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  • New user register, script auto create problems!

    - by SKY
    Hi, im currently trying to create a php script that when a new user register, a script (eg:wordpress,blog etc..) will install for them. I'm currently got the code below for just single setup, but how can i setup a form for multi user? which only allowing them to input the username (subdomain) and password. <?php class scriptname_Config { public static $title = 'new_script_title'; // Domain name and path where new script will installed in public static $domain = 'username.domain.com'; public static $absolutePath = '/new_register_username/'; // Settings for general mysql database public static $db = array( 'host' => 'localhost', 'database' => 'scriptname', 'user' => 'root', 'password' => '', 'prefix' => 'scriptname_' ); } define( 'scriptname_BASE_URL', 'http://'.scriptname_Config::$domain.scriptname_Config::$absolutePath ); ?> Or any tutorial that will help is appreciate! Thanks!

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  • How do I copy files into an existing JAR file with Ant?

    - by Blue
    I have a project that needs to access resources within its own JAR file. When I create the JAR file for the project, I would like to copy a directory into that JAR file (I guess the ZIP equivalent would be "adding" the directory to the existing ZIP file). I only want the copy to happen after the JAR has been created (and I obviously don't want the copy to happen if I clean and delete the JAR file). Currently the build file looks like this: <?xml version="1.0" encoding="UTF-8"?> <project name="foobar" basedir=".." default="jar"> <!-- project-specific properties --> <property name="project.path" value="my/project/dir/foobar" /> <patternset id="project.include"> <include name="${project.path}/**" /> </patternset> <patternset id="project.jar.include"> <include name="${project.path}/**" /> </patternset> <import file="common-tasks.xml" /> <property name="jar.file" location="${test.dir}/foobar.jar" /> <property name="manifest.file" location="misc/foobar.manifest" /> </project> Some of the build tasks are called from another file (common-tasks.xml), which I can't display here. Thanks.

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  • What language is this?

    - by Blue
    got some keys with patterns like 4AC59BAA63A64327DCE12C0B2CD1A397 and B9E685495FECFC9854E7DBA508D91213 they have 32 chars and i would like not to decrypt then but to be able to make my own, its something like a hash of a file

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  • What is corret way to connect to MySQL?

    - by sky
    what is the correct way to connect to MySQL database without the mysql_fetch_assoc() error? Getting [Warning: mysql_fetch_assoc(): supplied argument is not a valid MySQL result resource] with mysql_connect('localhost', 'name', 'pass'); mysql_select_db('dbname'); getting mysql_fetch_assoc() error without mysql_select_db any suggest? CODE are: $result= mysql_query('SELECT DISTINCT username FROM users'); $somethings= array(); while ($row= mysql_fetch_assoc($results)) { $somethings[]= $row['something']; } ? var somethings= ;

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  • function.array-diff problems!

    - by SKY
    Hi, im currently getting these error on my site: Warning: array_keys() [function.array-keys]: The first argument should be an array on line 43 Warning: Invalid argument supplied for foreach() on line 44 Warning: array_diff() [function.array-diff]: Argument #1 is not an array on line 47 Warning: array_diff() [function.array-diff]: Argument #1 is not an array on line 48 And the source are: 42. $tmp = $this->network->get_user_follows($this->user->id); 43. $tmp = array_keys($tmp->followers); 44. foreach($tmp as &$v) { $v = intval($v); } 45. $tmp2 = array_keys($this->network->get_group_members($g->id)); 46. foreach($tmp2 as &$v) { $v = intval($v); } 47. $tmp = array_diff($tmp, $tmp2); 48. $tmp = array_diff($tmp, array(intval($this->user->id))); I want to know what is the problem and how i fix it. Thanks!

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  • How to reslove mysql_fetch_assoc(): problems!

    - by sky
    When i use the code below, im getting this error: Warning: mysql_fetch_assoc(): supplied argument is not a valid MySQL result resource when returning the data, anyone can fix it? Thanks! <?php $mysql_server_name="localhost"; $mysql_username=""; $mysql_password=""; $mysql_database=""; $conn=mysql_connect($mysql_server_name, $mysql_username, $mysql_password); ?> <?php $result = mysql_query("SELECT * FROM users"); $arrays = array(); while ($row = mysql_fetch_assoc($result)) { foreach ($row as $key => $val) { if (!array_contains_key($key)) { $arrays[$key] = array(); } $arrays[$key][] = $val; } } ?> <script type="text/javascript"> <?php foreach ($arrays as $key => $val) { print 'var ' . $key . ' = ' . json_encode($val) . ";\r\n"; } ?> </script>

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  • Getting Null value with JSON from MySQL, how to retrive data from MySQL to JSON correctly?

