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  • create a folder and files in c:\program files\myApp\data in windows 7

    - by ile
    I have an old c++ application that needs to be modified to work with windows 7. Problem is in creating a new folder and saving a file in that folder. This folder should be created in c:\program files\myApp\data\newFolder. This is function I use to create new folder and get errors: if(!CreateDirectory(pathSamples,NULL)) //Throw Error { DWORD errorcode = GetLastError(); LPVOID lpMsgBuf; FormatMessage(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS, NULL, errorcode, MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPTSTR)&lpMsgBuf, 0, NULL ); MessageBox(NULL, (LPCTSTR)lpMsgBuf, TEXT("Error"), MB_OK); } In XP this works, but in Windows 7 it doesn't. If I run application as administrator than the folder is created, otherwise "Access is denied" error is thrown. My question is following: Is there an option to make changes to the code so that the folder can be created in "program files" nad that files can be saved in this folder? PS I saw this thread already but it doesn't answer my question. Thanks, Ilija

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  • Virtual Machine Manager Error - Error determing default hypervisor

    - by dallasclark
    I have Fedora 11 and trying to get Xen working (which I think it is already) but the Virtual Machine Manager cannot find the hypervisor. When starting Virtual Machine Manager, I receive the following error Error determining default hypervisor. Could not populate a default connection. Make sure the appropriate virtualization packages are installed (kvm, qemu, etc.) and that libvirtd has been restarted to notice the change. A hypervisor connection can be manually added via File - Add Connection I've restarted libvirtd a few times and tried connecting manually but can't work it out. Some useful information: # lsof | grep xen libvirtd 2962 root mem REG 253,0 19776 13379 /usr/lib/libxenstore.so.3.0.0 # service libvirtd status libvirtd (pid 2962) is running...

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  • iPhone Developer Program registration for UK trading partnership

    - by CMLloyd
    I have been looking into this for a long time and have found no definitive answer. I can't be the only person to have faced this problem and am wondering how you guys proceeded in similar cases. I'm part of a partnership, based in the UK, trading as, lets say, "ABCD iPhone Apps" (legally, a perfectly legitimate way of doing business). I've now developed an iPhone App and I want our company name ("ABCD iPhone Apps") to appear as the seller in the App Store. This way, any future Apps that we develop can all get released under the "ABCD iPhone Apps" aegis too. Given that we aren't an incorporated company (and probably never will be), is it possible for us to enroll in the iPhone Developer Program as a company? Or is there another solution? (Note: I do also have an Individual account but that is for personal projects and is in no way connected to the partnership, and shall remain that way) EDIT: I've just spoken to a guy at ADC UK and he tells me there is no other solution. For a company to be approved on the Developer Program, Apple needs to see a copy of the company's Certificate of Incorporation during the registration process, otherwise no approval.

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  • "Mem Usage" higher than "VM Size" in WinXP Task Manager

    - by Frederick
    In my Windows XP Task Manager, some processes display a higher value in the Mem Usage column than the VMSize. My Firefox instance, for example shows 111544 K as mem usage and 100576 K as VMSize. According to the help file of Task Manager Mem Usage is the working set of the process and VMSize is the committed memory in the Virtual address space. My question is, if the number of committed pages for a process is A and the number of pages in physical memory for the same process is B, shouldn't it always be B = A? Isn't the number of pages in physical memory per process a subset of the committed pages? Or is this something to do with sharing of memory among processes? Please explain. (Perhaps my definition of 'Working Set' is off the mark). Thanks.

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  • Blackberry custom slideshow-style BitmapField manager

    - by Diego Tori
    Right now, I'm trying to figure out how to implement the following: Suppose I have a custom Manager that has about 10 or so BitmapFields layed out in a horizontal manner (similar to a slideshow contained in a HFM ) . What I want to achieve is to be able to move the image HFM via touchEvent horizontally, where a BitmapField would take focus on the left-hand side of the custom Manager. In other words, will I have to give a value to setHorizontalScroll and if so, is it a matter of just incrementing that value when the user makes a left or right touch event. Also, how can I get the focus of a Field within a given position on the screen (i.e. the left-most Field on the HFM) when the HFM is scrolling sideways via touchEvent?

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  • Caching for a Custom Repositiory Adapter for WebSphere Portal Virtual Member Manager

    - by Spike Williams
    I'm looking at writing a custom repository adapter to interact with Virtual Member Manager on WebSphere Portal 6.1. Basically, its a layer that takes a request in the form of a commonj.sco.DataObject and passes that on to an external web service, to get various information on our logged in users that is not otherwise available in LDAP. I'm concerned about the performance hit of going to a service every time we want to pull some permission from the back end. My question is, can the Virtual Member Manager handle caching of data going in and out of the custom repository adapters, or is that something I'm going to have to build into the adapter myself?

