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  • downloaded zip file returns zero has 0 bytes as size

    - by Yaw Reuben
    I have written a Java web application that allows a user to download files from a server. These files are quite large and so are zipped together before download. It works like this: 1. The user gets a list of files that match his/her criteria 2. If the user likes a file and wants to download he/she selects it by checking a checkbox 3. The user then clicks "download" 4. The files are then zipped and stored on a server 5. The user this then presented with a page which contains a link to the downloadable zip file 6. However on downloading the zip file the file that is downloaded is 0 bytes in size I have checked the remote server and the zip file is being created properly, all that is left is to serve the file the user somehow, can you see where I might be going wrong, or suggest a better way to serve the zip file. The code that creates the link is: <% String zipFileURL = (String) request.getAttribute("zipFileURL"); %> <p><a href="<% out.print(zipFileURL); %> ">Zip File Link</a></p> The code that creates the zipFileURL variable is: public static String zipFiles(ArrayList<String> fileList, String contextRootPath) { //time-stamping Date date = new Date(); Timestamp timeStamp = new Timestamp(date.getTime()); Iterator fileListIterator = fileList.iterator(); String zipFileURL = ""; try { String ZIP_LOC = contextRootPath + "WEB-INF" + SEP + "TempZipFiles" + SEP; BufferedInputStream origin = null; zipFileURL = ZIP_LOC + "FITS." + timeStamp.toString().replaceAll(":", ".").replaceAll(" ", ".") + ".zip"; FileOutputStream dest = new FileOutputStream(ZIP_LOC + "FITS." + timeStamp.toString().replaceAll(":", ".").replaceAll(" ", ".") + ".zip"); ZipOutputStream out = new ZipOutputStream(new BufferedOutputStream( dest)); // out.setMethod(ZipOutputStream.DEFLATED); byte data[] = new byte[BUFFER]; while(fileListIterator.hasNext()) { String fileName = (String) fileListIterator.next(); System.out.println("Adding: " + fileName); FileInputStream fi = new FileInputStream(fileName); origin = new BufferedInputStream(fi, BUFFER); ZipEntry entry = new ZipEntry(fileName); out.putNextEntry(entry); int count; while ((count = origin.read(data, 0, BUFFER)) != -1) { out.write(data, 0, count); } origin.close(); } out.close(); } catch (Exception e) { e.printStackTrace(); } return zipFileURL; }

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  • Strange behaviour of NSString in NSView

    - by Mee
    Trying to create a Skat-Game, I encountered the following problem: isBidding is a Boolean value indicationg, the program is in a certain state, [desk selected] is a method calling returning the current selected player, chatStrings consists of dictionaries, saving strings with the player, who typed, and what he typed - (void)drawRect:(NSRect)rect { NSMutableDictionary * attributes = [NSMutableDictionary dictionary]; [attributes setObject:[NSFont fontWithName:playerFont size:playerFontSize] forKey:NSFontAttributeName]; [attributes setObject:playerFontColor forKey:NSForegroundColorAttributeName]; [[NSString stringWithFormat:@"Player %i",[desk selected] + 1]drawInRect:playerStringRect withAttributes:attributes]; if (isBidding) { [attributes setObject:[NSFont fontWithName:chatFont size:chatFontSize] forKey:NSFontAttributeName]; [attributes setObject:chatFontColor forKey:NSForegroundColorAttributeName]; int i; for (i = 0; i < [chatStrings count]; i++, yProgress -= 20) { if (isBidding) [[NSString stringWithFormat:@"Player %i bids: %@",[[[chatStrings objectAtIndex:i]valueForKey:@"Player"]intValue], [[chatStrings objectAtIndex:i]valueForKey:@"String"]] drawAtPoint:NSMakePoint([self bounds].origin.x, yProgress) withAttributes:attributes]; else [[NSString stringWithFormat:@"Player %i: %@",[[[chatStrings objectAtIndex:i]valueForKey:@"Player"]intValue], [[chatStrings objectAtIndex:i]valueForKey:@"String"]] drawAtPoint:NSMakePoint([self bounds].origin.x, yProgress) withAttributes:attributes]; } if (isBidding) [[NSString stringWithFormat:@"Player %i bids: %@",[desk selected] + 1, displayString] drawAtPoint:NSMakePoint([self bounds].origin.x, yProgress) withAttributes:attributes]; else [[NSString stringWithFormat:@"Player %i: %@",[desk selected] + 1, displayString] drawAtPoint:NSMakePoint([self bounds].origin.x, yProgress) withAttributes:attributes]; yProgress = chatFontBegin; } } This is the part determining the string's content, the string is contributed by an [event characters] method. -(void)displayChatString:(NSString *)string { displayString = [displayString stringByAppendingString:string]; [self setNeedsDisplay:YES]; } The problem if have is this: when typing in more than two letters the view displays NSRectSet{{{471, 574},{500, 192}}} and returns no more discription when I try to print it. then I get an EXC_BAD_ACCESS message, though I have not released it (as far as I can see) I also created the string with alloc and init, so I cannot be in the autorelease pool. I also tried to watch the process when it changes with the debugger, but I couldn't find any responsible code. As you can see I am still a beginner in Cocoa (and programming in general), so I would be really happy if somebody would help me with this.

