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  • Some applications (Anki, Okular, Calibre) start very slowly

    - by k1U
    When I start one of the applications mentioned in the title from the terminal, I get this: Registered DEC: true Error in contacting registry "org.freedesktop.DBus.Error.NoReply" "Did not receive a reply. Possible causes include: the remote application did not send a reply, the message bus security policy blocked the reply, the reply timeout expired, or the network connection was broken." Could not query active accessibility event listeners. Registered event listener change listener: true Currently I am running 12.04 This problem started a couple of days ago, shortly after I've installed okular from within the software center. by "slow" I mean it takes about 30 seconds. Other applications like chromium start instantly.

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  • Unity: Assigning String value in inspector

    - by Marc Pilgaard
    I got an issue with Unity I can't seem to comprehend, and it is possibly very simple: I am trying to write a simple piece of code in JavaScript where a button toggles the activation of a shield, by dragging a prefab with Resources.load("ActivateShieldPreFab") and destroying it again (Haven't implemented that yet). I wish to assign this button through the inspector, so I have created a string variable which appears as intended in the inspector. Though it doesn't seem to register the inspector input, even though I changed the value through the inspector. It only provides the error: "Input Key named: is unknown" When the button name is assigned within the code, there is no issues. Code as follows: var ShieldOn = false; var stringbutton : String; function Start(){ } function Update () { if(Input.GetKey(stringbutton) && ShieldOn != true) { Instantiate(Resources.load("ActivateShieldPreFab"), Vector3 (0, 0, 0), Quaternion.identity); ShieldOn = true; } } Hope somebody can help, in advance... Thanks

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  • why client can not receive message from server (java) [migrated]

    - by user1745931
    I have just started learning java. I modified the client side code for a server/client communication program, by creating two threads for the client side, main thread for receiving user's input, and inputThread for receiving server's response. I am sure that server has sent the response to client, however, no response message is obtain at client. Here is my code. Can anyone help me to figure it out? Thanks package clientnio; import java.net.*; import java.nio.*; import java.io.*; import java.nio.channels.*; import java.util.Scanner; public class ClientNIO { public static int bufferLen = 50; public static SocketChannel client; public static ByteBuffer writeBuffer; public static ByteBuffer readBuffer; public static void main(String[] args) { writeBuffer = ByteBuffer.allocate(bufferLen); readBuffer = ByteBuffer.allocate(bufferLen); try { SocketAddress address = new InetSocketAddress("localhost",5505); System.out.println("Local address: "+ address); client=SocketChannel.open(address); client.configureBlocking(false); //readBuffer.flip(); new inputThread(readBuffer); /* String a="asdasdasdasddffasfas"; writeBuffer.put(a.getBytes()); writeBuffer.clear(); int d=client.write(writeBuffer); writeBuffer.flip(); */ while (true) { InputStream inStream = System.in; Scanner scan = new Scanner(inStream); if (scan.hasNext()==true) { String inputLine = scan.nextLine(); writeBuffer.put(inputLine.getBytes()); //writeBuffer.clear(); System.out.println(writeBuffer.remaining()); client.write(writeBuffer); System.out.println("Sending data: "+new String(writeBuffer.array())); writeBuffer.flip(); Thread.sleep(300); } } } catch(Exception e) { System.out.println(e); } } } class inputThread extends Thread { private ByteBuffer readBuffer; public inputThread(ByteBuffer readBuffer1) { System.out.println("Receiving thread starts."); this.readBuffer = readBuffer1; start(); } @Override public void run() { try { while (true) { readBuffer.flip(); int i=ClientNIO.client.read(readBuffer); if(i>0) { byte[] b=readBuffer.array(); System.out.println("Receiving data: "+new String(b)); //client.close(); //System.out.println("Connection closed."); //break; } Thread.sleep(100); } } catch (Exception e) { System.out.println(e); } } }

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  • How to set PcManFm as the default file manager?

    - by JarekJ83
    I think Nautilus is so slow, and I'd like to move to PCmanFM, but didn't find any good tips how to do this in Ubuntu 12.10. I have PCmanFM installed already, and I even changed: $ sudo gedit /usr/share/applications/nautilus-folder-handler.desktop [Desktop Entry] Name=Files Comment=Access and organize files Exec=pcmanfm %U Icon=system-file-manager Terminal=false NoDisplay=true Type=Application StartupNotify=true OnlyShowIn=GNOME;Unity; Categories=GNOME;GTK;Utility;Core; MimeType=inode/directory;application/x-gnome-saved-search; X-GNOME-Bugzilla-Bugzilla=GNOME X-GNOME-Bugzilla-Product=nautilus X-GNOME-Bugzilla-Component=general X-GNOME-Bugzilla-Version=3.2.1 X-Ubuntu-Gettext-Domain=nautilus Still slow Nautilus is default one.

