold;">Uploader</div> <asp:FileUpload id="fileUp" runat="server" /> <asp:Button runat="server" id="UploadButton" text="Upload" onclick="UploadButton_Click" /> <br /><asp:Label ID="txtFile" runat="server"></asp:Label> <div style="width:312px; height:15px; background-color:#CCCCCC; color:#4d4d4d; padding-right:8px; margin-top:4px; text-align:right; font-size:x-small;">Click upload to insert your image into your product</div> </div> </form> </body> </html> CS so far using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Configuration; // Add to page using System.Web.UI; using System.Web.UI.WebControls; using System.Data; // Add to the page using System.Data.SqlClient; // Add to the page using System.Text; // Add to Page public partial class uploader : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { } protected void UploadButton_Click(object sender, EventArgs e) { if (fileUp.HasFile) try { fileUp.SaveAs("\\\\london\\users\\DP006\\Websites\\images\\" + fileUp.FileName); string imagePath = fileUp.PostedFile.FileName; } catch (Exception ex) { txtFile.Text = "ERROR: " + ex.Message.ToString(); } finally { } else { txtFile.Text = "You have not specified a file."; } } }

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  • Getting 2D Platformer entity collision Response Correct (side-to-side + jumping/landing on heads)

    - by jbrennan
    I've been working on a 2D (tile based) 2D platformer for iOS and I've got basic entity collision detection working, but there's just something not right about it and I can't quite figure out how to solve it. There are 2 forms of collision between player entities as I can tell, either the two players (human controlled) are hitting each other side-to-side (i. e. pushing against one another), or one player has jumped on the head of the other player (naturally, if I wanted to expand this to player vs enemy, the effects would be different, but the types of collisions would be identical, just the reaction should be a little different). In my code I believe I've got the side-to-side code working: If two entities press against one another, then they are both moved back on either side of the intersection rectangle so that they are just pushing on each other. I also have the "landed on the other player's head" part working. The real problem is, if the two players are currently pushing up against each other, and one player jumps, then at one point as they're jumping, the height-difference threshold that counts as a "land on head" is passed and then it registers as a jump. As a life-long player of 2D Mario Bros style games, this feels incorrect to me, but I can't quite figure out how to solve it. My code: (it's really Objective-C but I've put it in pseudo C-style code just to be simpler for non ObjC readers) void checkCollisions() { // For each entity in the scene, compare it with all other entities (but not with one it's already compared against) for (int i = 0; i < _allGameObjects.count(); i++) { // GameObject is an Entity GEGameObject *firstGameObject = _allGameObjects.objectAtIndex(i); // Don't check against yourself or any previous entity for (int j = i+1; j < _allGameObjects.count(); j++) { GEGameObject *secondGameObject = _allGameObjects.objectAtIndex(j); // Get the collision bounds for both entities, then see if they intersect // CGRect is a C-struct with an origin Point (x, y) and a Size (w, h) CGRect firstRect = firstGameObject.collisionBounds(); CGRect secondRect = secondGameObject.collisionBounds(); // Collision of any sort if (CGRectIntersectsRect(firstRect, secondRect)) { //////////////////////////////// // // // Check for jumping first (???) // // //////////////////////////////// if (firstRect.origin.y > (secondRect.origin.y + (secondRect.size.height * 0.7))) { // the top entity could be pretty far down/in to the bottom entity.... firstGameObject.didLandOnEntity(secondGameObject); } else if (secondRect.origin.y > (firstRect.origin.y + (firstRect.size.height * 0.7))) { // second entity was actually on top.... secondGameObject.didLandOnEntity.(firstGameObject); } else if (firstRect.origin.x > secondRect.origin.x && firstRect.origin.x < (secondRect.origin.x + secondRect.size.width)) { // Hit from the RIGHT CGRect intersection = CGRectIntersection(firstRect, secondRect); // The NUDGE just offsets either object back to the left or right // After the nudging, they are exactly pressing against each other with no intersection firstGameObject.nudgeToRightOfIntersection(intersection); secondGameObject.nudgeToLeftOfIntersection(intersection); } else if ((firstRect.origin.x + firstRect.size.width) > secondRect.origin.x) { // hit from the LEFT CGRect intersection = CGRectIntersection(firstRect, secondRect); secondGameObject.nudgeToRightOfIntersection(intersection); firstGameObject.nudgeToLeftOfIntersection(intersection); } } } } } I think my collision detection code is pretty close, but obviously I'm doing something a little wrong. I really think it's to do with the way my jumps are checked (I wanted to make sure that a jump could happen from an angle (instead of if the falling player had been at a right angle to the player below). Can someone please help me here? I haven't been able to find many resources on how to do this properly (and thinking like a game developer is new for me). Thanks in advance!

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  • Coldfusion on VPS, how much JVM heap memory?

