Search Results

Search found 24734 results on 990 pages for 'floating point conversion'.

Page 128/990 | < Previous Page | 124 125 126 127 128 129 130 131 132 133 134 135  | Next Page >

  • Smart subdomain routing via reverse proxy

    - by Trevor Hartman
    I have two servers on my home network: OSX Server and an Ubuntu Server. I'd love to have external subdomains osx.mydomain.com point to osx and ubuntu.mydomain.com point to ubuntu. I know the normal way to do this is to have a static external IP address for each, but that's not an option as this is just my home setup. My question is: is there a way to do this with some reverse proxy trickery? OSX is currently the default entry point for all traffic. I was able to setup a reverse proxy on OSX for ubuntu.mydomain.com on port 80, so web traffic was correctly being proxied to my ubuntu. I'd like to ssh and do a bunch of other stuff though!

    Read the article

  • What is a technique for 2D ray-box intersection that is suitable for old console hardware?

    - by DJCouchyCouch
    I'm working on a Sega Genesis homebrew game (it has a 7mhz 68000 CPU). I'm looking for a way to find the intersection between a particle sprite and a background tile. Particles are represented as a point with a movement vector. Background tiles are 8 x 8 pixels, with an (X,Y) position that is always located at a multiple of 8. So, really, I need to find the intersection point for a ray-box collision; I need to find out where along the edge of the tile the ray/particle hits. I have these two hard constraints: I'm working with pixel locations (integers). Floating point is too expensive. It doesn't have to be super exact, just close enough. Multiplications, divisions, dot products, et cetera, are incredibly expensive and are to be avoided. So I'm looking for an efficient algorithm that would fit those constraints. Any ideas? I'm writing it in C, so that would work, but assembly should be good as well.

