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  • Java FAQ: Tudo o que você precisa saber

    - by Bruno.Borges
    Com frequência recebo e-mails de clientes com dúvidas sobre "quando sairá a próxima versão do Java?", ou então "quando vai expirar o Java?" ou ainda "quais as mudanças da próxima versão?". Por isso resolvi escrever aqui um FAQ, respondendo estas dúvidas e muitas outras. Este post estará sempre atualizado, então se você possui alguma dúvida, envie para mim no Twitter @brunoborges. Qual a diferença entre o Oracle JDK e o OpenJDK?O projeto OpenJDK funciona como a implementação de referência Open Source do Java Standard Edition. Empresas como a Oracle, IBM, e Azul Systems suportam e investem no projeto OpenJDK para continuar evoluindo a plataforma Java. O Oracle JDK é baseado no OpenJDK, mas traz outras ferramentas como o Mission Control, e a máquina virtual traz algumas features avançadas como por exemplo o Flight Recorder. Até a versão 6, a Oracle oferecia duas máquinas virtuais: JRockit (BEA) e HotSpot (Sun). A partir da versão 7 a Oracle unificou as máquinas virtuais, e levou as features avançadas do JRockit para dentro da VM HotSpot. Leia também o OpenJDK FAQ. Onde posso obter binários beta Early Access do JDK 7, JDK 8, JDK 9 para testar?A partir do projeto OpenJDK, existe um projeto específico para cada versão do Java. Nestes projetos você pode encontrar binários beta Early Access, além do código-fonte. JDK 6 - http://jdk6.java.net/ JDK 7 - http://jdk7.java.net/ JDK 8 - http://jdk8.java.net/ JDK 9 - http://jdk9.java.net/ Quando acaba o suporte do Oracle Java SE 6, 7, 8? Somente produtos e versões com release oficial são suportados pela Oracle (exemplo: não há suporte para binários beta do JDK 7, JDK 8, ou JDK 9). Existem duas categorias de datas que o usuriário do Java deve estar ciente:  EOPU - End of Public UpdatesMomento em que a Oracle não mais disponibiliza publicamente atualizações Oracle SupportPolítica de suporte da Oracle para produtos, incluindo o Oracle Java SE O Oracle Java SE é um produto e portando os períodos de suporte são regidos pelo Oracle Lifetime Support Policy. Consulte este documento para datas atualizadas e específicas para cada versão do Java. O Oracle Java SE 6 já atingiu EOPU (End of Public Updates) e agora é mantido e atualizado somente para clientes através de contrato comercial de suporte. Para maiores informações, consulte a página sobre Oracle Java SE Support.  O mais importante aqui é você estar ciente sobre as datas de EOPU para as versões do Java SE da Oracle.Consulte a página do Oracle Java SE Support Roadmap e busque nesta página pela tabela com nome Java SE Public Updates. Nela você encontrará a data em que determinada versão do Java irá atingir EOPU. Como funciona o versionamento do Java?Em 2013, a Oracle divulgou um novo esquema de versionamento do Java para facilmente identificar quando é um release CPU e quando é um release LFR, e também para facilitar o planejamento e desenvolvimento de correções e features para futuras versões. CPU - Critical Patch UpdateAtualizações com correções de segurança. Versão será múltipla de 5, ou com soma de 1 para manter o número ímpar. Exemplos: 7u45, 7u51, 7u55. LFR - Limited Feature ReleaseAtualizações com correções de funcionalidade, melhorias de performance, e novos recursos. Versões de números pares múltiplos de 20, com final 0. Exemplos: 7u40, 7u60, 8u20. Qual a data da próxima atualização de segurança (CPU) do Java SE?Lançamentos do tipo CPU são controlados e pré-agendados pela Oracle e se aplicam a todos os produtos, inclusive o Oracle Java SE. Estes releases acontecem a cada 3 meses, sempre na Terça-feira mais próxima do dia 