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  • Office documents on intranet all requiring second login and can't pass auth? Disable webdav?

    - by DOTang
    I am not sure what is going on, but recently all the Office documents on our intranet get prompted a second time for login and according to the error logs it looks like it's trying to use webdav to open (an editable?) version of the document to save directly on the server? We have no sharepoint server setup or anything, but this shouldn't be happening. All I want is for the document to be saved or opened from a local copy in temp like normal. Here is the log: Line 57499: 2011-04-12 15:57:10 (ip) OPTIONS (address) - 443 (username) (user ip) Microsoft-WebDAV-MiniRedir/6.1.7601 - 401 1 1326 1525 238 0 Line 57500: 2011-04-12 15:57:10 (ip) OPTIONS (address) - 443 (username) (user ip) Microsoft-WebDAV-MiniRedir/6.1.7601 - 401 1 1326 1525 238 0 Line 57501: 2011-04-12 15:57:10 (ip) OPTIONS (address) - 443 (username) (user ip) Microsoft-WebDAV-MiniRedir/6.1.7601 - 401 1 1326 1525 238 0 The log basically contains a bunch of these. How can I disable this behavior so that office documents that are downloaded aren't attempted to be used through webdav?? Edit: I should clarify behavior, it asks if you want to save or open it, upon choosing open open, it asks to re-authenicate, you put in the user information and the login box comes up 3 times acting like you entered the wrong password. For some users, after passing the login box the third time, it still opens up, for others their browser just locks up. It also doesn't even look like webdav is installed on our server, I see no config options in IIS for it as outlined on this page: http://learn.iis.net/page.aspx/350/installing-and-configuring-webdav-on-iis-7/#001

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  • Proxmox: VMs and different public IPs

    - by Raj
    I have a server which has two NICs and both are directly connected to internet. I have five different public IP addresses available for the VMs. The host machine (Proxmox) doesn't need to use any (it'll use a private IP and that's all) but will have internet connection. I've gone through the Proxmox documentation and I'm not able to understand the big picture to set up the right network configuration for my needs. In short, what I have is: One server (Proxmox, host machine) On that server, 5 VMs are created 5 public IP addresses available (one for each VM), let's say: 80.123.21.1, 80.123.21.2, 80.123.21.3, 80.123.21.4, 80.123.21.5 What I have now for the host is the following: auto lo iface lo inet loopback auto eth0 iface eth0 inet manual auto eth1 iface eth1 inet manual auto vmbr0 iface vmbr0 inet static address 192.168.1.101 netmask 255.255.255.0 bridge_ports eth0 bridge_stp off bridge_fd 0 auto vmbr1 iface vmbr1 inet manual It can be reached from the internal network, so that's OK. It has internet connection, which is also OK. vmbr1 is going to be used by the VMs. Each VM will have its own IP on his network interfaces configuration file. For some reason, VMs will not have internet and they won't be able to have public IP address. If I use NAT, it will work correctly, but they will not use the public allocated IP addresses for them. Am I missing something?

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  • A switch and router between the printer and PC that want to print but cannot

    - by Robert Memo
    IP 192.168.1.5 has a wireless connection to a Linksys router (192.168.1.1) which then is connected to a switch. The switch is connected to a server (192.168.0.2). My printer has IP address of 192.168.0.8. Internet connection is fine on 192.168.1.5. Problem 1: IP 192.168.1.5 can not print using printer 192.168.0.8. Problem 2: IP 192.168.1.2 can not access a shared folder on the the server. The reason for connecting this way is that, the server does not release wireless signal. In order to get wireless signal the Router is connected to the switch. The server is a computer server that only has one outgoing LAN port. Plus, due to inconvinience physical locations, I do not have option to change the physical locations and the way it is connected already. I just want the labtops that only have wireless connection to communicate with the printer and the server. I have tried to change the router IP address to 192.168.0.x like the server and printer. It caused problem for the laptop. The router no longer release internet signals. The router does have IP address from the server 192.168.0.5.

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  • Multiple SSL certificates on Apache using multiple public IPs - not working

    - by St. Even
    I need configure multiple SSL certificates on a single Apache server. I already know that I need multiple external IP addresses as I cannot use SNI (only running Apache 2.2.3 on this server). I assumed that I had everything configured correctly, unfortunately things are not working as they should (or maybe I should say, as I expected them to work)... In my httpd.conf I have: NameVirtualHost *:80 NameVirtualHost *:443 Lets say my public IP is 12.0.0.1 and my private IP is 192.168.0.1. When I use the public IP in my vhost my default website is being shown instead the one defined in my vhost, e.g.: <VirtualHost 12.0.0.1:443> ServerAdmin [email protected] ServerName blablabla.site.com DocumentRoot /data/sites/blablabla.site.com ErrorLog /data/sites/blablabla.site.com-error.log #CustomLog /data/sites/blablabla.site.com-access.log common SSLEngine On SSLCertificateFile /etc/httpd/conf/ssl/blablabla.site.com.crt SSLCertificateKeyFile /etc/httpd/conf/ssl/blablabla.site.com.key SSLCertificateChainFile /etc/httpd/conf/ssl/blablabla.site.com.ca-bundle <Location /> SSLRequireSSL On SSLVerifyDepth 1 SSLOptions +StdEnvVars +StrictRequire </Location> </VirtualHost> When I use the private IP in my vhost everything works as it should (the website defined in my vhost is being shown), e.g.: <VirtualHost 192.168.0.1:443> ...same as above... </VirtualHost> My server is listening on all interfaces: [root@grbictwebp02 httpd]# netstat -tulpn | grep :443 tcp 0 0 0.0.0.0:443 0.0.0.0:* LISTEN 5585/httpd What am I doing wrong? If I cannot get this to work I cannot continue to add the second SSL certificate on the other public IP... If more information is required just let me know!

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  • How does the internet protocol handle network card numbers?