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  • UINavigation Bar while moving view for writing in a textfield

    - by ObiWanKeNerd
    i'm using this code to move the view when i'm about to type on a textfield, otherwise the keyboard may cover the textfield if it's in the lower side of the screen. I would like to know if there is a way to maintain the UINavigation Bar in it's place, because with this code the bar will move with all the view outside the screen, becoming untouchable until i end editing the textfield (closing the keyboard). CGFloat animatedDistance; static const CGFloat KEYBOARD_ANIMATION_DURATION = 0.3; static const CGFloat MINIMUM_SCROLL_FRACTION = 0.2; static const CGFloat MAXIMUM_SCROLL_FRACTION = 0.8; static const CGFloat PORTRAIT_KEYBOARD_HEIGHT = 216; static const CGFloat LANDSCAPE_KEYBOARD_HEIGHT = 162; - (void)textFieldDidBeginEditing:(UITextField *)textField { CGRect textFieldRect = [self.view.window convertRect:textField.bounds fromView:textField]; CGRect viewRect = [self.view.window convertRect:self.view.bounds fromView:self.view]; CGFloat midline = textFieldRect.origin.y + 0.5 * textFieldRect.size.height; CGFloat numerator = midline - viewRect.origin.y - MINIMUM_SCROLL_FRACTION * viewRect.size.height; CGFloat denominator = (MAXIMUM_SCROLL_FRACTION - MINIMUM_SCROLL_FRACTION) * viewRect.size.height; CGFloat heightFraction = numerator / denominator; if (heightFraction < 0.0) { heightFraction = 0.0; } else if (heightFraction > 1.0) { heightFraction = 1.0; } UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation]; if (orientation == UIInterfaceOrientationPortrait || orientation == UIInterfaceOrientationPortraitUpsideDown) { animatedDistance = floor(PORTRAIT_KEYBOARD_HEIGHT * heightFraction); } else { animatedDistance = floor(LANDSCAPE_KEYBOARD_HEIGHT * heightFraction); } CGRect viewFrame = self.view.frame; viewFrame.origin.y -= animatedDistance; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:KEYBOARD_ANIMATION_DURATION]; [self.view setFrame:viewFrame]; [UIView commitAnimations]; } - (void)textFieldDidEndEditing:(UITextField *)textField { CGRect viewFrame = self.view.frame; viewFrame.origin.y += animatedDistance; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:KEYBOARD_ANIMATION_DURATION]; [self.view setFrame:viewFrame]; [UIView commitAnimations]; } Thanks in advance!

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  • Git : How to revert bulk commits on multiple repos

    - by Rachel
    To update my multiple repos, I did: git bulk fetch origin git bulk pull origin master Now it appears that some of the functionality which was working initially is not working now and so I want to revert back to previous state of my repos. How can this be done ? I tried doing git reset --soft commit id & git reset --hard commit id for one repos but it is not working. Any suggestions.

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  • How to scroll table view with toolbar at the top of the view

    - by Jakub
    Hello, I have a view with a toolbar at the top and a table view with text fields in it's cells. When I want to edit the text fields placed in the bottom of the table view the keyboard is hiding the text field being edited (as the table view is not scrolled up). I tried to implement http://cocoawithlove.com/2008/10/sliding-uitextfields-around-to-avoid.html but this makes my whole view move up (the toolbar and the table view) while I would like to have the toobar at the top of the view for the whole time. I modified the mentioned code to something like this: - (void)textFieldDidBeginEditing:(UITextField *)textField { CGRect textFieldRect = [tableView.window convertRect:textField.bounds fromView:textField]; CGRect viewRect = [tableView.window convertRect:tmpTableView.bounds fromView:tableView]; CGFloat midline = textFieldRect.origin.y + 0.5 * textFieldRect.size.height; CGFloat numerator = midline - viewRect.origin.y - MINIMUM_SCROLL_FRACTION * viewRect.size.height; CGFloat denominator = (MAXIMUM_SCROLL_FRACTION - MINIMUM_SCROLL_FRACTION) * viewRect.size.height; CGFloat heightFraction = numerator / denominator; if (heightFraction < 0.0) { heightFraction = 0.0; } else if (heightFraction > 1.0) { heightFraction = 1.0; } UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation]; if (orientation == UIInterfaceOrientationPortrait || orientation == UIInterfaceOrientationPortraitUpsideDown) { animatedDistance = floor(PORTRAIT_KEYBOARD_HEIGHT * heightFraction); } else { animatedDistance = floor(LANDSCAPE_KEYBOARD_HEIGHT * heightFraction); } CGRect viewFrame = tableView.frame; viewFrame.origin.y -= animatedDistance; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:KEYBOARD_ANIMATION_DURATION]; [tableView setFrame:viewFrame]; [UIView commitAnimations]; } and - (void)textFieldDidEndEditing:(UITextField *)textField { CGRect viewFrame = tableView.frame; viewFrame.origin.y += animatedDistance; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:KEYBOARD_ANIMATION_DURATION]; [tableView setFrame:viewFrame]; [UIView commitAnimations]; } This made my toolbar stay at the top, but unfortunately the table view overlays the toolbar and the toolbar is not visible. Any ideas how to solve this?