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  • Delay command execution over sockets

    - by David
    I've been trying to fix the game loop in a real time (tick delay) MUD. I realized using Thread.Sleep would seem clunky when the user spammed commands through their choice of client (Zmud, etc) e.g. east;south;southwest would wait three move ticks and then output everything from the past couple rooms. The game loop basically calls a Flush and Fill method for each socket during each tick (50ms) private void DoLoop() { Stopwatch stopWatch = new Stopwatch(); stopWatch.Start(); while (running) { // for each socket, flush and fill ConnectionMonitor.Update(); stopWatch.Stop(); WaitIfNeeded(stopWatch.ElapsedMilliseconds); stopWatch.Reset(); } } The Fill method fires the command events, but as mentioned before, they currently block using Thread.Sleep. I tried adding a "ready" flag to the state object that attempts to execute the command along with a queue of spammed commands, but it ends up executing one command and queuing up the rest i.e. each subsequent command executes something that got queued up that should've been executed before. I must be missing something about the timer. private readonly Queue<SpammedCommand> queuedCommands = new Queue<SpammedCommand>(); private bool ready = true; private void TryExecuteCommand(string input) { var commandContext = CommandContext.Create(input); var player = Server.Current.Database.Get<Player>(Session.Player.Key); var commandInfo = Server.Current.CommandLookup .FindCommand(commandContext.CommandName, player.IsAdmin); if (commandInfo != null) { if (!ready) { // queue command queuedCommands.Enqueue(new SpammedCommand() { Context = commandContext, Info = commandInfo }); return; } if (queuedCommands.Count > 0) { // queue the incoming command queuedCommands.Enqueue(new SpammedCommand() { Context = commandContext, Info = commandInfo, }); // dequeue and execute var command = queuedCommands.Dequeue(); command.Info.Command.Execute(Session, command.Context); setTimeout(command.Info.TickLength); return; } commandInfo.Command.Execute(Session, commandContext); setTimeout(commandInfo.TickLength); } else { Session.WriteLine("Command not recognized"); } } Finally, setTimeout was supposed to set the execution delay (TickLength) for that command, and makeReady just sets the ready flag on the state object to true. private void setTimeout(TickDelay tickDelay) { ready = false; var t = new System.Timers.Timer() { Interval = (long) tickDelay, AutoReset = false, }; t.Elapsed += makeReady; t.Start(); // fire this in tickDelay ms } // MAKE READYYYYY!!!! private void makeReady(object sender, System.Timers.ElapsedEventArgs e) { ready = true; } Am I missing something about the System.Timers.Timer created in setTimeout? How can I execute (and output) spammed commands per TickLength without using Thread.Sleep?

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  • Combo box filter on Extjs4.1.3

    - by saravanakumar
    I have created a window with combo box. Combo configuration is xtype :'combo', fieldLabel : 'Command', labelAlign : 'right', id :'commandInputComboId', store : commandStore, displayField: 'command', valueField : 'id', width : 500, enableKeyEvents : true, allowblank : false, queryMode: 'local', typeAhead : true, triggerAction: 'all', query filter works for normal data. But I have data with escape chars like &lt; because I need to show it as '<' for ex my data is <get-all-users> Filter apply only when I type &lt; not for <. How can apply filter on this data?

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  • How to make my sprite jump properly?

    - by Matthew Morgan
    I'm currently working on a 2D platformer in XNA. I have, however been having some trouble with creating a fully functional jumping algorithm. This is what I have so far: if (keystate.IsKeyDown(Keys.W)) if (onGround = true) //"onground" is true when the collision between the main sprite and the ground is detected { spritePosition.Y = velocity.Y = -5; } So, the problem I am now having is that as soon as the jump starts the variable "onGround" = false and the sprite is brought back the ground by the simple gravity I have implemented. The other problem I have is creating a limit to the height after which the sprite should automatically return to the ground. Any advice or suggestions would be greatly appreciated.

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  • Is it easier to develop from scratch or not? [closed]

    - by Gnijuohz
    I am currently reading the book computer science: an overview by J. Glenn Brookshear.And In chapter 7,there is one passage as follows: In fact, it is often within this phase(modification) that a piece of software is discarded under the pretense (too often true) that it is easier to develop a new system from scratch than to modify the existing package successfully. When I read this,an article by Joel occurred to me which mentions how Mozilla shouldn't have written its browser from scratch.(The article is here) So,Is it mostly true that it's easier to develop a new system from scratch than to modify the existing one?Or it's closely related to the complexity of the system?

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  • How are design-by-contract and property-based testing (QuickCheck) related?

