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  • Exit SSH from the script

    - by Kimi
    I Want to exit ssh: Does the below line work: ssh -f -T ${USAGE_2_USER}@${USAGE_2_HOST} Or do i need to write it some other way . Please tell should I use exit with ssh an how?

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  • Simple PHP Array Problem - IF EXIT

    - by elmas
    Hi, how can i convert this into an array? if someone searches for "lo" he gets the text "no query", but how can i do this for more words? i tried it with array('1','2').. if ($query == 'lo') { exit ('No Query.'); } i want something like this if ($query == 'lo', 'mip', 'get') { exit ('No Query.'); } so, if someone types mip he gets the message.. thank you!!

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  • jquery exit function in ajax call

    - by Raphappa
    I have a javascript function. and in there, I insert a ajax call function using jquery. depends on ajax call result, I want to exit hi function. is there anyway to do this? function hi() { $.ajax({ url: "/shop/haveItem", type: "GET", async:false, success: function(data){ if(data == '1') //exit hi() function } }); //some executable code when data is not '1' ... }

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  • javascript Programmically exit fullsreen

    - by Mark
    I understand why browsers would disallow websites from programically making the browser fullscreen. However, users typically expect the 'esc' button to exit from full screen, and browsers simply don't do that. Is there any way to get the browser to exit from full screen. Thanks.

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  • Show dialog after Application.Exit()

    - by Bryce Wagner
    Under certain circumstances, I wish to display an error message to the user if the application didn't shut down, but MessageBox.Show() doesn't actually do anything after calling Application.Exit(). Is there a way to convince it to show a dialog after Application.Exit()?

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  • Stopping an if clause along with the whole PHP script, but not HTML

    - by user626816
    Hello there, I've been having this problem for around an hour, and have searched the internet for answers. I've checked the PHP documentation, looked around, Googled, nothing. Anyways, my problem is that after I try to validate something (and it's wrong), if I use exit; it will also stop the HTML after. Here's what I'm talking about: if ($_POST['exampleEmail'] == "") { echo "Please enter an e-mail."; //Now I want only the PHP script to stop, however... exit; //If I use exit, then the HTML after this script (footer) doesn't show. } If anyone can help, please do. I've tried using break, but to no avail, since it's only for loops and switches. If there is a better/more correct (or simply correct if this is the wrong way), please share. I've had this problem in the past, and I just used exit then. Thanks.

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  • Codesign returns exit code of 11 for xcode iphone project -- can't find documentation on exit code 1

    - by Larry Freeman
    Hi Everyone, I'm new to iPhone development. I am trying to get Xcode to run an application on a phone. The app works fine in the simulator. Initially I hit the error: The executable was signed with invalid entitlements I followed the steps here: http://stackoverflow.com/questions/1074546/the-executable-was-signed-with-invalid-entitlements But now I am getting an exit code of 11. I checked the documentation on codesign but I can't find any mention of an exit code 11 (http://gemma.apple.com/mac/library/documentation/Darwin/Reference/ManPages/man1/codesign.1.html) Below is the log I am getting. Any help is greatly appreciated. I am using iPhone OS 3.1.3. Build HubPages of project HubPages with configuration Debug CodeSign build/Debug-iphoneos/HubPages.app cd /Users/larryfreeman/src/hub/mobile/HubPages/build/iphone setenv IGNORE_CODESIGN_ALLOCATE_RADAR_7181968 /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/codesign_allocate setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" /usr/bin/codesign -f -s "iPhone Developer: Larry Freeman (LT6G4W62Z2)" --resource-rules=/Users/larryfreeman/src/hub/mobile/HubPages/build/iphone/build/Debug-iphoneos/HubPages.app/Entitlements.plist --entitlements /Users/larryfreeman/src/hub/mobile/HubPages/build/iphone/build/HubPages.build/Debug-iphoneos/HubPages.build/HubPages.xcent /Users/larryfreeman/src/hub/mobile/HubPages/build/iphone/build/Debug-iphoneos/HubPages.app Command /usr/bin/codesign failed with exit code 11 Thanks! -Larry

