Search Results

Search found 14573 results on 583 pages for 'longest path'.

Page 13/583 | < Previous Page | 9 10 11 12 13 14 15 16 17 18 19 20  | Next Page >

  • Wrong extraction of .attr("href") in IE7 vs all other browsers?

    - by EmKay
    Can it really be true that the attr("href") command for a link is handled very different in IE7 in comparison to all other browsers? Let's say I have a page at http://example.com/page.html and I have this HTML: <a href="#someAnchor" class="lnkTest">Link text</a> and this jQuery: var strHref = $(".lnkTest").attr("href"); Then in IE7 the value of the strHref variable will be "http://example.com/page.htm#someAnchor" but in other browsers it will be "#someAnchor". I believe that the last mentioned case is the most correct one, so is it just a case of IE7 being a bad boy or is it a bug in jQuery?

    Read the article

  • Where does $PATH get set in OS X 10.6 Snow Leopard?

    - by Andrew
    I type echo $PATH on the command line and get /opt/local/bin:/opt/local/sbin:/Users/andrew/bin:/usr/local/bin:/usr/local/mysql/bin:/usr/local/pear/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin:/usr/X11/bin:/opt/local/bin:/usr/local/git/bin I'm wondering where this is getting set since my .bash_login file is empty. I'm particularly concerned that, after installing MacPorts, it installed a bunch of junk in /opt. I don't think that directory even exists in a normal Mac OS X install. Update: Thanks to jtimberman for correcting my echo $PATH statement

    Read the article

  • Where does $PATH get set in OS X 10.6 Snow Leopard?

    - by misbehavens
    I type echo $PATH on the command line and get /opt/local/bin:/opt/local/sbin:/Users/andrew/bin:/usr/local/bin:/usr/local/mysql/bin:/usr/local/pear/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin:/usr/X11/bin:/opt/local/bin:/usr/local/git/bin I'm wondering where this is getting set since my .bash_login file is empty. I'm particularly concerned that, after installing MacPorts, it installed a bunch of junk in /opt. I don't think that directory even exists in a normal Mac OS X install. Update: Thanks to jtimberman for correcting my echo $PATH statement

    Read the article

  • Different PATH environment variable for 32bit and 64bit Windows - is it possible?

    - by Piotr Dobrogost
    Is it possible to have whole or part of PATH environment variable specific to the type of running process's image (32bit/64bit)? When I run some app from within 64bit cmd.exe I would like to have it pick the 64bit version of OpenSSL library whereas when I run some app from within 32bit cmd.exe I would like to have it pick the 32bit version of OpenSSL library. FOLLOW UP where.exe does not find OpenSSL libs when %ProgramFiles% variable is used in the PATH environment variable

    Read the article

  • Path is too long

    - by kaleidoscope
    Bugged by the irritating "Path is too long after being fully qualified" error while running in the Development Fabric? The solution is pretty funny and not so obvious unfortunately. The culprit here is not your app, but the Development Fabric. The DevFab accumulates a lot of temporary junk comprising of local storage locations, cached binaries, configuration, diagnostics information and cached compiled web site content files over its lifetime. They are typically stored at C:\Users\<username>\AppData\Local\dftmp. The Azure Tools will periodically clean this up, but some time you have to play janitor and take the law in your hands ;). The csrun.exe has quite a few tricks up its sleeve. One of them is the ability to clean the development fabric's temporary junk accumulated over time. You can do this by  running the Azure command prompt with elevated privileges and running csrun.exe /devfabric:shutdown and then csrun.exe /devfabric:clean If the problem still persists then the application directory structure could indeed be too long. A workaround to this is changing the Development Fabric temporary directory to point to a shorter path. The temporary directory path can be addressed by an environment variable _CSRUN_STATE_DIRECTORY. You can try setting its value to something like "C:\WA" or "C:\A" this will reduce some 25+ characters from your path. Do not forget to close Visual Studio and expressly shutdown the dev fab with csrun.exe /devfabric:shutdown (Under elevated privileges of course). Source: http://geekswithblogs.net/IUnknown/archive/2010/02/03/no-more-path-is-too-long.aspx  :D   Sarang, K

