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  • the best way to make codeigniter website multi-language. calling from lang arrays depends on lang se

    - by artmania
    Hi friends, I'm researching hours and hours, but I could not find any clear, efficient way to make it :/ I have a codeigniter base website in English and I have to add a Polish language now. What is the best way to make my site in 2 language depending visitor selection? is there any way to create array files for each language and call them in view files depends on Session from lang selection? I don't wanna use database. Appreciate helps! I'm running out of deadline :/ thanks!!

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  • I'm new to Java most basic question about arrays!

    - by ambidextorous
    Hey I have not been able to find a proper answer on any forums about this but how exactly do I pass an array to a class? public class TestArray { String name; String[] array; public TestArray(String name, String[] anArray){ this.name = name; int len = anArray.length; this.array = new String[len]; for (int i = 0; i < len; i++){ this.array[i] = new String(anArray[i]); } } } public static void main(String[] args){ String[] anArray = new String[2]; anArray[0] = new String("Test"); anArray[1] = new String("Test2"); TestArray work = new TestArray("Jordan", anArray?); } }

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  • How create new array which subtracts values from 2 double arrays in C#?

    - by Tomek eM
    Helou it's my problem, I have 2 array which have double values: (this is function which get back values(latitude) from richTextBox) private Tuple<double>[] szerokosc(string[] lines) { return Array.ConvertAll(lines, line => { string[] elems = line.Split(','); double we = 0.01 * double.Parse(elems[3], EnglishCulture); int stopnie = (int)we; double minuty = ((we - stopnie) * 100) / 60; double szerokosc_dziesietna = stopnie + minuty; return new Tuple<double>(Math.Round(szerokosc_dziesietna, (int)numericUpDown2.Value)); }); ; } (this part of code call function) var data1 = szerokosc(szerdlugeo_diag_gps.Lines); var data2 = szerokosc(szerdlugeo_diag_gpsglonass.Lines); What should I do, to get something like this: for example: var data3 = data1 - data2; My values in this data looks like (f.e.) data1 = (x11, x12, ... x1(n) ): 53.11818160073043, 53.11816348903661, 53.11814874695463, ... data2 = (x21, x22, ... x(2n) ): 53.11814200771546, 53.118131477652156, 53.11812263239697, 53.11811884157276, 53.11811631435644, .... I would like back data3 = (x31=x11-x21, x32=x12=x22, ... x(3n)=x(1n)-x(2n) ) It would be good if it included the following condition: if data1 = ( 1, 5, 6, 8) data2 = (1.5, 3.3) data3 = (-0.5, 1.7) not data3 = (-0.5, 1.7, 6, 8) Please help.

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  • PHP arrays. There must be a simpler method to do this