    - by Todd Owen
    Is their only similarity the fact that they are not xUnit (or more precisely, not based on enumerating specific test cases), or is it deeper than that? Property-based testing (using QuickCheck, ScalaCheck, etc) seem well-suited to a functional programming style where side-effects are avoided. On the other hand, Design by Contract (as implemented in Eiffel) is more suited to OOP languages: you can express post-conditions about the effects of methods, not just their return values. But both of them involve testing assertions that are true in general (rather than assertions that should be true for a specific test case). And both can be tested using randomly generated inputs (with QuickCheck this is the only way, whereas with Eiffel I believe it is an optional feature of the AutoTest tool). Is there an umbrella term to encompass both approaches? Or am I imagining a relationship that doesn't really exist.

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  • BoundingBox Intersection Problems

    - by Deukalion
    When I try to render two cubes, same sizes, one beside the other. With the same proportions (XYZ). My problem is, why do a Box1.BoundingBox.Contains(Box2.BoundingBox) == ContaintmentType.Intersects - when it clearly doesn't? I'm trying to place objects with BoundingBoxes as "intersection" checking, but this simple example clearly shows that this doesn't work. Why is that? I also try checking height of the next object to be placed, by checking intersection, adding each boxes height += (Max.Y - Min.Y) to a Height value, so when I add a new Box it has a height value. This works, but sometimes due to strange behavior it adds extra values when there isn't anything there. This is an example of what I mean: BoundingBox box1 = GetBoundaries(new Vector3(0, 0, 0), new Vector3(128, 64, 128)); BoundingBox box2 = GetBoundaries(new Vector3(128, 0, 0), new Vector3(128, 64, 128)); if (box1.Contains(box2) == ContainmentType.Intersects) { // This will be executed System.Windows.Forms.MessageBox.Show("Intersects = True"); } if (box1.Contains(box2) == ContainmentType.Disjoint) { System.Windows.Forms.MessageBox.Show("Disjoint = True"); } if (box1.Contains(box2) == ContainmentType.Contains) { System.Windows.Forms.MessageBox.Show("Contains = True"); } Test Method: public BoundingBox GetBoundaries(Vector3 position, Vector3 size) { Vector3[] vertices = new Vector3[8]; vertices[0] = position + new Vector3(-0.5f, 0.5f, -0.5f) * size; vertices[1] = position + new Vector3(-0.5f, 0.5f, 0.5f) * size; vertices[2] = position + new Vector3(0.5f, 0.5f, -0.5f) * size; vertices[3] = position + new Vector3(0.5f, 0.5f, 0.5f) * size; vertices[4] = position + new Vector3(-0.5f, -0.5f, -0.5f) * size; vertices[5] = position + new Vector3(-0.5f, -0.5f, 0.5f) * size; vertices[6] = position + new Vector3(0.5f, -0.5f, -0.5f) * size; vertices[7] = position + new Vector3(0.5f, -0.5f, 0.5f) * size; return BoundingBox.CreateFromPoints(vertices); } Box 1 should start at x -64, Box 2 should start at x 64 which means they never overlap. If I add Box 2 to 129 instead it creates a small gap between the cubes which is not pretty. So, the question is how can I place two cubes beside eachother and make them understand that they do not overlap or actually intersect? Because this way I can never automatically check for intersections or place cube beside eachother.

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  • External classes positions don't work?

    - by SystemNetworks
    I have an external class which reads the user's mouse clicks. I gave a position where the user have to click, and when the user clicks on that position, it would turn my boolean "mouse" to true. But when I connect that to my game(state based) class, it does not work. Here's the code: External class public void UI(Input input, GameContainer gc, float posX, float posY) { int x = Mouse.getX(); int y = Mouse.getY(); if(posX<=100 && posY<=100) { if(Mouse.isButtonDown(1)) { mouse = true; } } } Game class(main) public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { int x = Mouse.getX(); int y = Mouse.getY(); civ.UI(input, gc, x,y); } The problem is when I click my mouse at posX<=100 && posY<=100. It does not work.

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  • copying same file name from client to server using tcp protocol with same size of file

    - by user3686570
    This is the client and server program where a client sends a file to server to save in the server. There is a issuse in that same file name is not getting copied on the server with same file size Please help me in this Client program import socket import sys s = socket.socket(socket.AF_INET, socket.SOCK_STREAM) s.connect(("localhost",9999)) path=raw_input("Please enter the complete PATH of your file : ") f=open (path, "rb") l = f.read(256) while (l): s.sendall(l) l = f.read(10000) s.close() Server Program import socket import sys s = socket.socket(socket.AF_INET, socket.SOCK_STREAM) s.bind(("localhost",9999)) s.listen(10) while True: s, address = s.accept() print address i=1 f = open( str(i),'wb') #open in binary #i=i+1 while (True): l=s.recv(256) #while (l): f.write(l) l=s.recv(256) print 'File recieve succesfully' f.close() #sc.close() s.close() Thanks in advance

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  • Crash when using datablocks