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  • Compare output of program to correct program using bash script, without using text files

    - by Doug
    I've been trying to compare the output of a program to known correct output by using a bash script without piping the output of the program to a file and then using diff on the output file and a correct output file. I've tried setting the variables to the output and correct output and I believe it's been successful but I can't get the string comparison to work correctly. I may be wrong about the variable setting so it could be that. What I've been writing: TEST=`./convert testdata.txt < somesampledata.txt` CORRECT="some correct output" if [ "$TEST"!="$CORRECT" ]; then echo "failed" fi

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  • c program pointer

    - by sandy101
    Hello , I am trying some programs in c face a problem with this program #include<stdio.h> int main() { int a=9,*x; float b=3.6,*y; char c='a',*z; printf("the value is %d\n",a); printf("the value is %f\n",b); printf("the value is %c\n",c); x=&a; y=&b; z=&c; printf("%u\n",a); printf("%u\n",b); printf("%u\n",c); x++; y++; z++; printf("%u\n",a); printf("%u\n",b); printf("%u\n",c); return 0; } can any one tell me what is the problem with this and i also want to know that when in the above case if the pointer value is incremented then will it over write the previous value address as suppose that the value we got in the above program (without the increment in the pointer value )is 65524 65520 65519 and after the increment the value of the pointer is 65526(as 2 increment for the int ) 65524(as 4 increment for the float ) 65520(as 1 increment for the char variable ) then if in that case will the new pointer address overwrite the content of the previous address and what value be contained at the new address ......plz help

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  • A program where user enters a string and the program counts the instances of the letters

    - by user1865183
    This is the first C++ program I have ever written and I'm having trouble understanding the order in which operands must be put in. This is for a class, but it looks like I'm not supposed to use the homework tag. Sorry if I'm doing this wrong. This is my input // Get DNA string string st; cout << "Enter the DNA sequence to be analysed: "; cin >> st; This seems to work ok, but I thought I would include it incase this is what I'm doing wrong. This is what I have so far to check that the input is exclusively C,T,A, or G. It runs through the program and simply prints "Please enter a valid sequnce1, please enter a valid sequence2, ... ect. I'm sure I'm doing something very stupid, I just can't figure it out. // Check that the sequence is all C, T, A, G while (i <= st.size()){ if (st[i] != 'c' && st[i] != 'C' && st[i] != 'g' && st[i] != 'G' && st[i] != 't' && st[i] != 'T' && st[i] != 'a' && st[i] != 'A'); cout << "Please enter a valid sequence" << i++; else if (st[i] == c,C,G,t,T,a,A) i++; The second half of my program is to count the number of Cs and Gs in the sequence for (i < st.size() ; i++ ;); for (loop <= st.size() ; loop++;) if (st[loop] == 'c') { count_c++; } else if (st[loop] == C) { count_c++; } else if (st[loop] == g) { count_g++; } else if (st[loop] == G); { count_g++; } cout << "Number of instances of C = " << count_c; cout << "Number of instances of G = " << count_g; It seems like it's not looping, it will count 1 of one of the letters. How do I make it loop? I can't seem to put in endl; anywhere without getting an error back, although I know I'll need it somewhere. Any help or tips to point me in the right direction would be greatly appreciated - I've been working on this code for two days (this is embarrassing to admit).

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  • Windows 8 Task Manager

    - by Daniel Moth
    If you are a user of Task Manager (btw, make sure you've read my Task Manager shortcut tips), you must read the blog post on the overhaul coming to Task Manager in Windows 8 – coo stuff! Also, long time readers of my blog will know that back in 2008 I wrote about Windows Vista and Windows 7 number_of_cores support, and in 2009 I shared a widely borrowed screenshot of Task Manager from one of our 128-core machines. So I was excited to just read on the Windows 8 blog that Windows 8 will support up to 640 cores. They shared a screenshot of a 160-core machine, so there goes my record ;-) Comments about this post by Daniel Moth welcome at the original blog.

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Project Management, Developer being project managers manager

    - by marabutt
    I am in the planning stages of a project and am looking to hire a project manager. I want be doing some coding and keeping an eye on all parts of the project but feel a project manager will get better results than I could. I can project manage the project and not code and hire another coder or code myself and hire a project manager. I am worried that the project manager will fell impeded by having the project owner as part of the development team. If I run the project, the team might fall apart causing the project to fail. To stick within budget, I have to be involved in one capacity or another. Does anyone have experience with this situation or suggestions?