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  • view handler design pattern

    - by Mark Roberts
    I'm trying to figure out the origin of the view handler design pattern in software engineering. Many of the design patterns in software engineering were inspired by things which pre-date computers, and I was wondering if anybody had any insights on the origin of this particular pattern.

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  • Rotating and Moving a UIImageView (CocoaTouch)

    - by yar
    This code works to rotate: CGAffineTransform transform = CGAffineTransformMakeRotation(radians(lastAngle++)); anImage.transform = transform; and this code works to move my UIImageView CGRect frame = [anImage frame]; frame.origin.x+=1; frame.origin.y+=1; [anImage setFrame:frame]; but when I combine them, the image stretches out increasingly on each run through. Perhaps the frame should not be modified like this?

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  • Debugging a basic OpenGL texture fail? (iphone)

    - by Ben
    Hey all, I have a very basic texture map problem in GL on iPhone, and I'm wondering what strategies there are for debugging this kind of thing. (Frankly, just staring at state machine calls and wondering if any of them is wrong or misordered is no way to live-- are there tools for this?) I have a 512x512 PNG file that I'm loading up from disk (not specially packed), creating a CGBitmapContext, then calling CGContextDrawImage to get bytes out of it. (This code is essentially stolen from an Apple sample.) I'm trying to map the texture to a "quad", with code that looks essentially like this-- all flat 2D stuff, nothing fancy: glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glEnableClientState(GL_TEXTURE_COORD_ARRAY); GLfloat vertices[8] = { viewRect.origin.x, viewRect.size.height, viewRect.origin.x, viewRect.origin.y, viewRect.size.width, viewRect.origin.y, viewRect.size.width, viewRect.size.height }; GLfloat texCoords[8] = { 0, 1.0, 0, 0, 1.0, 0, 1.0, 1.0 }; glBindTexture(GL_TEXTURE_2D, myTextureRef); // This was previously bound to glVertexPointer(2, GL_FLOAT , 0, vertices); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_TEXTURE_2D); My supposedly textured area comes out just black. I see no debug output from the CG calls to set up the texture. glGetError reports nothing. If I simplify this code block to just draw the verts, but set up a pure color, the quad area lights up exactly as expected. If I clear the whole context immediately beforehand to red, I don't see the red-- which means something is being rendered there, but not the contents of my PNG. What could I be doing wrong? And more importantly, what are the right tools and techniques for debugging this sort of thing, because running into this kind of problem and not being able to "step through it" in a debugger in any meaningful way is a bummer. Thanks!

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  • CoreGraphics taking a while to show on a large view - can i get it to repeat pixels?

