Search Results

Search found 11178 results on 448 pages for 'syntax checking'.

Page 15/448 | < Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >

  • Checking is sides of cubes are solid

    - by Christian Frantz
    In relation to this question: http://gamedev.stackexchange.com/a/28524/31664 And a question I asked earlier: Creating a DrawableGameComponent And also because my internet is too slow to get on chat. I'm wondering how to check if the sides of a cube are solid. I've created 12 methods, each one creating indices and vertices for sides of a cube. Now when I use these methods, the cube creates how it should. All 6 sides show up and its like I didnt change a thing. How can use if statements to check if the side of a cube is solid? The pseudocode from the question above shows this: if(!isSolidAt(x+1,y,z)) verticesToDraw += AddXPlusFace(x,y,z) But in my case is would be: if(!sideIsSolid) SetUpFrontFaceIndices(); My method simply takes these index and vertex values and adds them to a list indicesToDraw and verticesToDraw, as shown in the answer above

    Read the article

  • Checking whether php script was resolved by optimal way

    - by user2135931
    Can anybody give some advise how to check the arbitrary php code on optimal solution. For example I create a simple algorithm and sent it on the special resource. After proccessing my algorithm this resource give me result whether my code is nice. If no it give me some advice and tell what is wrong (maybe I forgot check devision by zero etc). I looked for php code analyzer but could't find any variants. Maybe someone give me a resource where I can research this problem. Thanks in advance!

