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  • WPF Localization Using LocBaml: Handling Special Symbols

    - by Aryeh
    Hello, I’m dealing with localization of a WPF application (Visual Studio 2010 under Windows 7). I’ve just accomplished the whole process of localization using LocBaml tool, as explained in WPF Globalization and Localization Overview and in related posts. The target language is Italian (it-IT culture). When I run my application in Italian, I have a problem with interpretation of the special symbols of © and ™: they both appear there as a white question sign upon a black diamond-shaped background. The symbols © and ™ appear identically in both English and Italian CSV-files. I tried also the special letters (such as È, à etc.) that are present in Italian but absent in English, and they also are interpreted as the above diamond-shaped question. In Region and Language, I changed the system locale to Italian[Italy], restarted the PC and ran the application again – this helped me in the past to cope with a similar problem in localization of C++ applications under Windows XP, but now it didn’t help, either. Has somebody any idea what is the catch here?

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  • Wmode transparent and symbols issue with foreign keyboard

    - by Boun
    Hello, I have the known issue with wmode transparent and input textfield in my page. I know that the question is often asked but I have a special situation with that case. I need to embed my swf with wmode=transparent but in my swf I have an input textfield and the bug with "@" or "." symbols exists. I have a french keyboard and I decided to overcome this problem with a string replacement with the FirefoxWmodeFix class from Manmaru (see the link below). http://www.manmaru.fr/mlab/?p=95 It works for my keyboard but I need that "trick" with EN/DE/IT keyboard. Could anyone help me with the right combination of keys on different keyboard and different OS system to display "@" and "." symbols. I don't have any foreign Windows system to get the key code for each combination. Or if anyone has another solution, I will be pleased to hear that one. Thanks in advance for any help.

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  • xperf can't load my DLL's symbols

    - by dauphic
    I'm trying to use xperf to profile my DLL, but it refuses to use my DLL's PDB file. Running xperf on the .etl with -symbols, I get: DBGHELP: mydll- private symbols & lines C:\mydll\debugu\mydll.pdb - unmatched Which leads me to believe it thinks my PDB doesn't match the DLL the application is using. This is wrong; it does match. I've confirmed the path of the DLL the application is linking with using procexp, completely rebuilt the project, and so on. It still thinks it doesn't match. Any ideas on what could be wrong?

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  • Loading url with cyrillic symbols

    - by Ockonal
    Hi guys, I have to load some url with cyrillic symbols. My script should work with this: http://wincode.org/%D0%BF%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5/ If I'll use this in browser it would replaced into normal symbols, but urllib code fails with 404 error. How to decode correctly this url? When I'm using that url directly in code, like address = 'that address', it works perfect. But I used parsing page for getting this url. I have a list of urls which contents cyrillic. Maybe they have uncorrect encoding? Here is more code: requestData = urllib2.Request( %SOME_ADDRESS%, None, {"User-Agent": user_agent}) requestHandler = pageHandler.open(requestData) pageData = requestHandler.read().decode('utf-8') soupHandler = BeautifulSoup(pageData) topicLinks = [] for postBlock in soupHandler.findAll('a', href=re.compile('%SOME_REGEXP%')): topicLinks.append(postBlock['href']) postAddress = choice(topicLinks) postRequestData = urllib2.Request(postAddress, None, {"User-Agent": user_agent}) postHandler = pageHandler.open(postRequestData) postData = postHandler.read() File "/usr/lib/python2.6/urllib2.py", line 518, in http_error_default raise HTTPError(req.get_full_url(), code, msg, hdrs, fp) urllib2.HTTPError: HTTP Error 404: Not Found

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  • Depmod - unresolved symbols in rt73 module

    - by Xolstice
    I'm trying to install a linux driver for my wireless network card (D-Link DWL-G510) on my Red Hat Linux 7.1 machine with a 2.4.37.9 kernel. I downloaded the serial monkey driver from the sourceforge site and was able to successfully compile the module. However, whenever I do a "make install", the make script executes a "depmod -a" command which then complains with the message: "Unresolved symbols in /lib/modules/2.4.37.9/extra/rt73.o". I then executed a "depmod -e" command to show unresolved symbols and it indicates the following information: request_firmware_Rsmp_38ce5074 release_firmware_Rsmp_33934162 I did a grep on the above information and it showed no source files making reference to it. I searched for it on google and it returned no results. Can anyone help?