    - by Steven Filipowicz
    Recently I got a VPS server and I'm running Coldfusion, the website was running fine until it got more and more traffic and I started to encounter 'OutOfMemory' exceptions. I thought simply to rise the memory of the VPS server, but this didn't help. After doing some Google searches I found a setting in de CF Admin settings to set the JVM Heap memory. It was on the standard: Max Heap size 512MB and Min Heap size was empty. After playing around a bit I have now set it to Min 50MB and Max 200MB, good things is that I'm not getting the 'OutOfMemory' exceptions anymore. So far so good! But with about 50 active visitors on the website, the website starts to get slow. The CPU usage is only about 8% (Windows Taskmanager), also the taskmanager show only about 30% of the 3GB RAM in use. So I'm thinking that my values could be tweaked to use more of the RAM. Honestly I don't understand these JVM Memory heap settings, so I have no clue what is a good setting for me. I found a CF script that displays the memory usage, the details are: Heap Memory Usage - Committed 194 MB Heap Memory Usage - Initial 50.0 MB Heap Memory Usage - Max 194 MB Heap Memory Usage - Used 163 MB JVM - Free Memory 31.2 MB JVM - Max Memory 194 MB JVM - Total Memory 194 MB JVM - Used Memory 163 MB Memory Pool - Code Cache - Used 13.0 MB Memory Pool - PS Eden Space - Used 6.75 MB Memory Pool - PS Old Gen - Used 155 MB Memory Pool - PS Perm Gen - Used 64.2 MB Memory Pool - PS Survivor Space - Used 1.07 MB Non-Heap Memory Usage - Committed 77.4 MB Non-Heap Memory Usage - Initial 18.3 MB Non-Heap Memory Usage - Max 240 MB Non-Heap Memory Usage - Used 77.2 MB Free Allocated Memory: 30mb Total Memory Allocated: 194mb Max Memory Available to JVM: 194mb % of Free Allocated Memory: 16% % of Available Memory Allocated: 100% My JVM arguments are: -server -Dsun.io.useCanonCaches=false -XX:MaxPermSize=192m -XX:+UseParallelGC - Dcoldfusion.rootDir={application.home}/../ -Dcoldfusion.libPath={application.home}/../lib Can I give the JVM more memory? If so, what settings should I use? Thanks very much!!

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  • jboss 5.1 mysql connection pooling

    - by boyd4715
    I am using JBOSS 5.1.0.GA, MySQL 5.5 and Hibernate 3.3.1 GA (included with JBOSS) + Spring. My question is do I need to add c3p0 as a data source in my spring/hibernate configuration for connection pooling or are the setting in the JBOSS mysql-ds.xml setting enough. My mysql-ds.xml is the following: <datasources> <local-tx-datasource> <jndi-name>MySqlDS</jndi-name> <connection-url>jdbc:mysql://localhost:3306/ecotrak</connection-url> <driver-class>com.mysql.jdbc.Driver</driver-class> <user-name>ecotrak</user-name> <password>ecotrak</password> <min-pool-size>5</min-pool-size> <max-pool-size>20</max-pool-size> <idle-timeout-minutes>5</idle-timeout-minutes> <exception-sorter-class-name>org.jboss.resource.adapter.jdbc.vendor.MySQLExceptionSorter</exception-sorter-class-name> <!-- should only be used on drivers after 3.22.1 with "ping" support --> <valid-connection-checker-class-name>org.jboss.resource.adapter.jdbc.vendor.MySQLValidConnectionChecker</valid-connection-checker-class-name> <!-- sql to call when connection is created <new-connection-sql>some arbitrary sql</new-connection-sql> --> <!-- sql to call on an existing pooled connection when it is obtained from pool - MySQLValidConnectionChecker is preferred for newer drivers <check-valid-connection-sql>some arbitrary sql</check-valid-connection-sql> --> <!-- corresponding type-mapping in the standardjbosscmp-jdbc.xml (optional) --> <metadata> <type-mapping>mySQL</type-mapping> </metadata> </local-tx-datasource> </datasources>

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  • Difference in performance: local machine VS amazon medium instance

    - by user644745
    I see a drastic difference in performance matrix when i run it with apache benchmark (ab) in my local machine VS production hosted in amazon medium instance. Same concurrent requests (5) and same total number of requests (111) has been run against both. Amazon has better memory than my local machine. But there are 2 CPUs in my local machine vs 1 CPU in m1.medium. My internet speed is very low at the moment, I am getting Transfer rate as 25.29KBps. How can I improve the performance ? Do not know how to interpret Connect, Processing, Waiting and total in ab output. Here is Localhost: Server Hostname: localhost Server Port: 9999 Document Path: / Document Length: 7631 bytes Concurrency Level: 5 Time taken for tests: 1.424 seconds Complete requests: 111 Failed requests: 102 (Connect: 0, Receive: 0, Length: 102, Exceptions: 0) Write errors: 0 Total transferred: 860808 bytes HTML transferred: 847155 bytes Requests per second: 77.95 [#/sec] (mean) Time per request: 64.148 [ms] (mean) Time per request: 12.830 [ms] (mean, across all concurrent requests) Transfer rate: 590.30 [Kbytes/sec] received Connection Times (ms) min mean[+/-sd] median max Connect: 0 0 0.5 0 1 Processing: 14 63 99.9 43 562 Waiting: 14 60 96.7 39 560 Total: 14 63 99.9 43 563 And this is production: Document Path: / Document Length: 7783 bytes Concurrency Level: 5 Time taken for tests: 33.883 seconds Complete requests: 111 Failed requests: 0 Write errors: 0 Total transferred: 877566 bytes HTML transferred: 863913 bytes Requests per second: 3.28 [#/sec] (mean) Time per request: 1526.258 [ms] (mean) Time per request: 305.252 [ms] (mean, across all concurrent requests) Transfer rate: 25.29 [Kbytes/sec] received Connection Times (ms) min mean[+/-sd] median max Connect: 290 297 14.0 293 413 Processing: 897 1178 63.4 1176 1391 Waiting: 296 606 135.6 588 1171 Total: 1191 1475 66.0 1471 1684

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  • Nginx Slower than Apache??