    - by scorcher24
    I have really throughly searched the net and could not find any solution for this so I ask for help here. Anyway, I have this datablock in datablocks.cs: datablock t2dSceneObjectDatablock(EnemyShipConfig) { canSaveDynamicFields = "1"; Layer = "3"; size = "64 64"; CollisionActiveSend = "1"; CollisionActiveReceive = "1"; CollisionCallback = true; CollisionLayers = "3"; CollisionDetectionMode = "POLYGON"; CollisionPolyList = "0.00 -0.791 0.756 0.751 -0.746 0.732"; UsesPhysics = "0"; Rotation = "-90"; WorldLimitMode = "KILL"; WorldLimitMax = "880 360"; WorldLimitMin = "-765 -436"; minFireRate = "2000"; maxFireRate = "1200"; laserSpeed = "800"; minSpeed = "100"; maxSpeed = "150"; }; This is an exact reproduction of an object that I have manually edited in the editor. So far, I just used clone() to get as many enemies as I need, while it was out of sight. It is a r-type style shooter, so I need a variable amount of enemies. Since clone() spams my log, I decided to use datablocks, since it is also more flexible. That's what I get when I use clone(): Con::execute - 0 has no namespace: onRemoveFromScene However, once spawning begins, my game freezes and crashes: function SpawnEnemy() { //%spawnedEnemy = EnemyShipMaster.clone(true); %spawnedEnemy = new t2dStaticSprite() { class = "EnemyShip"; sceneGraph = $global_sceneGraph; datablock = "EnemyShipConfig"; imageMap = "starshipImageMap"; layer = 3; }; %speed = getRandom(%spawnedEnemy.minSpeed, %spawnedEnemy.maxSpeed); %y = getRandom(-320, 320); // Set Properties %spawnedEnemy.setPositionX(700); %spawnedEnemy.setPositionY(%y); %spawnedEnemy.setVisible(true); %spawnedEnemy.setLinearVelocityX( -%speed ); %spawnedEnemy.setTimerOn( getRandom( %spawnedEnemy.maxFireRate, %spawnedEnemy.minFireRate ) ); } // Definition of $global_sceneGraph from game.cs: $global_sceneGraph = sceneWindow2D.loadLevel(%level); As I said, it works fine when I use clone() (which is commented out here), but my log gets spammed. I really hope someone can shed some light for me, this is driving me crazy.

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  • Is there any performance difference between Ubuntu Unity and Classic/Fallback?

    - by user48949
    is there any difference between using Ubuntu Unity and Ubunt Classic/Fallback? Just to be clear, I'm not talking about the Launcher or the Dash. Of course Ubuntu Classic/Fallback doesn't have the Launcher/Dash, but this is not the difference I'm talking about. I mean differences related to performance, features, functionalities, compatibilities, etc. These kinds of differences. I'm asking this because I've heard the Fallback Mode is kind of "incomplete" when it's compared to Gnome Shell or Ubuntu Unity, so I just wanted to know whether or not it's true, because if it's true, I don't think using Fallback Mode is worth it.

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  • returning correct multiTouch id

    - by Max
    I've spent countless hours on reading tutorials and looking at every question related to multiTouch from here and Stackoverflow. But I just cannot figure out how to do this correctly. I use a loop to get my pointerId, I dont see alot of people doing this but its the only way I've managed to get it somewhat working. I have two joysticks on my screen, one for moving and one for controlling my sprites rotation and the angle he shoots, like in Monster Shooter. Both these work fine. My problem is that when I Move my sprite at the same time as Im shooting, my touchingPoint for my movement is set to the touchingPoint of my shooting, since the x and y is higher on the touchingPoint of my shooting (moving-stick on left side of screen, shooting-stick on right side), my sprite speeds up, this creates an unwanted change in speed for my sprite. I will post my entire onTouch method here with some variable-changes to make it more understandable. Since I do not know where Im going wrong. public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } int pointerCount = event.getPointerCount(); for (int i = 0; i < pointerCount; i++) { int x = (int) event.getX(i); int y = (int) event.getY(i); int id = event.getPointerId(i); int action = event.getActionMasked(); int actionIndex = event.getActionIndex(); String actionString; switch (action) { case MotionEvent.ACTION_DOWN: actionString = "DOWN"; break; case MotionEvent.ACTION_UP: shooting=false; // when shooting is true, it shoots dragging=false; // when dragging is true, it moves actionString = "UP"; break; case MotionEvent.ACTION_POINTER_DOWN: actionString = "PNTR DOWN"; break; case MotionEvent.ACTION_POINTER_UP: shooting=false; dragging=false; actionString = "PNTR UP"; break; case MotionEvent.ACTION_CANCEL: shooting=false; dragging=false; actionString = "CANCEL"; break; case MotionEvent.ACTION_MOVE: try{ if((int) event.getX(id) > 0 && (int) event.getX(id) < touchingBox && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ movingPoint.x = (int) event.getX(id); movingPoint.y = (int) event.getY(id); dragging = true; } else if((int) event.getX(id) > touchingBox && (int) event.getX(id) < view.getWidth() && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ shootingPoint.x = (int) event.getX(id); shootingPoint.y = (int) event.getY(id); shooting=true; }else{ shooting=false; dragging=false; } }catch(Exception e){ } actionString = "MOVE"; break; default: actionString = ""; } Wouldnt post this much code if I wasnt at an absolute loss of what I'm doing wrong. I simply can not get a good understanding of how multiTouching works. basicly movingPoint changes for both my first and second finger. I bind it to a box, but aslong as I hold one finger within this box, it changes its value based on where my second finger touches. It moves in the right direction and nothing gives an error, the problem is the speed-change, its almost like it adds up the two touchingPoints.