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  • Unable to debug XBAP with Visual Studio 2010

    - by Oleg I.
    Just migrated my project to Visual Studio 2010, but target framework was left 3.5. Project contains an XBAP app in partial trust and a bunch of WCF services. Debugging is configured to start PresentationHost.exe with -debug and -debugSecurityZoneUrl parameters. Under VS2008 everything works fine, and in VS2010 Beta2 (don't sure about RC), but under VS2010 RTM debugging is for some reason doesn't working. Application runs, but doesn't hit any breakpoint. And if for example exception occurs, message box appears "Do you wish to debug or close..." and after I choose "debug" option new weird message box appears: --------------------------- Warning --------------------------- A debugger is attached to PresentationHost.exe but not configured to debug this unhandled exception. To debug this exception, detach the current debugger. An unhandled exception was raised from Microsoft .NET Framework v 1.0, 1.1, or 2.0, but the current debugger is configured to debug Microsoft .NET Framework v4.0 code. Examine the exception using the SOS tool. --------------------------- OK --------------------------- And where is the vaunted multitargeting? Did anyone have already bumped into same issue? UPDATE: Tried to debug with "Start browser with URL" option. Debugging is working, but I get SecurityException. So it is possible, just need to figure out how to make it work with "Start external program" option. UPDATE2: Checked what PresentationHost is actually loads in both scenarios: "Start external program" - Latest version (4.0.31106.0) from C:\Windows\System32\ "Start browser with URL" - Old version (3.0.6920.4902) from C:\Windows\winsxs\x86_wpf-presentationhostexe_31bf3856ad364e35_6.1.7600.16385_none_6fca8974817173aa

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  • Dynamic External Program in debug tab vs2008

    - by Justin Holbrook
    I am playing with NServiceBus using the generic host; specifically I'm working on having 2 different configurations, a debug configuration that logs to the console and a release version that logs to metabase (I'm using VS2008). I had just made some code changes (commented out a logging statement), but it was still showing in the log when I ran my solution. I eventually figured out that I had switched configuration to release, made my change, then built. I think the change isn’t being picked up because in the debug tab of my project properties I have the following (abbreviated) path to the generic host: C:...\Inventory\bin\Debug\NServiceBus.Host.exe Notice it specifically points to the debug directory. So basically even though I’m in release config it’s firing up the host in the debug directory which I think is then using the dll's in the debug directory (which is why my changes didn't get picked up). I tried to come up with a workaround, but have been unsuccessful. VS Macros (like $(Configuration)) and relative pathing are not allowed here. http://connect.microsoft.com/VisualStudio/feedback/details/422223/relative-path-not-allowed-in-c-project-debug-properties-window Any ideas? I hope this doesn’t require a custom build task.

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  • Fedora 17 - Dropping into debug shell after attempted partitioning

    - by i.h4d35
    So I tried creating a new partition on Fedora 17 using fdisk as follows: Command (m for help): n Command action e extended p primary partition (1-4) p Partition number (1-4): 1 First cylinder (2048-823215039, default 2048): Using default value 2048 Last cylinder or +size or +sizeM or +sizeK (1-9039, default 9039): +15G Once this was done,instead of formatting the partition I created, I ran the partprobe command to write the changes to the partition table. On rebooting the computer, it drops to the debug shell and gives me the error as follows: dracut warning:unable to process initqueue dracut warning:/dev/disk/by-uuid/vg_mymachine does not exist dropping to debug shell dracut:/# While trying to run fsck on the said partition from the debug shell, it says "etc/fstab not found" and inside /etc I see a fstab.empty file. Is it now possible to retrieve what I have from the computer? Any help would be appreciated. Thanks in advance Edit: I've also tried the following steps for additional troubleshooting: I tried to boot using the Fedora disk and tried the rescue mode - says no Linux partition detected. I tried to create an fstab file by combining the entries from blkid and the /etc/mtab file and using the UUIDs from the mtab file - It didn't work. As soon as I rebooted the machine, it promptly dropped me in to the debug shell and the fstab file which i created wansn't there anymore in /etc (part of this solution)