    Read the article

  • Building Queries Systematically

    - by Jeremy Smyth
    The SQL language is a bit like a toolkit for data. It consists of lots of little fiddly bits of syntax that, taken together, allow you to build complex edifices and return powerful results. For the uninitiated, the many tools can be quite confusing, and it's sometimes difficult to decide how to go about the process of building non-trivial queries, that is, queries that are more than a simple SELECT a, b FROM c; A System for Building Queries When you're building queries, you could use a system like the following:  Decide which fields contain the values you want to use in our output, and how you wish to alias those fields Values you want to see in your output Values you want to use in calculations . For example, to calculate margin on a product, you could calculate price - cost and give it the alias margin. Values you want to filter with. For example, you might only want to see products that weigh more than 2Kg or that are blue. The weight or colour columns could contain that information. Values you want to order by. For example you might want the most expensive products first, and the least last. You could use the price column in descending order to achieve that. Assuming the fields you've picked in point 1 are in multiple tables, find the connections between those tables Look for relationships between tables and identify the columns that implement those relationships. For example, The Orders table could have a CustomerID field referencing the same column in the Customers table. Sometimes the problem doesn't use relationships but rests on a different field; sometimes the query is looking for a coincidence of fact rather than a foreign key constraint. For example you might have sales representatives who live in the same state as a customer; this information is normally not used in relationships, but if your query is for organizing events where sales representatives meet customers, it's useful in that query. In such a case you would record the names of columns at either end of such a connection. Sometimes relationships require a bridge, a junction table that wasn't identified in point 1 above but is needed to connect tables you need; these are used in "many-to-many relationships". In these cases you need to record the columns in each table that connect to similar columns in other tables. Construct a join or series of joins using the fields and tables identified in point 2 above. This becomes your FROM clause. Filter using some of the fields in point 1 above. This becomes your WHERE clause. Construct an ORDER BY clause using values from point 1 above that are relevant to the desired order of the output rows. Project the result using the remainder of the fields in point 1 above. This becomes your SELECT clause. A Worked Example   Let's say you want to query the world database to find a list of countries (with their capitals) and the change in GNP, using the difference between the GNP and GNPOld columns, and that you only want to see results for countries with a population greater than 100,000,000. Using the system described above, we could do the following:  The Country.Name and City.Name columns contain the name of the country and city respectively.  The change in GNP comes from the calculation GNP - GNPOld. Both those columns are in the Country table. This calculation is also used to order the output, in descending order To see only countries with a population greater than 100,000,000, you need the Population field of the Country table. There is also a Population field in the City table, so you'll need to specify the table name to disambiguate. You can also represent a number like 100 million as 100e6 instead of 100000000 to make it easier to read. Because the fields come from the Country and City tables, you'll need to join them. There are two relationships between these tables: Each city is hosted within a country, and the city's CountryCode column identifies that country. Also, each country has a capital city, whose ID is contained within the country's Capital column. This latter relationship is the one to use, so the relevant columns and the condition that uses them is represented by the following FROM clause:  FROM Country JOIN City ON Country.Capital = City.ID The statement should only return countries with a population greater than 100,000,000. Country.Population is the relevant column, so the WHERE clause becomes:  WHERE Country.Population > 100e6  To sort the result set in reverse order of difference in GNP, you could use either the calculation, or the position in the output (it's the third column): ORDER BY GNP - GNPOld or ORDER BY 3 Finally, project the columns you wish to see by constructing the SELECT clause: SELECT Country.Name AS Country, City.Name AS Capital,        GNP - GNPOld AS `Difference in GNP`  The whole statement ends up looking like this:  mysql> SELECT Country.Name AS Country, City.Name AS Capital, -> GNP - GNPOld AS `Difference in GNP` -> FROM Country JOIN City ON Country.Capital = City.ID -> WHERE Country.Population > 100e6 -> ORDER BY 3 DESC; +--------------------+------------+-------------------+ | Country            | Capital    | Difference in GNP | +--------------------+------------+-------------------+ | United States | Washington | 399800.00 | | China | Peking | 64549.00 | | India | New Delhi | 16542.00 | | Nigeria | Abuja | 7084.00 | | Pakistan | Islamabad | 2740.00 | | Bangladesh | Dhaka | 886.00 | | Brazil | Brasília | -27369.00 | | Indonesia | Jakarta | -130020.00 | | Russian Federation | Moscow | -166381.00 | | Japan | Tokyo | -405596.00 | +--------------------+------------+-------------------+ 10 rows in set (0.00 sec) Queries with Aggregates and GROUP BY While this system might work well for many queries, it doesn't cater for situations where you have complex summaries and aggregation. For aggregation, you'd start with choosing which columns to view in the output, but this time you'd construct them as aggregate expressions. For example, you could look at the average population, or the count of distinct regions.You could also perform more complex aggregations, such as the average of GNP per head of population calculated as AVG(GNP/Population). Having chosen the values to appear in the output, you must choose how to aggregate those values. A useful way to think about this is that every aggregate query is of the form X, Y per Z. The SELECT clause contains the expressions for X and Y, as already described, and Z becomes your GROUP BY clause. Ordinarily you would also include Z in the query so you see how you are grouping, so the output becomes Z, X, Y per Z.  As an example, consider the following, which shows a count of  countries and the average population per continent:  mysql> SELECT Continent, COUNT(Name), AVG(Population)     -> FROM Country     -> GROUP BY Continent; +---------------+-------------+-----------------+ | Continent     | COUNT(Name) | AVG(Population) | +---------------+-------------+-----------------+ | Asia          |          51 |   72647562.7451 | | Europe        |          46 |   15871186.9565 | | North America |          37 |   13053864.8649 | | Africa        |          58 |   13525431.0345 | | Oceania       |          28 |    1085755.3571 | | Antarctica    |           5 |          0.0000 | | South America |          14 |   24698571.4286 | +---------------+-------------+-----------------+ 7 rows in set (0.00 sec) In this case, X is the number of countries, Y is the average population, and Z is the continent. Of course, you could have more fields in the SELECT clause, and  more fields in the GROUP BY clause as you require. You would also normally alias columns to make the output more suited to your requirements. More Complex Queries  Queries can get considerably more interesting than this. You could also add joins and other expressions to your aggregate query, as in the earlier part of this post. You could have more complex conditions in the WHERE clause. Similarly, you could use queries such as these in subqueries of yet more complex super-queries. Each technique becomes another tool in your toolbox, until before you know it you're writing queries across 15 tables that take two pages to write out. But that's for another day...

    Read the article

  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

    Read the article

  • GPL - what is distribution?