    - by Andrew
    This is my coregraphics code: void drawTopPaperBackground(CGContextRef context, CGRect rect) { CGRect paper3 = CGRectMake(10, 14, 300, rect.size.height - 14); CGRect paper2 = CGRectMake(13, 12, 294, rect.size.height - 12); CGRect paper1 = CGRectMake(16, 10, 288, rect.size.height - 10); //Shadow CGContextSetShadowWithColor(context, CGSizeMake(0,0), 10, [[UIColor colorWithWhite:0 alpha:0.5]CGColor]); CGPathRef path = createRoundedRectForRect(paper3, 0); CGContextSetFillColorWithColor(context, [[UIColor blackColor] CGColor]); CGContextAddPath(context, path); CGContextFillPath(context); //Layers of paper //CGContextSaveGState(context); drawPaper(context, paper3); drawPaper(context, paper2); drawPaper(context, paper1); //CGContextRestoreGState(context); } void drawPaper(CGContextRef context, CGRect rect) { //Shadow CGContextSaveGState(context); CGContextSetShadowWithColor(context, CGSizeMake(0,0), 1, [[UIColor colorWithWhite:0 alpha:0.5]CGColor]); CGPathRef path = createRoundedRectForRect(rect, 0); CGContextSetFillColorWithColor(context, [[UIColor blackColor] CGColor]); CGContextAddPath(context, path); CGContextFillPath(context); //CGContextRestoreGState(context); //Gradient //CGContextSaveGState(context); CGColorRef startColor = [UIColor colorWithWhite:0.92 alpha:1.0].CGColor; CGColorRef endColor = [UIColor colorWithWhite:0.94 alpha:1.0].CGColor; CGRect firstHalf = CGRectMake(rect.origin.x, rect.origin.y, rect.size.width / 2, rect.size.height); CGRect secondHalf = CGRectMake(rect.origin.x + (rect.size.width / 2), rect.origin.y, rect.size.width / 2, rect.size.height); drawVerticalGradient(context, firstHalf, startColor, endColor); drawVerticalGradient(context, secondHalf, endColor, startColor); //CGContextRestoreGState(context); //CGContextSaveGState(context); CGRect redRect = rectForRectWithInset(rect, -1); CGMutablePathRef redPath = createRoundedRectForRect(redRect, 0); //CGContextSaveGState(context); CGContextSetStrokeColorWithColor(context, [[UIColor blackColor] CGColor]); CGContextAddPath(context, path); CGContextClip(context); CGContextAddPath(context, redPath); CGContextSetShadowWithColor(context, CGSizeMake(0, 0), 15.0, [[UIColor colorWithWhite:0 alpha:0.1] CGColor]); CGContextStrokePath(context); CGContextRestoreGState(context); } The view is a UIScrollView, which contains a textview. Every time the user types something and goes onto a new line, I call [self setNeedsDisplay]; and it redraws the code. But when the view starts to get long - around 1000 height, it has very noticeable lag. How can i make this code more efficient? Can i take a line of pixels and make it just repeat that, or stretch it, all the way down?

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  • Dynamic attached UILabel is not moving.

    - by coure06
    I have attached a UILabel to view. Now i want to move that label but its not working. here is my code UILabel *tick = (UILabel *)[self.view viewWithTag:tag]; CGRect frame = tick.frame; frame.origin.x = newVal; frame.origin.y = newVal; I can change text value of the UILabel tick but how can i move it here and there?

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  • Where am I? * (no branch)

    - by Neofizz
    I've been getting familiar with creating, merging and deleting branches. I like to know where I am so I don't commit work into the wrong branch. I use git branch -a to see which branches I have. I think the asterix * shows which branch I'm currently on. What does it mean when I get: * (no branch) master origin/HEAD Because when I $git checkout mybranch I expect to see * mybranch master origin/HEAD

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  • Get error with ajax get in jquery to an extern url

    - by user1394983
    I have a big problem. I want get information with an webservice in one URL. But I'mm getting this error: XMLHttpRequest cannot load ht*p://external_url_that_i_trid_to_get. Origin ht*p://localhost:8888 is not allowed by Access-Control-Allow-Origin. Im using this: $.get(url_parsed,date_get,function(data) { if (data.result == 'sucess') { alert(data.data["title"]); } },"json"); How I can resolve this? Regards

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  • Git repository issues

    - by sreeni
    Hi, I am working on origin:abc remote repository . I want to update the origin:def repository in the remote repository in git. Can some please give me command for this?

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  • Simple pathfinding?

    - by pdx
    Does anyone know if there is a simple way to do pathfinding in PHP? I basically have a list of numbers (kinda like {origin:11485,outboundDirections:"11486,11487,11488"} and {origin:11487,outboundDirections:"11485,11676,94185"} and getting from 11485 to 94185 would result in 11485>11487>94185 with ways to "exixt", and I'm trying to figure out how to do this (it doesn't really have to be shortest path or anything AI-like, just a way to get from A to B) I have no idea where to start at all, unfortunately

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  • C# XNA Handle mouse events?