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  • Preventing a child process (HandbrakeCLI) from causing the parent script to exit

    - by Chris
    I have a batch conversion script to turn .mkvs of various dimensions into ipod/iphone sized .mp4s, cropping/scaling to suit. Determining the original dimensions, required crop, output file is all working fine. However, on successful completion of the first conversion, HandbrakeCLI causes the parent script to exit. Why would this be? And how can I stop it? The code, as it currently stands: #!/bin/bash find . -name "*.mkv" | while read FILE do # What would the output file be? DST=../Touch/$(dirname "$FILE") MKV=$(basename "$FILE") MP4=${MKV%%.mkv}.mp4 # If it already exists, don't overwrite it if [ -e "$DST/$MP4" ] then echo "NOT overwriting $DST/$MP4" else # Stuff to determine dimensions/cropping removed for brevity HandbrakeCLI --preset "iPhone & iPod Touch" --vb 900 --crop $crop -i "$FILE" -o "$DST/$MP4" > /dev/null 2>&1 if [ $? != 0 ] then echo "$FILE had problems" >> errors.log fi fi done I have additionally tried it with a trap, but that didn't change the behaviour (although the last trap did fire) trap "echo Handbrake SIGINT-d" SIGINT trap "echo Handbrake SIGTERM-d" SIGTERM trap "echo Handbrake EXIT-d" EXIT trap "echo Handbrake 0-d" 0

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  • Twitter Oauth Strategy with Warden + Devise Authentication Gems for Ruby

    - by Michael Waxman
    Devise, the authentication gem for Ruby based on Warden (another auth gem) does not support Twitter Oauth as an authentication strategy, BUT Warden does. There is a way to use the Warden Twitter Oauth strategy within Devise, but I cannot figure it out. I'm using the following block in the devise config file: config.warden do |manager| manager.oauth(:twitter) do |twitter| twitter.consumer_secret = <SECRET> twitter.consumer_key = <KEY> twitter.options :site => 'http://twitter.com' end manager.default_strategies.unshift :twitter_oauth end But I keep on getting all sorts of error messages. Does anyone know how to make this work? I'm assuming there is more to do here (configuring a new link/route to talk to Warden, maybe adding attributes to the Devise User model, etc.), but I can't figure out what they are. Please help.

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  • Document ranking strategy for P2P file sharing system.

    - by ablmf
    Recently, I got a task of building a P2P file sharing system. There is one requirement : the system should have a document ranking algorithm so that it could be used help users find more valuable files. Several strategy might be useful : force user to give a score to a file before it was downloaded The documents containing certain key words would get higher rank Manager could modify file ranking manually the more a file was downloaded, it would get a higher rank. Do you know any other strategy or methods that also appropriate? Or is there any real world example?

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  • Git branch strategy for small dev team

    - by Bilal Aslam
    We have a web app that we update and release almost daily. We use git as our VCS, and our current branching strategy is very simple and broken: we have a master branch and we check changes that we 'feel good about' into it. This works, but only until we check in a breaking change. Does anyone have a favorite git branch strategy for small teams which meets the following requirements: Works well for teams of 2 to 3 developers Lightweight, and not too much process Allows devs to isolate work on bug fixes and larger features with ease Allows us to keep a stable branch (for those 'oh crap' moments when we have to get our production servers working) Ideally, I'd love to see your step-by-step process for a dev working on a new bug

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  • strategy for observer pattern?