    - by sky
    I'm using following code but cannot return data from MySQL. This is the output: <script type="text/javascript"> var somethings= [null,null,null]; </script> It does have three post, but I couldn't get the title(message) output. EDIT: this is the code I'm using: <?php $session = mysql_connect('localhost','name','pass'); mysql_select_db('dbname', $session); $result= mysql_query('SELECT * FROM posts', $session); $somethings= array(); while ($row= mysql_fetch_assoc($result)) { $somethings[]= $row['something']; } ?> <script type="text/javascript"> var somethings= <?php echo json_encode($somethings); ?>; </script> This is the table: message Try iPhone post! Welcome to Yo~ :) ??!

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  • IP camera's multicast/RTSP conflicting with 2.4GHz Wi-Fi?

    - by jayson
    Here at our business we have a Netgear R7000 running DD-WRT. I have been slowly adding IP cameras which I run using Blue Iris software. The last camera I bought (which is NOT a wireless camera), when I plug it into the network I start having really bad connection issues on the 2.4GHz Wi-Fi network. The 5GHz works fine, just the 2.4GHz all of the sudden has trouble connecting, as if it's conflicting. I've tried playing with the camera settings, different IP addresses, HTTP ports, etc, and discovered it to be a conflict with multicast. When multicast is checked, the Wi-Fi has issues but my video streams via Blue Iris. When unchecked, Wi-Fi works fine but the video won't stream through Blue Iris. The problem is there are no settings in the camera to change the RTSP port, which is set to 34567. Does anyone know something that could fix this issue? It all seems very strange to me but maybe someone has an idea?

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  • Would there be any problems with DEP turned off?

    - by IneedHelp
    I recently moved to a fresh Windows 8 x64 system and I learned that my favourite firewall (JPF - Jetico Personal Firewall) doesn't get along with Win8x64 (CRITICAL_STRUCTURE_CORRUPTION errors), but I can not do without JPF, so I kind of tried everything I could think of (test mode, debugging, various system changes), but I was still getting blue screens because of the firewall driver/software. I know for sure that it is the firewall that is causing the problems because I get blue screens as soon as I install it and they stop when I uninstall it. I Also tested it thoroughly on virtual computers. Anyway, I have discovered that by completely turning DEP off by using this command: bcdedit.exe /set {current} nx AlwaysOff the firewall would not cause blue screens anymore. So my question is, what could go wrong with DEP completely turned off? Note: I do not care much about hardware/windows security, I keep myself secured by using sandboxes and virtual computers (and I also have backups), so I'm not concerned with viruses and root kits or whatever people are freaking out about.

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  • How to gain accurate results with Painter's algorithm?

    - by pimvdb
    A while ago I asked how to determine when a face is overlapping another. The advice was to use a Z-buffer. However, I cannot use a Z-buffer in my current project and hence I would like to use the Painter's algorithm. I have no good clue as to when a surface is behind or in front of another, though. I've tried numerous methods but they all fail in edge cases, or they fail even in general cases. This is a list of sorting methods I've tried so far: Distance to midpoint of each face Average distance to each vertex of each face Average z value of each vertex Higest z value of vertices of each face and draw those first Lowest z value of vertices of each face and draw those last The problem is that a face might have a closer distance but is still further away. All these methods seem unreliable. Edit: For example, in the following image the surface with the blue point as midpoint is painted over the surface with the red point as midpoint, because the blue point is closer. However, this is because the surface of the red point is larger and the midpoint is further away. The surface with the red point should be painted over the blue one, because it is closer, whilst the midpoint distance says the opposite. What exactly is used in the Painter's algorithm to determine the order in which objects should be drawn?

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  • nano syntax highlighting not working for all languages