    - by Giorgio
    I know that data packets sent over the internet carry the source and destination IP address, so that the protocol can route the data to the correct destination and keep track of the source address of the packet. But what about the network card address? As far as I know, each network card has a unique identification number. Is this also transmitted with a TCP/IP packet? And when a packet is received at its destination, how is the IP address mapped to a network card number? In other words. On the sender part: does the sender store the sender network card number in the IP packets that it is sending? On the receiver part: which component maps the IP address to the receiver's network card number when a packet is received? E.g., in a home network, does the modem / router map the destination IP address of an incoming packet to a network card number and deliver the packet directly to that network card? A link to documentation on these topics would be of great help.

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  • Implementing features in an Entity System

    - by Bane
    After asking two questions on Entity Systems (1, 2), and reading some articles on them, I think that I understand them much better than before. But, I still have some uncertainties, and mainly they are about building a Particle Emitter, an Input system, and a Camera. I obviously still have some problems understanding Entity Systems, and they might apply to a whole other range of objects, but I chose these three because they are very different concepts and should cover a pretty big ground, and help me understand Entity Systems and how to handle problems like these myself, as they come along. I am building an engine in Javascript, and I've implemented most of the core features, which include: input handling, flexible animation system, particle emitter, math classes and functions, scene handling, a camera and a render, and a whole bunch of other things that engines usually support. Then, I read Byte56's answer that got me interested into making the engine into an Entity System one. It would still remain an HTML5 game engine with the basic Scene philosophy, but it should support dynamic creation of entities from components. These are some of the definitions from the previous questions, updated: An Entity is an identifier. It doesn't have any data, it's not an object, it's a simple id that represents an index in the Scene's list of all entities (which I actually plan to implement as a component matrix). A Component is a data holder, but with methods that can operate on that data. The best example is a Vector2D, or a "Position" component. It has data: x and y, but also some methods that make operating on the data a bit easier: add(), normalize(), and so on. A System is something that can operate on a set of entities that meet the certain requirements, usually they (the entities) need to have a specified (by the system itself) set of components to be operated upon. The system is the "logic" part, the "algorithm" part, all the functionality supplied by components is purely for easier data management. The problem that I have now is fitting my old engine concept into this new programming paradigm. Lets start with the simplest one, a Camera. The camera has a position property (Vector2D), a rotation property and some methods for centering it around a point. Each frame, it is fed to a renderer, along with a scene, and all the objects are translated according to it's position. Then the scene is rendered. How could I represent this kind of an object in an Entity System? Would the camera be an entity or simply a component? A combination (see my answer)? Another issues that is bothering me is implementing a Particle Emitter. For what exactly I mean by that, you can check out my video of it: http://youtu.be/BObargIMQsE. The problem I have with this is, again, what should be what. I'm pretty sure that particles themselves shouldn't be entities, as I want to support 10k+ of them, and creating that much entities would be a heavy blow on my performance, I believe. Or maybe not? Depends on the implementation, but anyone with experience: please, do answer. The last bit I wan't to talk about, which is also bugging me the most, is how input should be handled. In my current version of the engine, there is a class called Input. It's a handler that subscribes to browser's events, such as keypresses, and mouse position changes, and also it maintains an internal state. Then, the player class has a react() method, which accepts an input object as an argument. The advantage of this is that the input object could be serialized into JSON and then shared over the network, allowing for smooth multiplayer simulations. But how does this translate into an Entity System?

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  • Detect multitouch (two fingers touch) on a sprite to apply pinch zoom behaviour

    - by Tahreem
    I am using andengine, want to move, zoom and rotate multiple sprites individually on a scene. I have achieved "move" but for pinch zoom i am unable to get the event to two fingers' touch. Below is the code: public class Main extends SimpleBaseGameActivity { private Camera camera; private BitmapTextureAtlas mBitmapTextureAtlas; private ITextureRegion mFaceTextureRegion; private ITextureRegion mFaceTextureRegion2; Sprite face2; private static final int CAMERA_WIDTH = 800; private static final int CAMERA_HEIGHT = 480; @Override public EngineOptions onCreateEngineOptions() { camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT); EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy( CAMERA_WIDTH, CAMERA_HEIGHT), camera); return engineOptions; } @Override protected void onCreateResources() { BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/"); this.mBitmapTextureAtlas = new BitmapTextureAtlas( this.getTextureManager(), 1024, 1600, TextureOptions.NEAREST); BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, // this, "ui_ball_1.png", 0, 0, 1, 1), // this.getVertexBufferObjectManager()); this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory .createFromAsset(this.mBitmapTextureAtlas, this, "ui_ball_1.png", 0, 0); this.mFaceTextureRegion2 = BitmapTextureAtlasTextureRegionFactory .createFromAsset(this.mBitmapTextureAtlas, this, "ui_ball_1.png", 0, 0); this.mBitmapTextureAtlas.load(); this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas); } @Override protected Scene onCreateScene() { this.mEngine.registerUpdateHandler(new FPSLogger()); final Scene scene = new Scene(); scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f)); final float centerX = (CAMERA_WIDTH - this.mFaceTextureRegion .getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion .getHeight()) / 2; final Sprite face = new Sprite(centerX, centerY, this.mFaceTextureRegion, this.getVertexBufferObjectManager()) { @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2); return true; } }; face.setScale(2); scene.attachChild(face); scene.registerTouchArea(face); face2 = new Sprite(200, 200, this.mFaceTextureRegion2, this.getVertexBufferObjectManager()) { @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { switch(pSceneTouchEvent.getAction()){ case TouchEvent.ACTION_DOWN: int count = pSceneTouchEvent.getMotionEvent().getPointerCount() ; for(int i= 0; i <count; i++) { int id = pSceneTouchEvent.getMotionEvent().getPointerId(i); } break; case TouchEvent.ACTION_MOVE: this.setPosition(pSceneTouchEvent.getX() -this.getWidth() / 2, pSceneTouchEvent.getY()-this.getHeight() / 2); break; case TouchEvent.ACTION_UP: break; } return true; } }; face2.setScale(2); scene.attachChild(face2); scene.registerTouchArea(face2); scene.setTouchAreaBindingOnActionDownEnabled(true); return scene; } } This line int count = pSceneTouchEvent.getMotionEvent().getPointerCount() ; should set 2 to the count variable if i touch the sprite with to fingers, then i can apply zooming functionality (setScale method) on the sprite by getting the distance between the coordinates of two fingers. Can anyone help me? why it does not detect two fingers? and without this how can i zoom the sprite on pinch of two fingers? I am very new to game development, any help would be appreciated. Thanks in advance.