    - by fayer
    I want to use observer pattern for a logging system. We have got logObservers and logObservables. The class that will have to log something will implement iLogObservable and include these methods: private $logObservers = array(); public function addLogObserver($logObserver) { $this->logObservers[] = $logObserver; } public function removeLogObserver($logObserver) { $this->logObservers[] = $logObserver; } public function write($type, $message) { foreach($this->logObservers as $logObserver) { $logObserver->log($level, $message); ; } } Then I noticed, that a lot of classes that will use logging will have these methods and I have to copy paste. So isn't it better to have these methods in a class I call LogObservable or just Log and then use strategy (instantiate this class inside all classes that will have to log). When I change the methods in Log, all logObservables will be affected. However, I have not seen anyone use observer pattern with strategy pattern yet, but it seems to be very efficient and remove the duplications. What do you think?

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  • Backdoor Strategy- opinion needed.

    - by the Hampster
    I'm creating an application to track publications and grants for a university. Professors will need to put they CV into the system when it is up and running. Yeah, right. The person in charge is planning on hiring someone to input all of the information, but my questions is how? The strategy I'm thinking of is to install a backdoor. The lucky undergrad can log in as any professor using the backdoor. Once all the data is removed, the backdoor can be removed. Doing so would probably be as simple as editing out a comment in the config file. The IT guys would still have access, but since they control the machines, they would have access anyway. Are there any flaws to this strategy?

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  • What's the reason behind the jumping GeneratedValue(strategy=GenerationType.TABLE) when not specifyi

    - by joeduardo
    Why do I need to add allocationSize=1 when using the @TableGenerator to ensure that the id wouldn't jump from 1, 2,... to 32,xxx, 65,xxx,... after a jvm restart? Is there a design reason for the need to specify the allocationSize? This snippet would produce the jumping ids @Id @GeneratedValue(strategy = GenerationType.TABLE) private Long id; Here's the modified snippet that produces the properly sequenced ids @Id @GeneratedValue(strategy = GenerationType.TABLE, generator = "account_generator") @TableGenerator(name = "account_generator", initialValue = 1, allocationSize = 1) private Long id;

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  • The Best Free Online First Person Shooter (FPS) Games

    - by Lori Kaufman
    First Person Shooter (FPS) games are action games centered around gun and projectile weapon-based combat. As the player, you experience the action directly through the eyes of the protagonist. FPS games have become a very popular type of game online. A lot of FPS games are paid, but there are many you can play for free. Most FPS games have online versions where you play in a supported browser or download a program for your PC that allows you to connect to the game online. We have collected links and information about some of the more popular free FPS games available. All the games listed here are free to play, but there may be some limitations, and you have to register for many of them and download game clients to your computer to be able to connect to the game online. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Which algorithm used in Advance Wars type turn based games

    - by Jan de Lange
    Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to search through up to a reasonable depth like one would do in a game with a smaller search base like chess? There is some path-finding needed to to engage into combat, harvest, or move to an object, so that in the next move such actions are possible. With this you can build a search tree for each item, resulting in a large tree for all items. With a cost function one can determine the best moves. Then the board flips over to the player role (min/max) and the computer searches the best player move, and flips back etc. upto a number of cycles deep. Finally it has found the best move and now it's the players turn. But he may be asleep by now... So how is this done in practice? I have found several good sources on A*, DFS, BFS, evaluation / cost functions etc. But as of yet I do not see how I can put it all together.

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  • Time/duration handling in strategic game

    - by borg
    I'm considering developing a space opera game, having already done some game design. Technically, though, I'm coming from a business applications background. Hence I don't really know how I should handle time and duration. Let's state the matter clearly: what if something is bound to happen in 5 hours and on which other events depend. For example the arrival of some space ship in some system where some defense systems are present, hence a fight would start. Should I use some kind of scheduler (like Quartz in my java land) to trigger the corresponding event when due (I plan to use events for communication)? Something else?

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  • Is there any simple game that involves psychological factors?