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  • how to run mysql drop and create synonym in shell script

    - by bgrif
    I have added this command to a script I am writing and I am running into a issue with it not logging onto mysql and running the commands. How can i fix this and make it run. #! /bin/bash Subject: Please stage the following TFL09143 Locator Bulletin to all TF90 staging environments: # This next section is to go to mysql server and make changes. you can drop and create synonyms truncate a table and insert into a different one. you will be able to verify the counts to the different locations # $ mysql --host=app03-bsi --u "" --p "" "TF90BPS" -bse "drop synonym TF90.BTXADDR && drop synonym TF90.BTXSUPB && CREATE SYNONYM TF90.BTXADDR FOR TF90BP.TFBPS2.BTXADDR && CREATE SYNONYM TF90.BTXSUPB FOR TF90BP.TFBPS3.BTXSUPB && TRUNCATE TABLE TF90BP.TFBPS3.BTXSUPB SELECT * FROM TF90BP.TFBPS2.BTXSUPB; select count () from TF90BP.TF90.BTXADDR select count() from TF90BPS.TF90.BTXADDR; select count() from TF90BP.TF90.BTXSUPB; select count() from TF90BPS.TF90.BTXSUPB;" $ mysql --host=app03-bsi --u "" --p "" "TF90LMS" -bse "drop synonym TF90.BTXADDR && drop synonym TF90.BTXSUPB && CREATE SYNONYM TF90.BTXADDR FOR TF90LM.TFBPS2.BTXADDR && CREATE SYNONYM TF90.BTXSUPB FOR TF90LM.TFBPS3.BTXSUPB; TRUNCATE TABLE TF90LM.TFLMS2.BTXADDR;TRUNCATE TABLE TF90LM.TFLMS3.BTXSUPB;INSERT INTO TF90LM.TFLMS3.BTXSUPB SELECT * FROM TF90LM.TFLMS2.BTXSUPB;Verify select count() from TF90LM.TF90.BTXADDR;select count() from TF90LMS.TF90.BTXADDR;select count() from TF90LM.TF90.BTXSUPB;select count() from TF90LMS.TF90.BTXSUPB" $ mysql --host=app03-bsi --u "" --p "" "TF90NCS" -bse "drop synonym TF90.BTXADDR && drop synonym TF90.BTXSUPB && CREATE SYNONYM TF90.BTXADDR FOR TF90NC.TFBPS2.BTXADDR && CREATE SYNONYM TF90.BTXSUPB FOR TF90NC.TFBPS3.BTXSUPB; TRUNCATE TABLE TF90NC.TFNCS2.BTXADDR; TRUNCATE TABLE TF90NC.TFNCS3.BTXSUPB; INSERT INTO TF90NC.TFNCS3.BTXSUPB SELECT * FROM TF90NC.TFNCS2.BTXSUPB; Verify select count() from TF90NC.TF90.BTXADDR; select count() from TF90NCS.TF90.BTXADDR;select count() from TF90NC.TF90.BTXSUPB;select count() from TF90NCS.TF90.BTXSUPB" $ mysql --host=app03-bsi --u "" --p "" "TF90PVS" -bse "drop synonym TF90.BTXADDR && drop synonym TF90.BTXSUPB && CREATE SYNONYM TF90.BTXADDR FOR TF90PV.TFBPS2.BTXADDR && CREATE SYNONYM TF90.BTXSUPB FOR TF90PV.TFBPS3.BTXSUPB; TRUNCATE TABLE TF90PV.TFPVS2.BTXADDR;TRUNCATE TABLE TF90PV.TFPVS3.BTXSUPB;INSERT INTO TF90PV.TFPVS3.BTXSUPB SELECT * FROM TF90PV.TFPVS2.BTXSUPB;Verify select count() from TF90PV.TF90.BTXADDR;select count() from TF90PVS.TF90.BTXADDR;select count() from TF90PV.TF90.BTXSUPB;select count() from TF90PVS.TF90.BTXSUPB" TFL09143 Staging cd \ntsrv\common\To\IT-CERT-TEST\TFL09143 #change to mapped network drive cp -p TFL09143.pkg /d:/tf90/code_stg && /tf90bp/code_stg && /tf90lm/code_stg && /tf90pv/code_stg # Copies the package from the networked folder and then copies to the location(s) needed.# InvalidInput="true" if [ $# -eq 0 ] ; then echo "This script sets up TF90 Staging" echo -n "Which production do you want to run? (RB/TaxLocator/Cyclic)" read ProductionDistro else ProductionDistro="$1" fi while [ "$InvalidInput" = "true" ] do if [ "$ProductionDistro" = "RB" -o "$ProductionDistro" = "TaxLocator" -o "$ProductionDistro" = "Cyclic" ] ; then InvalidInput="false" break else echo "You have entered an error" echo "You must type RB or TaxLocator or Cyclic" echo "you typed $ProductionDistro" echo "This script sets up TF90 Staging" read ProductionDistro fi done InvalidInput="true" if [ $# -eq 0 ] ; then echo "This script sets up RB TF90 Staging" echo -n "Which Element do you want to run? (TF90/TF90BP/TF90LM/TF90PV/ALL)" read ElementDistro else ElementDistro="$1" fi while [ "$InvalidInput" = "true" ] do if [ "$ElementDistro" = "TF90" -o "$ElementDistro" = "TF90BP" -o "$ElementDistro" = "TF90LM" -o "$ElementDistro" = "TF90PV" -o "$ElementDistro" = "ALL" ] ; then InvalidInput="false" break else echo "You have entered an error" echo "You must type TF90 or TF90BP or TF90LM or TF90PV" echo "you typed $ElementDistro" echo "This script sets up TF90 Staging" read ElementDistro fi done if [ "$ElementDistro" = "TF90" ] ; then cd /d/tf90/code_stg vim TFL09143.pkg export var=TF90_CONNECT_STRING=DSN=TF90NCS;export Description=TF90NCS;export Trusted_Connection=Yes;export WSID=APP03- BSI;export DATABASE=TF90NCS; export DATASET=DEFAULT pkgintall -l -v ../TFL09143.pkg fi if [ "$ElementDistro" = "$TF90BP" ] ; then cd /d/tf90bp/code_stg vim TFL09143.pkg export TF90_CONNECT_STRING=DSN=TF90BPS;export Description=TF90BPS;export Trusted_Connection=Yes;export WSID=APP03- BSI;export DATABASE=TF90BPS; start tfloader -l –v ../TFL09143.pkg fi if [ "$ElementDistro" = "$TF90LM" ] ; then cd /d/tf90lm/code_stg vim TFL09143.pkg export TF90_CONNECT_STRING=DSN=TF90LMS;export Description=TF90LMS;export Trusted_Connection=Yes;export WSID=APP03- BSI;export DATABASE=TF90LMS; start tfloader -l -v ../TFL09143.pkg fi if [ "$ElementDistro" = "TF90PV" ] ; then cd /d/tf90pv/code_stg vim TFL09143.pkg export TF90_CONNECT_STRING=DSN=TF90PVS;Description=TF90PVS;Trusted_Connection=Yes;WSID=APP03- BSI;DATABASE=TF90PVS; start tfloader -l –v ../TFL09143.pkg fi exit 0