    Read the article

  • Adding Play Framework directory to my system path on Ubuntu 12.04 LTS

    - by Martha Kumi
    I just installed Ubuntu 12.04 LTS, I am very new to the Ubuntu OS and I would need help with it. I am trying to install this open source platform called Play Framework, to install it I need to add the installation directory to my system path, the documentation for Play says that I should open a terminal and type export PATH=$PATH:/to/path/play. I have tried this it did not work. I also tried sudo apt-get install play and that did not work either. I am completely lost now, I need help urgently because it is for work. Best Martha

    Read the article

  • Restoring windows path on Windows 7

    - by Renso
    Issue:You changed the windows path and made a mistake and now want to reset it.Solution:In short, you can't. If you restore to the system default, you will loose any paths that were appended when you or the manufacturer installed software and drivers. Each time you install some sort of software or driver, MS Office, Turbotax, etc., it creates/appends to the path so that it points to it's start-up program.Too late now, but you should create a restore point BEFORE you touch the windows path if you are not sure what you are doing:http://www.sevenforums.com/tutorials/700-system-restore.html http://www.sevenforums.com/tutorials/2083-system-repair-disc-create.html At a minimum you need the following:%SystemRoot%\system32;%SystemRoot%;%SystemRoot%\System32\Wbem;%SYSTEMROOT%\System32\WindowsPowerShell\v1.0\AT worst you can reset it to the above, and go through each application as you use them and run into problems to fix the path. The REPAIR option when you select to change/uninstall a program can help with that.

    Read the article

  • Setting TeX Live path for root

    - by N.N.
    I have installed TeX Live 2011 vanilla and I have trouble setting the TeX Live path for root (in Ubuntu 11.10). The problem is that when I run sudo tlmgr I get: sudo: tlmgr: command not found To fix the path for non-root it was sufficient to add PATH=/usr/local/texlive/2011/bin/x86_64-linux:$PATH to /etc/profile. I have tried adding this same line to /root/.bashrc and I have also tried to add it to /etc/profile.d/zzz-texlive.sh like Herbert suggest in http://tex.stackexchange.com/questions/26624/tlmgr-inaccessible/26626#26626 but it does not help.

    Read the article

  • Finding the shortest path through a digraph that visits all nodes

    - by Boluc Papuccuoglu
    I am trying to find the shortest possible path that visits every node through a graph (a node may be visited more than once, the solution may pick any node as the starting node.). The graph is directed, meaning that being able to travel from node A to node B does not mean one can travel from node B to node A. All distances between nodes are equal. I was able to code a brute force search that found a path of only 27 nodes when I had 27 nodes and each node had a connection to 2 or 1 other node. However, the actual problem that I am trying to solve consists of 256 nodes, with each node connecting to either 4 or 3 other nodes. The brute force algorithm that solved the 27 node graph can produce a 415 node solution (not optimal) within a few seconds, but using the processing power I have at my disposal takes about 6 hours to arrive at a 402 node solution. What approach should I use to arrive at a solution that I can be certain is the optimal one? For example, use an optimizer algorithm to shorten a non-optimal solution? Or somehow adopt a brute force search that discards paths that are not optimal? EDIT: (Copying a comment to an answer here to better clarify the question) To clarify, I am not saying that there is a Hamiltonian path and I need to find it, I am trying to find the shortest path in the 256 node graph that visits each node AT LEAST once. With the 27 node run, I was able to find a Hamiltonian path, which assured me that it was an optimal solution. I want to find a solution for the 256 node graph which is the shortest.