    - by RisingSun
    I have this array in php returned from db Array ( [inv_templates] = Array ( [0] = Array ( [inven_subgroup_template_id] = 1 [inven_group] = Wires [inven_subgroup] = CopperWires [inven_template_id] = 1 [inven_template_name] = CopperWires6G [constrained] = 0 [value_constraints] = [accept_range] = 2 - 16 [information] = Measured Manual ) [1] = Array ( [inven_subgroup_template_id] = 1 [inven_group] = Wires [inven_subgroup] = CopperWires [inven_template_id] = 2 [inven_template_name] = CopperWires2G [constrained] = 0 [value_constraints] = [accept_range] = 1 - 7 [information] = Measured by Automated Calipers ) ) ) I need to output this kind of multidimensional stuff Array ( [Wires] = Array ( [inv_group_name] = Wires [inv_subgroups] = Array ( [CopperWires] = Array ( [inv_subgroup_id] = 1 [inv_subgroup_name] = CopperWires [inv_templates] = Array ( [CopperWires6G] = Array ( [inv_name] = CopperWires6G [inv_id] = 1 ) [CopperWires2G] = Array ( [inv_name] = CopperWires2G [inv_id] = 2 ) ) ) ) ) ) I currently do this stuff foreach ($data['inv_templates'] as $key = $value) { $processeddata[$value['inven_group']]['inv_group_name'] = $value['inven_group']; $processeddata[$value['inven_group']]['inv_subgroups'][$value['inven_subgroup']]['inv_subgroup_id'] = $value['inven_subgroup_template_id']; $processeddata[$value['inven_group']]['inv_subgroups'][$value['inven_subgroup']]['inv_subgroup_name'] = $value['inven_subgroup']; $processeddata[$value['inven_group']]['inv_subgroups'][$value['inven_subgroup']]['inv_templates'][$value['inven_template_name']]['inv_name'] = $value['inven_template_name']; $processeddata[$value['inven_group']]['inv_subgroups'][$value['inven_subgroup']]['inv_templates'][$value['inven_template_name']]['inv_id'] = $value['inven_template_id']; } return $processeddata; EDIT : A var_export array ( 'inv_templates' = array ( 0 = array ( 'inven_subgroup_template_id' = '1', 'inven_group' = 'Wires', 'inven_subgroup' = 'CopperWires', 'inven_template_id' = '1', 'inven_template_name' = 'CopperWires6G', 'constrained' = '0', 'value_constraints' = '', 'accept_range' = '2 - 16', 'information' = 'Measured Manual', ), 1 = array ( 'inven_subgroup_template_id' = '1', 'inven_group' = 'Wires', 'inven_subgroup' = 'CopperWires', 'inven_template_id' = '2', 'inven_template_name' = 'CopperWires6G', 'constrained' = '0', 'value_constraints' = '', 'accept_range' = '1 - 7', 'information' = 'Measured by Automated Calipers', ), ), ) The foreach is almost unreadable. There must be a simpler way

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  • Why doesn't Java allow for the creaton of generic arrays?

    - by byte
    There are plenty of questions on stackoverflow from people who have attempted to create an array of generics like so: ArrayList<Foo>[] poo = new ArrayList<Foo>[5]; And the answer of course is that the Java specification doesn't allow you to declare an array of generics. My question however is why ? What is the technical reason underlying this restriction in the java language or java vm? It's a technical curiosity I've always wondered about.

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  • How do I dump arrays in a nice orderly fashion?

    - by George
    Whenever I use print_r or var_dump they come out all sloppy and in one line instead of formatted like I see so many people and the actual php.net site being able to achieve. What do I do to get them like this - Array ( [a] => apple [b] => banana [c] => Array ( [0] => x [1] => y [2] => z ) ) Instead of this Array([a] => apple [b] => banana [c] => Array ( [0] => x [1] => y [2] => z )) (Pretty sure it comes out even messier than that I was just deleting whitespace by hand.)

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  • How do I get the inner arrays length in a 2d array in C#?

    - by Phukab
    Lets say I create a jagged 2d array like so: public static char[,] phoneLetterMapping = { {'0'}, {'1'}, {'A', 'B', 'C'} }; Now, given the first index of the array, I would like to be able to get the length of the inner array. So, I would like to be able to do something like: phoneLetterMapping[2].length I can do that in Java. But the intellisense menu doesn't return the normal members of an array when I type in the first bracket of the [][] 2d array. So, how do I get the inner array lengths in my 2d array in C#?

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  • ASP.NET MVC Create dynamic navigation sub-menu on the master page

    - by Michael Narinsky
    I'm trying to create an ASP.NET MVC master page so the site navigation on it will look like this: Main Menu:Home | About | News Sub Menu: Home_Page1 | Home_Page2 The Sub Menu section should always show sub-menu for the currently selected Main Menu page (on the example above 'Home' page is selected) unless a user hovers the mouse on another Main Menu item (then it shows that item's sub-menu instead). What is the best way to get such functionality in ASP.NET MVC?

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  • does the object creating a sub appdomain get instantiated in that sub appdomain?