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  • Oracle Enterprise Manager Ops Center 12c is now available for download at Oracle technology Network

    - by Anand Akela
    Oracle Enterprise Manager Ops Center 12c is available now for download at Oracle Technology Network (OTN ) . Oracle Enterprise Manager Ops Center web page at Oracle Technology Network Join Oracle Launch Webcast : Total Cloud Control for Systems on April 12th at 9 AM PST to learn more about  Oracle Enterprise Manager Ops Center 12c from Oracle Senior Vice President John Fowler, Oracle Vice President of Systems Management Steve Wilson and a panel of Oracle executive. Stay connected with  Oracle Enterprise Manager   :  Twitter | Facebook | YouTube | Linkedin | Newsletter

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  • A new version of Oracle Enterprise Manager Ops Center Doctor (OCDoctor ) Utility released

    - by Anand Akela
    In February,  we posted a blog of Oracle Enterprise Manager Ops Center Doctor aka OCDoctor Utility. This utility assists in various stages of the Ops Center deployment and can be a real life saver. It is updated on a regular basis with additional knowledge (similar to an antivirus subscription) to help you identify and resolve known issues or suggest ways to improve performance.A new version ( Version 4.00 ) of the OCDoctor is now available . This new version adds full support for recently announced Oracle Enterprise Manager Ops Center 12c including prerequisites checks, troubleshoot tests, log collection, tuning and product metadata updates. In addition, it adds several bug fixes and enhancements to OCDoctor Utility.To download OCDoctor for new installations:https://updates.oracle.com/OCDoctor/OCDoctor-latest.zipFor existing installations, simply run:# /var/opt/sun/xvm/OCDoctor/OCDoctor.sh --updateTip : If you have Oracle Enterprise Manager Ops Center12c EC installed, your OCDoctor will automatically update overnight. Join Oracle Launch Webcast : Total Cloud Control for Systems on April 12th at 9 AM PST to learn more about  Oracle Enterprise Manager Ops Center 12c from Oracle Senior Vice President John Fowler, Oracle Vice President of Systems Management Steve Wilson and a panel of Oracle executive. Stay connected with  Oracle Enterprise Manager   :  Twitter | Facebook | YouTube | Linkedin | Newsletter

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  • Oracle UPK and IBM Rational Quality Manager

    - by marc.santosusso
    Did you know that you can import UPK topics into IBM Rational Quality Manager (RQM) as Test Scripts? Attached below is a ZIP of files which contains a customized style (for all supported languages) for creating spreadsheets that are compatible with IBM Rational Quality Manager, a sample IBM Rational Quality Manager mapping file, and a best practice document. UPK_Best_Practices_-_IBM_Rational_Quality_Manager_Integration.zip Extract the files and open the best practice document (PDF file) file to get started. Please note that the IBM Rational Quality Manager publishing style (the ODARC file) include with the above download was created using the customization instructions found within the UPK documentation. That said, it is not currently an "official" feature of the product, but rather an example of what can be created through style customization. Stay tuned for more details. We hope that you find this to be useful and welcome your feedback!

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  • Difference between Admin and Manager role in Tomcat6

    - by Nyxynyx
    What are the roles admin and manager used for in Tomcat6? The manager role appears to give me access to http://domain.com:8080/manager/html. Which page does the admin role give me? In the file, the description for admin role is pretty vague. What is the host manager webapp? <!-- The host manager webapp is restricted to users with role "admin" --> <!--<user name="tomcat" password="password" roles="admin" />--> <!-- The manager webapp is restricted to users with role "manager" --> <!--<user name="tomcat" password="password" roles="manager" />-->

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  • Announcing: Oracle Enterprise Manager 12c Delivers Advanced Self-Service Automation for Oracle Database 12c Multitenant

    - by Scott McNeil
    New Self-Service Driven Provisioning of Pluggable Databases Today Oracle announced new capabilities that support managing the full lifecycle of pluggable database as a service in Oracle Enterprise Manager 12c Release 3 (12.1.0.3). This latest release builds on the existing capabilities to provide advanced automation for deploying database as a service using Oracle Database 12c Multitenant option. It takes it one step further by offering pluggable database as a service through Oracle Enterprise Manager 12c self-service portal providing customers with fast provisioning of database cloud services with minimal time and effort. This is a significant addition to Oracle Enterprise Manager 12c’s existing portfolio of cloud services that includes infrastructure as a service, database as a service, testing as a service, and Java platform as a service. The solution provides a self-service mechanism to provision pluggable databases allowing users to request and access database(s) on-demand. The self-service operations are also enabled through REST APIs allowing customers to integrate with third-party automation systems or their custom enterprise portals. Benefits Self-service provisioning allows rapid access to pluggable database as a service for hosting or certifying applications on Oracle Database 12c Self-service driven migration to pluggable database as a service in order to migrate a pre-Oracle Database 12c database to a pluggable database as a service model and test the consolidation strategy Single service catalog for all approved pluggable database as a service configurations which helps customers achieve standardization while catering to all applications and users in the enterprise Resource guarantee via database resource manager (and IORM on Oracle Exadata) that enables deployment of mixed workloads in a shared environment Quota, role based access, and policy based management that enforces governance and reduces administrative overhead Chargeback or showback which improves metering and accountability for services consumed by each pluggable database Comprehensive REST APIs that support integration with ticketing or change management systems, and or with other self-service portals Minimal administrative and maintenance overhead through self-managing automation that allows for intelligent placement of pluggable databases To understand how pluggable database as a service works, watch this quick demo: Stay Connected: Twitter | Facebook | YouTube | Linkedin | Newsletter Download the Oracle Enterprise Manager Cloud Control12c Mobile app