17 dos meses de Janeiro, Abril, Julho, e Outubro. Consulte a página Critical Patch Updates, Security Alerts and Third Party Bulleting para saber das próximas datas. Caso tenha interesse, você pode acompanhar através de recebimentos destes boletins diretamente no seu email. Veja como assinar o Boletim de Segurança da Oracle. Qual a data da próxima atualização de features (LFR) do Java SE?A Oracle reserva o direito de não divulgar estas datas, assim como o faz para todos os seus produtos. Entretanto é possível acompanhar o desenvolvimento da próxima versão pelos sites do projeto OpenJDK. A próxima versão do JDK 7 será o update 60 e binários beta Early Access já estão disponíveis para testes. A próxima versão doJDK 8 será o update 20 e binários beta Early Access já estão disponíveis para testes. Onde posso ver as mudanças e o que foi corrigido para a próxima versão do Java?A Oracle disponibiliza um changelog para cada binário beta Early Access divulgado no portal Java.net. JDK 7 update 60 changelogs JDK 8 update 20 changelogs Quando o Java da minha máquina (ou do meu usuário) vai expirar?Conheçendo o sistema de versionamento do Java e a periodicidade dos releases de CPU, o usuário pode determinar quando que um update do Java irá expirar. De todo modo, a cada novo update, a Oracle já informa quando que este update deverá expirar diretamente no release notes da versão. Por exemplo, no release notes da versão Oracle Java SE 7 update 55, está escrito na seção JRE Expiration Date o seguinte: The JRE expires whenever a new release with security vulnerability fixes becomes available. Critical patch updates, which contain security vulnerability fixes, are announced one year in advance on Critical Patch Updates, Security Alerts and Third Party Bulletin. This JRE (version 7u55) will expire with the release of the next critical patch update scheduled for July 15, 2014. For systems unable to reach the Oracle Servers, a secondary mechanism expires this JRE (version 7u55) on August 15, 2014. After either condition is met (new release becoming available or expiration date reached), the JRE will provide additional warnings and reminders to users to update to the newer version. For more information, see JRE Expiration Date.Ou seja, a versão 7u55 irá expirar com o lançamento do próximo release CPU, pré-agendado para o dia 15 de Julho de 2014. E caso o computador do usuário não possa se comunicar com o servidor da Oracle, esta versão irá expirar forçadamente no dia 15 de Agosto de 2014 (através de um mecanismo embutido na versão 7u55). O usuário não é obrigado a atualizar para versões LFR e portanto, mesmo com o release da versão 7u60, a versão atual 7u55 não irá expirar.Veja o release notes do Oracle Java SE 8 update 5. Encontrei um bug. Como posso reportar bugs ou problemas no Java SE, para a Oracle?Sempre que possível, faça testes com os binários beta antes da versão final ser lançada. Qualquer problema que você encontrar com estes binários beta, por favor descreva o problema através do fórum de Project Feebdack do JDK.Caso você encontre algum problema em uma versão final do Java, utilize o formulário de Bug Report. Importante: bugs reportados por estes sistemas não são considerados Suporte e portanto não há SLA de atendimento. A Oracle reserva o direito de manter o bug público ou privado, e também de informar ou não o usuário sobre o progresso da resolução do problema. Tenho uma dúvida que não foi respondida aqui. Como faço?Se você possui uma pergunta que não foi respondida aqui, envie para bruno.borges_at_oracle.com e caso ela seja pertinente, tentarei responder neste artigo. Para outras dúvidas, entre em contato pelo meu Twitter @brunoborges.