    - by ichilton
    Hi, I've just setup 2x identical Rackspace Cloud instances and am doing some comparisons and benchmarks to compare Apache and Nginx. I'm testing with a 3.4k png file and initially 512MB server instances but have now moved to 1024MB server instances. I'm very surprised to see that whatever I try, Apache seems to consistently outperform Nginx....what am I doing wrong? Nginx: Server Software: nginx/0.8.54 Server Port: 80 Document Length: 3400 bytes Concurrency Level: 100 Time taken for tests: 2.320 seconds Complete requests: 1000 Failed requests: 0 Write errors: 0 Total transferred: 3612000 bytes HTML transferred: 3400000 bytes Requests per second: 431.01 [#/sec] (mean) Time per request: 232.014 [ms] (mean) Time per request: 2.320 [ms] (mean, across all concurrent requests) Transfer rate: 1520.31 [Kbytes/sec] received Connection Times (ms) min mean[+/-sd] median max Connect: 0 11 15.7 3 120 Processing: 1 35 76.9 20 1674 Waiting: 1 31 73.0 19 1674 Total: 1 46 79.1 21 1693 Percentage of the requests served within a certain time (ms) 50% 21 66% 39 75% 40 80% 40 90% 98 95% 136 98% 269 99% 334 100% 1693 (longest request) And Apache: Server Software: Apache/2.2.16 Server Port: 80 Document Length: 3400 bytes Concurrency Level: 100 Time taken for tests: 1.346 seconds Complete requests: 1000 Failed requests: 0 Write errors: 0 Total transferred: 3647000 bytes HTML transferred: 3400000 bytes Requests per second: 742.90 [#/sec] (mean) Time per request: 134.608 [ms] (mean) Time per request: 1.346 [ms] (mean, across all concurrent requests) Transfer rate: 2645.85 [Kbytes/sec] received Connection Times (ms) min mean[+/-sd] median max Connect: 0 1 3.7 0 27 Processing: 0 3 6.2 1 29 Waiting: 0 2 5.0 1 29 Total: 1 4 7.0 1 29 Percentage of the requests served within a certain time (ms) 50% 1 66% 1 75% 1 80% 1 90% 17 95% 19 98% 26 99% 27 100% 29 (longest request) I'm currently using worker_processes 4; and worker_connections 1024; but i've tried and benchmarked different values and see the same behaviour on all - I just can't get it to perform as well as Apache and from what i've read previously, i'm shocked about this! Can anyone give any advice? Thanks, Ian

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  • Copy from CDROM is very slow in Ubuntu

    - by ???
    I'm using the command to copy CDROM image: # dd if=/dev/sr0 of=./maverick.iso But it's very slow, at about 350k bytes/sec. I've searched the google, and try the command # hdparm -vi /dev/sr0 /dev/sr0: HDIO_DRIVE_CMD(identify) failed: Bad address IO_support = 1 (32-bit) readonly = 0 (off) readahead = 256 (on) HDIO_GETGEO failed: Inappropriate ioctl for device Model=DVD-ROM UJDA775, FwRev=DA03, SerialNo= Config={ Fixed Removeable DTR<=5Mbs DTR>10Mbs nonMagnetic } RawCHS=0/0/0, TrkSize=0, SectSize=0, ECCbytes=0 BuffType=unknown, BuffSize=unknown, MaxMultSect=0 (maybe): CurCHS=0/0/0, CurSects=0, LBA=yes, LBAsects=0 IORDY=yes, tPIO={min:180,w/IORDY:120}, tDMA={min:120,rec:120} PIO modes: pio0 pio1 pio2 pio3 pio4 DMA modes: sdma0 sdma1 sdma2 mdma0 mdma1 mdma2 UDMA modes: udma0 udma1 *udma2 AdvancedPM=no Drive conforms to: ATA/ATAPI-5 T13 1321D revision 3: ATA/ATAPI-1,2,3,4,5 * signifies the current active mode Seems like DMA is already on. And a device test gives: # hdparm -t /dev/sr0 /dev/sr0: Timing buffered disk reads: 2 MB in 6.58 seconds = 311.10 kB/sec # sudo hdparm -tT /dev/sr0 /dev/sr0: Timing cached reads: 2 MB in 2.69 seconds = 760.96 kB/sec Timing buffered disk reads: m 4 MB in 5.19 seconds = 789.09 kB/sec The CD-ROM device and disc should be okay because I can copy it very fast in Windows, using UltraISO utility. So I guess there is something not configured right in Ubuntu, is it?

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  • How flexible is the 'indirect' function?

    - by Chuck
    My curiosity pushes me to ask this question. If I were to have a series of functions that referenced a different column in a worksheet but all ended on the same row of data is there a way to point the 'row' part of a cell reference to a blank cell and use it has a variable to show the results of the functions up to a desired row simultaneously? Example: =Average('worksheet 1'.$A$1:'worksheet 1'.$A100) =Max('worksheet 1'.$B$1:'worksheet 1'.$B100) =Min('worksheet 1'.$C$1:'worksheet 1'.$C100) =Sum('worksheet 1'.$D$1:'worksheet 1'.$D100) Pseudo formulas... =Average('worksheet 1'.$A$1:'worksheet 1'.$A*('worksheet 2'.$A$1)*) =Max('worksheet 1'.$B$1:'worksheet 1'.$B*('worksheet 2'.$A$1)*) =Min('worksheet 1'.$C$1:'worksheet 1'.$C*('worksheet 2'.$A$1)*) =Sum('worksheet 1'.$D$1:'worksheet 1'.$D*('worksheet 2'.$A$1)*) Where 'worksheet 2'.$A$1 would only contain a number corresponding to a row in 'worksheet 1'. After stumbling upon and playing with the indirect() function I have only been able to replace the entire cell reference (Column and Row) with any success. The formula so far =SUM('worksheet 1'.C3:INDIRECT(A1)) Where A1 is on 'worksheet 2' and contains a full cell reference pointing to 'worksheet 1'. Any pointers?