    - by Roman
    I need to find a simple game in which several people need to interact with each other. The game should be simple for an analysis (it should be simple to describe what happens in the game, what players did). Because of the last reason, the video games are not appropriate for my purposes. I am thinking of a simple, schematic, strategic game where people can make a limited set of simple moves. Moreover, the moves of the game should be conditioned not only by a pure logic (like in chess or go). The behavior in the game should depend on psychological factors, on relations between people. In more details, I think it should be a cooperation game where people make their decisions based on mutual trust. It would be nice if players can express punishment and forgiveness in the game. Does anybody knows a game that is close to what I have described above? ADDED I need to add that I need a game where actions of players are simple and easy to formalize. Because of that I cannot use verbal games (where communication between players is important). By simple actions I understand, for example, moves on the board from one position to another one, or passing chips from one player to another one and so on.

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  • Getting Started on Isometric Board Game port

    - by Jehosephat
    I have developed a (off-line) board game that I would like to translate to an online/social game in an isometric grid perspective. My background is in .NET web development, so I'm very comfortable with C#, HTML, jQuery/javascript. Still getting my feet wet with HTML5. I have familiarity with Flash, but I haven't worked with it in years. I'm also interested in working with Azure for hosting the back-end. Ultimately I'd like this game to have persistent leaderboard/achievements and therefore be able to log in through FB and Kong and the like. Obviously, I'm not looking for 'here's exactly how to do all of this'. But I would love some opinions on where to start, particularly given my background and goals. Would be happy to share more details if it makes answering easier! Thanks!

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  • Best way to implement an AI for Dominion? [on hold]

    - by j will
    I'm creating a desktop client and server backend for the game, Dominion, by Donald X. Vaccarino. I've been reading up on AI techniques and algorithms and I just wanted to what is the best way to implement an AI for such a game? Would it better to look at neural networks, genetic algorithms, decision trees, fuzzy logic, or any other methodology? For those who do not know how Dominion works, check out this part of the wikipedia article: http://en.wikipedia.org/wiki/Dominion_(card_game)#Gameplay

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  • would a composite design pattern be useful for group membership?

    - by changokun
    I'm trying to think about the best way to handle group memberships on a website. People sign up and select checkboxes in a list of interests. Every week we send out interest-themed emails to those members that indicated that interest. however i store the information in the database, while i am working with the lists and generating lists of email addresses or manipulating group memberships, the composite design pattern looked interesting. it would be easy to populate the group, then do some aggregating functions that say... generate the list of email addresses based on the interests. but i'm not sure i'm seeing any other advantages. i do need something scalable, and flexible. thoughts?

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  • E-commerce + CMS: 2 sites or one?

    - by Guandalino
    Ok, let's say that a customer already has a CMS managed web site but now wants to sell goods online using an E-commerce platform (Magento in this case). My question is, does it make any difference between choosing to have just one site running both CMS and E-commerce (www.mycompany.com, or to have one site for the CMS (www.mycompany.com) and another (www.mycompany-shop.com) for E-commerce? I'd like to know the pros and cons of these approaches, so that I can advice the customer for the best. --EDIT I forgot to say that I'd prefer to have 2 separated web sites. This way I shouldn't have to learn how to integrate them together (one in Python, the other in PHP).

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  • Is there any simple game that involves psychological factors?

    - by Roman
    I need to find a simple game in which several people need to interact with each other. The game should be simple for an analysis (it should be simple to describe what happens in the game, what players did). Because of the last reason, the video games are not appropriate for my purposes. I am thinking of a simple, schematic, strategic game where people can make a limited set of simple moves. Moreover, the moves of the game should be conditioned not only by a pure logic (like in chess or go). The behavior in the game should depend on psychological factors, on relations between people. In more details, I think it should be a cooperation game where people make their decisions based on mutual trust. It would be nice if players can express punishment and forgiveness in the game. Does anybody knows a game that is close to what I have described above? ADDED I need to add that I need a game where actions of players are simple and easy to formalize. Because of that I cannot use verbal games (where communication between players is important). By simple actions I understand, for example, moves on the board from one position to another one, or passing chips from one player to another one and so on.

    Read the article

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