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  • My frustum culling is culling from the wrong point [SOLVED]

    - by Xbetas
    I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { UpdateViewMatrix(); glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); glLoadMatrixf(GetViewMatrix().m); } Then extracting the planes using the projection matrix and modelview matrix: void UpdateFrustum() { Matrix4x4 projection, model, clip; glGetFloatv(GL_PROJECTION_MATRIX, projection.m); glGetFloatv(GL_MODELVIEW_MATRIX, model.m); clip = model * projection; m_Planes[RIGHT][0] = clip.m[ 3] - clip.m[ 0]; m_Planes[RIGHT][1] = clip.m[ 7] - clip.m[ 4]; m_Planes[RIGHT][2] = clip.m[11] - clip.m[ 8]; m_Planes[RIGHT][3] = clip.m[15] - clip.m[12]; NormalizePlane(RIGHT); m_Planes[LEFT][0] = clip.m[ 3] + clip.m[ 0]; m_Planes[LEFT][1] = clip.m[ 7] + clip.m[ 4]; m_Planes[LEFT][2] = clip.m[11] + clip.m[ 8]; m_Planes[LEFT][3] = clip.m[15] + clip.m[12]; NormalizePlane(LEFT); m_Planes[BOTTOM][0] = clip.m[ 3] + clip.m[ 1]; m_Planes[BOTTOM][1] = clip.m[ 7] + clip.m[ 5]; m_Planes[BOTTOM][2] = clip.m[11] + clip.m[ 9]; m_Planes[BOTTOM][3] = clip.m[15] + clip.m[13]; NormalizePlane(BOTTOM); m_Planes[TOP][0] = clip.m[ 3] - clip.m[ 1]; m_Planes[TOP][1] = clip.m[ 7] - clip.m[ 5]; m_Planes[TOP][2] = clip.m[11] - clip.m[ 9]; m_Planes[TOP][3] = clip.m[15] - clip.m[13]; NormalizePlane(TOP); m_Planes[NEAR][0] = clip.m[ 3] + clip.m[ 2]; m_Planes[NEAR][1] = clip.m[ 7] + clip.m[ 6]; m_Planes[NEAR][2] = clip.m[11] + clip.m[10]; m_Planes[NEAR][3] = clip.m[15] + clip.m[14]; NormalizePlane(NEAR); m_Planes[FAR][0] = clip.m[ 3] - clip.m[ 2]; m_Planes[FAR][1] = clip.m[ 7] - clip.m[ 6]; m_Planes[FAR][2] = clip.m[11] - clip.m[10]; m_Planes[FAR][3] = clip.m[15] - clip.m[14]; NormalizePlane(FAR); } void NormalizePlane(int side) { float length = 1.0/(float)sqrt(m_Planes[side][0] * m_Planes[side][0] + m_Planes[side][1] * m_Planes[side][1] + m_Planes[side][2] * m_Planes[side][2]); m_Planes[side][0] *= length; m_Planes[side][1] *= length; m_Planes[side][2] *= length; m_Planes[side][3] *= length; } And check against it with: bool PointInFrustum(float x, float y, float z) { for(int i = 0; i < 6; i++) { if( m_Planes[i][0] * x + m_Planes[i][1] * y + m_Planes[i][2] * z + m_Planes[i][3] <= 0 ) return false; } return true; } Then i render using: camera->Update(); UpdateFrustum(); int numCulled = 0; for(int i = 0; i < (int)meshes.size(); i++) { if(!PointInFrustum(meshCenter.x, meshCenter.y, meshCenter.z)) { meshes[i]->SetDraw(false); numCulled++; } else meshes[i]->SetDraw(true); } Matrices look like (Camera is at (5, 0, 0)): ModelView [0,0,0.99,0] [0,1,0,0] [-0.99,0,0,0] [0,0,-5,1] Projection [0.814,0,0,0] [0,1.303,0,0] [0,0,-1,0] [0,0,-0.02,0] Clip [0,0,-1,-0.999] [0,1.30,0,0] [-0.814,0,0,0] [0,0,4.98,4.99] What am i doing wrong?

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  • Help understand GLSL directional light on iOS (left handed coord system)