    - by Eric
    does the object creating a sub appdomain get instantiated in that sub appdomain? I have an object that is in the main AppDomain and it is creating another AppDomain and it requires the calling class to be serializable and is creating an instance of the calling class in the new sub AppDomain. I'm wondering if that is how it is, or if there is a way that I can create the sub appDomain but still hold on to the original instantiation of the calling object in the main appDomain

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  • Refactoring an immediate drawing function into VBO, access violation error

    - by Alex
    I have a MD2 model loader, I am trying to substitute its immediate drawing function with a Vertex Buffer Object one.... I am getting a really annoying access violation reading error and I can't figure out why, but mostly I'd like an opinion as to whether this looks correct (never used VBOs before). This is the original function (that compiles ok) which calculates the keyframe and draws at the same time: glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); What I'd like to do is to calculate all positions before hand, store them in a Vertex array and then draw them. This is what I am trying to replace it with (in the exact same part of the program) int vCount = 0; for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } indices[vCount] = normal[0]; vCount++; indices[vCount] = normal[1]; vCount++; indices[vCount] = normal[2]; vCount++; MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; indices[vCount] = texCoord->texCoordX; vCount++; indices[vCount] = texCoord->texCoordY; vCount++; indices[vCount] = pos[0]; vCount++; indices[vCount] = pos[1]; vCount++; indices[vCount] = pos[2]; vCount++; } } totalVertices = vCount; glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glNormalPointer(GL_FLOAT, 0, indices); glTexCoordPointer(2, GL_FLOAT, sizeof(float)*3, indices); glVertexPointer(3, GL_FLOAT, sizeof(float)*5, indices); glDrawElements(GL_TRIANGLES, totalVertices, GL_UNSIGNED_BYTE, indices); glDisableClientState(GL_VERTEX_ARRAY); // disable vertex arrays glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); First of all, does it look right? Second, I get access violation error "Unhandled exception at 0x01455626 in Graphics_template_1.exe: 0xC0000005: Access violation reading location 0xed5243c0" pointing at line 7 Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; where the two Vs seems to have no value in the debugger.... Till this point the function behaves in exactly the same way as the one above, I don't understand why this happens? Thanks for any help you may be able to provide!

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  • Why "Not an ARRAY reference" error?

    - by Sandra Schlichting
    I have this script #!/usr/bin/perl use strict; use warnings; use yy; my $data = [ ["aax", "ert", "ddd"], ["asx", "eer", "kkk"], ["xkk", "fff", "lll"], ["xxj", "vtt", "lle"], ]; use Test::More tests => 4; is(yy::type1_to_type2(\$data, 'aax'), 'ert'); is(yy::type1_to_type3(\$data, 'asx'), 'kkk'); is(yy::type2_to_type3(\$data, 'fff'), 'lll'); is(yy::type3_to_type1(\$data, 'lle'), 'xxj'); which uses this module package yy; sub typeX_to_typeY { my ($x, $y, $data, $str) = @_; foreach (@$data) { if ($_->[$x - 1] eq $str) { return $_->[$y - 1]; } } return; } sub type1_to_type2 { typeX_to_typeY(1, 2, @_) } sub type1_to_type3 { typeX_to_typeY(1, 3, @_) } sub type2_to_type1 { typeX_to_typeY(2, 1, @_) } sub type2_to_type3 { typeX_to_typeY(2, 3, @_) } sub type3_to_type1 { typeX_to_typeY(3, 1, @_) } sub type3_to_type2 { typeX_to_typeY(3, 2, @_) } 1; and gives this error Not an ARRAY reference at yy.pm line 6. # Looks like your test died before it could output anything. The line it complains about is foreach (@$data) { Isn't this the way to pass an array reference? What am I doing wrong?

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  • Control the MultipleOutputFormat files sub-path

    - by iCode
    I need to control the sub-path of the different different files being managed by MultipleOutputFormat based on the reducer key. I basically want to set the sub path of the file based on the key given to the reducer. I can changed the file name by overwrting the generateFileNameForKeyValue method of MultipleOutputFormatbut how can I also change the sub-path of these files? I mean with just overriding the generateFileNameForKeyValue, I get mySetJobConfigOutputPath/fileNameBasedKey1.dat /fileNameBasedKey2.dat /fileNameBasedKey3.dat ... but I want to make it to be organize files like below mySetJobConfigOutputPath/path0ConfiguredInsideReducerBasedOnKey/fileNameBasedKey1.dat /path1ConfiguredInsideReducerBasedOnKey/fileNameBasedKey2.dat /fileNameBasedKey3.dat /path2ConfiguredInsideReducerBasedOnKey/fileNameBasedKey8.dat as seen, the sub-path and the file name are both figured out by the key inside the reducer. I know how to configure the file name but was wondering if I can configure the sub-path of the each file under the mySetJobConfigOutputPath folder?