    - by user406470
    I'm making a 2D game engine called Clixel over on GitHub. The problem I have relates to two classes, ClxMouse and ClxButton. In it I have a mouse class - the code for that can be viewed here. ClxMouse using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace org.clixel { public class ClxMouse : ClxSprite { private MouseState _curmouse, _lastmouse; public int Sensitivity = 3; public bool Lock = true; public Vector2 Change { get { return new Vector2(_curmouse.X - _lastmouse.X, _curmouse.Y - _lastmouse.Y); } } private int _scrollwheel; public int ScrollWheel { get { return _scrollwheel; } } public bool LeftDown { get { if (_curmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightDown { get { if (_curmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleDown { get { if (_curmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public bool LeftPressed { get { if (_curmouse.LeftButton == ButtonState.Pressed && _lastmouse.LeftButton == ButtonState.Released) return true; else return false; } } public bool RightPressed { get { if (_curmouse.RightButton == ButtonState.Pressed && _lastmouse.RightButton == ButtonState.Released) return true; else return false; } } public bool MiddlePressed { get { if (_curmouse.MiddleButton == ButtonState.Pressed && _lastmouse.MiddleButton == ButtonState.Released) return true; else return false; } } public bool LeftReleased { get { if (_curmouse.LeftButton == ButtonState.Released && _lastmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightReleased { get { if (_curmouse.RightButton == ButtonState.Released && _lastmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleReleased { get { if (_curmouse.MiddleButton == ButtonState.Released && _lastmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public MouseState CurMouse { get { return _curmouse; } } public MouseState LastMouse { get { return _lastmouse; } } public ClxMouse() : base(ClxG.Textures.Default.Cursor) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); this.Solid = false; DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); Mouse.SetPosition(CollisionBox.X, CollisionBox.Y); } public ClxMouse(Texture2D _texture) : base(_texture) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); } public override void Update() { _lastmouse = _curmouse; _curmouse = Mouse.GetState(); if (_curmouse != _lastmouse) { if (ClxG.Game.IsActive) { _scrollwheel = _curmouse.ScrollWheelValue; Velocity = new Vector2(Change.X / Sensitivity, Change.Y / Sensitivity); if (Lock) Mouse.SetPosition(ClxG.Screen.Center.X, ClxG.Screen.Center.Y); _curmouse = Mouse.GetState(); } base.Update(); } } public override void Draw(SpriteBatch _sb) { base.Draw(_sb); } } } ClxButton using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace org.clixel { public class ClxButton : ClxSprite { /// <summary> /// The color when the mouse is over the button /// </summary> public Color HoverColor; /// <summary> /// The color when the color is being clicked /// </summary> public Color ClickColor; /// <summary> /// The color when the button is inactive /// </summary> public Color InactiveColor; /// <summary> /// The color when the button is active /// </summary> public Color ActiveColor; /// <summary> /// The color after the button has been clicked. /// </summary> public Color ClickedColor; /// <summary> /// The text to be displayed on the button, set to "" if no text is needed. /// </summary> public string Text; /// <summary> /// The ClxText object to be displayed. /// </summary> public ClxText TextRender; /// <summary> /// The ClxState that should be ResetAndShow() when the button is clicked. /// </summary> public ClxState ClickState; /// <summary> /// Collision check to make sure onCollide() only runs once per frame, /// since only the mouse needs to be collision checked. /// </summary> private bool _runonce = false; /// <summary> /// Gets a value indicating whether this instance is colliding. /// </summary> /// <value> /// <c>true</c> if this instance is colliding; otherwise, <c>false</c>. /// </value> public bool IsColliding { get { return _runonce; } } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> public ClxButton() : base(ClxG.Textures.Default.Button) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Text = Name + ID + " Unset!"; TextRender = new ClxText(); TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> /// <param name="_texture">The button texture.</param> public ClxButton(Texture2D _texture) : base(_texture) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Texture = _texture; Text = Name + ID; TextRender = new ClxText(); TextRender.Name = this.Name + ".TextRender"; TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); TextRender.Reset(); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Draws the debug information, run from ClxG.DrawDebug unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void DrawDebug(SpriteBatch _sb) { _runonce = false; TextRender.DrawDebug(_sb); _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), DebugColor, Rotation, Origin, Flip, Layer); _sb.Draw(ClxG.Textures.Default.DebugBG, new Rectangle(ActualRectangle.X - DebugLineWidth, ActualRectangle.Y - DebugLineWidth, ActualRectangle.Width + DebugLineWidth * 2, ActualRectangle.Height + DebugLineWidth * 2), new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugOutline, Rotation, Origin, Flip, Layer - 0.1f); _sb.Draw(ClxG.Textures.Default.DebugBG, ActualRectangle, new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugBGColor, Rotation, Origin, Flip, Layer - 0.01f); } /// <summary> /// Draws using the SpriteBatch, run from ClxG.Draw unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void Draw(SpriteBatch _sb) { _runonce = false; TextRender.Draw(_sb); if (Visible) if (Debug) { DrawDebug(_sb); } else _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), Color, Rotation, Origin, Flip, Layer); } /// <summary> /// Updates this instance. /// </summary> public override void Update() { if (this.Color != ActiveColor) this.Color = ActiveColor; TextRender.Layer = this.Layer + 0.03f; TextRender.Text = Text; TextRender.Scale = .5f; TextRender.Name = this.Name + ".TextRender"; TextRender.Origin = new Vector2(TextRender.CollisionBox.Center.X, TextRender.CollisionBox.Center.Y); TextRender.Center(this); TextRender.Update(); this.CollisionBox.Width = (int)(TextRender.CollisionBox.Width * TextRender.Scale) + (int)(TextRender.TextPadding.X * 2); this.CollisionBox.Height = (int)(TextRender.CollisionBox.Height * TextRender.Scale) + (int)(TextRender.TextPadding.Y * 2); base.Update(); } /// <summary> /// Collide event, takes the colliding object to call it's proper collision code. /// You'd want to use something like if(typeof(collider) == typeof(ClxObject) /// </summary> /// <param name="collider">The colliding object.</param> public override void onCollide(ClxObject collider) { if (!_runonce) { _runonce = true; UpdateEvents(); base.onCollide(collider); } } /// <summary> /// Updates the mouse based events. /// </summary> public void UpdateEvents() { onHover(); if (ClxG.Mouse.LeftReleased) { onLeftReleased(); return; } if (ClxG.Mouse.RightReleased) { onRightReleased(); return; } if (ClxG.Mouse.MiddleReleased) { onMiddleReleased(); return; } if (ClxG.Mouse.LeftPressed) { onLeftClicked(); return; } if (ClxG.Mouse.RightPressed) { onRightClicked(); return; } if (ClxG.Mouse.MiddlePressed) { onMiddleClicked(); return; } if (ClxG.Mouse.LeftDown) { onLeftClick(); return; } if (ClxG.Mouse.RightDown) { onRightClick(); return; } if (ClxG.Mouse.MiddleDown) { onMiddleClick(); return; } } /// <summary> /// Shows the state of the click. /// </summary> public void ShowClickState() { if (ClickState != null) { ClickState.ResetAndShow(); } } /// <summary> /// Hover event /// </summary> virtual public void onHover() { this.Color = HoverColor; } /// <summary> /// Left click event /// </summary> virtual public void onLeftClick() { this.Color = ClickColor; } /// <summary> /// Right click event /// </summary> virtual public void onRightClick() { } /// <summary> /// Middle click event /// </summary> virtual public void onMiddleClick() { } /// <summary> /// Left click event, called once per click /// </summary> virtual public void onLeftClicked() { ShowClickState(); } /// <summary> /// Right click event, called once per click /// </summary> virtual public void onRightClicked() { this.Reset(); } /// <summary> /// Middle click event, called once per click /// </summary> virtual public void onMiddleClicked() { } /// <summary> /// Ons the left released. /// </summary> virtual public void onLeftReleased() { this.Color = ClickedColor; } virtual public void onRightReleased() { } virtual public void onMiddleReleased() { } } } The issue I have is that I have all these have event styled methods, especially in ClxButton with all the onLeftClick, onRightClick, etc, etc. Is there a better way for me to handle these events to be a lot more easier for a programmer to use? I was looking at normal events on some other sites, (I'd post them but I need more rep.) and didn't really see a good way to implement delegate events into my framework. I'm not really sure how these events work, could someone possibly lay out how these events are processed for me? TL:DR * Is there a better way to handle events like this? * Are events a viable solution to this problem? Thanks in advance for any help.