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  • BackupExec 12 + RALUS - VERY slow backups

    - by LVDave
    We use Backup Exec 12 and the Remote Agent for Linux/Unix Servers (RALUS) to backup a large RHEL5 system. For various reasons we need to do a daily working set job. These working-set jobs run abysmally slow. The link between the target machine and the BE server is gigabit, and any other type of job runs 1-3GB/min. These working-set jobs start out at perhaps 40MB/min and over the course of the backup job slowly drops down so low that the BE job rate display in the "current jobs" goes blank.. Since we usually are only doing changed-files for one day, the job is usually small and finishes overnight and we don't worry abotu the slowness, but we had some issues with the backup server, and missed about 6 days of fairly heavy work on the Linux box, so this working-set job will be a doozy.. We have support with Symantec, and I've pestered them a lot about this, they've had me run RALUS in debug mode, sent them that log and a VXgather from the BE host and they had no fix/workaround.. To give an idea, I have the mentioned working-set job running for the last 3 1/2 hours and it's backed up just under 10MEGAbytes.... I'm posting this here to see if anybody in the "real world" has seen this/and/or has any ideas what might be causing these abysmally slow jobs, since Symantec seems to be clueless...

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  • Is it possible to trace the delegation path for a DNS lookup?

    - by Josh Glover
    I'm trying to determine why a Nagios host check is failing (hostnames and IPs have been changed to protect the guilty): : jmglov@laurana; host www.foo.com ;; connection timed out; no servers could be reached : jmglov@laurana; for ns in `grep -o '\([0-9]\+[.]\)\{3\}[0-9]\+$' /etc/resolv.conf`; do ping -qc 1 $ns; done PING 192.168.1.1 (192.168.1.1) 56(84) bytes of data. --- 192.168.1.1 ping statistics --- 1 packets transmitted, 1 received, 0% packet loss, time 0ms rtt min/avg/max/mdev = 10.911/10.911/10.911/0.000 ms PING 192.168.1.2 (192.168.1.2) 56(84) bytes of data. --- 192.168.1.2 ping statistics --- 1 packets transmitted, 1 received, 0% packet loss, time 0ms rtt min/avg/max/mdev = 0.241/0.241/0.241/0.000 ms So I know that my nameservers are reachable, meaning that some nameserver along the delegation path to the authoritative nameserver for my host is not responding. Is there an easy way to determine which nameserver this is (basically a traceroute for DNS)?

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  • Terrible noises from subwoofer of ACER Aspire 6930 with Realtek sound chip

    - by OneWorld
    After approximately 5-15 min of listening to music my subwoofer begins to make terrible noises. He's just "coughing". That began after 6 months I had this computer. Now I found out, that I can temporarily fix this problem by "restarting" the audio stream of the application that plays music. For example reloading last.fm page (reloads the flash file). Another way to reset the audio playback is switching the speaker configuration shown below in the screenshot. According to many posts on the internet like http://www.tomshardware.co.uk/forum/52918-20-acer-aspire-6935g-speaker-problem ACER support isn't any help Exchanging hardware doesn't fix the problem Even the later models have this problem Turning off the volume of the subwoofer is not an option to me. I still have warranty (I bought an extension of one year). I already tried about 15 versions of the Realtek driver with no success. I am not sure but MAYBE the problem did not occur on the original windows vista that was shipped with this computer. However, I removed the original windows for good reasons (english). What do you suggest me? Did anyone fix this problem? Maybe by writing a script which resets the audio streams every 5 minutes? Shall I take the effort to deal with the acer support until they give me another model? (I won't have a computer than for a longer time, will spend money on telephone hotlines (1,30 EUR / min)......) Here are additional infos, if they are any help: Windows 7 64 Bit (Original was Windows Vista Home Premium 32 Bit) All specs Audio driver version:

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  • Supervisord doesn't stop nginx process

    - by Lennart Regebro
    I'm using Supervisor a lot, and in this project I have an nginx process managed by Supervisord. The relevant parts of the configuration is this: [supervisord] logfile=/home/projects/eceee-web/prod/var/log/supervisord.log logfile_maxbytes=5MB logfile_backups=10 loglevel=info pidfile=/home/projects/eceee-web/prod/var/supervisord.pid ; childlogdir=/home/projects/eceee-web/prod/var/log nodaemon=false ; (start in foreground if true;default false) minfds=1024 ; (min. avail startup file descriptors;default 1024) minprocs=200 ; (min. avail process descriptors;default 200) directory=/home/projects/eceee-web/prod [program:nginx] command = /home/projects/eceee-web/prod/bin/nginx redirect_stderr = true autostart= true autorestart = true directory = /home/projects/eceee-web/prod stdout_logfile = /home/projects/eceee-web/prod/var/log/nginx-stdout.log stderr_logfile = /home/projects/eceee-web/prod/var/log/nginx-stderr.log The /home/projects/eceee-web/prod/bin/nginx command will start nginx in the foreground, it does not deamonify itself. Still, stopping it will fail: supervisorctl stop nginx Will not give any answer, but the process will continue. Any idea what? This is on OS X Darwin, with Supervisor 3.0a9 and nginx 0.7.65.