    - by Martin Beckett
    An interesting point came up on another thread about alleged misappropriation of a GPL project. In this case the enterprise software was used by some large companies who essentially took the code, changed the name, removed the GPL notices and used the result. The point was - if the company did this and only used the software internally then there isn't any distribution and that's perfectly legal under GPL. Modifications by their own employees for internal use would also be allowed. So At what point does it become a distribution? Presumably if they brought in outside contractors under 'work for hire' their modifications would also be internal and so not a distribution. If they hired an external software outfit to do modifications and those changes were only used internally by the company - would those changes be distributed? Does the GPL apply to the client or to the external developers? If the company then give the result to another department, another business unit, another company? What if the other company is a wholly owned subsidiary? ps. yes I know the answer is ask a lawyer. But all the discussion I have seen over GPL2/GPL3 distribution has been about webservices - not about internal use.

    Read the article

  • Procedural world generation oriented on gameplay features

    - by Richard Fabian
    In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical. Looking at world generation from this point of view, a landscape generator for a game (that is, not for the sake of scenery, but for the sake of gameplay) needs to not follow the rules of landscaping, but instead some rules married to the expectations of the gamer. For example, there could be a choke point / route generator that creates hills ravines, rivers and mountains between cities, rather than the natural way cities arise, scattered on the land based on resources or conditions generated by the mountains and rainfall patterns. Is there any existing work being done like this? Start with cities or population centres and then add in terrain afterwards? The reason I'm asking is that I'd previously pondered taking existing maps from fantasy fiction (my own and others), putting the information into the system as a base point, and then generating a good world to play in from it. This seems covered by existing technology, that is, where the designer puts in all the necessary information such as the city populations, resources, biomes, road networks and rivers, then allows the PCG fill in the gaps. But now I'm wondering if it may be possible to have a content generator generate also the overall design. Generate the cities and population centres, balancing them so that there is a natural seeming need of commerce, then generate the positions and connectivity, then from the type of city produce the list of necessary resources that must be nearby, and only then, maybe given some rules on how to make the journey between cities both believable and interesting, generate the final content including the roads, the choke points, the bridges and tunnels, ferries and the terrain including the biomes and coastline necessary. If this has been done before, I'd like to know, and would like to know what went wrong, and what went right.

    Read the article

  • Lost contact with my NAS after changing its IP

    - by Beles
    I did some brain-dead reconfiguring of my D-Link DNS-323 NAS some days ago. I have a home network where each computer gets a dynamically allocated IP address starting at 192.168.1.100. The irritating point (for me at least) was that the NAS changed IP if the power went down or I turned off the router. I then had to remap a drive-letter to point to the new IP address of the NAS. To remedy that I configured the NAS to have a static IP, 192.168.0.10. I had no good reason to choose that IP, other than I found it in a user manual for the NAS. After I changed the IP and rebooted the NAS it disappeared from the network and was never to be found again. Now I have a black brick standing in my home, looking good, but "dead". Could anyone point me in a direction which helps me solve this problem? I have about 100gb worth of pic of my children on this brick so I really want it back :-) Sincerely,

    Read the article

  • Pagination for product listing, what to use? "canonical" or "rel-prev-next" or do nothing?

    - by Jayapal Chandran
    I want to make sure my product listing is 10 products per page which are not in a series (link). They have explained how to use canonical or rel prev for pagination when a long page has been divided into multiple page and the multiple pages becomes a series were as my condition is not that. They are unique listing which are not related to each listing... All the listing links leads to a product profile page. So lets say my site is all about cars and I have a Used Audi page with 1000 Audi's for sale. There are 10 used audi cars on each page so there's 100 pages in the series. If I start to utilise Rel="prev" and rel="next" should I set page 2 onwards as index,follow or noindex,follow? The content on Page 2 all the way to 100 only changes ever so slightly as different cars will be for sale on different pages but from a "Panda" point of view the pages are incredibly similar as they'd hold the same meta data as page 1 in the series along with duplicate reviews & news etc. I want Page 1 in the series as the Main page for Google to send users too and I don't see the point in Google indexing page 2 100. What's everyone's view on this? Lastly with the rel="canonical" tag should page 2 to 100 all point back to page 1 in the series or the individual page itself? E.G: /used-audi/page-3/.