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  • Using XNA's XML content pipeline to read arrays of objects with different subtypes

    - by Mcguirk
    Using XNA's XML content importer, is it possible to read in an array of objects with different subtypes? For instance, assume these are my class definitions: public abstract class MyBaseClass { public string MyBaseData; } public class MySubClass0 : MyBaseClass { public int MySubData0; } public class MySubClass1 : MyBaseClass { public bool MySubData1; } And this is my XML file: <XnaContent> <Asset Type="MyBaseClass[]"> <Item> <!-- I want this to be an instance of MySubClass0 --> <MyBaseData>alpha</MyBaseData> <MySubData0>314</MySubData0> </Item> <Item> <!-- I want this to be an instance of MySubClass1 --> <MyBaseData>bravo</MyBaseData> <MySubData1>true</MySubData1> </Item> </Asset> </XnaContent> How do I specify that I want the first Item to be an instance of MySubclass0 and the second Item to be an instance of MySubclass1?

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  • using Unity Android In a sub view and add actionbar and style

    - by aeroxr1
    I exported a simple animation from Unity3D (version 4.5) in android project. With eclipse I modified the manifest and added another activity. In this activity I put a button that it makes start the animation,and this is the result. The action bar appear in the main activity but it doesn't in the unity's activity :( How can I add the action bar and the style of the first activity to unity's animation activity ? This is the unity's activity's code : package com.rabidgremlin.tut.redcube; import android.app.NativeActivity; import android.content.res.Configuration; import android.graphics.PixelFormat; import android.os.Bundle; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; import android.view.ViewGroup; import android.view.Window; import android.view.WindowManager; import com.unity3d.player.UnityPlayer; public class UnityPlayerNativeActivity extends NativeActivity { protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code // Setup activity layout @Override protected void onCreate (Bundle savedInstanceState) { //requestWindowFeature(Window.FEATURE_NO_TITLE); super.onCreate(savedInstanceState); getWindow().takeSurface(null); //setTheme(android.R.style.Theme_NoTitleBar_Fullscreen); getWindow().setFormat(PixelFormat.RGB_565); mUnityPlayer = new UnityPlayer(this); /*if (mUnityPlayer.getSettings ().getBoolean ("hide_status_bar", true)) getWindow ().setFlags (WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); */ setContentView(mUnityPlayer); mUnityPlayer.requestFocus(); } // Quit Unity @Override protected void onDestroy () { mUnityPlayer.quit(); super.onDestroy(); } // Pause Unity @Override protected void onPause() { super.onPause(); mUnityPlayer.pause(); } // eliminiamo questa onResume() e proviamo a modificare la onResume() // Resume Unity @Override protected void onResume() { super.onResume(); mUnityPlayer.resume(); } // inseriamo qualche modifica qui // This ensures the layout will be correct. @Override public void onConfigurationChanged(Configuration newConfig) { super.onConfigurationChanged(newConfig); mUnityPlayer.configurationChanged(newConfig); } // Notify Unity of the focus change. @Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mUnityPlayer.windowFocusChanged(hasFocus); } // For some reason the multiple keyevent type is not supported by the ndk. // Force event injection by overriding dispatchKeyEvent(). @Override public boolean dispatchKeyEvent(KeyEvent event) { if (event.getAction() == KeyEvent.ACTION_MULTIPLE) return mUnityPlayer.injectEvent(event); return super.dispatchKeyEvent(event); } // Pass any events not handled by (unfocused) views straight to UnityPlayer @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } /*API12*/ public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } } And this is the AndroidManifest.xml android:versionCode="1" android:versionName="1.0" > <!-- android:theme="@android:style/Theme.NoTitleBar"--> <supports-screens android:anyDensity="true" android:largeScreens="true" android:normalScreens="true" android:smallScreens="true" android:xlargeScreens="true" /> <application android:icon="@drawable/app_icon" android:label="@string/app_name" android:theme="@android:style/Theme.Holo.Light" > <activity android:name="com.rabidgremlin.tut.redcube.UnityPlayerNativeActivity" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale" android:label="@string/app_name" android:screenOrientation="portrait" > <!--android:launchMode="singleTask"--> <meta-data android:name="unityplayer.UnityActivity" android:value="true" /> <meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="false" /> </activity> <activity android:name="com.rabidgremlin.tut.redcube.MainActivity" android:label="@string/title_activity_main" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> <uses-sdk android:minSdkVersion="17" android:targetSdkVersion="19" /> <uses-feature android:glEsVersion="0x00020000" /> </manifest>