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  • AWS elastic load balancer basic issues

    - by Jones
    I have an array of EC2 t1.micro instances behind a load balancer and each node can manage ~100 concurrent users before it starts to get wonky. i would THINK if i have 2 such instances it would allow my network to manage 200 concurrent users... apparently not. When i really slam the server (blitz.io) with a full 275 concurrents, it behaves the same as if there is just one node. it goes from 400ms response time to 1.6 seconds (which for a single t1.micro is expected, but not 6). So the question is, am i simply not doing something right or is ELB effectively worthless? Anyone have some wisdom on this? AB logs: Loadbalancer (3x m1.medium) Document Path: /ping/index.html Document Length: 185 bytes Concurrency Level: 100 Time taken for tests: 11.668 seconds Complete requests: 50000 Failed requests: 0 Write errors: 0 Non-2xx responses: 50001 Total transferred: 19850397 bytes HTML transferred: 9250185 bytes Requests per second: 4285.10 [#/sec] (mean) Time per request: 23.337 [ms] (mean) Time per request: 0.233 [ms] (mean, across all concurrent requests) Transfer rate: 1661.35 [Kbytes/sec] received Connection Times (ms) min mean[+/-sd] median max Connect: 1 2 4.3 2 63 Processing: 2 21 15.1 19 302 Waiting: 2 21 15.0 19 261 Total: 3 23 15.7 21 304 Single instance (1x m1.medium direct connection) Document Path: /ping/index.html Document Length: 185 bytes Concurrency Level: 100 Time taken for tests: 9.597 seconds Complete requests: 50000 Failed requests: 0 Write errors: 0 Non-2xx responses: 50001 Total transferred: 19850397 bytes HTML transferred: 9250185 bytes Requests per second: 5210.19 [#/sec] (mean) Time per request: 19.193 [ms] (mean) Time per request: 0.192 [ms] (mean, across all concurrent requests) Transfer rate: 2020.01 [Kbytes/sec] received Connection Times (ms) min mean[+/-sd] median max Connect: 1 9 128.9 3 3010 Processing: 1 10 8.7 9 141 Waiting: 1 9 8.7 8 140 Total: 2 19 129.0 12 3020

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  • How to avoid index.php in Zend Framework route using Nginx rewrite

    - by Adam Benayoun
    I am trying to get rid of index.php from the default Zend Framework route. I think it should be corrected at the server level and not on the application. (Correct me if I am wrong, but I think doing it on the server side is more efficient). I run Nginx 0.7.1 and php-fpm 5.3.3 This is my nginx configuration server { listen *:80; server_name domain; root /path/to/http; index index.php; client_max_body_size 30m; location / { try_files $uri $uri/ /index.php?$args; } location /min { try_files $uri $uri/ /min/index.php?q=; } location /blog { try_files $uri $uri/ /blog/index.php; } location /apc { try_files $uri $uri/ /apc.php$args; } location ~ \.php { include /usr/local/etc/nginx/conf.d/params/fastcgi_params_local; fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; fastcgi_param PATH_INFO $fastcgi_script_name; fastcgi_param SERVER_NAME $http_host; fastcgi_pass 127.0.0.1:9000; } location ~* ^.+\.(ht|svn)$ { deny all; } # Static files location location ~* ^.+\.(jpg|jpeg|gif|png|ico|css|zip|tgz|gz|rar|bz2|doc|xls|exe|pdf|ppt|txt|tar|mid|midi|wav|bmp|rtf|js)$ { expires max; } } Basically www.domain.com/index.php/path/to/url and www.domain.com/path/to/url serves the same content. I'd like to fix this using nginx rewrite. Any help will be appreciated.

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  • Windows freezes when watching videos

    - by cornerback84
    I have Acer laptop Aspire 5740 - 5780 with windows 7 Ultimate 32 bit. I am using Chrome. Windows is 1 year old, but it's not the first time this has happened. Windows freezes whenever I am watching videos on facebook/youtube or when using SopCast. I thought there was some faulty plugin, so I recently re-installed chrome but it happened again. No keys work, and the sound of whatever I am listening starts repeating like grrrr..drrrr. Its seems like the sound in very slow motion. One time I left it in this freeze state for 5 min and it recovered automatically. It usually does not happen when I am using windows media player. I had some codecs installed but I removed them to see if that fixes. So far, I have narrowed it down to youtube/footytube videos and sopcast. I have checked event logs but nothing special. Is there any way I can narrow down the problem or any suggestions on how to fix it. I'd like to add that it does not always happen. Sometimes windows goes days/weeks without freezing, and sometimes it take a min into video to freeze.