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  • How to CURL and avoid timeout death (Twitter Down) [migrated]

    - by David
    Twitter is down right now, and one of my site's home pages relies on getting data from Twitter (relies is the problem - it should be more of an accessory feature, as it just shows follow count from its feed). Here's the code in question: function socials_Twitter_GetFollowerCount($username) { $method = function () use ($username) { return file_get_contents('https://api.twitter.com/1/users/show.json?screen_name='.$username.'&include_entities=true'); }; $json = cache('bmdtwitter', 3600, $method, false); $json = json_decode($json, true); return intval($json['followers_count']); } What is a good way to make it so if Twitter is down (or not responsive for some reasonable amount of time), our site doesn't appear to be down (I think the timeout maybe defaulting to 30-60 seconds or more).

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  • How can I designed multi-threaded application for larger user base

    - by rokonoid
    Here's my scenario, I need to develop a scalable application. My user base may be over 100K, every user has 10 or more small tasks. Tasks check every minute with a third party application through web services, retrieving data which is written in the database, then the data is forwarded to it's original destination. So here's the processing of a small task: while(true){ Boolean isNewInformationAvailable = checkWhetherInformationIsAvailableOrNot(); If(isNewInformationAvailable ==true){ fetchTheData(); writeToDatabase(); findTheDestination(); deliverTheData(); isAvailable =false; } } Here is the question: as the application is large, how should I approach designing this. I'm going to use Java to write it. Should I use concurrency, and how would you manage the concurrency?