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  • Getting logging.debug() to work on Google App Engine/Python

    - by brainjam
    I'm just getting started on building a Python app for Google App Engine. In the localhost environment I'm trying to send debug info to the GoogleAppEngineLauncher Log Console via logging.debug(), but it isn't showing up. However, anything sent through, say, logging.info() or logging.error() does show up. I've tried a logging.basicConfig(level=logging.DEBUG) before the logging.debug(), but to no avail. What am I missing?

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  • Atmospheric Scattering

    - by Lawrence Kok
    I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. My latest attempts resulted in: http://img253.imageshack.us/g/scattering01.png/ I've downloaded sample code of O`Neil from: http://http.download.nvidia.com/developer/GPU_Gems_2/CD/Index.html. Made minor adjustments to the shader 'SkyFromAtmosphere' that would allow it to run in AMD RenderMonkey. In the images it is see-able a form of banding occurs, getting an blueish tone. However it is only applied to one half of the sphere, the other half is completely black. Also the banding appears to occur at Zenith instead of Horizon, and for a reason I managed to get pac-man shape. I would appreciate it if somebody could show me what I'm doing wrong. Vertex Shader: uniform mat4 matView; uniform vec4 view_position; uniform vec3 v3LightPos; const int nSamples = 3; const float fSamples = 3.0; const vec3 Wavelength = vec3(0.650,0.570,0.475); const vec3 v3InvWavelength = 1.0f / vec3( Wavelength.x * Wavelength.x * Wavelength.x * Wavelength.x, Wavelength.y * Wavelength.y * Wavelength.y * Wavelength.y, Wavelength.z * Wavelength.z * Wavelength.z * Wavelength.z); const float fInnerRadius = 10; const float fOuterRadius = fInnerRadius * 1.025; const float fInnerRadius2 = fInnerRadius * fInnerRadius; const float fOuterRadius2 = fOuterRadius * fOuterRadius; const float fScale = 1.0 / (fOuterRadius - fInnerRadius); const float fScaleDepth = 0.25; const float fScaleOverScaleDepth = fScale / fScaleDepth; const vec3 v3CameraPos = vec3(0.0, fInnerRadius * 1.015, 0.0); const float fCameraHeight = length(v3CameraPos); const float fCameraHeight2 = fCameraHeight * fCameraHeight; const float fm_ESun = 150.0; const float fm_Kr = 0.0025; const float fm_Km = 0.0010; const float fKrESun = fm_Kr * fm_ESun; const float fKmESun = fm_Km * fm_ESun; const float fKr4PI = fm_Kr * 4 * 3.141592653; const float fKm4PI = fm_Km * 4 * 3.141592653; varying vec3 v3Direction; varying vec4 c0, c1; float scale(float fCos) { float x = 1.0 - fCos; return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main( void ) { // Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere) vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Pos = normalize(gl_Vertex.xyz) * fOuterRadius; vec3 v3Ray = v3CameraPos - v3Pos; float fFar = length(v3Ray); v3Ray = normalize(v3Ray); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = v3CameraPos; float fHeight = length(v3Start); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight)); float fStartAngle = dot(v3Ray, v3Start) / fHeight; float fStartOffset = fDepth*scale(fStartAngle); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); float fLightAngle = dot(normalize(v3LightPos), v3SamplePoint) / fHeight; float fCameraAngle = dot(normalize(v3Ray), v3SamplePoint) / fHeight; float fScatter = (-fStartOffset + fDepth*( scale(fLightAngle) - scale(fCameraAngle)))/* 0.25f*/; vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } // Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader vec4 newPos = vec4( (gl_Vertex.xyz + view_position.xyz), 1.0); gl_Position = gl_ModelViewProjectionMatrix * vec4(newPos.xyz, 1.0); gl_Position.z = gl_Position.w * 0.99999; c1 = vec4(v3FrontColor * fKmESun, 1.0); c0 = vec4(v3FrontColor * (v3InvWavelength * fKrESun), 1.0); v3Direction = v3CameraPos - v3Pos; } Fragment Shader: uniform vec3 v3LightPos; varying vec3 v3Direction; varying vec4 c0; varying vec4 c1; const float g =-0.90f; const float g2 = g * g; const float Exposure =2; void main(void){ float fCos = dot(normalize(v3LightPos), v3Direction) / length(v3Direction); float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); gl_FragColor = c0 + fMiePhase * c1; gl_FragColor.a = 1.0; }