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  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

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  • How do I drag and drop between two listboxes in XUL?

    - by pc1oad1etter
    I am trying to implement drag and drop between two listboxes. I have a few problems 1) I am not detecting any drag events of any kind from the source list box/ I do not seem to be able to drag from it 2) I can drag from my desktop to the target listbox and I am able to detect 'dragenter' 'dragover' and 'dragexit' events. I am noticing that the event parameter is undefined in my 'dragenter' callback - is this a problem? 3) I cannot figure out how to complete the drag and drop operation. From https://developer.mozilla.org/En/DragDrop/Drag_Operations#Performing_... "If the mouse was released over an element that is a valid drop target, that is, one that cancelled the last dragenter or dragover event, then the drop will be successful, and a drop event will fire at the target. Otherwise, the drag operation is cancelled and no drop event is fired." This seems to be referring to a 'drop' event, though there is not one listed at https://developer.mozilla.org/en/XUL/Events . I can't seem to detect the end of the drag in order to call one of the example 'doDrop()' functions that I find on MDC. My example, so far: http://pastebin.mozilla.org/713676 <?xml version="1.0"?> <?xml-stylesheet href="chrome://global/skin/" type="text/css"?> <window xmlns="http://www.mozilla.org/keymaster/gatekeeper/ there.is.only.xul" onload="initialize();"> <vbox> <hbox> <vbox> <description>List1</description> <listbox id="source" draggable="true"> <listitem label="1"/> <listitem label="3"/> <listitem label="4"/> <listitem label="5"/> </listbox> </vbox> <vbox> <description>List2</description> <listbox id="target" ondragenter="onDragEnter();"> <listitem label="2"/> </listbox> </vbox> </hbox> </vbox> <script type="application/x-javascript"> <![CDATA[ function initialize(){ jsdump('adding events'); var origin = document.getElementById("source"); origin.addEventListener("drag", onDrag, false); origin.addEventListener("dragdrop", onDragDrop, false); origin.addEventListener("dragend", onDragEnd, false); origin.addEventListener("dragstart", onDragStart, false); var target = document.getElementById("target"); target.addEventListener("dragenter", onDragEnter, false); target.addEventListener("dragover", onDragOver, false); target.addEventListener("dragexit", onDragExit, false); target.addEventListener("drop", onDrop, false); target.addEventListener("drag", onDrag, false); target.addEventListener("dragdrop", onDragDrop, false); } function onDrag(){ jsdump('onDrag'); } function onDragDrop(){ jsdump('onDragDrop'); } function onDragStart(){ jsdump('onDragStart'); } function onDragEnd(){ jsdump('onDragEnd'); } function onDragEnter(event){ //debugger; if(event){ jsdump('onDragEnter event.preventDefault()'); event.preventDefault(); }else{ jsdump("event undefined in onDragEnter"); } } function onDragExit(){ jsdump('onDragExit'); } function onDragOver(event){ //debugger; if(event){ //jsdump('onDragOver event.preventDefault()'); event.preventDefault(); }else{ jsdump("event undefined in onDragOver"); } } function onDrop(event){ jsdump('onDrop'); var data = event.dataTransfer.getData("text/plain"); event.target.textContent = data; event.preventDefault(); } function jsdump(str) { Components.classes['[email protected]/consoleservice;1'] .getService(Components.interfaces.nsIConsoleService) .logStringMessage(str); } ]]> </script> </window>