    Read the article

  • Circle collision detection and Vector math: HELP?

    - by Griffin
    Hey so i'm currently going through the wildbunny blog to learn about collision detection, but i'm a bit confused on how the vectors he's talking about come into play QUOTED BLOG: p = ||A-B|| – (r1+r2) The two spheres are penetrating by distance p. We would also like the penetration vector so that we can correct the penetration once we discover it. This is the vector that moves both circles to the point where they just touch, correcting the penetration. Importantly it is not only just a vector that does this, it is the only vector which corrects the penetration by moving the minimum amount. This is important because we only want to correct the error, not introduce more by moving too much when we correct, or too little. N = (A-B) / ||A-B|| P = N*p Here we have calculated the normalised vector N between the two centres and the penetration vector P by multiplying our unit direction by the penetration distance. Ok so i understand that p is the distance each circle is penetrating each other, but i don't get what exactly N and P is. it seems to me N is just the coordinates of the 3rd point of the right trianlge formed by point A and B (A-B) then being divided by the hypotenuse of that triangle or distance between A and B (||A-B||) Whats the significance of this? Also, what is the penetration vector used for? It seems to me like a movement that one of the circles would perform to get un-penetrated.

    Read the article

  • Cannot install Ubuntu on an Acer Aspire One 756

    - by Byron807
    I have used Ubuntu before, in virtual machines, but today I decided to make the leap and I bought a netbook to install Ubuntu as a "real" OS alongside Windows. The netbook I bought is an Acer Aspire One 756, with a 64-bit Intel processor, 4GB RAM, and Windows 8 as the default OS. I have now encountered several obstacles that actually prevent me from installing Ubuntu 12.10. Here are all the things I have tried so far: Used a live CD, in combination with a USB DVD drive. (I should point out that the Aspire One does not have an optical drive.) The computer does not boot in Ubuntu; the drive keeps spinning, but nothing happens, even though I changed the boot order in the BIOS. Used a USB drive created via the tool available on pendrivelinux.com. Again, I've made changes to the BIOS to make sure the computer tries to boot from USB before using the built-in HDD. The results vary in this case: sometimes, the computer keeps rebooting like crazy until I remove the USB drive, at which point the computer boots into Windows 8, as expected. If I use a different USB drive, I get an error message that says that the USB drive has been blocked due to "the current security policy". Tried to install Ubuntu via Wubi. The program appears to install something, but at some point during the installation process, I get a non-specified error message and nothing else happens. I am not sure if these are known issues; in any case, searching the forum has not yielded any results, so I thought I should simply describe my problem here in the hope that this question has not been answered before. I would greatly appreciate any help with this annoying problem. Of course, if anything is unclear, do not hesitate to ask for further details.

    Read the article

  • Acceptable placement of the composition root using dependency injection and inversion of control containers

    - by Lumirris
    I've read in several sources including Mark Seemann's 'Ploeh' blog about how the appropriate placement of the composition root of an IoC container is as close as possible to the entry point of an application. In the .NET world, these applications seem to be commonly thought of as Web projects, WPF projects, console applications, things with a typical UI (read: not library projects). Is it really going against this sage advice to place the composition root at the entry point of a library project, when it represents the logical entry point of a group of library projects, and the client of a project group such as this is someone else's work, whose author can't or won't add the composition root to their project (a UI project or yet another library project, even)? I'm familiar with Ninject as an IoC container implementation, but I imagine many others work the same way in that they can scan for a module containing all the necessary binding configurations. This means I could put a binding module in its own library project to compile with my main library project's output, and if the client wanted to change the configuration (an unlikely scenario in my case), they could drop in a replacement dll to replace the library with the binding module. This seems to avoid the most common clients having to deal with dependency injection and composition roots at all, and would make for the cleanest API for the library project group. Yet this seems to fly in the face of conventional wisdom on the issue. Is it just that most of the advice out there makes the assumption that the developer has some coordination with the development of the UI project(s) as well, rather than my case, in which I'm just developing libraries for others to use?