    - by Robse
    I now have changed from GLKBaseEffect to a own shader implementation. I have a shader management, which compiles and applies a shader to the right time and does some shader setup like lights. Please have a look at my vertex shader code. Now, light direction should be provided in eye space, but I think there is something I don't get right. After I setup my view with camera I save a lightMatrix to transform the light from global space to eye space. My modelview and projection setup: - (void)setupViewWithWidth:(int)width height:(int)height camera:(N3DCamera *)aCamera { aCamera.aspect = (float)width / (float)height; float aspect = aCamera.aspect; float far = aCamera.far; float near = aCamera.near; float vFOV = aCamera.fieldOfView; float top = near * tanf(M_PI * vFOV / 360.0f); float bottom = -top; float right = aspect * top; float left = -right; // projection GLKMatrixStackLoadMatrix4(projectionStack, GLKMatrix4MakeFrustum(left, right, bottom, top, near, far)); // identity modelview GLKMatrixStackLoadMatrix4(modelviewStack, GLKMatrix4Identity); // switch to left handed coord system (forward = z+) GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeScale(1, 1, -1)); // transform camera GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeWithMatrix3(GLKMatrix3Transpose(aCamera.orientation))); GLKMatrixStackTranslate(modelviewStack, -aCamera.position.x, -aCamera.position.y, -aCamera.position.z); } - (GLKMatrix4)modelviewMatrix { return GLKMatrixStackGetMatrix4(modelviewStack); } - (GLKMatrix4)projectionMatrix { return GLKMatrixStackGetMatrix4(projectionStack); } - (GLKMatrix4)modelviewProjectionMatrix { return GLKMatrix4Multiply([self projectionMatrix], [self modelviewMatrix]); } - (GLKMatrix3)normalMatrix { return GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3([self modelviewProjectionMatrix]), NULL); } After that, I save the lightMatrix like this: [self.renderer setupViewWithWidth:view.drawableWidth height:view.drawableHeight camera:self.camera]; self.lightMatrix = [self.renderer modelviewProjectionMatrix]; And just before I render a 3d entity of the scene graph, I setup the light config for its shader with the lightMatrix like this: - (N3DLight)transformedLight:(N3DLight)light transformation:(GLKMatrix4)matrix { N3DLight transformedLight = N3DLightMakeDisabled(); if (N3DLightIsDirectional(light)) { GLKVector3 direction = GLKVector3MakeWithArray(GLKMatrix4MultiplyVector4(matrix, light.position).v); direction = GLKVector3Negate(direction); // HACK -> TODO: get lightMatrix right! transformedLight = N3DLightMakeDirectional(direction, light.diffuse, light.specular); } else { ... } return transformedLight; } You see the line, where I negate the direction!? I can't explain why I need to do that, but if I do, the lights are correct as far as I can tell. Please help me, to get rid of the hack. I'am scared that this has something to do, with my switch to left handed coord system. My vertex shader looks like this: attribute highp vec4 inPosition; attribute lowp vec4 inNormal; ... uniform highp mat4 MVP; uniform highp mat4 MV; uniform lowp mat3 N; uniform lowp vec4 constantColor; uniform lowp vec4 ambient; uniform lowp vec4 light0Position; uniform lowp vec4 light0Diffuse; uniform lowp vec4 light0Specular; varying lowp vec4 vColor; varying lowp vec3 vTexCoord0; vec4 calcDirectional(vec3 dir, vec4 diffuse, vec4 specular, vec3 normal) { float NdotL = max(dot(normal, dir), 0.0); return NdotL * diffuse; } ... vec4 calcLight(vec4 pos, vec4 diffuse, vec4 specular, vec3 normal) { if (pos.w == 0.0) { // Directional Light return calcDirectional(normalize(pos.xyz), diffuse, specular, normal); } else { ... } } void main(void) { // position highp vec4 position = MVP * inPosition; gl_Position = position; // normal lowp vec3 normal = inNormal.xyz / inNormal.w; normal = N * normal; normal = normalize(normal); // colors vColor = constantColor * ambient; // add lights vColor += calcLight(light0Position, light0Diffuse, light0Specular, normal); ... }

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  • Where is android.os.SystemProperties

    - by Travis
    I'm looking at the Android Camera code and when I try importing android.os.SystemProperties It cannot be found. here is the file I'm looking at. http://android.git.kernel.org/?p=platform/packages/apps/Camera.git;a=blob;f=src/com/android/camera/VideoCamera.java;h=8effd3c7e2841eb1ccf0cfce52ca71085642d113;hb=refs/heads/eclair I created a new 2.1 project and tried importing this namespace again, but It still cannot be found. I checked developer.android.com and SystemProperties was not listed Did i miss something?

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  • Interpolation and Morphing of an image in labview and/or openCV

    - by Marc
    I am working on an image manipulation problem. I have an overhead projector that projects onto a screen, and I have a camera that takes pictures of that. I can establish a 1:1 correspondence between a subset of projector coordinates and a subset of camera pixels by projecting dots on the screen and finding the centers of mass of the resulting regions on the camera. I thus have a map proj_x, proj_y <-- cam_x, cam_y for scattered point pairs My original plan was to regularize this map using the Mathscript function griddata. This would work fine in MATLAB, as follows [pgridx, pgridy] = meshgrid(allprojxpts, allprojypts) fitcx = griddata (proj_x, proj_y, cam_x, pgridx, pgridy); fitcy = griddata (proj_x, proj_y, cam_y, pgridx, pgridy); and the reverse for the camera to projector mapping Unfortunately, this code causes Labview to run out of memory on the meshgrid step (the camera is 5 megapixels, which apparently is too much for labview to handle) I then started looking through openCV, and found the cvRemap function. Unfortunately, this function takes as its starting point a regularized pixel-pixel map like the one I was trying to generate above. However, it made me hope that functions for creating such a map might be available in openCV. I couldn't find it in the openCV 1.0 API (I am stuck with 1.0 for legacy reasons), but I was hoping it's there or that someone has an easy trick. So my question is one of the following 1) How can I interpolate from scattered points to a grid in openCV; (i.e., given z = f(x,y) for scattered values of x and y, how to fill an image with f(im_x, im_y) ? 2) How can I perform an image transform that maps image 1 to image 2, given that I know a scattered mapping of points in coordinate system 1 to coordinate system 2. This could be implemented either in Labview or OpenCV. Note: I am tagging this post delaunay, because that's one method of doing a scattered interpolation, but the better tag would be "scattered interpolation"

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  • Flex, Papervision3d: basic scenes, cameras, planes issue