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  • Rotating a cube using jBullet collisions

    - by Kenneth Bray
    How would one go about rotating/flipping a cube with the physics of jBullet? Here is my Draw method for my cube object: public void Draw() { // center point posX, posY, posZ float radius = .25f;//size / 2; glPushMatrix(); glBegin(GL_QUADS); //top { glColor3f(5.0f,1.0f,5.0f); // white glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } //bottom { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } //right side { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } //left side { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } //front side { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } //back side { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); Update(); } This is my update method for the cube position: public void Update() { Transform trans = new Transform(); cubeRigidBody.getMotionState().getWorldTransform(trans); posX = trans.origin.x; posY = trans.origin.y; posZ = trans.origin.z; Quat4f outRot = new Quat4f(); trans.getRotation(outRot); rotX = outRot.x; rotY = outRot.y; rotZ = outRot.z; rotW = outRot.w; } I am assuming I need to use glrotatef, but it does not seem to work at all when I try that.. this is how I have tried to rotate the cubes: GL11.glRotatef(rotW, rotX, 0.0f, 0.0f); GL11.glRotatef(rotW, 0.0f, rotY, 0.0f); GL11.glRotatef(rotW, 0.0f, 0.0f, rotZ);

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  • Github file size limit changed 6/18/13. Can't push now

    - by slindsey3000
    How does this change as of June 18, 2013 affect my existing repository with a file that exceeds that limit? I last pushed 2 months ago with a large file. I have a large file that I have removed locally but I can not push anything now. I get a "remote error" ... remote: error: File cron_log.log is 126.91 MB; this exceeds GitHub's file size limit of 100 MB I added the file to .gitignore after original push... But it still exists on remote (origin) Removing it locally should get rid of it at origin(Github) right? ... but ... it is not letting me push because there is a file on Github that exceeds the limit... https://github.com/blog/1533-new-file-size-limits These are the commands I issued plus error messages.. git add . git commit -m "delete cron_log.log" git push origin master remote: Error code: 40bef1f6653fd2410fb2ab40242bc879 remote: warning: Error GH413: Large files detected. remote: warning: See http://git.io/iEPt8g for more information. remote: error: File cron_log.log is 141.41 MB; this exceeds GitHub's file size limit of 100 MB remote: error: File cron_log.log is 126.91 MB; this exceeds GitHub's file size limit of 100 MB To https://github.com/slinds(omited_here)/linexxxx(omited_here).git ! [remote rejected] master - master (pre-receive hook declined) error: failed to push some refs to 'https://github.com/slinds(omited_here) I then tried things like git rm cron_log.log git rm --cached cron_log.log Same error.