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  • Beat detection, weird detection

    - by Quincy
    I made this soundanalyzer class to detect beats in songs : // put it on pastebin for the big size, will put it here if people rather want that. pastebin.com/8PdgZPP3 but for some reason its only detecting beats from 637 sec to around 641(sec) and I have no idea why. I know the beats are being inserted from multiple bands since I am finding duplicates and it seems as its assigning a beat to each instant energy value in between those values. Its modeled after this : http://www.flipcode.com/misc/BeatDetectionAlgorithms.pdf So why won't the beats properly register ?

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  • How to find which w3wp.exe to attach when debugging your SharePiont2010 project

    - by ybbest
    When debugging SharePoint2010 project, you need to attach w3wp.exe process, however there are often quite a few of them and it is very hard to figure out which one to attach. Today, I will show you how to find out which process to attach using a tool called process explorer. 1. Download the process explorer and run it after you download it. 2. Find the w3wp.exe processes under wininit.exe right-click the columns header and click Select Columns. 3. Include Command Line under Process Image. 4. Now you can see your IIS site name next to w3wp.exe, in my case I’d like to attach the “SharePoint – BenDev80″.You can see the PID of the process is 2920. 5. From the above process you know the process ID you’d like to attach is 2920, you can then go ahead to attach the process from Visual Studio.

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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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  • Debugging OpenOffice crashes

    - by JD Long
    This is partly an OpenOffice question and partly a Ubuntu question. I'm running OpenOffice 3.2.0 and Ubuntu 10.04. I get frequent crashes of OO, especially the Calc app, although I get crashes in the word processor as well. They are very abrupt and accompanies by no warning or error message. I'm just typing away and then the app is gone. Sometimes I even end up thinking I'm typing in OO and discover that OO has crashed and I'm typing in whatever application was under OO. However, I can't reproduce these crashes on demand. They seem random. I can open the same file and do the same exact thing but it does not crash. In Ubuntu how do I trace, track, or diagnose these types of crashes? Is there software I can invoke to help diagnose? Can I start OO from a command prompt with debugging of some sort enabled? Note: if someone could add the tag OpenOffice, I would appreciate it

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  • How to avoid “The web server process that was being debugged has been terminated by IIS”

    - by ybbest
    Problem: When debugging asp.net by attaching w3wp.exe process, you often will see encounter the following error message, the web server process that was being debugged has been terminated by IIS. Analysis: This caused Internet Information Services (IIS) to assume that the worker process had stopped responding. Therefore, IIS terminated the worker process. Solution: 1. Open IIS manager. 2.Click application Pools>>select the application pool associated with the site>>and click Advanced Settings 3. Click Advanced Settings of the application pool and set the Ping Enabled property from True to False. Now, reattach the process from Visual Studio, you should not get the error message. References: msdn

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  • how to remove an item from my context menu?