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  • IPv6 works only after ping to routing box

    - by Ficik
    Situation: There is ipv4 only router in network and every computer is connected to it (wifi or cable). Server with ipv4 and ipv6 is connected to this router as well. Server has configured tunnelbrokers 6to4 tunnel and radvd. Clients in network has right prefix and can ping each other. But they can't ping to internet until they ping Server (the one with tunnel). I found somewhere that it's icmp problem, but I couldn't find solution. Is it problem that there is ipv4 only router? server and client runs linux router runs dd-wrt without ipv6 support :( Ping try: standa@standa-laptop:~$ ping6 ipv6.google.com PING ipv6.google.com(2a00:1450:8007::69) 56 data bytes ^C --- ipv6.google.com ping statistics --- 29 packets transmitted, 0 received, 100% packet loss, time 28223ms standa@standa-laptop:~$ ping6 2001:470:XXXX:XXXX:21c:c0ff:fe2b:6478 PING 2001:470:XXXX:XXXX:21c:c0ff:fe2b:6478(2001:470:XXXX:XXXX:21c:c0ff:fe2b:6478) 56 data bytes 64 bytes from 2001:470:XXXX:XXXX:21c:c0ff:fe2b:6478: icmp_seq=1 ttl=64 time=3.55 ms 64 bytes from 2001:470:XXXX:XXXX:21c:c0ff:fe2b:6478: icmp_seq=2 ttl=64 time=0.311 ms 64 bytes from 2001:470:XXXX:XXXX:21c:c0ff:fe2b:6478: icmp_seq=3 ttl=64 time=0.269 ms 64 bytes from 2001:470:XXXX:XXXX:21c:c0ff:fe2b:6478: icmp_seq=4 ttl=64 time=0.292 ms ^C --- 2001:470:XXXX:XXXX:21c:c0ff:fe2b:6478 ping statistics --- 4 packets transmitted, 4 received, 0% packet loss, time 3000ms rtt min/avg/max/mdev = 0.269/1.107/3.559/1.415 ms standa@standa-laptop:~$ ping6 ipv6.google.com PING ipv6.google.com(2a00:1450:8007::69) 56 data bytes 64 bytes from 2a00:1450:8007::69: icmp_seq=1 ttl=57 time=20.7 ms 64 bytes from 2a00:1450:8007::69: icmp_seq=2 ttl=57 time=20.2 ms 64 bytes from 2a00:1450:8007::69: icmp_seq=3 ttl=57 time=23.4 ms ^C --- ipv6.google.com ping statistics --- 3 packets transmitted, 3 received, 0% packet loss, time 2001ms rtt min/avg/max/mdev = 20.267/21.479/23.413/1.392 ms

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  • BackupExec 12 + RALUS - VERY slow backups

    - by LVDave
    We use Backup Exec 12 and the Remote Agent for Linux/Unix Servers (RALUS) to backup a large RHEL5 system. For various reasons we need to do a daily working set job. These working-set jobs run abysmally slow. The link between the target machine and the BE server is gigabit, and any other type of job runs 1-3GB/min. These working-set jobs start out at perhaps 40MB/min and over the course of the backup job slowly drops down so low that the BE job rate display in the "current jobs" goes blank.. Since we usually are only doing changed-files for one day, the job is usually small and finishes overnight and we don't worry abotu the slowness, but we had some issues with the backup server, and missed about 6 days of fairly heavy work on the Linux box, so this working-set job will be a doozy.. We have support with Symantec, and I've pestered them a lot about this, they've had me run RALUS in debug mode, sent them that log and a VXgather from the BE host and they had no fix/workaround.. To give an idea, I have the mentioned working-set job running for the last 3 1/2 hours and it's backed up just under 10MEGAbytes.... I'm posting this here to see if anybody in the "real world" has seen this/and/or has any ideas what might be causing these abysmally slow jobs, since Symantec seems to be clueless...

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  • Apache file appearing in directory list, but giving 404 when attempting access?

    - by aayush
    Please forgive my lack of knowledge, this is more of a learning project than anything else. I have a linux box, and it works pretty much fine. When i go to example.com/css it says theres one file in there, bootstrap.min.css When i go to example.com/css/bootstrap.min.css, it gives me a 404 error. I have only one htaccess file to remove the index.php from the url, which also i renamed to htaccess (Instead of .htaccess, so apache wont find it) and i restarted the server, yet no help. I also tried to chmod the css file 755 but no help. Contents of the htaccess file: RewriteEngine On RewriteBase / # Allow any files or directories that exist to be displayed directly RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule ^(.*)$ index.php?/$1 [L,QSA] Please help, i am very confused about this. I tried to google excessively but i came up with nothing. Edit: I found the solution to be renamed the htaccess file to something entirely different and restarting. Is there any way i can still implement the losing of the .php?

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  • Struts 1 ActionForm - retrieving a collection from pure HTML