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  • Scrolling screen upward to expose TextView above keyboard

    - by Matt Winters
    I think I'm missing something obvious and would appreciate an answer. I have a view with a 2-section grouped tableView, each section having one row and a textView, the heights of the rows 335 and 140. This allows for a box with nicely rounded corners to type text into when the keyboard appears (140 height section) and when the keyboard is dismissed, a nice box to read more text (notes); most of the time, use is without the keyboard. I also added a toolbar at the bottom of the screen to scroll up above the keyboard. A button on the toolbar dismisses the keyboard. This last part works fine with the keyboard going up and down using a notification and the following code in a keyboardWillShow method: [UIView beginAnimations:@"showKeyboardAnimation" context:nil]; [UIView setAnimationDuration:0.50]; self.view.frame = CGRectMake(self.view.frame.origin.x, self.view.frame.origin.y, self.view.frame.size.width, self.view.frame.size.height - 216); [UIView commitAnimations]; But with the above code, the 2 sections of the tableView remain unscrolled, only the toolbar and the keyboard move. With the following code (found both in previous posts), both the toolbar and the tableView sections move. [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.50]; CGRect rect = self.view.frame; rect.origin.y -= 216; self.view.frame = rect; [UIView commitAnimations]; Now I know that I have to tweak the numbers to get the everything as I want it but my first question is what is substantively different between the 2 sets of code that the sections move in the 2nd but not in the 1st? The toolbar also moves with the 2nd code. The second question is, am I going to be able to scroll the smaller height section from off the screen to above the keyboard while at the same time moving the toolbar up just 216? Thanks

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  • javascript function not working in IE 7

    - by JPro
    Hi, Can anyone please tell me how do I make this script run in IE 7? When I run this , nothing happens. <html> <body> <script language="JavaScript"> function moveSelectedOption() { // Fetch references to the <select> elements. var origin = document.getElementById('origin_select'); var target = document.getElementById('target_select'); // Fetch the selected option and clone it. var option = origin.options[origin.selectedIndex]; var copy = option.cloneNode(true); // Add the clone to the target element. target.add(copy, null); } </script> <select id="origin_select" multiple> <option value="A">A</option> <option value="B">B</option> <option value="C">C</option> </select> <select id="target_select" multiple> <option value="C1">C1</option> </select> <button onclick="moveSelectedOption()">Add</button> </body> </html>

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  • Adding a UIPickerView over a UITabBarController

    - by Kai
    I'm trying to have a UIPickerView slide from the bottom of the screen (over the top of a tab bar) but can't seem to get it to show up. The actual code for the animation is coming from one of Apple's example code projects (DateCell). I'm calling this code from the first view controller (FirstViewController.m) under the tab bar controller. - (IBAction)showModePicker:(id)sender { if (self.modePicker.superview == nil) { [self.view.window addSubview:self.modePicker]; // size up the picker view to our screen and compute the start/end frame origin for our slide up animation // // compute the start frame CGRect screenRect = [[UIScreen mainScreen] applicationFrame]; CGSize pickerSize = [self.modePicker sizeThatFits:CGSizeZero]; CGRect startRect = CGRectMake(0.0, screenRect.origin.y + screenRect.size.height, pickerSize.width, pickerSize.height); self.modePicker.frame = startRect; // compute the end frame CGRect pickerRect = CGRectMake(0.0, screenRect.origin.y + screenRect.size.height - pickerSize.height, pickerSize.width, pickerSize.height); // start the slide up animation [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.3]; // we need to perform some post operations after the animation is complete [UIView setAnimationDelegate:self]; self.modePicker.frame = pickerRect; // shrink the vertical size to make room for the picker CGRect newFrame = self.view.frame; newFrame.size.height -= self.modePicker.frame.size.height; self.view.frame = newFrame; [UIView commitAnimations]; // add the "Done" button to the nav bar self.navigationItem.rightBarButtonItem = self.doneButton; }} Whenever this action fires via a UIBarButtonItem that lives in a UINavigationBar (which is all under the FirstViewController) nothing happens. Can anyone please offer some advice?

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  • Git : Failed at pushing to remote server, ' REPOSITORY_PATH ' is not a git command

    - by Judarkness
    I'm using Git with TortoiseGit on Windows XP, and I have a remote bare repository on Windows Vista 64bit version. When I tried to push my local files to remote bare repository, I got the following error message. git.exe push "origin" master:master git: 'C:/Git_Repository/.git' is not a git command. See 'git --help'. fatal: The remote end hung up unexpectedly the arbitrary URL is : username@serverip:C:/Git_Repository/.git The same arbitrary URL worked just fine while doing clone/fetch/pull. Access from a local directory in remote machine to this bare repository has no problem either so I belive there is something wrong with my path. I can push/pull at GitHub correctly but I was using URL provide by GitHub. Does anyone know what's wrong with my configuration? Here is my remote .git/config [core] repositoryformatversion = 0 filemode = false bare = true logallrefupdates = true ignorecase = true hideDotFiles = dotGitOnly Here is my local .git/config [core] repositoryformatversion = 0 filemode = false bare = false logallrefupdates = true symlinks = false ignorecase = true hideDotFiles = dotGitOnly [remote "origin"] fetch = +refs/heads url = username@serverip:C:/Git_Repository/.git [branch "master"] remote = origin merge = refs/heads/master Thanks for the reminding

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