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  • The Next Generation of Oracle Enterprise Manager Will Arrive in 7 Days!

    - by chung.wu
    Seven more days to go before we launch Oracle Enterprise Manager 11g. We invite you to join us for this exciting announcement. You may attend the event in person if you are going to be in New York City next Thursday (4/22) or over the web via our webcast. We will also be hosting a live simulcast event at the Collaborate conference in Las Vegas. Click the links below to learn more about event agenda and to register. Click here to register for the live event in New York City. Click here to register for the webcast. The simulcast event at Collaborate will be held in Palm B room on Level 3 of Mandalay Bay Convention Center starting at 9:45 a.m. local time.

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  • New White Paper: Advanced Uses of Oracle Enterprise Manager 12c (published AUGUST 2013)

    - by PorusHH_OCM11g10g
    Friends,I am pleased to say a new Oracle white paper of mine has been published on 1st August 2013: White Paper: Advanced Uses of Oracle Enterprise Manager 12c This white paper includes information on EM12c Release 3 (12.1.0.3) and Managing Database 12c with EM12c Release 3.This white paper is also currently visible in the main Oracle Enterprise Manager page:http://www.oracle.com/us/products/enterprise-manager/index.htmlHappy Reading!!Regards,Porus.

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  • Stupid Geek Tricks: 6 Ways to Open Windows Task Manager

    - by Patrick Bisch
    Bringing up Windows Task Manager is not much of a task itself, but when a virus disables Ctrl+Alt+Del and takes it hostage, how else are you going to open task manager? Or maybe you’re just looking for some diversity in your life, so here are 6 different ways to open Windows Task Manager.HTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)What is a Histogram, and How Can I Use it to Improve My Photos?

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  • A Generic RIDC Test Program

    - by Kevin Smith
    Many times I have found it useful to use a java program that communicates with WebCenter Content (WCC) using RIDC for testing. I might not have access to the web GUI or need to test a service running as a specific user. In the past I had created a number of "one off" programs that submitted specific services, e.g GET_SEARCH_RESULTS, DOCINFO, etc. Recently I decided to create a generic RIDC test program that could submit any service with the desired parameters based on a configuration file. The programs gets the following information from the configuration file: WCC connection information (host, port) User to use to run service Service to run Any parameters for the service The program will make a connection to the WCC server, send the service request, and print the results of the service call using the getResponseAsString() method. Here is a sample configuration file: ridc.host=localhostridc.port=4444ridc.user=sysadminridc.idcservice=GET_SEARCH_RESULTSidcservice.QueryText=dDocType <matches> `Document`idcservice.SortField=dDocNameidcservice.SortDesc=ASC There is a readme file included in the zip with instructions for how to configure and run the program. The program takes one command line argument, the configuration file name. The configuration file name is optional and defaults to config.properties. If you have any suggestions for improvements let me know. Right now it only submits a single service call each time you run it. One enhancement I have already thought about would be to allow you to specify multiple services to tun in the configuration file. You can do that with the current program by having multiple configuration files and running the program multiple times, each with a different configuration file. You can download the program here.

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  • default-display-manager error

    - by pwhy
    I was using gnome desktop manager, then I changed the file ./etc/X11/default-display-manager to nothing, so the login would be made via command line. The problem is that there's a file created in the same folder with the name default-display-manager~ But when I boot the pc gdm starts to load and never finishes. I tried to acess the shell via recovery mode but I'm not able to modify files. Please assist, I'm in chaos!

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  • Idera Releases SQL Diagnostic Manager v7.1

    Idera recently beefed up its portfolio of SQL Server management and administration tools with the release of SQL diagnostic manager 7.1. Idera has enhanced SQL diagnostic manager's already impressive set of features in version 7.1 with new additions that should appeal to database administrators. The release is another example of Idera's dedication to growing its portfolio of SQL Server solutions that has allowed the Microsoft Managed Partner to expand its client base to over 10,000 customers worldwide. The highlights of SQL diagnostic manager 7.1's new features begin with an impressive Serve...

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