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • I have 6 updates that won't install on Ubuntu 12.04?

    - by Taylor
    I'm an Ubuntu novice, so any help here is greatly appreciated! I'm running Ubuntu 12.04, and I have six updates that just won't install. I've tried Update Manger, sudo apt-get upgrade, and sudo apt-get update. Nothing has worked so far. Here are the details I get from Update Manager: installArchives() failed: Setting up linux-image-3.2.0-24-generic-pae (3.2.0-24.37) ... Running depmod. sh: 1: /usr/sbin/update-initramfs: not found Failed to create initrd image. dpkg: error processing linux-image-3.2.0-24-generic-pae (--configure): subprocess installed post-installation script returned error exit status 2 Setting up linux-image-3.2.0-27-generic-pae (3.2.0-27.43) ... No apport report written because MaxReports is reached already Running depmod. sh: 1: /usr/sbin/update-initramfs: not found Failed to create initrd image. dpkg: error processing linux-image-3.2.0-27-generic-pae (--configure): subprocess installed post-installation script returned error exit status 2 No apport report written because MaxReports is reached already Setting up linux-image-3.2.0-29-generic-pae (3.2.0-29.46) ... Running depmod. sh: 1: /usr/sbin/update-initramfs: not found Failed to create initrd image. dpkg: error processing linux-image-3.2.0-29-generic-pae (--configure): subprocess installed post-installation script returned error exit status 2 No apport report written because MaxReports is reached already Setting up udev (175-0ubuntu9.1) ... udev stop/waiting udev start/running, process 3685 /var/lib/dpkg/info/udev.postinst: 87: /var/lib/dpkg/info/udev.postinst: update-initramfs: not found dpkg: error processing udev (--configure): subprocess installed post-installation script returned error exit status 127 No apport report written because MaxReports is reached already dpkg: dependency problems prevent configuration of xserver-xorg-core: xserver-xorg-core depends on udev (= 149); however: Package udev is not configured yet. dpkg: error processing xserver-xorg-core (--configure): dependency problems - leaving unconfigured No apport report written because MaxReports is reached already dpkg: dependency problems prevent configuration of fglrx: fglrx depends on xserver-xorg-core; however: Package xserver-xorg-core is not configured yet. dpkg: error processing fglrx (--configure): dependency problems - leaving unconfigured No apport report written because MaxReports is reached already dpkg: dependency problems prevent configuration of fglrx-amdcccle: fglrx-amdcccle depends on fglrx; however: Package fglrx is not configured yet. dpkg: error processing fglrx-amdcccle (--configure): dependency problems - leaving unconfigured No apport report written because MaxReports is reached already dpkg: dependency problems prevent configuration of linux-image-generic-pae: linux-image-generic-pae depends on linux-image-3.2.0-24-generic-pae; however: Package linux-image-3.2.0-24-generic-pae is not configured yet. dpkg: error processing linux-image-generic-pae (--configure): dependency problems - leaving unconfigured No apport report written because MaxReports is reached already dpkg: dependency problems prevent configuration of linux-generic-pae: linux-generic-pae depends on linux-image-generic-pae (= 3.2.0.24.26); however: Package linux-image-generic-pae is not configured yet. dpkg: error processing linux-generic-pae (--configure): dependency problems - leaving unconfigured No apport report written because MaxReports is reached already dpkg: dependency problems prevent configuration of xserver-xorg-video-intel: xserver-xorg-video-intel depends on xorg-video-abi-11; however: Package xorg-video-abi-11 is not installed. Package xserver-xorg-core which provides xorg-video-abi-11 is