    Read the article

  • Setting Krypton Light to Screen Pixels

    - by Adam Jerrett
    So a few days back, I started playing around with Krypton XNA for 2D lighting in my game. I noticed in general, that spawning a light at (0,0) with Krypton causes the light to appear in, pretty much, the centre of the game screen. Is there any way to change this so a Krypton light's "starting point" at [0,0] would spawn at the top left of the screen, and thus follow the standard screen co-ordinates for position? I ask because currently I'm busy working on my game where my spawn point is [512,512]. With hard code, the closest I've got to the light being "central" to this point is the vector position [12,-20], which makes no sense and is impossible to craft, mathematically, if I want the light to move with the camera (the position [480,512] maps roughly to [10,-20]). So, is there any way to "normalise" the krypton lights to use standard screen co-ordinates? If you guys can, play around with the demo from the site and please see if you can find anything out about it. Documentation on the engine is rather scarce, so it's difficult to find anything relevant to my "pixel-perfect" need. It might just also be something in the code with regards to the matrices that I'm not fully understanding. Any help would be useful. Thanks.

    Read the article

  • Calculating 3d rotation around random axis

    - by mitim
    This is actually a solved problem, but I want to understand why my original method didn't work (hoping someone with more knowledge can explain). (Keep in mind, I've not very experienced in 3d programming, having only played with the very basic for a little bit...nor do I have a lot of mathematical experience in this area). I wanted to animate a point rotating around another point at a random axis, say a 45 degrees along the y axis (think of an electron around a nucleus). I know how to rotate using the transform matrix along the X, Y and Z axis, but not an arbitrary (45 degree) axis. Eventually after some research I found a suggestion: Rotate the point by -45 degrees around the Z so that it is aligned. Then rotate by some increment along the Y axis, then rotate it back +45 degrees for every frame tick. While this certainly worked, I felt that it seemed to be more work then needed (too many method calls, math, etc) and would probably be pretty slow at runtime with many points to deal with. I thought maybe it was possible to combine all the rotation matrixes involve into 1 rotation matrix and use that as a single operation. Something like: [ cos(-45) -sin(-45) 0] [ sin(-45) cos(-45) 0] rotate by -45 along Z [ 0 0 1] multiply by [ cos(2) 0 -sin(2)] [ 0 1 0 ] rotate by 2 degrees (my increment) along Y [ sin(2) 0 cos(2)] then multiply that result by (in that order) [ cos(45) -sin(45) 0] [ sin(45) cos(45) 0] rotate by 45 along Z [ 0 0 1] I get 1 mess of a matrix of numbers (since I was working with unknowns and 2 angles), but I felt like it should work. It did not and I found a solution on wiki using a different matirx, but that is something else. I'm not sure if maybe I made an error in multiplying, but my question is: this is actually a viable way to solve the problem, to take all the separate transformations, combine them via multiplying, then use that or not?

    Read the article

  • Proper updating of GeoClipMaps

    - by thr
    I have been working on an implementation of gpu-based geo clip maps, but there is a section of the GPU Gems 2 article that i just can't seem to understand, specifically this paragraph and more precisely the bolded part: The choice of grid size n = 2k-1 has the further advantage that the finer level is never exactly centered with respect to its parent next-coarser level. In other words, it is always offset by 1 grid unit either left or right, as well as either top or bottom (see Figure 2-4), depending on the position of the viewpoint. In fact, it is necessary to allow a finer level to shift while its next-coarser level stays fixed, and therefore the finer level must sometimes be off-center with respect to the next-coarser level. An alternative choice of grid size, such as n = 2k-3, would provide the possibility for exact centering Let's take an example image from the article: My "understanding" of the way the clip maps were update was that you floor the position of the viewpoint to an int, and such get the center vertex point if this is not the same as the previous center point, you update the entire map. Now, this obviously is not the case - but what I am failing to understand is this: If you look at the image above, if the viewpoint was to move one unit to the right, then the inner ring (the one just around the view point + white center square) would end up getting a 1 unit space on both the left and right side of itself. But there is nothing in the paper that deals with this, what i mean is that it would end up looking like this (excuse my crummy cut-and-paste editing of the above image): This is obviously not a valid state of the. So, would the solution be that a clip ring (layer) can only move in increments of the ring/layer it's contained within? Wouldn't this end up being very restrictive? I feel like I am missing some crucial understanding of parts of the algorithm, but I have been over both this paper and the original paper from 2004 and I just can't see what I am not getting.