    - by user157880
    // Import Papervision3D import org.papervision3d.Papervision3D; import org.papervision3d.scenes.; import org.papervision3d.cameras.; import org.papervision3d.objects.; import org.papervision3d.materials.; public var scene:Scene3D; public var camera:Camera3D; public var target:DisplayObject3D; public var screenshotArray: Array;//array to store pictures public var radius:Number; public var image:Image; private function initPapervision():void { target= new DisplayObject3D(); camera= new Camera3D(target); 1067: Implicit coercion of a value of type org.papervision3d.objects:DisplayObject3D to an unrelated type Number. scene= new Scene3D(thisContainer); 1137: Incorrect number of arguments. Expected no more than 0. scene.addChild( new DisplayObject3D() , "center" ); } public function handleCreationComplete():void { image = new Image(); image.source = "one_t.jpg"; image.maintainAspectRatio = true; image.scaleContent = false; image.autoLoad = false; image.addEventListener(Event.COMPLETE, handleImageLoad); image.load(); initPapervision(); } public function handleImageLoad(event:Event):void { init3D(); // onEnterFrame addEventListener( Event.ENTER_FRAME, loop3D ); addEventListener( MouseEvent.MOUSE_MOVE , handleMouseMove); } public function init3D():void { addScreenshots(20); } public function handleMouseMove(event:MouseEvent):void { camera.y = Math.max( thisContainer.mouseY*5 , -450 ); } public function addScreenshots(planeCount:Number):void { var obj:DisplayObject3D = scene.getChildByName ("center"); screenshotArray = new Array(planeCount); var texture:BitmapData = new BitmapData(image.content.loaderInfo.width, image.content.loaderInfo.height, false, 0); texture.draw(image); // Create texture with a bitmap from the library var materialSpace :MaterialObject3D = new BitmapMaterial(texture); materialSpace.doubleSided = true; materialSpace.smooth = false; radius = 500; camera.z = radius + 50; camera.y = 50; for (var i:Number = 0; i < planeCount; i++ ) { screenshotArray[i] = new Object() <b>screenshotArray[i].plane = new Plane( materialSpace, 100, 100, 2, 2 );</b> 1180: Call to a possibly undefined method Plane. // Position plane var rotation:Number = (360/planeCount)* i ; var rotationRadians:Number = (rotation-90) * (Math.PI/180); screenshotArray[i].rotation = rotation; screenshotArray[i].plane.z = (radius * Math.cos(rotationRadians) ) * -1; screenshotArray[i].plane.x = radius * Math.sin(rotationRadians) * -1; screenshotArray[i].plane.y = 100; screenshotArray[i].plane.lookAt(obj); // Add to scene scene.addChild( screenshotArray[i].plane ); } <b>scene.renderCamera(camera);</b> <i>1061: Call to a possibly undefined method renderCamera through a reference with static type org.papervision3d.scenes:Scene3D.</i> } public function loop3D(event:Event):void { var obj:DisplayObject3D = scene.getChildByName ("center"); for (var i:Number = 0; i < screenshotArray.length ; i++ ) { var rotation:Number = screenshotArray[i].rotation; rotation += (thisContainer.mouseX/50)/(screenshotArray.length/10); var rotationRadians:Number = (rotation-90) * (Math.PI/180); screenshotArray[i].rotation = rotation; screenshotArray[i].plane.z = (radius * Math.cos(rotationRadians) ) * -1; screenshotArray[i].plane.x = radius * Math.sin(rotationRadians) * -1; screenshotArray[i].plane.lookAt(obj); } //now lets render the scene <b>scene.renderCamera(camera);</b> <i>1061: Call to a possibly undefined method renderCamera through a reference with static type org.papervision3d.scenes:Scene3D.</i> } ]]

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  • sudo apt-get install python.pip python-dev Gives Error

    - by user2539745
    I am learning Django from http://gettingstartedwithdjango.com/ and I have windows 7 32-bit. The tutorial asked to install virtualbox and vagrant(tutorial had precise64 and it had issues in my pc so I installed precise32) so I did it. Now the tutorial asked to do sudo apt-get install python-dev python.pip so I did it but it gave me this error > vagrant@precise32:~$ sudo apt-get install python.pip python-dev Reading package lists... Done Building dependency tree Reading state information... Done Note, selecting 'python-pip' for regex 'python.pip' Note, selecting 'python-pipeline' for regex 'python.pip' The following extra packages will be installed: libexpat1 libexpat1-dev libpython2.7 python-pkg-resources python-setuptools python-support python2.7 python2.7-dev python2.7-minimal Suggested packages: python-distribute python-distribute-doc python2.7-doc binfmt-support The following NEW packages will be installed: libexpat1-dev libpython2.7 python-dev python-pip python-pipeline python-pkg-resources python-setuptools python-support python2.7-dev The following packages will be upgraded: libexpat1 python2.7 python2.7-minimal 3 upgraded, 9 newly installed, 0 to remove and 63 not upgraded. Need to get 34.7 MB/35.7 MB of archives. After this operation, 42.0 MB of additional disk space will be used. Do you want to continue [Y/n]? y Err (http removed)us.archive.ubuntu.com/ubuntu/ precise-updates/main python2.7 i386 2.7 .3-0ubuntu3.1 404 Not Found [IP: 91.189.91.15 80] Err (http removed)us.archive.ubuntu.com/ubuntu/ precise-updates/main python2.7-minimal i386 2.7.3-0ubuntu3.1 404 Not Found [IP: 91.189.91.15 80] Err (http removed)us.archive.ubuntu.com/ubuntu/ precise-updates/main libpython2.7 i386 2.7.3-0ubuntu3.1 404 Not Found [IP: 91.189.91.15 80] Err (http removed)us.archive.ubuntu.com/ubuntu/ precise-updates/main python2.7-dev i386 2.7.3-0ubuntu3.1 404 Not Found [IP: 91.189.91.15 80] Failed to fetch (http removed)us.archive.ubuntu.com/ubuntu/pool/main/p/python2.7/python 2.7_2.7.3-0ubuntu3.1_i386.deb 404 Not Found [IP: 91.189.91.15 80] Failed to fetch (http removed)us.archive.ubuntu.com/ubuntu/pool/main/p/python2.7/python 2.7-minimal_2.7.3-0ubuntu3.1_i386.deb 404 Not Found [IP: 91.189.91.15 80] Failed to fetch (http removed)us.archive.ubuntu.com/ubuntu/pool/main/p/python2.7/libpyt hon2.7_2.7.3-0ubuntu3.1_i386.deb 404 Not Found [IP: 91.189.91.15 80] Failed to fetch (http removed)us.archive.ubuntu.com/ubuntu/pool/main/p/python2.7/python 2.7-dev_2.7.3-0ubuntu3.1_i386.deb 404 Not Found [IP: 91.189.91.15 80] E: Unable to fetch some archives, maybe run apt-get update or try with --fix-mis sing? Please help what should I do ??

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  • DNSBL listed at zen.spamhaus.org - cant get outgoing mail working? Am I interpreting the response correctly?