not configured yet. xserver-xorg-video-intel depends on xserver-xorg-core (= 2:1.10.99.901); however: Package xserver-xorg-core is not configured yet. dpkg: error processing xserver-xorg-video-intel (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of fglrx-dev:No apport report written because MaxReports is reached already fglrx-dev depends on fglrx; however: Package fglrx is not configured yet. dpkg: error processing fglrx-dev (--configure): dependency problems - leaving unconfigured No apport report written because MaxReports is reached already Errors were encountered while processing: linux-image-3.2.0-24-generic-pae linux-image-3.2.0-27-generic-pae linux-image-3.2.0-29-generic-pae udev xserver-xorg-core fglrx fglrx-amdcccle linux-image-generic-pae linux-generic-pae xserver-xorg-video-intel fglrx-dev Error in function: Setting up linux-image-3.2.0-24-generic-pae (3.2.0-24.37) ... Running depmod. sh: 1: /usr/sbin/update-initramfs: not found Failed to create initrd image. dpkg: error processing linux-image-3.2.0-24-generic-pae (--configure): subprocess installed post-installation script returned error exit status 2 Setting up linux-image-3.2.0-29-generic-pae (3.2.0-29.46) ... Running depmod. sh: 1: /usr/sbin/update-initramfs: not found Failed to create initrd image. dpkg: error processing linux-image-3.2.0-29-generic-pae (--configure): subprocess installed post-installation script returned error exit status 2 Setting up linux-image-3.2.0-27-generic-pae (3.2.0-27.43) ... Running depmod. sh: 1: /usr/sbin/update-initramfs: not found Failed to create initrd image. dpkg: error processing linux-image-3.2.0-27-generic-pae (--configure): subprocess installed post-installation script returned error exit status 2 Setting up udev (175-0ubuntu9.1) ... udev stop/waiting udev start/running, process 3782 /var/lib/dpkg/info/udev.postinst: 87: /var/lib/dpkg/info/udev.postinst: update-initramfs: not found dpkg: error processing udev (--configure): subprocess installed post-installation script returned error exit status 127 dpkg: dependency problems prevent configuration of linux-image-generic-pae: linux-image-generic-pae depends on linux-image-3.2.0-24-generic-pae; however: Package linux-image-3.2.0-24-generic-pae is not configured yet. dpkg: error processing linux-image-generic-pae (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of xserver-xorg-core: xserver-xorg-core depends on udev (= 149); however: Package udev is not configured yet. dpkg: error processing xserver-xorg-core (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of fglrx: fglrx depends on xserver-xorg-core; however: Package xserver-xorg-core is not configured yet. dpkg: error processing fglrx (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of linux-generic-pae: linux-generic-pae depends on linux-image-generic-pae (= 3.2.0.24.26); however: Package linux-image-generic-pae is not configured yet. dpkg: error processing linux-generic-pae (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of xserver-xorg-video-intel: xserver-xorg-video-intel depends on xorg-video-abi-11; however: Package xorg-video-abi-11 is not installed. Package xserver-xorg-core which provides xorg-video-abi-11 is not configured yet. xserver-xorg-video-intel depends on xserver-xorg-core (= 2:1.10.99.901); however: Package xserver-xorg-core is not configured yet. dpkg: error processing xserver-xorg-video-intel (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of fglrx-amdcccle: fglrx-amdcccle depends on fglrx; however: Package fglrx is not configured yet. dpkg: error processing fglrx-amdcccle (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of fglrx-dev: fglrx-dev depends on fglrx; however: Package fglrx is not configured yet. dpkg: error processing fglrx-dev (--configure): dependency problems - leaving unconfigured