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  • openGL migration from SFML to glut, vertices arrays or display lists are not displayed

    - by user3714670
    Due to using quad buffered stereo 3D (which i have not included yet), i need to migrate my openGL program from a SFML window to a glut window. With SFML my vertices and display list were properly displayed, now with glut my window is blank white (or another color depending on the way i clear it). Here is the code to initialise the window : int type; int stereoMode = 0; if ( stereoMode == 0 ) type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH; else type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_STEREO; glutInitDisplayMode(type); int argc = 0; char *argv = ""; glewExperimental = GL_TRUE; glutInit(&argc, &argv); bool fullscreen = false; glutInitWindowSize(width,height); int win = glutCreateWindow(title.c_str()); glutSetWindow(win); assert(win != 0); if ( fullscreen ) { glutFullScreen(); width = glutGet(GLUT_SCREEN_WIDTH); height = glutGet(GLUT_SCREEN_HEIGHT); } GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } glutDisplayFunc(loop_function); This is the only code i had to change for now, but here is the code i used with sfml and displayed my objects in the loop, if i change the value of glClearColor, the window's background does change color : glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(255.0f, 255.0f, 255.0f, 0.0f); glLoadIdentity(); sf::Time elapsed_time = clock.getElapsedTime(); clock.restart(); camera->animate(elapsed_time.asMilliseconds()); camera->look(); for (auto i = objects->cbegin(); i != objects->cend(); ++i) (*i)->draw(camera); glutSwapBuffers(); Is there any other changes i should have done switching to glut ? that would be great if someone could enlighten me on the subject. In addition to that, i found out that adding too many objects (that were well handled before with SFML), openGL gives error 1285: out of memory. Maybe this is related. EDIT : Here is the code i use to draw each object, maybe it is the problem : GLuint LightID = glGetUniformLocation(this->shaderProgram, "LightPosition_worldspace"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialAmbientID = glGetUniformLocation(this->shaderProgram, "MaterialAmbient"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialSpecularID = glGetUniformLocation(this->shaderProgram, "MaterialSpecular"); if(LightID ==-1) cout << "LightID not found ..." << endl; glm::vec3 lightPos = glm::vec3(0,150,150); glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z); glUniform3f(MaterialAmbientID, MaterialAmbient.x, MaterialAmbient.y, MaterialAmbient.z); glUniform3f(MaterialSpecularID, MaterialSpecular.x, MaterialSpecular.y, MaterialSpecular.z); // Get a handle for our "myTextureSampler" uniform GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler"); if(!TextureID) cout << "TextureID not found ..." << endl; glActiveTexture(GL_TEXTURE0); sf::Texture::bind(texture); glUniform1i(TextureID, 0); // 2nd attribute buffer : UVs GLuint vertexUVID = glGetAttribLocation(shaderProgram, "color"); if(vertexUVID==-1) cout << "vertexUVID not found ..." << endl; glEnableVertexAttribArray(vertexUVID); glBindBuffer(GL_ARRAY_BUFFER, color_array_buffer); glVertexAttribPointer(vertexUVID, 2, GL_FLOAT, GL_FALSE, 0, 0); GLuint vertexNormal_modelspaceID = glGetAttribLocation(shaderProgram, "normal"); if(!vertexNormal_modelspaceID) cout << "vertexNormal_modelspaceID not found ..." << endl; glEnableVertexAttribArray(vertexNormal_modelspaceID); glBindBuffer(GL_ARRAY_BUFFER, normal_array_buffer); glVertexAttribPointer(vertexNormal_modelspaceID, 3, GL_FLOAT, GL_FALSE, 0, 0 ); GLint posAttrib; posAttrib = glGetAttribLocation(shaderProgram, "position"); if(!posAttrib) cout << "posAttrib not found ..." << endl; glEnableVertexAttribArray(posAttrib); glBindBuffer(GL_ARRAY_BUFFER, position_array_buffer); glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elements_array_buffer); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0); GLuint error; while ((error = glGetError()) != GL_NO_ERROR) { cerr << "OpenGL error: " << error << endl; } disableShaders();