    - by Joe Hopfgartner
    I have problem with a mailserver and there is something I kind of not understand! I can connect, authenticate, specify the sender address - but when specifying the reciever i get a error 550 which looks like so: RCPT TO:[email protected] 550-DNSBL listed at zen.spamhaus.org 550 http://www.spamhaus.org/query/bl?ip=62.178.15.161 Now the strange thing is that 62.178.15.161 is my local client address. Not the servers ip address. Also the error code 550 seems to be defined as so: 550 Requested action not taken: mailbox unavailable To me that makes totally no sense. Why this error code with this spamhaus message? Why the local ip adress and not the servers? There is exim running and there is nothing turning up in the logs mail.err mail.info mail.log mail.warn in /var/log I looked up both the servers and the clients ip adress on blacklists. The clients ip adress is listed on some (as expected), but the server is totally clean. Here is the complete telnet log when I reproduced the error. Mail clients like Evolution and Thunderbird give me the same spamhaus error message. joe@joe-desktop:~$ telnet mail.hunsynth.org 25 Trying 193.164.132.42... Connected to mail.hunsynth.org. Escape character is '^]'. 220 hunsynth.org ESMTP Exim 4.69 Sat, 01 Jan 2011 17:52:45 +0100 HELP 214-Commands supported: 214 AUTH STARTTLS HELO EHLO MAIL RCPT DATA NOOP QUIT RSET HELP EHLO AUTH 250-hunsynth.org Hello chello062178015161.6.11.univie.teleweb.at [62.178.15.161] 250-SIZE 52428800 250-PIPELINING 250-AUTH PLAIN LOGIN CRAM-MD5 250-STARTTLS 250 HELP AUTH LOGIN 334 VXNlcm5hbWU6 dGVzdEBodW5zeW50aC5vcmc= 334 UGFzc3dvcmQ6 ***** 235 Authentication succeeded MAIL FROM:[email protected] 250 OK RCPT TO:[email protected] 550-DNSBL listed at zen.spamhaus.org 550 http://www.spamhaus.org/query/bl?ip=62.178.15.161 quit 221 hunsynth.org closing connection Connection closed by foreign host. joe@joe-desktop:~$ Update: I tried the same thing from my other server and could successfully send an email. So it really looks like the server does check the IP wich establiches the connection is in some blacklist. This is theoretically a good thing - but - the authentication on the server should prevent that? Or shouldn't it? Well I just think it would be absurd if I couldn't send email over my smtp server from my dynamic ISP connection because the dynamic is listed, altough i have a clean server with login?

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  • Sending binary data with Indy through TCP\IP, how?

    - by Wodzu
    Hello. How to send a binary data with Indy components? Which of them is most suitable for this task? I've tried to use TIdTcpClient but it allows only to send strings. I've found one reponce for that problem here but I don't get it. It says about method Write(TIdBytes), but the answer is not clear for me. Does he meant Write to some instance of TIdBytes, and how to connect that instance with TIdTcpClient? Thanks for any help.

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  • Nameserver not resolving or domain not pingable [closed]

    - by Ricky
    Sorry, if anyone can think of a better title please change it! I want to host my own websites from home. For testing purposes, I have a virtual machine running a trial version of Windows Server 2008 Enterprise. Note I currently run a VPS and host my own websites but due to a nice speed upgrade on our line I now want to host from home. I have several domains but I wanted to test with one, that is rickyoleary.com. Our ISP does not provide static IP addresses unless we have a business account so I've been looking at no-ip.com. I admit my networking isn't the best, hence this question but I've been bashing my head all day on this one. I created a host name, muffinbubble.no-ip.org which runs on IP: 86.148.124.15. I've setup IIS on the server with a simple test page. I've then forwarded port 80 traffic from the router and from what I can see, it's working. If I access my website (I was unable to link to this for some reason so please copy and paste this) - http://86.148.124.15/ - I see my test page. So the next step was to create my nameservers. This domain is with namecheap.com so I created my nameservers, ns1.rickyoleary.com and ns2.rickyoleary.com. Both these point to the same IP (and yes, that will be changed after testing), the same IP as above: 86.148.124.15. On the server itself I have set up DNS entries as below which I believe to be correct and added rickyoleary.com and www.rickyoleary.com in the host headers (or bindings) in IIS 7.0. If I try and look up my domain, rickyoleary.com it shows ns1.rickyoleary.com and ns2.rickyoleary.com as the nameservers. I then tried to use just-ping.com on my nameserver ns1.rickyoleary.com. I get 100% packets lost, but the correct IP address is returned (I'm guessing the router does not allow pings, but is still accessible...). I get no response when pinging rickyoleary.com. Here's the problems: I cannot ping ns1.rickyoleary.com or ns2.rickyoleary.com from a command prompt. I'm not sure if this is an issue. When I added the nameservers in Windows Server 2008 and clicked 'resolve' a message box displays stating "No such host is known". I cannot ping rickyoleary.com. rickyoleary.com is not showing my test page on my server. Now - please note, I've waited around 6 hours for propagation. From my experience, although you're told to wait 24 - 48 hours, the changes are normally pretty quick so perhaps I'm being impatient or naive to think it should all be working fine until then. I would really appreciate some help here. Thanks.

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  • pfSense 2.1 OpenVPN client not using tunnelled interface