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  • How to Update Twitter profile picture using twitter api and data:image/gif;base64 ??

    - by Nok Imchen
    iVBORw0KGgoAAAANSUhEUgAAAAoAAAAKCAYAAACNMs+9AAAABGdBTUEAALGPC/xhBQAAAAlwSFlzAAALEwAACxMBAJqcGAAAAAd0SU1FB9YGARc5KB0XV+IAAAAddEVYdENvbW1lbnQAQ3JlYXRlZCB3aXRoIFRoZSBHSU1Q72QlbgAAAF1JREFUGNO9zL0NglAAxPEfdLTs4BZM4DIO4C7OwQg2JoQ9LE1exdlYvBBeZ7jqch9//q1uH4TLzw4d6+ErXMMcXuHWxId3KOETnnXXV6MJpcq2MLaI97CER3N0vr4MkhoXe0rZigAAAABJRU5ErkJggg== The above data is a picture in data:image/png;base64, format. Is it possible to update twitter profile picture without give the path of the image ( like http://....com) but by give the image data in the above format ???

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  • Why does one loop take longer to detect a shared memory update than another loop?

    - by Joseph Garvin
    I've written a 'server' program that writes to shared memory, and a client program that reads from the memory. The server has different 'channels' that it can be writing to, which are just different linked lists that it's appending items too. The client is interested in some of the linked lists, and wants to read every node that's added to those lists as it comes in, with the minimum latency possible. I have 2 approaches for the client: For each linked list, the client keeps a 'bookmark' pointer to keep its place within the linked list. It round robins the linked lists, iterating through all of them over and over (it loops forever), moving each bookmark one node forward each time if it can. Whether it can is determined by the value of a 'next' member of the node. If it's non-null, then jumping to the next node is safe (the server switches it from null to non-null atomically). This approach works OK, but if there are a lot of lists to iterate over, and only a few of them are receiving updates, the latency gets bad. The server gives each list a unique ID. Each time the server appends an item to a list, it also appends the ID number of the list to a master 'update list'. The client only keeps one bookmark, a bookmark into the update list. It endlessly checks if the bookmark's next pointer is non-null ( while(node->next_ == NULL) {} ), if so moves ahead, reads the ID given, and then processes the new node on the linked list that has that ID. This, in theory, should handle large numbers of lists much better, because the client doesn't have to iterate over all of them each time. When I benchmarked the latency of both approaches (using gettimeofday), to my surprise #2 was terrible. The first approach, for a small number of linked lists, would often be under 20us of latency. The second approach would have small spats of low latencies but often be between 4,000-7,000us! Through inserting gettimeofday's here and there, I've determined that all of the added latency in approach #2 is spent in the loop repeatedly checking if the next pointer is non-null. This is puzzling to me; it's as if the change in one process is taking longer to 'publish' to the second process with the second approach. I assume there's some sort of cache interaction going on I don't understand. What's going on?

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  • when I click submit it should change the text and update the row something is wrong there

    - by Yousef Altaf
    good morning programers, I have this small code which content a news control panel and I made a submit button there to active or inactive the news row so if I click on this button it should change if it's active it will be inactive it worked but there's something wrong there when I click on item one it updates the last on the table not the first on as it should do. here is the code that I use <?php $getNewsData="select * from news"; $QgetNewsData=$db->query($getNewsData)or die($db->error); $count=mysqli_num_rows($QgetNewsData); while($newsRow = mysqli_fetch_array($QgetNewsData)) { $getActivityStatus=$newsRow['news_activity']; switch($getActivityStatus){ case 1: echo"<input style='color:red; font-weight:bold; background:none; border:0;' name='inactive' type='submit' value='?????' /><input name='inActive' type='hidden' value='".$newsRow['news_id']."'/>"; break; case 0: echo"<input style='color:green; font-weight:bold; background:none; border:0;' name='active' type='submit' value='?????' /><input name='Active' type='hidden' value='".$newsRow['news_id']."'/>"; break;} } if(isset($_POST['inactive'])){ $inActive=$_POST['inActive']; echo $inActive; $updateStatus="UPDATE news SET news_activity=0 WHERE news_id='".$inActive."' "; $QupdateStatus=$db->query($updateStatus)or die($db->error); if($QupdateStatus){ } } if(isset($_POST['active'])){ $Active=$_POST['Active']; echo $Active; $updateStatus="UPDATE news SET news_activity=1 WHERE news_id='".$Active."' "; $QupdateStatus=$db->query($updateStatus)or die($db->error); if($QupdateStatus){ header("Location:CpanelHome.php?id=7"); } } ?> please any idea to solve this problem. Thanks, regards

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  • What does it mean when git says a file "needs update"?

    - by endtime
    I can't for the life of me find any decent explanation of the "[file]: needs update" message that git sometimes spits out from time to time. Even the official git FAQ has explaining this marked as a TODO. If someone could explain A) what it means; and B) how to fix it, I would be extremely grateful.