    - by Dejan
    I have a funny situation where I am unable to add custom highlighting definitions to my nano text editor. The funny thing is that the predefined work like a charm and can be edited. But I have created a new one for js with $ sudo touch js.nanorc $ sudo nano js.nanorc my current js.nanorc looks like this: syntax "JavaScript" "\.js$" color blue "\<[-+]?([1-9][0-9]*|0[0-7]*|0x[0-9a-fA-F]+)([uU][lL]?|[lL][uU]?)?\>" color blue "\<[-+]?([0-9]+\.[0-9]*|[0-9]*\.[0-9]+)([EePp][+-]?[0-9]+)?[fFlL]?" color blue "\<[-+]?([0-9]+[EePp][+-]?[0-9]+)[fFlL]?" color brightblue "[A-Za-z_][A-Za-z0-9_]*[[:space:]]*[(]" color black "[(]" color cyan "\<(break|case|catch|continue|default|delete|do|else|finally)\>" color cyan "\<(for|function|get|if|in|instanceof|new|return|set|switch)\>" color cyan "\<(switch|this|throw|try|typeof|var|void|while|with)\>" color cyan "\<(null|undefined|NaN)\>" color brightcyan "\<(true|false)\>" color green "\<(Array|Boolean|Date|Enumerator|Error|Function|Math)\>" color green "\<(Number|Object|RegExp|String)\>" color red "[-+/*=<>!~%?:&|]" color magenta "/[^*]([^/]|(\\/))*[^\\]/[gim]*" color yellow ""(\\.|[^"])*"|'(\\.|[^'])*'" color magenta "\\[0-7][0-7]?[0-7]?|\\x[0-9a-fA-F]+|\\[bfnrt'"\?\\]" color brightblack "(^|[[:space:]])//.*" color brightblack start="/\*" end="\*/" color brightwhite,cyan "TODO:?" color ,green "[[:space:]]+$" color ,red " +" If anyone can see the problem then please tel me

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  • Applying effects to an existing program that uses BasicEffect

    - by Fibericon
    Using the finished product from the tutorial here. Is it possible to apply the grayscale effect from here: Making entire scene fade to grayscale Or would you basically have to rewrite everything? EDIT: It's doing something now, but the whole grayscale seems extremely blue. It's like I'm looking at it through dark blue sunglasses. Here's my draw function: protected override void Draw(GameTime gameTime) { device.SetRenderTarget(renderTarget); graphics.GraphicsDevice.Clear(Color.CornflowerBlue); //Drawing models, bullets, etc. device.SetRenderTarget(null); spriteBatch.Begin(0, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, grayScale); Texture2D temp = (Texture2D)renderTarget; grayScale.Parameters["coloredTexture"].SetValue(temp); grayScale.CurrentTechnique = grayScale.Techniques["Grayscale"]; foreach (EffectPass pass in grayScale.CurrentTechnique.Passes) { pass.Apply(); } spriteBatch.Draw(temp, new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth/2, GraphicsDevice.PresentationParameters.BackBufferHeight/2), null, Color.White, 0f, new Vector2(renderTarget.Width/2, renderTarget.Height/2), 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } Another edit: figured out what I was doing wrong. I have Blendstate.Additive in the spriteBatch.Draw() call. It should be Blendstate.Opaque, or it literally tries to add the blank blue image to the grayscale image.

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  • How to make Box2D bodies automatically return to a initial rotation

    - by sm4
    I have two long Box2D bodies, that can collide while moving one of them around with MouseJoint. I want them to try to hold their position and rotation. Blue body is moved using MouseJoint (yellow) towards the Red body. Red body has another MouseJoint - Blue can push Red, but Red will try to return to the start point thanks to the MouseJoint - this works just fine. Both bodies correctly rotate along the middle. This is still as I want. I change the MouseJoint to move the Blue away. What I need is both bodies return to their initial rotation (green arrows) Desired positions and rotations Is there anything in Box2D that could do this automatically? The MouseJoint does that nicely for position. I need it in AndEngine (Java, Android) port, but any Box2D solution is fine. EDIT: By automatically I mean having something I can add to the object "Paddle" without the need to change game loop. I want to encapsulate this functionality to the object itself. I already have an object Paddle that has its own UpdateHandler which is being called from the game loop. What would be much nicer is to attach some kind of "spring" joint to both left and right sides of the paddle that would automatically level the paddle. I will be exploring this option soon.

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  • How to shift a vector based on the rotation of another vector?

    - by bpierre
    I’m learning 2D programming, so excuse my approximations, and please, don’t hesitate to correct me. I am just trying to fire a bullet from a player. I’m using HTML canvas (top left origin). Here is a representation of my problem: The black vector represent the position of the player (the grey square). The green vector represent its direction. The red disc represents the target. The red vector represents the direction of a bullet, which will move in the direction of the target (red and dotted line). The blue cross represents the point from where I really want to fire the bullet (and the blue and dotted line represents its movement). This is how I draw the player (this is the player object. Position, direction and dimensions are 2D vectors): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.drawImage(this.image, Math.round(-this.dimensions.x/2), Math.round(-this.dimensions.y/2), this.dimensions.x, this.dimensions.y); ctx.restore(); This is how I instanciate a new bullet: var bulletPosition = playerPosition.clone(); // Copy of the player position var bulletDirection = Vector2D.substract(targetPosition, playerPosition).normalize(); // Difference between the player and the target, normalized new Bullet(bulletPosition, bulletDirection); This is how I move the bullet (this is the bullet object): var speed = 5; this.position.add(Vector2D.multiply(this.direction, speed)); And this is how I draw the bullet (this is the bullet object): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.fillRect(0, 0, 3, 3); ctx.restore(); How can I change the direction and position vectors of the bullet to ensure it is on the blue dotted line? I think I should represent the shift with a vector, but I can’t see how to use it.