    Read the article

  • Creating movement path displays in a top-down 2d RTS

    - by nihohit
    My game is a top-down 2d RTS coded in C# using SFML's libraries. I want that during unit selection, a unit will display it's movement path on the map. Currently, after the path is computed as a list of directions ({left, up,down, down, down, left}, as an example), it's sent to the graphical component to create it's UI equivalent, and here I'm having some problems. current, these I've checked three ways to do it: compute the size of the image (in the example above it'll be a 3*2 rectangle) and create an invisible rectangle, and then go over the directions list and mark each spot with a visible point, so as to get a continous line. This system is slightly problematic because of the amount of large images that I need to save, but mostly because I have a lot of fine detail onscreen, and a continous line obstructs the view. again, compute the size of the image, but now create several (let's say 4) invisible images of that size, and then instead of a single continous line I'll switch between the four images, in each will appear only a fourth of the spots, in a way which creates a path animation. This is nicer on the eye, but here the memory demands, and the amount of time needed to compute each such image-loop is significant. Just create a list of single markers, each on a different spot on the path. This is very quick & easy on memory, but too sparse. Is there a simple or resource-light system to create path-animations?

    Read the article

  • Adapting pseudocode to java implementation for finding the longest word in a trie

    - by user1766888
    Referring to this question I asked: How to find the longest word in a trie? I'm having trouble implementing the pseudocode given in the answer. findLongest(trie): //first do a BFS and find the "last node" queue <- [] queue.add(trie.root) last <- nil map <- empty map while (not queue.empty()): curr <- queue.pop() for each son of curr: queue.add(son) map.put(son,curr) //marking curr as the parent of son last <- curr //in here, last indicate the leaf of the longest word //Now, go up the trie and find the actual path/string curr <- last str = "" while (curr != nil): str = curr + str //we go from end to start curr = map.get(curr) return str This is what I have for my method public static String longestWord (DTN d) { Queue<DTN> holding = new ArrayQueue<DTN>(); holding.add(d); DTN last = null; Map<DTN,DTN> test = new ArrayMap<DTN,DTN>(); DTN curr; while (!holding.isEmpty()) { curr = holding.remove(); for (Map.Entry<String, DTN> e : curr.children.entries()) { holding.add(curr.children.get(e)); test.put(curr.children.get(e), curr); } last = curr; } curr = last; String str = ""; while (curr != null) { str = curr + str; curr = test.get(curr); } return str; } I'm getting a NullPointerException at: for (Map.Entry<String, DTN> e : curr.children.entries()) How can I find and fix the cause of the NullPointerException of the method so that it returns the longest word in a trie?

    Read the article

  • Group arrival steering

    - by ltjax
    I've got group movement implemented pretty much like this: http://www.red3d.com/cwr/steer/CrowdPath.html Basically, that's combining path following and separation. It works nicely as long as units are in transit, but arrival does not work very well at all. Right now, units just cease to use the path following component once the "exit" the path, i.e. when their closest point on the path is on or past the end. This leads to those units bumping into each other and also overshooting the point the player clicked. Ideally, I'd have the units arrive scattered around the finish point (and reasonable close to each other), not all clumped up past the finish line. I'd imagine that some kind of arrival steering might work here, but based on other units and a "fuzzy" classification of the end of the path. Is there any proven way to do this?

    Read the article

  • How to know the full path of a file using SSH?

    - by Roy
    Hi I am beginner for SSH stuff but i want to dump a big sql file and for that i need to be able to navigate to the appropriate path in my hosting account. I managed to login to SSH and i typed pwdbut it gave me a shared hosting pathway like /home/content/r/o/s/roshanjonah How Can i go to the path where i upload my files to...i use FTP but in FTP path it just shows / so i cannot go any further back than that...so using SSH how can i come to this path in ftp... Thanks Roshan