    Read the article

  • Quaternion LookAt for camera

    - by Homar
    I am using the following code to rotate entities to look at points. glm::vec3 forwardVector = glm::normalize(point - position); float dot = glm::dot(glm::vec3(0.0f, 0.0f, 1.0f), forwardVector); float rotationAngle = (float)acos(dot); glm::vec3 rotationAxis = glm::normalize(glm::cross(glm::vec3(0.0f, 0.0f, 1.0f), forwardVector)); rotation = glm::normalize(glm::quat(rotationAxis * rotationAngle)); This works fine for my usual entities. However, when I use this on my Camera entity, I get a black screen. If I flip the subtraction in the first line, so that I take the forward vector to be the direction from the point to my camera's position, then my camera works but naturally my entities rotate to look in the opposite direction of the point. I compute the transformation matrix for the camera and then take the inverse to be the View Matrix, which I pass to my OpenGL shaders: glm::mat4 viewMatrix = glm::inverse( cameraTransform->GetTransformationMatrix() ); The orthographic projection matrix is created using glm::ortho. What's going wrong?

    Read the article

  • Flashback Database

    - by Sebastian Solbach (DBA Community)
    Flashback Database bezeichnet die Funktionalität der Oracle Datenbank, die Datenbank zeitlich auf einen bestimmten Punkt, respektive eine bestimmte System Change Number (SCN) zurücksetzen zu können - vergleichbar mit einem Rückspulknopf eines Kassettenrekorders oder der Rücksetztaste eines CD-Players. Mag dieses Vorgehen bei Produktivsystemen eher selten Einsatz finden, da beim Rücksetzten alle Daten nach dem zurückgesetzten Zeitpunkt verloren wären (es sei denn man würde dieser vorher exportieren), gibt es gerade für Test- oder Standby Systeme viele Einsatzmöglichkeiten: Rücksetzten des Systems bei fehlgeschlagenen Applikations-Upgrade Alternatives Point in Time Recovery (PITR) mit anschließendem Roll Forward (besonders geeignet bei Standby Systemen) Testdatenbank mit definiertem, reproduzierbaren Ausgangspunkt (z.B. für Real Application Testing) Datenbank Upgrade Test Einige bestehende Datenbank Funktionalitäten verwenden Flashback Database implizit: Snapshot Standby Reinstanziierung der Standby (z.B. bei Fast Start Failover) Obwohl diese Funktionalität gerade für Standby Systeme und Testsysteme bestens geeignet ist, gibt es eine gewisse Zurückhaltung Flashback Database einzusetzen. Eine Ursache ist oft die Angst vor zusätzlicher Last, die das Schreiben der Flashback Logs erzeugt, sowie der zusätzlich benötigte Plattenplatz. Dabei ist die Last im Normalfall relativ gering (ca. 5%) und auch der zusätzlich benötigte Platz für die Flashback Logs lässt sich relativ genau bestimmen. Ebenfalls wird häufig nicht beachtet, dass es auch ohne das explizite Einschalten der Flashback Logs möglich ist, einen garantieren Rücksetzpunkt (Guaranteed Restore Point kurz GRP) festzulegen, und die Datenbank dann auf diesen Restore Point zurückzusetzen. Das Setzen eines garantierten Rücksetzpunktes funktioniert in 11gR2 im laufenden Betrieb. Wie dies genau funktioniert, welche Unterschiede es zum generellen Einschalten von Flashback Logs gibt, wie man Flashback Database monitoren kann und was es sonst noch zu berücksichtigen gibt, damit beschäftigt sich dieser Tipp.

    Read the article

  • Fedora Core 11 won't boot without a monitor

    - by feihtthief
    I have a P4 system that I installed Fedora 11 on. It will not boot without a monitor attached. The monitor can be off (not even have power plugged in), but must be attached. Without a monitor the hard disk thrashes around a bit like it's starting up services, but does not get to the point where I can ssh into the box. I have set the default runlevel to 3 and removed the rhgb entry from grub. Any suggestions welcome. Edit: I have already set the run-level to 3. The machine boots up fine with the monitor plugged in to the point where I can SSH into it. as soon as i unplug the monitor and reboot, it will not boot to that point.