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  • Creating sub domain on webmin [duplicate]

    - by Vijay
    This question is an exact duplicate of: Webmin - Setting up multiple virtual hosts - Subdomains 1 answer Can anybody help me in creating subdoain through webmin. I want to create subdomain like test.xxxxx.com for this I tried with several reference site but no luck. exp. http://www.trickylinux.net/add-domain-virtualminwebmin.html http://codeboxlabs.com/add-subdomain-webmin-linux/ My current httpd.conf look like: <VirtualHost *:80> SSLEngine off DocumentRoot /var/www/html/******/web DirectoryIndex index.php <Directory "/var/www/html/*****/web"> AllowOverride All Allow from All </Directory> ServerName www.******/.com ServerAlias ftp.*****.com SSLEngine off SSLVerifyClient optional </VirtualHost> Please help me to solve this issue.

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  • Bash arrays and case statements - review my script

    - by Felipe Alvarez
    #!/bin/bash # Change the environment in which you are currently working. # Actually, it calls the relevant 'lettus.sh' script if [ "${BASH_SOURCE[0]}" == "$0" ]; then echo "Try running this as \". chenv $1\"" exit 0 fi usage(){ echo "Usage: . ${PROG} -- Shows a list of user-selectable environments." echo " . ${PROG} [env] -- Select environment." echo " . ${PROG} -h -- Shows this usage screen." return } showEnv(){ # check if index0 exists, assume we have at least the first (zeroth) element #if [ -z "${envList}" ]; then if [ -z "${envList[0]}" ]; then echo "array \$envList is empty! " >&2 return 1 fi # Show all elements in array (0 -> n-1) for i in $(seq 0 $((${#envList[@]} - 1))); do echo ${envList[$i]} done return } setEnv(){ if [ -z "$1" ]; then usage; return fi case $1 in cold) FILE_TO_SOURCE=/u2/tip/conf/ctrl/lettus_cold.sh;; coles) FILE_TO_SOURCE=/u2/tip/conf/ctrl/lettus_coles.sh;; fc) FILE_TO_SOURCE=/u2/tip/conf/ctrl/lettus_fc.sh;; fcrm) FILE_TO_SOURCE=/u2/tip/conf/ctrl/lettus_fcrm.sh;; stable) FILE_TO_SOURCE=/u2/tip/conf/ctrl/lettus_stable.sh;; tip) FILE_TO_SOURCE=/u2/tip/conf/ctrl/lettus_tip.sh;; uat) FILE_TO_SOURCE=/u2/tip/conf/ctrl/lettus_uat.sh;; wellmdc) FILE_TO_SOURCE=/u2/tip/conf/ctrl/lettus_wellmdc.sh;; *) usage; return;; esac if $IS_SOURCED; then echo "Environment \"$1\" selected." echo "Now sourcing file \"$FILE_TO_SOURCE\"..." . ${FILE_TO_SOURCE} return else return 1 fi } main(){ if [ -z "$1" ]; then showEnv; return fi case $1 in -h) usage;; *) setEnv $1;; esac return } PROG="chenv" # create array of user-selectable environments envList=( cold coles fc fcrm stable tip uat wellmdc ) main "$@" return If I could, I'd like to get some feedback on a better way to accomplish any of the following: run through the case statement make script trivally simple to maintain/upgrade/update