    - by Brian M. Hunt
    I'm having some trouble getting OpenVPN working on my pfSense box. The issue is quite strange to me. When I have the OpenVPN turned on, only my router is able to connect to the Internet. From the router I can use ping, links, etc., and connections work exactly as expected - through the VPN, with the IP address assigned by my VPN provider (Proxy.sh, incidentally). However, none of the clients on the local network can connect to the Internet. I get timeouts when using ping or a web browser. I can ping my router, and the IP address of the gateway. When I switch the default gateway from the VPN to my ISP's gateway, all works exactly as expected. Here the routing table (netstat -r) when in VPN mode, and a key for it: IPv4 Destination Gateway Flags Refs Use Mtu Netif Expire 0.0.0.0/1 10.XX.X.53 UGS 0 122 1500 ovpnc1 = default 10.XX.X.53 UGS 0 235 1500 ovpnc1 8.8.8.8 10.XX.X.53 UGHS 0 82 1500 ovpnc1 10.XX.X.1/32 10.11.0.53 UGS 0 0 1500 ovpnc1 10.XX.X.53 link#12 UH 0 0 1500 ovpnc1 10.XX.X.54 link#12 UHS 0 0 16384 lo0 ZZ.XX.XXX.0/20 link#1 U 0 83 1500 re0 ZZ.XX.XXX.XXX link#1 UHS 0 0 16384 lo0 127.0.0.1 link#9 UH 0 12 16384 lo0 128.0.0.0/1 10.11.0.53 UGS 0 123 1500 ovpnc1 192.168.1.0/24 link#11 U 0 1434 1500 ue0 192.168.1.1 link#11 UHS 0 0 16384 lo0 YYY.YYY.YYY.YYY/32 ZZ.XX.XXX.1 UGS 0 249 1500 re0 IP addresses 10.XX.X.53/54 - My DHCP-assigned IP address/pair from the VPN provider ZZ.XX.XXX.XXX - My external IP assigned by my ISP YYY.YYY.YYY.YYY - The external IP assigned by the VPN provider Interfaces ovpnc1 - My VPN client interface re0 - My LAN interface ue0 - My WAN interface This looks essentially what I would expect it to be. The default route is through the VPN provider. The VPN address is routed through the ISP-assigned IP address. I am not sure what would be wrong here. So figuring this was a firewall issue, I basically tried enabling all in/out traffic. This did not seem to remedy the problem. Also figuring it could possibly be some client networking issue, I restarted the clients on the LAN. This did not help. I also ran route flush and reset the routes manually. So I am a bit stumped, and would be very grateful for any thoughts on what the problem might be.

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  • Interpreting segfault messages written to kernel log file

    - by knorv
    What is the correct interpretation of the following segfault messages? segfault at 10 ip 00007f9bebcca90d sp 00007fffb62705f0 error 4 in libQtWebKit.so.4.5.2[7f9beb83a000+f6f000] segfault at 10 ip 00007fa44d78890d sp 00007fff43f6b720 error 4 in libQtWebKit.so.4.5.2[7fa44d2f8000+f6f000] segfault at 11 ip 00007f2b0022acee sp 00007fff368ea610 error 4 in libQtWebKit.so.4.5.2[7f2aff9f7000+f6f000] segfault at 11 ip 00007f24b21adcee sp 00007fff7379ded0 error 4 in libQtWebKit.so.4.5.2[7f24b197a000+f6f000]

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  • Where can I find an iPhone OpenGL ES Example that responds to touch?

    - by Jamey McElveen
    I would like to find an iPhone OpenGL ES Example that responds to touch. Ideally it would meet these requirements: Displays a 3D object in the center of the screen like a cube Maps a texture to the cube surfaces Should move the camera around the cube as you drag your finger Should zoom the camera in and out on the cube by pinching Optionally has a background behind the cube that wraps around the back of the camera.(for example this could create the effect of the cube being in space) Has anyone seen one or more examples that can do these or at least render the cube with the texture?

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  • Issues connection to Ubuntu via PuTTy

    - by user1787262
    I'm not sure this is the appropriate stack exchange site to post this question on. If not, please flag this for migration. I am trying to use PuTTy ssh into my ubuntu machine which is wirelessly connected to the same network. I originally ran ifconfig to get my ubuntu machines private network IP address. I then verified that ssh was running, I even ssh'd into my school network and then into the ubuntu machine itself. No problems yet. On my windows 8 machine I ran ipconfig to get my private network IPv4 address. I then pinged my ubunty machines IP and 100% of packets were received. I figured, "OK we are ready to use PuTTy to connect to my Ubuntu Machine". Keep in mind this was my first time using PuTTy. I tried entering the IP of my ubuntu machine in the PuTTy Config GUI but I got a connection timeout. At this moment I don't really know what's going on, SSH is running on port 22 of my Ubuntu machine and I can ping the machine why is it not connecting? (I tried [username]@ip too). So I went on my Ubuntu machine and ran nmap -sP 192.168.0.1/24 and found that my windows machines IP did not show up, the host is down. I'm at a lost in something I am not very familiar with. Would anyone be able to help me or direct me to some resources that would trouble shoot my problem? Thank you EDIT (ADDITION): tyler@tyler-Aspire-5250:~$ nmap -v 192.168.0.123 Starting Nmap 6.40 ( http://nmap.org ) at 2014-06-06 01:56 MDT Initiating Ping Scan at 01:56 Scanning 192.168.0.123 [2 ports] Completed Ping Scan at 01:56, 3.00s elapsed (1 total hosts) Nmap scan report for 192.168.0.123 [host down] Read data files from: /usr/bin/../share/nmap Note: Host seems down. If it is really up, but blocking our ping probes, try -Pn Nmap done: 1 IP address (0 hosts up) scanned in 3.14 seconds tyler@tyler-Aspire-5250:~$ nmap -Pn 192.168.0.123 Starting Nmap 6.40 ( http://nmap.org ) at 2014-06-06 01:56 MDT Nmap scan report for 192.168.0.123 Host is up (0.022s latency). Not shown: 998 filtered ports PORT STATE SERVICE 2869/tcp open icslap 5357/tcp open wsdapi Nmap done: 1 IP address (1 host up) scanned in 72.51 seconds

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  • How can i count the number of unique instances of IP address in the following string in ruby