    Read the article

  • apache, shibboleth, load balancing aliase, ssl

    - by Nikolaidis Fotis
    Good morning folks Could you give me a bit of help with the following problem ? I have a dns load balancing mechanism and an alias (hostAlias) which may point to host01, or host02 I want to configure apache and shibboleth to work with that alias. What happens is ... User types : https://hostAlias (it points to host01) apache host01 : redirect to shibboleth shibboleth host01 : redirect to **https://hostAlias.cern.ch/Shibboleth.sso/ADFS** Now, there are two cases. Either this time hostAlias will point again to host01 , or it will point to host02. If it points to host02, host01 will not get the anwser and the authentication fails. Also, about ssl certificates, I guess that each host will need its own certificate. right ? Should I need a certificate with DNS aliases ? Thanks in advance !

    Read the article

  • Tip: Keeping the ADF Mobile PDF Guide up to date

    - by Chris Muir
    This is a little tip for customers using Oracle's ADF Mobile. If you're like me, it's possible you don't rely on the online HTML version of the Mobile Developer's Guide for ADF, but rather download a PDF version of the file to use locally (look to the "PDF" link to the top right of the guide).  For me the convenience of the PDF is it's faster, I can search the whole document easily, I can split read the document across two pages on my home monitor, if I lose my internet connection the document is still available, and it's easy to read on my iPad (especially on long haul flights to the US across the Pacific where there is no internet connection!). The trigger point for me to download the Oracle PDF documentation has always been on a new point release of JDeveloper.  However in the case of ADF Mobile, as an extension to JDeveloper it is releasing at a much faster and independent schedule to JDeveloper and this includes updates to the documentation. As such the 11.1.2.4.0 ADF Mobile PDF guide you have locally might be out of date and you should take the opportunity to download the latest version.  This is also particularly important for ADF Mobile as not only are many new features being added for each release and included in the new documentation, but the guide is under rapid improvement to clarify much of what has been written to date.  Our documentation teams are super responsive to suggestions on how to improve the guides and this often shows per point release. How do you tell you've the latest guide? Look to the document part number which right now is "E24475-03".  This is a unique ID per release for the document, the first part being the document number, and the part after the dash the revision number.  If the website document number has a higher revision number, time to download a new up to date PDF. One last thing to share, you can follow the ADF Mobile guide document manager Brian Duffield on Twitter to keep abreast of updates. Image courtesy of Stuart Miles / FreeDigitalPhotos.net

    Read the article

  • Handout export to word from PowerPoint are too big :(

    - by nickjohn
    EDITED i am using power point lectures. i want to mail merge speaker data into the respective lecture. now thats not possible with ppt as far i know, so i have to convert these lectures to handout by using power point option "publishMS word handouts" and use word mail merger. this is good since it will keep the comments/notes added in slides in handouts aswell. but these exported handouts in word remain actual slides and retain link to original ppt rather than simply get exported as images. so the file size gets verrry big 10mb ppt = 212mb doc=88mb docx Is there any option to convert handouts exported from power point to word as images? i simply cant save them as pngs from powerpoint since that will not include the comments data. Thanks

    Read the article

  • changing filesystem format from jfx to ext4 without losing data

    - by A.Rashad
    I have a fresh Lucid Lynx (Ubuntu 10.04) running on a laptop. where I defined the filesystems as: mount point / on ext4 (46 Gb) mount point /home on jfs (63 GB) swap as 3 Gb I left the machine over night to do some task, without AC power supply. next day in the morning I found it on standby, task completed, but filesystem was not reachable. it gave me I/O error it seems that there is a problem with jfs and standby. anyways, to avoid any hassle, I want to move this mount point from jfs format to ext4. can I do this without losing data and without the need to place the data in a temporary location until transformation is done? sorry to mention that, but I recall back in the windows days, we would change a FAT16 to FAT32 or a FAT32 to NTFS without having to lose the data. I hope this is available on Linux.