    - by mongoose_za
    I installed a program called Aptana Studio 3. It's added a menu item to my context menu(if I right click I see an option "Aptana Studio"). How can I manually remove this from my menu? I have searched high and low and can't find a way to remove the Aptana stuff from my Firefox. Perhaps it's because I'm on Firefox 4. What I have done is I've gone into about:config I then searched for Aptana and there are 3 items that are listed. I've attached a screenshot. My question now is how can I remove these items because perhaps this will remove the option from my menu.

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  • Grub2 mutual dependency issue

    - by A T
    For various reasons I am installing .deb dependencies for grub2 using dpkg directly (rather than apt-get). root@ubuntu:/dl# dpkg -i grub-gfxpayload-lists_0.6_amd64.deb Selecting previously unselected package grub-gfxpayload-lists. (Reading database ... 249808 files and directories currently installed.) Preparing to unpack grub-gfxpayload-lists_0.6_amd64.deb ... Unpacking grub-gfxpayload-lists (0.6) ... dpkg: dependency problems prevent configuration of grub-gfxpayload-lists: grub-gfxpayload-lists depends on grub-pc (>= 1.99~20101210-1ubuntu2); however: Package grub-pc is not configured yet. dpkg: error processing package grub-gfxpayload-lists (--install): dependency problems - leaving unconfigured Processing triggers for man-db (2.6.7.1-1) ... Errors were encountered while processing: grub-gfxpayload-lists By configure I assume it means install+configure, so I tried: root@ubuntu:/dl# dpkg -i grub-pc_2.02~beta2-9_amd64.deb (Reading database ... 249818 files and directories currently installed.) Preparing to unpack grub-pc_2.02~beta2-9_amd64.deb ... Unpacking grub-pc (2.02~beta2-9) over (2.02~beta2-9) ... dpkg: dependency problems prevent configuration of grub-pc: grub-pc depends on grub2-common (= 2.02~beta2-9); however: Package grub2-common is not installed. grub-pc depends on grub-pc-bin (= 2.02~beta2-9); however: Package grub-pc-bin is not installed. grub-pc depends on grub-gfxpayload-lists; however: Package grub-gfxpayload-lists is not configured yet. dpkg: error processing package grub-pc (--install): dependency problems - leaving unconfigured Processing triggers for man-db (2.6.7.1-1) ... Errors were encountered while processing: grub-pc How do I solve this problem?

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  • C# 'is' type check on struct - odd .NET 4.0 x86 optimization behavior