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  • Problem with alleg42.dll / program crashes / Allegro & Codeblocks

    - by user24152
    I'm having a serious problem with allegro. The program should display random pixels on the screen and when I build and run it I get the following error message: Below is the full code of my program: #include <stdio.h> #include <stdlib.h> #include <time.h> #include "allegro.h" #define Text_Color_Red makecol(255,0,0) int main() { int ret; int color_depth = 32; int x; int y; int red; int green; int blue; int color; //init allegro allegro_init(); //install keyboard install_keyboard(); //set color depth to 32 bits set_color_depth(color_depth); //init random seed srand(time(NULL)); //init video mode to 640 x 480 ret = set_gfx_mode(GFX_AUTODETECT_WINDOWED,640,480,0,0); if(ret !=0) { allegro_message(allegro_error); return 1; } //Display string textprintf(screen,font,0,0,10,0,Text_Color_Red,"Screen Resolution is: %dx%d -- Press ESC to quit !",SCREEN_W,SCREEN_H); //display pixels until ESC key is pressed //wait for keypress while(!key[KEY_ESC]) { //set a random location x = 10 + rand() % (SCREEN_W-20); y = 10 + rand() % (SCREEN_H-20); //set a random color red = rand() % 255; green = rand() % 255; blue = rand() % 255; color = makecol(red,green,blue); //draw the pixel putpixel(screen, x, y, color); } //quit allegro allegro_exit(); } END_OF_MAIN() Error message: AllegroPixels1.exe has encountered a problem and needs to close. We are sorry for the inconvenience. Error signature: AppName: allegropixels1.exe AppVer: 0.0.0.0 ModName: alleg42.dll ModVer: 4.2.3.0 Offset: 0006c05c I am using Windows XP inside a virtual machine under Parallels 7.0

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  • XNA - Inconsistent accessibility: parameter type is less accessible than method

    - by DijkeMark
    I have a level class in which I make a new turret. I give the turret the level class as parameter. So far so good. Then in the Update function of the Turret I call a function Shoot(), which has that level parameter it got at the moment I created it. But from that moment it gives the following error: Inconsistent accessibility: parameter type 'Space_Game.Level' is less accessible than method 'Space_Game.GameObject.Shoot(Space_Game.Level, string)' All I know it has something to do with not thr right protection level or something like that. The level class: public Level(Game game, Viewport viewport) { _game = game; _viewport = viewport; _turret = new Turret(_game, "blue", this); _turret.SetPosition((_viewport.Width / 2).ToString(), (_viewport.Height / 2).ToString()); } The Turret Class: public Turret(Game game, String team, Level level) :base(game) { _team = team; _level = level; switch (_team) { case "blue": _texture = LoadResources._blue_turret.Texture; _rows = LoadResources._blue_turret.Rows; _columns = LoadResources._blue_turret.Columns; _maxFrameCounter = 10; break; default: break; } _frameCounter = 0; _currentFrame = 0; _currentFrameMultiplier = 1; } public override void Update() { base.Update(); SetRotation(); Shoot(_level, "turret"); } The Shoot Function (Which is in GameObject class. The Turret Class inherited the GameObject Class. (Am I saying that right?)): protected void Shoot(Level level, String type) { MouseState mouse = Mouse.GetState(); if (mouse.LeftButton == ButtonState.Pressed) { switch (_team) { case "blue": switch (type) { case "turret": TurretBullet _turretBullet = new TurretBullet(_game, _team); level.AddProjectile(_turretBullet); break; default: break; } break; default: break; } } } Thanks in Advance, Mark Dijkema

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  • How do I find actors in an area on a poly-precise basis?

    - by Almo
    Ok, I've been asking various questions and getting some good answers, but I think I need to rethink my method, so I'll describe the problem. I have a player who has a big blue box in front of him. This box shows which KActors will be pushed when he pulls the trigger: Currently, the blue box spawns a descendant of Actor which checks collision to see which KActors are touching it: foreach Owner.TouchingActors(class'DynamicSMActor', DynamicActorItt) { // do stuff } The problem is, if you check for touching between Actors and KActors, it looks like it does a plain axis-aligned bounding-box collision. The power will push the box on the lower right, when it's clear it's not touching the blue box. How should I do this properly? I just need a way to find out which KActors are touching that area, on a poly-by-poly level. These collisions are only done with rectangular boxes and simple sphere collision; we are aware of the potential for performance issues with complex objects and poly-collision. I've tried making the collision checker a KActor, but it doesn't report any TouchingActors. This issue is causing us trouble in a lot of other places as well. So solving this problem is a core issue in our game.