    - by kamal
    "10.1.3.1" "10.1.3.1" "10.1.3.1" "10.1.3.1" "10.1.3.1" "10.1.3.1" "10.1.3.1" "10.1.3.1" "10.1.3.1" "10.1.3.1" "10.1.3.1" "10.1.3.1" nil "10.1.3.4" "10.1.3.4" "10.1.3.4" "10.1.3.4" "10.1.3.4" "10.1.3.4" "10.1.3.4" "10.1.3.4" "10.1.3.4" "10.1.3.4" "10.1.3.4" "10.1.3.4" nil "10.1.3.10" "10.1.3.10" "10.1.3.10" "10.1.3.10" "10.1.3.10" "10.1.3.10" "10.1.3.10" "10.1.3.10" "10.1.3.10" "10.1.3.10" "10.1.3.10" "10.1.3.10" nil "10.1.3.11" "10.1.3.11" "10.1.3.11" "10.1.3.11" "10.1.3.11" "10.1.3.11" "10.1.3.11" "10.1.3.11" "10.1.3.11" "10.1.3.11" "10.1.3.11" nil "10.1.3.12" "10.1.3.12" "10.1.3.12" "10.1.3.12" "10.1.3.12" "10.1.3.12" "10.1.3.12" "10.1.3.12" "10.1.3.12" "10.1.3.12" "10.1.3.12" nil "10.1.3.30" "10.1.3.30" nil "10.1.3.38" "10.1.3.38" "10.1.3.38" "10.1.3.38" "10.1.3.38" nil "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" "10.1.3.55" nil "10.1.3.60" "10.1.3.60" "10.1.3.60" "10.1.3.60" "10.1.3.60" "10.1.3.60" "10.1.3.60" nil "10.1.3.66" "10.1.3.66" "10.1.3.66" "10.1.3.66" "10.1.3.66" "10.1.3.66" "10.1.3.66" nil "10.1.3.101" "10.1.3.101" nil "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" "10.1.3.102" nil "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" "10.1.3.103" nil "10.1.3.104" "10.1.3.104" nil "10.1.3.106" "10.1.3.106" nil "10.1.3.107" "10.1.3.107" "10.1.3.107" "10.1.3.107" "10.1.3.107" "10.1.3.107" "10.1.3.107" nil "10.1.3.108" "10.1.3.108" "10.1.3.108" "10.1.3.108" "10.1.3.108" "10.1.3.108" nil "10.1.3.110" "10.1.3.110" "10.1.3.110" "10.1.3.110" "10.1.3.110" nil the above string is stdout of: #!/usr/bin/ruby require "rubygems" require "fastercsv" scannedIPs = Hash.new(0) count = 0 FCSV.foreach("HOUND-1.csv", :headers => true, :skip_blanks => false) do |row| text = row[1] p text end

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  • Interpreting segfault messages

    - by knorv
    What is the correct interpretation of the following segfault messages? segfault at 10 ip 00007f9bebcca90d sp 00007fffb62705f0 error 4 in libQtWebKit.so.4.5.2[7f9beb83a000+f6f000] segfault at 10 ip 00007fa44d78890d sp 00007fff43f6b720 error 4 in libQtWebKit.so.4.5.2[7fa44d2f8000+f6f000] segfault at 11 ip 00007f2b0022acee sp 00007fff368ea610 error 4 in libQtWebKit.so.4.5.2[7f2aff9f7000+f6f000] segfault at 11 ip 00007f24b21adcee sp 00007fff7379ded0 error 4 in libQtWebKit.so.4.5.2[7f24b197a000+f6f000]

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  • How to directly rotate CVImageBuffer image in IOS 4 without converting to UIImage?

    - by Ian Charnas
    I am using OpenCV 2.2 on the iPhone to detect faces. I'm using the IOS 4's AVCaptureSession to get access to the camera stream, as seen in the code that follows. My challenge is that the video frames come in as CVBufferRef (pointers to CVImageBuffer) objects, and they come in oriented as a landscape, 480px wide by 300px high. This is fine if you are holding the phone sideways, but when the phone is held in the upright position I want to rotate these frames 90 degrees clockwise so that OpenCV can find the faces correctly. I could convert the CVBufferRef to a CGImage, then to a UIImage, and then rotate, as this person is doing: Rotate CGImage taken from video frame However that wastes a lot of CPU. I'm looking for a faster way to rotate the images coming in, ideally using the GPU to do this processing if possible. Any ideas? Ian Code Sample: -(void) startCameraCapture { // Start up the face detector faceDetector = [[FaceDetector alloc] initWithCascade:@"haarcascade_frontalface_alt2" withFileExtension:@"xml"]; // Create the AVCapture Session session = [[AVCaptureSession alloc] init]; // create a preview layer to show the output from the camera AVCaptureVideoPreviewLayer *previewLayer = [AVCaptureVideoPreviewLayer layerWithSession:session]; previewLayer.frame = previewView.frame; previewLayer.videoGravity = AVLayerVideoGravityResizeAspectFill; [previewView.layer addSublayer:previewLayer]; // Get the default camera device AVCaptureDevice* camera = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo]; // Create a AVCaptureInput with the camera device NSError *error=nil; AVCaptureInput* cameraInput = [[AVCaptureDeviceInput alloc] initWithDevice:camera error:&error]; if (cameraInput == nil) { NSLog(@"Error to create camera capture:%@",error); } // Set the output AVCaptureVideoDataOutput* videoOutput = [[AVCaptureVideoDataOutput alloc] init]; videoOutput.alwaysDiscardsLateVideoFrames = YES; // create a queue besides the main thread queue to run the capture on dispatch_queue_t captureQueue = dispatch_queue_create("catpureQueue", NULL); // setup our delegate [videoOutput setSampleBufferDelegate:self queue:captureQueue]; // release the queue. I still don't entirely understand why we're releasing it here, // but the code examples I've found indicate this is the right thing. Hmm... dispatch_release(captureQueue); // configure the pixel format videoOutput.videoSettings = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithUnsignedInt:kCVPixelFormatType_32BGRA], (id)kCVPixelBufferPixelFormatTypeKey, nil]; // and the size of the frames we want // try AVCaptureSessionPresetLow if this is too slow... [session setSessionPreset:AVCaptureSessionPresetMedium]; // If you wish to cap the frame rate to a known value, such as 10 fps, set // minFrameDuration. videoOutput.minFrameDuration = CMTimeMake(1, 10); // Add the input and output [session addInput:cameraInput]; [session addOutput:videoOutput]; // Start the session [session startRunning]; } - (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection { // only run if we're not already processing an image if (!faceDetector.imageNeedsProcessing) { // Get CVImage from sample buffer CVImageBufferRef cvImage = CMSampleBufferGetImageBuffer(sampleBuffer); // Send the CVImage to the FaceDetector for later processing [faceDetector setImageFromCVPixelBufferRef:cvImage]; // Trigger the image processing on the main thread [self performSelectorOnMainThread:@selector(processImage) withObject:nil waitUntilDone:NO]; } }

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