    - by Yaneeve
    Hi all I have (just like the rest) inherited some struts 1 code. I have had need to add a few more pages to this project. What I cannot figure out is how to map several distinct but similarly natured input elements to the my ActionForm. Let me elaborate. I create a new <Input> element dynamically as the user inputs more and more items (I use the YUI autocomplete form element and for each entered input I add it as an input element to my form and draw a new YUI autocomplete - complex sounding, I know) So... My form looks a bit like (... after some prettifying and some such...): <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <meta http-equiv="content-type" content="text/html; charset=utf-8"> <title>My Cool App - Test Case Builder</title> <link rel="stylesheet" type="text/css" href="../script/yui/fonts/fonts-min.css" /> <link rel="stylesheet" type="text/css" href="../skins/myCoolApp/button/button.css" /> <link rel="stylesheet" type="text/css" href="../script/yui/autocomplete/assets/skins/sam/autocomplete.css" /> <link rel="stylesheet" type="text/css" media="screen" href="../skins/myCoolApp/testcase.css" /> <!-- YUI JAVA SCRIPTS --> <script type="text/javascript" src="../script/yui/yahoo-dom-event/yahoo-dom-event.js"></script> <script type="text/javascript" src="../script/yui/element/element-min.js"></script> <script type="text/javascript" src="../script/yui/button/button-min.js"></script> <script type="text/javascript" src="../script/yui/datasource/datasource-min.js"></script> <script type="text/javascript" src="../script/yui/autocomplete/autocomplete-min.js"></script> <!-- APP JAVA SCRIPTS --> <script type="text/javascript" src="../script/myCoolApp/myCoolApp.js" ></script> <script type="text/javascript" src="../script/myCoolApp/stack.js" ></script> <script type="text/javascript" src="../script/myCoolApp/testcase/testcase.js"></script> <script type="text/javascript" src="../script/myCoolApp/testcase/default-data.js" ></script> <script type="text/javascript" src="../script/myCoolApp/testcase/data-structs.js" ></script> <script type="text/javascript" src="../script/myCoolApp/testcase/ui-elements.js" ></script> </head> <body class="cf010"> <div id="wrap"> <div id="header"> <div id="main-header"> COOL APP </div> </div> <div id="main-body"> <div id="content"> <div class="col main"> <div id="main"> <form method="post" id="testcaseForm" class="typea" action=""> <fieldset> <legend>Test Case Builder</legend> <div id="tk1" class="tabcontrol"> <ul class="tabs"> <li class="first active"> <a href="#"> <span>General</span> </a> </li> <li class="last"> <a href="#"> <span>Parameters</span> </a> </li> </ul> <div id="tab0" class="tc-panel"> <dl class="cls9"> <dt> <label for="scenario">Choose Scenario:</label> </dt> <dd> <input type="text" id="scenario" name="scenario" class="text" /> <span id="scenarioToggle"></span> <div class="auto-complete" id="scenarioContainer"></div> </dd> <dt> <label for="ruleID">Choose Rule ID:</label> </dt> <dd> <input type="text" id="ruleID" name="ruleID" class="text" /> <span id="ruleIDToggle"></span> <div class="auto-complete" id="ruleIDContainer"></div> </dd> <dt> <label for="Test Case Name" accesskey="t"><span class="accesskey">T</span>est Case Name:</label> </dt> <dd> <input type="text" id="testCaseName" name="testCaseName" class="text" /> </dd> </dl> </div> <div id="tab1" class="tc-panel hidden"> <div class="toolbar" id="action-bar"> <ul> <li class="first"> <a title="select all" href="#" id="btmSelectAll" class="button"> <span>select all</span> </a> </li> <li> <a title="remove row" href="#" id="btmRemove" class="button"> <span>remove row</span> </a> </li> <li> <a title="undo last" href="#" id="btmRollBack" class="button disabled"> <span>undo last</span> </a> </li> <li class="last"> <a title="accept row" href="#" id="btmAccept" class="button disabled"> <span>accept row</span> </a> </li> </ul> </div> <div id="param.list" class="gridclip"> <table id='param.list.tbl' class='grid modela' > <caption>Test Case Summary</caption> <col/><col/><col/> <thead> <tr> <th class='hl center first'> <input class='grid-select-all' type='checkbox' /> <th> <th scope='col'>Row</th> <th scope='col'>Parameter</th> <th scope='col' class='last'>Value</th> </tr> </thead> <tfoot> <tr> <th scope='row'>Total</th> <td colspan='3'>2 parameters as Test Case input</td> </tr> </tfoot> <tbody id='param.list.tbl.body'> <tr class='odd'> <td class='rowcheck center first'> <input value='param1###value1' id='cb1' name='SelectedRows' class='grid-select-row' type='checkbox'/> </td> <td class='id'>1</td> <td>param1</td> <td class='last'>value1</td> </tr> <tr class='even'> <td class='rowcheck center first'> <input value='param2###value2' id='cb1' name='SelectedRows' class='grid-select-row' type='checkbox'/> </td> <td class='id'>2</td> <td>param2</td> <td class='last'>value2</td> </tr> <tr class='odd'> <td class='rowcheck center first' /> <td class='id'><em>new</em></td> <td> <dl class='clsTable'> <dt> <input type='text' id='param' name='param' class='text paramInput' /> </dt> <dd> <span id='paramToggle' /> </dd> <div class='auto-complete' id='paramContainer' /> </dl> </td> <td class='last'> <dl class='clsTable'> <dt> <input type='text' id='value' name='value' class='text valueInput' /> </dt> </dl> </td> </tr> </tbody> </table> </div> </div> </div> <!-- tabcontrol --> </fieldset> <div class="submit-box"> <input type="submit" name="formRun" id="formRun" class="form-save" value="Execute" accesskey="x" title="Run: Press Alt + [Shift] + x" /> <input type="submit" name="formSave" id="formSave" value="Save" accesskey="s" title="Save: Press Alt + [Shift] + s" /> <input type="submit" name="formLoad" id="formLoad" value="Load" accesskey="l" title="Load: Press Alt + [Shift] + l" /> <input type="submit" name="formCancel" id="formCancel" class="form-cancel" value="Cancel" accesskey="c" title="Cancel: Press Alt + [Shift] + c" /> </div> </form> </div> </div> </div> </div> </div> </body> </html> As you can see the following is pretty much a duplicate: <tr class='odd'> <td class='rowcheck center first'> <input value='param1###value1' id='cb1' name='SelectedRows' class='grid-select-row' type='checkbox'/> </td> <td class='id'>1</td> <td>param1</td> <td class='last'>value1</td> </tr> <tr class='even'> <td class='rowcheck center first'> <input value='param2###value2' id='cb1' name='SelectedRows' class='grid-select-row' type='checkbox'/> </td> <td class='id'>2</td> <td>param2</td> <td class='last'>value2</td> </tr> The relevant part of my stuts-config.xml file is: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE struts-config PUBLIC "-//Apache Software Foundation//DTD Struts Configuration 1.2//EN" "http://struts.apache.org/dtds/struts-config_1_2.dtd"> <struts-config> <data-sources /> <form-beans> <form-bean name="TestCaseForm" type="com.blahblah.mycoolapp.forms.TestCaseForm" /> </form-beans> <action-mappings> <action path="/pages/SaveTestCase" name="TestCaseForm" type="org.springframework.web.struts.DelegatingActionProxy" scope="request"> </action> </action-mappings> <message-resources parameter="MessageResources" /> </struts-config> I also use spring 2.56 (The relevant part being): <?xml version="1.0" encoding="UTF-8"?> <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-2.5.xsd"> <bean name="/pages/SaveTestCase" class="com.blahblah.mycoolapp.actions.TestCaseBuilderSaveAction" /> </beans> My Java ActionForm class (from what I had learned off the net) is: package com.blahblah.mycoolapp.forms; import java.util.ArrayList; import java.util.List; import org.apache.struts.action.ActionForm; public class TestCaseForm extends ActionForm { private static final long serialVersionUID = 2352146257739099766L; private String scenario; private String ruleID; private String testCaseName; private List<String> SelectedRows = new ArrayList<String>() ; public String getScenario() { return scenario; } public void setScenario(String scenario) { this.scenario = scenario; } public String getRuleID() { return ruleID; } public void setRuleID(String ruleID) { this.ruleID = ruleID; } public String getTestCaseName() { return testCaseName; } public void setTestCaseName(String testCaseName) { this.testCaseName = testCaseName; } public List<String> getSelectedRows() { return SelectedRows; } public void setSelectedRows(int index, String value) { this.SelectedRows.add(value); } } The question is why do I get an empty SelectedRows in my TestCaseBuilderSave Action? Thanks all who have the patience to read such a long question... and (hopefully) thanks to all you potential saviors :)