    Read the article

  • JAVA vs .NET Technology - Way 2 go Futher

    - by Sarang
    I have my subject .net acedemically. I also learned core-java and did a project as well. I took training from a java firm. Now, as a skill I do have knowledge as both language. But, it is creating a large problem to me that, which field I should chhose? Even if having better OOP funda, will it be easier for me to transfer from one-another in future ? Please suggest me a way. Also, we do have may technologies available at both side, like JSP, JSF, J2ME, Share Point, SilverLight etc. Which is better as per their reliabity point of view? Which are fast growing and useful technologies used mostly in current IT corporate world ? Are they easier to learn at fresher's point of view? Please answer. Perhaps, this answer may help me mostly to create my way to learn them and go further.

    Read the article

  • How does this circle collision detection math work?

    - by Griffin
    I'm going through the wildbunny blog to learn about collision detection. I'm confused about how the vectors he's talking about come into play. Here's the part that confuses me: p = ||A-B|| – (r1+r2) The two spheres are penetrating by distance p. We would also like the penetration vector so that we can correct the penetration once we discover it. This is the vector that moves both circles to the point where they just touch, correcting the penetration. Importantly it is not only just a vector that does this, it is the only vector which corrects the penetration by moving the minimum amount. This is important because we only want to correct the error, not introduce more by moving too much when we correct, or too little. N = (A-B) / ||A-B|| P = N*p Here we have calculated the normalised vector N between the two centres and the penetration vector P by multiplying our unit direction by the penetration distance. I understand that p is the distance by which the circles penetrate, but I don't get what exactly N and P are. It seems to me N is just the coordinates of the 3rd point of the right trianlge formed by point A and B (A-B) then being divided by the hypotenuse of that triangle or distance between A and B (||A-B||). What's the significance of this? Also, what is the penetration vector used for? It seems to me like a movement that one of the circles would perform to get un-penetrated.

    Read the article

  • How to prevent one account from unlocking products on other devices using Apple StoreKit?

    - by reapz
    We are currently wrapping up a free-to-play game on iOS in which you can purchase non-consumable products. We have been discussing this case internally and are not quite sure what the best practices are as this is our first title. For example, if a user downloads our app, and makes some purchases. These can be restored should the app ever be deleted and reinstalled as long as the user uses the same Apple ID. What is to stop him from making a fake Apple account, purchasing items and then posting this account on the web allowing everyone to get the items for free? That is obviously a worst case situation. But a smaller case would be a user unlocking items for his friends. We do not want this to be an always online game but have considered doing a check on startup if there is internet available. If the currently logged in account doesn't own the products do we lock them again? Probably not because people may simply sign into the device with different Game Center logins at which point we don't want to constantly lock and unlock items. At some point we will be adding multiplayer at which point we can definately do a check with the currently logged in account. This is because A, they will be online when attempting multiplayer, and B, they will want to use their own account for multiplayer. Unfortunately we aren't quite ready for this yet. Has anyone tackled this issue. Are we overthinking here?

    Read the article

  • Is there any kind of established architecture for browser based MMO games?

    - by black_puppydog
    I am beginning the development of a broser based game in which players take certain actions at any point in time. Big parts of gameplay will be happening in real life and just have to be entered into the system. I believe a good kind of comparison might be a platform for managing fantasy football, although I have virtually no experience playing that, so please correct me if I am mistaken here. The point is that some events happen in the program (i.e. on the server, out of reach for the players) like pulling new results from some datasource, starting of a new round by a game master and such. Other events happen in real life (two players closing a deal on the transfer of some team member or whatnot - again: have never played fantasy football) and have to be entered into the system. The first part is pretty easy since the game masters will be "staff" and thus can be trusted to a certain degree to not mess with the system. But the second part bothers me quite a lot, especially since the actions may involve multiple steps and interactions with different players, like registering a deal with the system that then has to be approved by the other party or denied and passed on to a game master to decide. I would of course like to separate the game logic as far as possible from the presentation and basic form validation but am unsure how to do this in a clean fashion. Of course I could (and will) put some effort into making my own architectural decisions and prototype different ideas. But I am bound to make some stupid mistakes at some point, so I would like to avoid some of that by getting a little "book smart" beforehand. So the question is: Is there any kind of architectural works that I can read up on? Papers, blogs, maybe design documents or even source code? Writing this down this seems more like a business application with business rules, workflows and such... Any good entry points for that?

    Read the article

< Previous Page | 124 125 126 127 128 129 130 131 132 133 134 135  | Next Page >