    - by Jacob Stanley
    Since upgrading to VS2010 I'm getting some very strange behavior with the 'is' keyword. The program below (test.cs) outputs True when compiled in debug mode (for x86) and False when compiled with optimizations on (for x86). Compiling all combinations in x64 or AnyCPU gives the expected result, True. All combinations of compiling under .NET 3.5 give the expected result, True. I'm using the batch file below (runtest.bat) to compile and test the code using various combinations of compiler .NET framework. Has anyone else seen these kind of problems under .NET 4.0? Does everyone else see the same behavior as me on their computer when running runtests.bat? #@$@#$?? Is there a fix for this? test.cs using System; public class Program { public static bool IsGuid(object item) { return item is Guid; } public static void Main() { Console.Write(IsGuid(Guid.NewGuid())); } } runtest.bat @echo off rem Usage: rem runtest -- runs with csc.exe x86 .NET 4.0 rem runtest 64 -- runs with csc.exe x64 .NET 4.0 rem runtest v3.5 -- runs with csc.exe x86 .NET 3.5 rem runtest v3.5 64 -- runs with csc.exe x64 .NET 3.5 set version=v4.0.30319 set platform=Framework for %%a in (%*) do ( if "%%a" == "64" (set platform=Framework64) if "%%a" == "v3.5" (set version=v3.5) ) echo Compiler: %platform%\%version%\csc.exe set csc="C:\Windows\Microsoft.NET\%platform%\%version%\csc.exe" set make=%csc% /nologo /nowarn:1607 test.cs rem CS1607: Referenced assembly targets a different processor rem This happens if you compile for x64 using csc32, or x86 using csc64 %make% /platform:x86 test.exe echo =^> x86 %make% /platform:x86 /optimize test.exe echo =^> x86 (Optimized) %make% /platform:x86 /debug test.exe echo =^> x86 (Debug) %make% /platform:x86 /debug /optimize test.exe echo =^> x86 (Debug + Optimized) %make% /platform:x64 test.exe echo =^> x64 %make% /platform:x64 /optimize test.exe echo =^> x64 (Optimized) %make% /platform:x64 /debug test.exe echo =^> x64 (Debug) %make% /platform:x64 /debug /optimize test.exe echo =^> x64 (Debug + Optimized) %make% /platform:AnyCPU test.exe echo =^> AnyCPU %make% /platform:AnyCPU /optimize test.exe echo =^> AnyCPU (Optimized) %make% /platform:AnyCPU /debug test.exe echo =^> AnyCPU (Debug) %make% /platform:AnyCPU /debug /optimize test.exe echo =^> AnyCPU (Debug + Optimized) Test Results When running the runtest.bat I get the following results on my Win7 x64 install. > runtest 32 v4.0 Compiler: Framework\v4.0.30319\csc.exe False => x86 False => x86 (Optimized) True => x86 (Debug) False => x86 (Debug + Optimized) True => x64 True => x64 (Optimized) True => x64 (Debug) True => x64 (Debug + Optimized) True => AnyCPU True => AnyCPU (Optimized) True => AnyCPU (Debug) True => AnyCPU (Debug + Optimized) > runtest 64 v4.0 Compiler: Framework64\v4.0.30319\csc.exe False => x86 False => x86 (Optimized) True => x86 (Debug) False => x86 (Debug + Optimized) True => x64 True => x64 (Optimized) True => x64 (Debug) True => x64 (Debug + Optimized) True => AnyCPU True => AnyCPU (Optimized) True => AnyCPU (Debug) True => AnyCPU (Debug + Optimized) > runtest 32 v3.5 Compiler: Framework\v3.5\csc.exe True => x86 True => x86 (Optimized) True => x86 (Debug) True => x86 (Debug + Optimized) True => x64 True => x64 (Optimized) True => x64 (Debug) True => x64 (Debug + Optimized) True => AnyCPU True => AnyCPU (Optimized) True => AnyCPU (Debug) True => AnyCPU (Debug + Optimized) > runtest 64 v3.5 Compiler: Framework64\v3.5\csc.exe True => x86 True => x86 (Optimized) True => x86 (Debug) True => x86 (Debug + Optimized) True => x64 True => x64 (Optimized) True => x64 (Debug) True => x64 (Debug + Optimized) True => AnyCPU True => AnyCPU (Optimized) True => AnyCPU (Debug) True => AnyCPU (Debug + Optimized) tl;dr

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  • Export images from flash

    - by fabieno
    First of all let my clarify that I am a flash noob, this is a freelance job I am doing for someone. I have a flash files with symbols I need to export as PNG images, for some reason the exported images have different width and height than indicated in the flash file. After checking I found out that the new dimensions don't even keep the original ratio between height and width. This happens for several symbols at different sizes. What might be the reason for this? I have also considered finding a way to take a snapshot from within flash of a slice in the flash movie, is that possible? Understand that I cannot manually take the snapshots as I need this done on a very large quantity of symbols. Thank you

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  • Load a single symbol from a LaTeX package

    - by Martijn
    When using the MnSymbol package, pdflatex gives two font warnings: LaTeX Font Warning: Encoding 'OMS' has changed to 'U' for symbol font (Font) 'symbols' in the math version 'normal' on input line 120. LaTeX Font Info: Overwriting symbol font 'symbols' in version 'normal' (Font) OMS/cmsy/m/n --> U/MnSymbolF/m/n on input line 120. It turns out that this is probably due to a clash with the AMSSymb package. Since I need just a few symbols from the package: is there a way to load one symbol from a package, in stead of all?