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  • Spritegroups and colorkeys

    - by Fristi
    I have a problem using spritegroups in pygame. In my situation I have 2 spritegroups, one for humans, one for "infected". A human is represented by a blue circle: image = pygame.Surface((32,32)) image.fill((255,255,255)) pygame.draw.circle(image,(0,0,255),(16,16),16) image = image.convert() image.set_colorkey((255,255,255)) An infected by a red one (same code, different color). I update my spritegroups as follows: self.humans.clear(self.screen, self.bg) self.humans.update(time_passed) self.humans.draw(self.screen) self.infected.clear(self.screen, self.bg) self.infected.update(time_passed) self.infected.draw(self.screen) Self.bg is defined: self.bg = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT)) self.bg.fill((255,255,255)) self.bg.convert() This all works, except that when a red circle overlaps with a blue one, you can see the white corners of the bounding box around the actual circle. Within a spritegroup it works, using the set_colorkey function. This does not happen with overlapping blue circles or overlapping red circles. I tried adding a colorkey to self.bg but that did not work. Same for adding a colorkey to self.screen.

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  • Is Microsoft&rsquo;s Cloud Bet Placed on the Ground?

    - by andrewbrust
    Today at the Unversity of Washington, Steve Ballmer gave a speech on Microsoft’s cloud strategy.  Significantly, Azure was only briefly mentioned and was not shown.  Instead, Ballmer spoke about what he called the five “dimensions” of the cloud, and used that as the basis for an almost philosophical discussion.  Ballmer opined on how the cloud should be distinguished from the Internet.as well as what the cloud will and should enable.  Ballmer worked hard to portray the cloud not as a challenger to Windows and PCs (as Google would certainly suggest it is) but  really as just the latest peripheral that adds value to PCs and devices. At one point during his speech, Ballmer said “We start with Windows at Microsoft.  It’s the most popular smart device on the planet.  And our design center for the future of Windows is to make it one of those smarter devices that the cloud really wants.”  I’m not sure I agree with Ballmer’s ambition here, but I must admit he’s taken the “software + services” concept and expanded on it in more consumer-friendly fashion. There were demos too.  For example, Blaise Aguera y Arcas reprised his Bing Maps demo from the TED conference held last month.  And Simon Atwell showed how Microsoft has teamed with Sky TV in the UK to turn Xbox into something that looks uncannily like Windows Media Center.  Specifically, an Xbox console app called Sky Player provides full access to Sky’s on-demand programming but also live TV access to an array of networks carried on its home TV service, complete with an on-screen programming guide.  Windows Phone 7 Series was shown quickly and Ballmer told us that while Windows Mobile/Phone 6.5 and earlier were designed for voice and legacy functionality, Windows Phone 7 Series is designed for the cloud. Over and over during Ballmer’s talk (and those of his guest demo presenters), the message was clear: Microsoft believes that client (“smart”) devices, and not mere HTML terminals, are the technologies to best deliver on the promise of the cloud.  The message was that PCs running Windows, game consoles and smart phones  whose native interfaces are Internet-connected offer the most effective way to utilize cloud capabilities.  Even the Bing Maps demo conveyed this message, because the advanced technology shown in the demo uses Silverlight (and thus the PCs computing power), and not AJAX (which relies only upon the browser’s native scripting and rendering capabilities) to produce the impressive interface shown to the audience. Microsoft’s new slogan, with respect to the cloud, is “we’re all in.”  Just as a Texas Hold ‘em player bets his entire stash of chips when he goes all in, so too is Microsoft “betting the company” on the cloud.  But it would seem that Microsoft’s bet isn’t on the cloud in a pure sense, and is instead on the power of the cloud to fuel new growth in PCs and other client devices, Microsoft’s traditional comfort zone.  Is that a bet or a hedge?  If the latter, is Microsoft truly all in?  I don’t really know.  I think many people would say this is a sucker’s bet.  But others would say it’s suckers who bet against Microsoft.  No matter what, the burden is on Microsoft to prove this contrarian view of the cloud is a sensible one.  To do that, they’ll need to deliver on cloud-connected device innovation.  And to do that, the whole company will need to feel that victory is crucial.  Time will tell.  And I expect to present progress reports in future posts.

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