    Read the article

  • SVG animation along path with Raphael

    - by Toby Hede
    I have a rather interesting issue with SVG animation. I am animating along a circular path using Raphael obj = canvas.circle(x, y, size); path = canvas.circlePath(x, y, radius); path = canvas.path(path); //generate path from path value string obj.animateAlong(path, rate, false); The circlePath method is one I have created myself to generate the circle path in SVG path notation: Raphael.fn.circlePath = function(x , y, r) { var s = "M" + x + "," + (y-r) + "A"+r+","+r+",0,1,1,"+(x-0.1)+","+(y-r)+" z"; return s; } So far, so good. This all works. I have my object (obj) animating along the circular path. BUT: The animation only works if I create the object at the same X, Y coords as the path itself. If I start the animation from any other coordinates (say, half-way along the path) the object animates in a circle of the correct radius, however it starts the animation from the object X,Y coordinates, rather than along the path as it is displayed visually. Ideally I would like to be able to stop/start the animation - the same problem occurs on restart. When I stop then restart the animation, it animates in a circle starting from the stopped X,Y.

    Read the article

  • How to modify PATH variable for X11 during log-in?

    - by user1028435
    I originally posted this over at StackOverflow, but someone said it might fit better here. Original question is here: http://stackoverflow.com/questions/10096327/overwriting-print-screen-actions-in-linux-without-administrative-rights. Decided to revise my question, based on what I learned there: Essentially, my problem is that I am working on some lab computers (read: no administrative rights) that, if I log in, I need to change the PATH variable as X11 starts. The reason is that I need to change the PATH variable at this time, as opposed to later, is that the Print Screen command seems to "bind" during login (forgive my bad explanation of this). You can see in the work-around I listed in the previous question, that I can make it work by starting a new X, but I was wondering if it is possible to change upon login. If this seems a poor explanation, you can check out the original link for my context and reasoning behind what I'm doing. Any ideas? Details about Distribution: cat /etc/redhat-release tells me: Red Hat Enterprise Linux Client release 5.8 (Tikanga)

    Read the article

  • Supervisord: how to append to $PATH

    - by Prody
    I can't seem to figure out how to append to the default path in a supervisord program config. I can reset the path: environment=PATH="/home/site/environments/master/bin" But when I try: environment=PATH="/home/site/environments/master/bin:$PATH" I see that supervisord doesn't evaluate $PATH. Google wasn't a big help on this for some reason, I cannot believe I'm the first person to need this. Supervisord must have support for this, any idea what it is?

    Read the article

  • where.exe does not find OpenSSL libs when %ProgramFiles% variable is used in the PATH environment variable

    - by Piotr Dobrogost
    I installed both 32bit and 64bit version of OpenSSL libs on Vista x64. The 32bit version was installed in c:\Program Files (x86)\OpenSSL and the 64bit version was installed in c:\Program Files\OpenSSL. Then I added the entry %ProgramFiles%\OpenSSL to the PATH environment variable. %ProgramFiles%\OpenSSL is expanded to c:\Program Files (x86)\OpenSSL for 32bit programs and it's expanded to c:\Program Files\OpenSSL for 64bit programs. The idea is to have 32bit programs use 32bit version of OpenSSL libs and 64bit programs use 64bit version. I wanted to check if this works by running 32bit cmd.exe and issuing where ssleay32.dll and then by running 64bit cmd.exe and issuing the same. However in both cases I get the error INFO: Could not find files for the given pattern(s). What's wrong? This is a follow up to Different PATH environment variable for 32bit and 64bit Windows - is it possible?

    Read the article

  • Count the Number of Characters in a Full FIle Path?

    - by Richie086
    I need to be able to count the number of characters in a full path to a file in windows. How I am currently accomplishing this task is as follows: Open a command prompt cd to the directory in question (for example c:\CruiseControl\ProjectArtifacts\ProjectName) type the following command dir /s /b output.csv Open the resulting output.csv file in excel. use the =LEN() function in excel to count the number of characters per row as listed in the output.csv file. Does anyone know of an explorer shell extension, or some 3rd party tool that could preform this function without me having to manipulate the output from dir in excel? Is there some easier way to go about doing this? The root of the issue I am having is the ~260 character file path limit in Windows. I am trying to analyze which paths are approx ~260 characters so I can shorten them to avoid getting this error.