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  • MVVM and Animations in Silverlight

    - by Aligned
    I wanted to spin an icon to show progress to my user while some content was downloading. I'm using MVVM (aren't you) and made a satisfactory Storyboard to spin the icon. However, it took longer than expected to trigger that animation from my ViewModel's property.I used a combination of the GoToState action and the DataTrigger from the Microsoft.Expression.Interactions dll as described here.Then I had problems getting it to start until I found this approach that saved the day. The DataTrigger didn't bind right away because "it doesn’t change visual state on load is because the StateTarget property of the GotoStateAction is null at the time the DataTrigger fires.". Here's my XAML, hopefully you can fill in the rest.<Image x:Name="StatusIcon" AutomationProperties.AutomationId="StatusIcon" Width="16" Height="16" Stretch="Fill" Source="inProgress.png" ToolTipService.ToolTip="{Binding StatusTooltip}"> <i:Interaction.Triggers> <utilitiesBehaviors:DataTriggerWhichFiresOnLoad Value="True" Binding="{Binding IsDownloading, Mode=OneWay, TargetNullValue=True}"> <ei:GoToStateAction StateName="Downloading" /> </utilitiesBehaviors:DataTriggerWhichFiresOnLoad> <utilitiesBehaviors:DataTriggerWhichFiresOnLoad Value="False" Binding="{Binding IsDownloading, Mode=OneWay, TargetNullValue=True}"> <ei:GoToStateAction StateName="Complete"/> </utilitiesBehaviors:DataTriggerWhichFiresOnLoad> </i:Interaction.Triggers> <Image.Projection> <PlaneProjection/> </Image.Projection> <VisualStateManager.VisualStateGroups> <VisualStateGroup x:Name="VisualStateGroup"> <VisualStateGroup.Transitions> <VisualTransition GeneratedDuration="0" To="Downloading"> <VisualTransition.GeneratedEasingFunction> <QuadraticEase EasingMode="EaseInOut"/> </VisualTransition.GeneratedEasingFunction> <Storyboard RepeatBehavior="Forever"> <DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Projection).(PlaneProjection.RotationZ)" Storyboard.TargetName="StatusIcon"> <EasingDoubleKeyFrame KeyTime="0:0:1.5" Value="-360"/> <EasingDoubleKeyFrame KeyTime="0:0:2" Value="-360"/> </DoubleAnimationUsingKeyFrames> </Storyboard> </VisualTransition> <VisualTransition From="Downloading" GeneratedDuration="0"/> </VisualStateGroup.Transitions> <VisualState x:Name="Downloading"/> <VisualState x:Name="Complete"/> </VisualStateGroup> </VisualStateManager.VisualStateGroups></Image>MVVMAnimations.zip

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  • How can I design multi-threaded application for larger user base

    - by rokonoid
    Here's my scenario, I need to develop a scalable application. My user base may be over 100K, every user has 10 or more small tasks. Tasks check every minute with a third party application through web services, retrieving data which is written in the database, then the data is forwarded to it's original destination. So here's the processing of a small task: while(true){ Boolean isNewInformationAvailable = checkWhetherInformationIsAvailableOrNot(); If(isNewInformationAvailable ==true){ fetchTheData(); writeToDatabase(); findTheDestination(); deliverTheData(); isAvailable =false; } } As the application is large, how should I approach designing this? I'm going to use Java to write it. Should I use concurrency, and how would you manage the concurrency?

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  • Why does my goblin only choose a walk direction once?

    - by Eogcloud
    I'm working on a simpe 2d canvas game that has a small goblin sprite who I want to get pathing around the screen. What I originally tried was a random roll that would choose a direction, the goblin would walk that direction. It didnt work effectively, he sort of wobbled in one spot. Here's my current apporach but he only runs in a rundom direction and doesnt change. What am I doing wrong? Here's all the relevant code to the goblin object and movement. var goblin = { speed: 100, pos: [0, 0], dir: 1, changeDir: true, stepCount: 0, stepTotal: 0, sprite: new Sprite( goblinImage, [0,0], [30,45], 6, [0,1,2,3,2,1], true) }; function getNewDir(){ goblin.dir = Math.floor(Math.random()*4)+1; }; function checkGoblinMovement(){ if(goblin.changeDir){ goblin.changeDir = false; goblin.stepCount = 0; goblin.stepTotal = Math.floor(Math.random*650)+1; getNewDir(); } else { if(goblin.stepCount === goblin.stepTotal){ goblin.changeDir = true; } } }; function update(delta){ healthCheck(); if(isGameOver){ gameOver(); } if(!isGameOver){ updateCharLevel(); keyboardInput(delta); moveGoblin(delta); checkGoblinMovement(); goblin.sprite.update(delta); //update sprites if(mainChar.kills!=0 && bloodReady){ for(var i=0; i<bloodArray.length; i++){ bloodArray[i].sprite.update(delta); } } //collision detection if(collision(mainChar, goblin)) { combatOutcome(combatEvent()); combatCleanup(); } } }; function main(){ var now = Date.now(); var delta = (now - then)/1000; if(!isGameOver){ update(delta); } draw(); then = now; }; function moveGoblin(delta){ goblin.stepCount++; if(goblin.dir === 1){ goblin.pos[1] -= goblin.speed * delta* 2; if(goblin.pos[1] <= 85){ goblin.pos[1] = 86; } } if(goblin.dir === 2){ goblin.pos[1] += goblin.speed * delta; if(goblin.pos[1] > 530){ goblin.pos[1] = 531; } } if(goblin.dir === 3){ goblin.pos[0] -= goblin.speed * delta; if(goblin.pos[0] < 0){ goblin.pos[0] = 1; } } if(goblin.dir === 4){ goblin.pos[0] += goblin.speed * delta* 2; if(goblin.pos[0] > 570){ goblin.pos[0] = 571; } } };