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  • Binding Image.Source to String in WPF ?

    - by Mohammad
    I have below XAML code : <Window x:Class="WpfApplication1.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" DataContext="{Binding RelativeSource={RelativeSource Self}}" WindowStartupLocation="CenterScreen" Title="Window1" Height="300" Width="300"> <Grid> <Image x:Name="TestImage" Source="{Binding Path=ImageSource}" /> </Grid> </Window> Also, there is a method that makes an Image from a Base64 string : Image Base64StringToImage(string base64ImageString) { try { byte[] b; b = Convert.FromBase64String(base64ImageString); MemoryStream ms = new System.IO.MemoryStream(b); System.Drawing.Image img = System.Drawing.Image.FromStream(ms); ////////////////////////////////////////////// //convert System.Drawing.Image to WPF image System.Drawing.Bitmap bmp = new System.Drawing.Bitmap(img); IntPtr hBitmap = bmp.GetHbitmap(); System.Windows.Media.ImageSource imageSource = System.Windows.Interop.Imaging.CreateBitmapSourceFromHBitmap(hBitmap, IntPtr.Zero, Int32Rect.Empty, BitmapSizeOptions.FromEmptyOptions()); Image wpfImage = new Image(); wpfImage.Source = imageSource; wpfImage.Width = wpfImage.Height = 16; ////////////////////////////////////////////// return wpfImage; } catch { Image img1 = new Image(); img1.Source = new BitmapImage(new Uri(@"/passwordManager;component/images/TreeView/empty-bookmark.png", UriKind.Relative)); img1.Width = img1.Height = 16; return img1; } } Now, I'm gonna bind TestImage to the output of Base64StringToImage method. I've used the following way : public string ImageSource { get; set; } ImageSource = Base64StringToImage("iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAMAAAAoLQ9TAAAABGdBTUEAAK/INwWK6QAAABl0RVh0U29mdHdhcmUAQWRvYmUgSW1hZ2VSZWFkeXHJZTwAAABjUExURXK45////6fT8PX6/bTZ8onE643F7Pf7/pDH7PP5/dns+b7e9MPh9Xq86NHo947G7Hm76NTp+PL4/bHY8ojD67rc85bK7b3e9MTh9dLo97vd8/D3/Hy96Xe76Nfr+H+/6f///1bvXooAAAAhdFJOU///////////////////////////////////////////AJ/B0CEAAACHSURBVHjaXI/ZFoMgEEMzLCqg1q37Yv//KxvAlh7zMuQeyAS8d8I2z8PT/AMDShWQfCYJHL0FmlcXSQTGi7NNLSMwR2BQaXE1IfAguPFx5UQmeqwEHSfviz7w0BIMyU86khBDZ8DLfWHOGPJahe66MKe/fIupXKst1VXxW/VgT/3utz99BBgA4P0So6hyl+QAAAAASUVORK5CYIII").Source.ToString(); but nothing happen. How can I fix it ? BTW, I'm dead sure that the base64 string is correct

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