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  • Finding missing symbols in libstd++ on Debian/squeeze

    - by Florian Le Goff
    I'm trying to use a pre-compiled library provided as a .so file. This file is dynamically linked against a few librairies : $ ldd /usr/local/test/lib/libtest.so linux-gate.so.1 = (0xb770d000) libstdc++-libc6.1-1.so.2 = not found libm.so.6 = /lib/i686/cmov/libm.so.6 (0xb75e1000) libc.so.6 = /lib/i686/cmov/libc.so.6 (0xb7499000) /lib/ld-linux.so.2 (0xb770e000) libgcc_s.so.1 = /lib/libgcc_s.so.1 (0xb747c000) Unfortunately, in Debian/squeeze, there is no libstdc++-libc6.1-1.so.* file. Only a libstdc++.so.* file provided by the libstdc++6 package. I tried to link (using ln -s) libstdc++-libc6.1-1.so.2 to the libstdc++.so.6 file. It does not work, a batch of symbols seems to be lacking when I'm trying to ld my .o files with this lib. /usr/local/test/lib/libtest.so: undefined reference to `__builtin_vec_delete' /usr/local/test/lib/libtest.so: undefined reference to `istrstream::istrstream(int, char const *, int)' /usr/local/test/lib/libtest.so: undefined reference to `__rtti_user' /usr/local/test/lib/libtest.so: undefined reference to `__builtin_new' /usr/local/test/lib/libtest.so: undefined reference to `istream::ignore(int, int)' What would you do ? How may I find in which lib those symbols are exported ?

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  • Debugging fortran code in Eclipse with Photran and GDB debugger: missing symbols

    - by tvandenbrande
    I have a program, written in fortran90, previously successfully compiled on a compaq compiler and working, that I'm now trying to compile with gfortran. I can compile the code to an .exe and run it. It works fine until a certain point in the routine and then an error is thrown. My current configuration: Windows 7 Eclipse Juno with CDT Photran Cygwin installation with gfortran compiler and GDB debugger (gdb.exe) Configurations for the debugger: GDB command set: Standard (Windows) Protocol: mi Shared libraries: don't load shared library symbols automatically (when activating this, no changes are noted). When running the debug command I get the following output: .gdbinit: No such file or directory. Reading symbols from /cygdrive/c/Users/thys/Documents/doctoraat/12_in progress/Hamfem/Debug/Hamfem.exe...done. auto-solib-add on Undefined command: "auto-solib-add". Try "help". Warning: C:/Users/thys/Documents/doctoraat/12_in progress/Hamfem/Hamfem/in: No such file or directory. [New Thread 5816.0x1914] [New Thread 5816.0x654] Basicly that leaves me with 2 questions: Where can I find the .gdbinit file in the cygwin installation? Are there any other possible errors in my setup, or points to think about?

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  • Cannot use ruby-debug19 with 1.9.3-p0?

    - by Stefan Kendall
    I run this: gem install ruby-debug19 And in my cucumber env.rb file, I have this: require 'ruby-debug' When I try to run, though, I get this exception: /home/skendall/.rvm/gems/ruby-1.9.3-p0/gems/ruby-debug-base19-0.11.25/lib/ruby_debug.so: undefined symbol: ruby_current_thread - /home/skendall/.rvm/gems/ruby-1.9.3-p0/gems/ruby-debug-base19-0.11.25/lib/ruby_debug.so (LoadError) What do I need to do to get ruby-debug to work with 1.9.3-p0?

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  • Delphi debug a wrong unit

    - by Averroes
    This is an odd behaviour by my D2006 as it happens sometimes only. I have a project I want to debug. The file I want to debug is named 'Main.pas'. I have another unrelated project with the same Unit name and sometimes the Debug prompt me the wrong Main file instead of the Main unit from the current project. This have happened to me with other files with the same name. I can't debug then as the debug keys don't work (they just don't do anything). Do you have experienced the same problem? How can I fix it? Thanks.

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