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  • How to trigger binding source update from code in WPF?

    - by Benny
    In My ViewModel class I have a property: class ViewModel { public string FileName {get;set;} } and in my View I bind a label's content to ViewModel's FileName. now When I do drag-drop a file to my View, How can I update the label's Content property, so that the ViewMode's FileName also get updated via binding? Directly set the label's Content property won't work, it just simply clear the binding.

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  • I'm trying to display records from a database and then when a new one is added automatically update

    - by Pete
    I'm trying to display records from a database and then when a new one is added automatically update the displayed records from the database with the new one I am doing this using php and javascript. I want to load a page and display tags under a video and then when a user adds a new tag by entering it into text box to add it to the database and then refresh the part of the page which shows these tags and include the new one which has just been added all without the page being reloaded. Thanks in advance for any help

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  • how to update a web server's content to the new svn changes?

    - by ajsie
    i use netbeans to check out projects from svn repo, then i edit the files and commit the changes. but how should i do to update the live web server content (in /var/www)? should i in my ubuntu server use "svn checkout" and check it out to /var/www or should i use netbeans to check out to a local folder and then upload the files to /var/www with ftp or webdav (and which one of them should i use)?

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  • Workaround for JFormattedTextField delete bug in Java for Mac OS X 10.6 Update 2 (1.6.0_20)

    - by Johan Kaving
    There is apparently a bug introduced in the latest Java update for Mac OS X, which causes deletes in JFormattedTextFields to be performed twice. See http://lists.apple.com/archives/java-dev/2010/May/msg00092.html The DefaultEditorKit.deletePrevCharAction is invoked twice when the delete key is pressed. Are there any suggestions for a workaround? I'm thinking of replacing the delete action for my text fields with a patched version that somehow filters out these duplicate invocations.

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  • Entity Framework 4 CTP 5 POCO - Many-to-many configuration, insertion, and update?

    - by Saxman
    I really need someone to help me to fully understand how to do many-to-many relationship with Entity Framework 4 CTP 5, POCO. I need to understand 3 concepts: How to config my model to indicates some tables are many-to-many. How to properly do insert. How to properly do update. Here are my current models: public class MusicSheet { [Key] public int ID { get; set; } public string Title { get; set; } public string Key { get; set; } public virtual ICollection<Author> Authors { get; set; } public virtual ICollection<Tag> Tags { get; set; } } public class Author { [Key] public int ID { get; set; } public string Name { get; set; } public string Bio { get; set; } public virtual ICollection<MusicSheet> MusicSheets { get; set; } } public class Tag { [Key] public int ID { get; set; } public string TagName { get; set; } public virtual ICollection<MusicSheet> MusicSheets { get; set; } } As you can see, the MusicSheet can have many Authors or Tags, and an Author or Tag can have multiple MusicSheets. Again, my questions are: What to do on the EntityTypeConfiguration to set the relationship between them as well as mapping to an table/object that associates with the many-to-many relationship. How to insert a new music sheets (where it might have multiple authors or multiple tags). How to update a music sheet. For example, I might set TagA, TagB to MusicSheet1, but later I need to change the tags to TagA and TagC. It seems like I need to first check to see if the tags already exists, if not, insert the new tag and then associate it with the music sheet (so that I doesn't re-insert TagA?). Or this is something already handled by the framework? Thank you very much. I really hope to fully understand it rather than just doing it without fully understand what's going on. Especially on #3.

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  • How to update a collection based on another collection in MongoDB?

    - by Sean Zhu
    Now I get two collections: coll01 and coll02. And the structure of coll01 is like this: { id: 01, name: "xxx", age: 30 } and the structure of coll02 is like: { id: 01, name: "XYZ" gender: "male" } The two id fields in the both collection are indices. And the numbers of documents in these two collections are same. And what I want to do in traditional SQL is : update coll01, coll02 set coll01.name = coll02.name where coll01.id = coll02.id

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