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  • Writing files in a sub folder of the web folder (apache security)

    - by Homunculus Reticulli
    I need to save session data for a dynamic web page script by writing to file. I have two questions: Are there any security preferences as to whether to save the data UNDER the web folder, or OUTSIDE the web folder? I attempted to write to the folder an (unsuprisingly), I had a 'file permission refused' type error. Should I set the folder ownership to the apache user (600, 640 or 644?) [[Edit]] core <- 'OUTSIDE' web folder (php script live here) data <- 'OUTSIDE' web folder (session data and other misc data resides here) web <- web root folder js <- any folder below is 'INSIDE' the web folder css html For example, in a php script (i.e. a dynamic PHP page), I can attempt to write to a file using something like fput('../data',data) yet (as I understand it) ../data should not be accessible - for security reasons. Could someone please provide a simple example that shows how to provide access to ../data/ in the example given above?. What are the actual SPECIFIC steps required? BTW, I am running on a LAMP stack.

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  • Understanding Regular Expressions (focus on URL Rewrite)–Part 10 (Sub-Part 1 of 2)

    - by OWScott
    Regular Expressions can seem difficult to understand.  In today’s lesson I attempt to bring this down to earth and make it understandable and useful for the web administrator.  While this focuses on URL Rewrite, this lesson is useful for Visual Studio, ASP.NET development and JavaScript development also. I couldn’t keep this within 10-15 minutes so this is Part 1 of 2 on Regular Expressions. This is week 10 of a 52 week series on various web administration related tasks.  Past and future videos can be found here.

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  • Understanding Regular Expressions (focus on URL Rewrite)–Part 11 (Sub-Part 2 of 2)

    - by OWScott
    This 2nd part (out of 2) on Regular Expressions covers the remaining tips necessary to get up to speed on a topic that at first seems daunting, but really isn’t that bad. Whether you use Regular Expressions for URL Rewrite, Visual Studio, PowerShell, programming or any other tool, these tips will allow you to understand the essentials of Regular Expressions. Be sure to watch Part 1 first. This is week 11 of a 52 week series on various web administration related tasks. Past and future videos can be found here.

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  • Arrays for a heightmap tile-based map

    - by JPiolho
    I'm making a game that uses a map which have tiles, corners and borders. Here's a graphical representation: I've managed to store tiles and corners in memory but I'm having troubles to get borders structured. For the tiles, I have a [Map Width * Map Height] sized array. For corners I have [(Map Width + 1) * (Map Height + 1)] sized array. I've already made up the math needed to access corners from a tile, but I can't figure out how to store and access the borders from a single array. Tiles store the type (and other game logic variables) and via the array index I can get the X, Y. Via this tile position it is possible to get the array index of the corners (which store the Z index). The borders will store a game object and accessing corners from only border info would be also required. If someone even has a better way to store these for better memory and performance I would gladly accept that. EDIT: Using in C# and Javascript.

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  • libgdx rotation (animation, arrays) issues and help needed

    - by johnny-b
    well i am a noob at java and libgdx. i got the homing bullet working with the help of someone. now i am smashing my head as to how i can make it rotate so it faces the ball (which is the main character) when it goes around it or when it is coming towards it. the bullet is facing <--- and the code below is what i have done so far. also i used sprites for the bullet and also animation method. Also how do i make it an array/arraylist which is best so i can have multiple bullets at random or placed places. i tried many things nothing workd :( thank you for the help. // below is the bullet or enemy if you want to call it. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); lifetime += delta; setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime)); } } // this is where i load the images. public class AssetLoader { public static Animation bulletAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { // We must dispose of the texture when we are finished. texture.dispose(); } // this is for the rendering of the images etc public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } so there is the whole thing. the images are loaded via the AssetLoader then to the GameRenderer and GameWorld via the Bullet class. i am guessing that is how it is. sorry newbie so still learning. thank you in advace for the help or any advice.

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