    Read the article

  • Mac OS X: Change $PATH from within python script

    - by Eye of Hell
    I have a bunch of python scripts. One of them installs software (subversion) that requires it's path to be added to $PATH. After it is installed, I want the next script to use the software. If I run export PATH=/opt/subversion/bin:$PATH in bash between the first and second script, all is ok. But if I add os.system( 'export PATH=/opt/subversion/bin:$PATH' ) as the last command of the first script (that installs subversion), $PATH remains unaltered after it exits. Is it any way to change $PATH from within python script so it will remain changed after the script finishes (inside single bash session, of course, I know about /etc/profile).

    Read the article

  • A* algorithm very slow

    - by Amaranth
    I have an programming a RTS game (I use XNA with C#). The pathfinding is working fine, except that when it has a lot of node to search in, there is a lag period of one or two seconds, it happens mainly when there is no path to the target destination, since it that situation there is more nodes to explore. I have the same problem when the path is shorter but selected more than 3 units (can't take the same path since the selected units can be in different part of the map). private List<NodeInfo> FindPath(Unit u, NodeInfo start, NodeInfo end) { Map map = GameInfo.GetInstance().GameMap; _nearestToTarget = start; start.MoveCost = 0; Vector2 endPosition = map.getTileByPos(end.X, end.Y).Position; //getTileByPos simply gets the tile in a 2D array with the X and Y indexes start.EstimatedRemainingCost = (int)(endPosition - map.getTileByPos(start.X, start.Y).Position).Length(); start.Parent = null; List<NodeInfo> openedNodes = new List<NodeInfo>(); ; List<NodeInfo> closedNodes = new List<NodeInfo>(); Point[] movements = GetMovements(u.UnitType); openedNodes.Add(start); while (!closedNodes.Contains(end) && openedNodes.Count > 0) { //Loop in nodes to find lowest cost NodeInfo currentNode = FindLowestCostOpenedNode(openedNodes); openedNodes.Remove(currentNode); closedNodes.Add(currentNode); Vector2 previousMouvement; if (currentNode.Parent == null) { previousMouvement = ConvertRotationToDirectionVector(u.Rotation); } else { previousMouvement = map.getTileByPos(currentNode.X, currentNode.Y).Position - map.getTileByPos(currentNode.Parent.X, currentNode.Parent.Y).Position; previousMouvement.Normalize(); } //For each neighbor foreach (Point movement in movements) { Point exploredGridPos = new Point(currentNode.X + movement.X, currentNode.Y + movement.Y); //Checks if valid move and checks if not if closed nodes list if (ValidNavigableNode(u.UnitType, new Point(currentNode.X, currentNode.Y), exploredGridPos) && !closedNodes.Contains(_gridMap[exploredGridPos.Y, exploredGridPos.X])) { NodeInfo exploredNode = _gridMap[exploredGridPos.Y, exploredGridPos.X]; Tile.TileType exploredTerrain = map.getTileByPos(exploredGridPos.X, exploredGridPos.Y).TerrainType; if(openedNodes.Contains(exploredNode)) { int newCost = currentNode.MoveCost + GetMoveCost(previousMouvement, movement, exploredTerrain); if (newCost < exploredNode.MoveCost) { exploredNode.Parent = currentNode; exploredNode.MoveCost = newCost; //Find nearest tile to the target (in case doesn't find path to target) //Only compares the node to the current nearest FindNearest(exploredNode); } } else { exploredNode.Parent = currentNode; exploredNode.MoveCost = currentNode.MoveCost + GetMoveCost(previousMouvement, movement, exploredTerrain); Vector2 exploredNodeWorldPos = map.getTileByPos(exploredGridPos.X, exploredGridPos.Y).Position; exploredNode.EstimatedRemainingCost = (int)(endPosition - exploredNodeWorldPos).Length(); //Find nearest tile to the target (in case doesn't find path to target) //Only compares the node to the current nearest FindNearest(exploredNode); openedNodes.Add(exploredNode); } } } } return closedNodes; } After that, I simply check if the end node is contained in the returned nodes. If so, I add the end node and each parent until I reach the start. If not, I add the nearestToTarget and each parent until I reach the start. I added a condition before calling FindPath so that only one unit can call a find path each frame (60 frame per second), but it makes no difference. I thought maybe I could solve this by allowing the find path to run in background while the game continues to run correctly, even if it takes a few frame (it is currently sequential sonce it is called in the update() of the unit if there's a target location but no path), but I don't really know how... I also though about sorting my opened nodes list by cost so I don't have to loop them, but I don't know if that would have an effect on the performance... Would there be other solutions? P.S. In the code, when I get the Move Cost, I check if the unit has to turn to perform the move, and the terrain type, nothing hard to do.