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  • Saving to a file in C# [on hold]

    - by user36322
    If I use this code: using (StreamWriter streamWriter = new StreamWriter("Content/player.txt", true)) { streamWriter.Write("Hello!"); streamWriter.Close(); } The program will not actually add "Hello!" to the file. However, if I use this code: using (StreamWriter streamWriter = new StreamWriter("C:/Users/Michael/Documents/Visual Studio 2010/Projects/PuzzleGame/PuzzleGame/PuzzleGameContent/player.TXT", true)) { streamWriter.Write("Hello!"); streamWriter.Close(); } The program will work as intended and add "Hello!" to the save file. Is there any way I can do this without hardcoding the path?

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  • Syanptics Touchpad Won't Re-enable

    - by user71607
    I disabled my Synaptics touchpad while a key on my keyboard and now I can't get it to work again. When I press that key again it says the touchpad turns back on but will not work at all. Rebooting doesn't help, and I tried installing touchpad-indicator but when I try to enable from there it says that it enables, but the icon remains like it's disabled. The odd thing is that it works on the lock screen so I know the drivers aren't messed up, it's just a setting. Also, the touchpad works on guest mode but still nothing on my account. I tried using gconf to set the touchpad_enable to true and it worked, it sure set it. Doesn't make a difference though, my touchpad is still useless. Terminal commands I've used: gconftool-2 --set --type boolean /desktop/gnome/peripherals/touchpad/touchpad_enabled true synclient Touchpadoff=0 modprobe psmouse

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  • mexTcpBinding in WCF - IMetadataExchange errors

    - by David
    I'm wanting to get a WCF-over-TCP service working. I was having some problems with modifying my own project, so I thought I'd start with the "base" WCF template included in VS2008. Here is the initial WCF App.config and when I run the service the WCF Test Client can work with it fine: <?xml version="1.0" encoding="utf-8" ?> <configuration> <system.web> <compilation debug="true" /> </system.web> <system.serviceModel> <services> <service name="WcfTcpTest.Service1" behaviorConfiguration="WcfTcpTest.Service1Behavior"> <host> <baseAddresses> <add baseAddress="http://localhost:8731/Design_Time_Addresses/WcfTcpTest/Service1/" /> </baseAddresses> </host> <endpoint address="" binding="wsHttpBinding" contract="WcfTcpTest.IService1"> <identity> <dns value="localhost"/> </identity> </endpoint> <endpoint address="mex" binding="mexHttpBinding" contract="IMetadataExchange"/> </service> </services> <behaviors> <serviceBehaviors> <behavior name="WcfTcpTest.Service1Behavior"> <serviceMetadata httpGetEnabled="True"/> <serviceDebug includeExceptionDetailInFaults="True" /> </behavior> </serviceBehaviors> </behaviors> </system.serviceModel> </configuration> This works perfectly, no issues at all. I figured changing it from HTTP to TCP would be trivial: change the bindings to their TCP equivalents and remove the httpGetEnabled serviceMetadata element: <?xml version="1.0" encoding="utf-8" ?> <configuration> <system.web> <compilation debug="true" /> </system.web> <system.serviceModel> <services> <service name="WcfTcpTest.Service1" behaviorConfiguration="WcfTcpTest.Service1Behavior"> <host> <baseAddresses> <add baseAddress="net.tcp://localhost:1337/Service1/" /> </baseAddresses> </host> <endpoint address="" binding="netTcpBinding" contract="WcfTcpTest.IService1"> <identity> <dns value="localhost"/> </identity> </endpoint> <endpoint address="mex" binding="mexTcpBinding" contract="IMetadataExchange"/> </service> </services> <behaviors> <serviceBehaviors> <behavior name="WcfTcpTest.Service1Behavior"> <serviceDebug includeExceptionDetailInFaults="True" /> </behavior> </serviceBehaviors> </behaviors> </system.serviceModel> </configuration> But when I run this I get this error in the WCF Service Host: System.InvalidOperationException: The contract name 'IMetadataExchange' could not be found in the list of contracts implemented by the service Service1. Add a ServiceMetadataBehavior to the configuration file or to the ServiceHost directly to enable support for this contract. I get the feeling that you can't send metadata using TCP, but that's the case why is there a mexTcpBinding option?

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