    Read the article

  • Objective-C Moving UIView along a curved path

    - by PruitIgoe
    I'm not sure if I am approaching this the correct way. In my app, when a user touches the screen I capture the point and create an arc from a fixed point to that touch point. I then want to move a UIView along that arc. Here's my code: ViewController.m //method to "shoot" object - KIP_Projectile creates the arc, KIP_Character creates the object I want to move along the arc ... //get arc for trajectory KIP_Projectile* vThisProjectile = [[KIP_Projectile alloc] initWithFrame:CGRectMake(51.0, fatElvisCenterPoint-30.0, touchPoint.x, 60.0)]; vThisProjectile.backgroundColor = [UIColor clearColor]; [self.view addSubview:vThisProjectile]; ... KIP_Character* thisChar = [[KIP_Character alloc] initWithFrame:CGRectMake(51, objCenterPoint-5, imgThisChar.size.width, imgThisChar.size.height)]; thisChar.backgroundColor = [UIColor clearColor]; thisChar.charID = charID; thisChar.charType = 2; thisChar.strCharType = @"Projectile"; thisChar.imgMyImage = imgThisChar; thisChar.myArc = vThisProjectile; [thisChar buildImage]; [thisChar traceArc]; in KIP_Projectile I build the arc using this code: - (CGMutablePathRef) createArcPathFromBottomOfRect : (CGRect) rect : (CGFloat) arcHeight { CGRect arcRect = CGRectMake(rect.origin.x, rect.origin.y + rect.size.height - arcHeight, rect.size.width, arcHeight); CGFloat arcRadius = (arcRect.size.height/2) + (pow(arcRect.size.width, 2) / (8*arcRect.size.height)); CGPoint arcCenter = CGPointMake(arcRect.origin.x + arcRect.size.width/2, arcRect.origin.y + arcRadius); CGFloat angle = acos(arcRect.size.width / (2*arcRadius)); CGFloat startAngle = radians(180) + angle; CGFloat endAngle = radians(360) - angle; CGMutablePathRef path = CGPathCreateMutable(); CGPathAddArc(path, NULL, arcCenter.x, arcCenter.y, arcRadius, startAngle, endAngle, 0); return path; } - (void)drawRect:(CGRect)rect { CGContextRef currentContext = UIGraphicsGetCurrentContext(); _myArcPath = [self createArcPathFromBottomOfRect:self.bounds:30.0]; CGContextSetLineWidth(currentContext, 1); CGFloat red[4] = {1.0f, 0.0f, 0.0f, 1.0f}; CGContextSetStrokeColor(currentContext, red); CGContextAddPath(currentContext, _myArcPath); CGContextStrokePath(currentContext); } Works fine. The arc is displayed with a red stroke on the screen. In KIP_Character, which has been passed it's relevant arc, I am using this code but getting no results. - (void) traceArc { CGMutablePathRef myArc = _myArc.myArcPath; // Set up path movement CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"]; pathAnimation.calculationMode = kCAAnimationPaced; pathAnimation.fillMode = kCAFillModeForwards; pathAnimation.removedOnCompletion = NO; pathAnimation.path = myArc; CGPathRelease(myArc); [self.layer addAnimation:pathAnimation forKey:@"savingAnimation"]; } Any help here would be appreciated.

    Read the article

< Previous Page | 9 10 11 12 13 14 15 16 17 18 19 20  | Next Page >