    Read the article

  • Unicorn installation error on Debian 5

    - by Luc
    I am running ruby1.9 on Debian 5, and did not manage to install 'unicorn' with rubygems. I got this error and do not really know how to solve it. Do you have any idea of the possible root cause ? > gem install unicorn Building native extensions. This could take a while... ERROR: Error installing unicorn: ERROR: Failed to build gem native extension. /usr/bin/ruby1.9 extconf.rb checking for CLOCK_MONOTONIC in time.h... yes checking for clockid_t in time.h... yes checking for clock_gettime() in -lrt... yes checking for t_open() in -lnsl... no checking for socket() in -lsocket... no checking for poll() in poll.h... yes checking for getaddrinfo() in sys/types.h,sys/socket.h,netdb.h... yes checking for getnameinfo() in sys/types.h,sys/socket.h,netdb.h... yes checking for struct sockaddr_storage in sys/types.h,sys/socket.h... yes checking for accept4() in sys/socket.h... no checking for sys/select.h... yes checking for ruby/io.h... yes checking for rb_io_t.fd in ruby.h,ruby/io.h... yes checking for rb_io_t.mode in ruby.h,ruby/io.h... yes checking for rb_io_t.pathv in ruby.h,ruby/io.h... no checking for struct RFile in ruby.h,ruby/io.h... yes checking size of struct RFile in ruby.h,ruby/io.h... 24 checking for struct RObject... no checking size of int... 4 checking for rb_io_ascii8bit_binmode()... no checking for rb_thread_blocking_region()... yes checking for rb_thread_io_blocking_region()... no checking for rb_str_set_len()... yes checking for rb_time_interval()... yes checking for rb_wait_for_single_fd()... no creating Makefile make cc -I. -I/usr/include/ruby-1.9.0/x86_64-linux -I/usr/include/ruby-1.9.0 -I. -DHAVE_TYPE_CLOCKID_T -DHAVE_POLL -DHAVE_GETADDRINFO -DHAVE_GETNAMEINFO -DHAVE_TYPE_STRUCT_SOCKADDR_STORAGE -DHAVE_SYS_SELECT_H -DHAVE_RUBY_IO_H -DHAVE_RB_IO_T_FD -DHAVE_ST_FD -DHAVE_RB_IO_T_MODE -DHAVE_ST_MODE -DHAVE_TYPE_STRUCT_RFILE -DSIZEOF_STRUCT_RFILE=24 -DSIZEOF_INT=4 -DHAVE_RB_THREAD_BLOCKING_REGION -DHAVE_RB_STR_SET_LEN -DHAVE_RB_TIME_INTERVAL -D_GNU_SOURCE -DPOSIX_C_SOURCE=1-D_POSIX_C_SOURCE=200112L -fPIC -fno-strict-aliasing -g -g -O2 -O2 -g -Wall -Wno-parentheses -fPIC -o kgio_ext.o -c kgio_ext.c cc -I. -I/usr/include/ruby-1.9.0/x86_64-linux -I/usr/include/ruby-1.9.0 -I. -DHAVE_TYPE_CLOCKID_T -DHAVE_POLL -DHAVE_GETADDRINFO -DHAVE_GETNAMEINFO -DHAVE_TYPE_STRUCT_SOCKADDR_STORAGE -DHAVE_SYS_SELECT_H -DHAVE_RUBY_IO_H -DHAVE_RB_IO_T_FD -DHAVE_ST_FD -DHAVE_RB_IO_T_MODE -DHAVE_ST_MODE -DHAVE_TYPE_STRUCT_RFILE -DSIZEOF_STRUCT_RFILE=24 -DSIZEOF_INT=4 -DHAVE_RB_THREAD_BLOCKING_REGION -DHAVE_RB_STR_SET_LEN -DHAVE_RB_TIME_INTERVAL -D_GNU_SOURCE -DPOSIX_C_SOURCE=1-D_POSIX_C_SOURCE=200112L -fPIC -fno-strict-aliasing -g -g -O2 -O2 -g -Wall -Wno-parentheses -fPIC -o autopush.o -c autopush.c cc -I. -I/usr/include/ruby-1.9.0/x86_64-linux -I/usr/include/ruby-1.9.0 -I. -DHAVE_TYPE_CLOCKID_T -DHAVE_POLL -DHAVE_GETADDRINFO -DHAVE_GETNAMEINFO -DHAVE_TYPE_STRUCT_SOCKADDR_STORAGE -DHAVE_SYS_SELECT_H -DHAVE_RUBY_IO_H -DHAVE_RB_IO_T_FD -DHAVE_ST_FD -DHAVE_RB_IO_T_MODE -DHAVE_ST_MODE -DHAVE_TYPE_STRUCT_RFILE -DSIZEOF_STRUCT_RFILE=24 -DSIZEOF_INT=4 -DHAVE_RB_THREAD_BLOCKING_REGION -DHAVE_RB_STR_SET_LEN -DHAVE_RB_TIME_INTERVAL -D_GNU_SOURCE -DPOSIX_C_SOURCE=1-D_POSIX_C_SOURCE=200112L -fPIC -fno-strict-aliasing -g -g -O2 -O2 -g -Wall -Wno-parentheses -fPIC -o wait.o -c wait.c cc -I. -I/usr/include/ruby-1.9.0/x86_64-linux -I/usr/include/ruby-1.9.0 -I. -DHAVE_TYPE_CLOCKID_T -DHAVE_POLL -DHAVE_GETADDRINFO -DHAVE_GETNAMEINFO -DHAVE_TYPE_STRUCT_SOCKADDR_STORAGE -DHAVE_SYS_SELECT_H -DHAVE_RUBY_IO_H -DHAVE_RB_IO_T_FD -DHAVE_ST_FD -DHAVE_RB_IO_T_MODE -DHAVE_ST_MODE -DHAVE_TYPE_STRUCT_RFILE -DSIZEOF_STRUCT_RFILE=24 -DSIZEOF_INT=4 -DHAVE_RB_THREAD_BLOCKING_REGION -DHAVE_RB_STR_SET_LEN -DHAVE_RB_TIME_INTERVAL -D_GNU_SOURCE -DPOSIX_C_SOURCE=1-D_POSIX_C_SOURCE=200112L -fPIC -fno-strict-aliasing -g -g -O2 -O2 -g -Wall -Wno-parentheses -fPIC -o connect.o -c connect.c cc -I. -I/usr/include/ruby-1.9.0/x86_64-linux -I/usr/include/ruby-1.9.0 -I. -DHAVE_TYPE_CLOCKID_T -DHAVE_POLL -DHAVE_GETADDRINFO -DHAVE_GETNAMEINFO -DHAVE_TYPE_STRUCT_SOCKADDR_STORAGE -DHAVE_SYS_SELECT_H -DHAVE_RUBY_IO_H -DHAVE_RB_IO_T_FD -DHAVE_ST_FD -DHAVE_RB_IO_T_MODE -DHAVE_ST_MODE -DHAVE_TYPE_STRUCT_RFILE -DSIZEOF_STRUCT_RFILE=24 -DSIZEOF_INT=4 -DHAVE_RB_THREAD_BLOCKING_REGION -DHAVE_RB_STR_SET_LEN -DHAVE_RB_TIME_INTERVAL -D_GNU_SOURCE -DPOSIX_C_SOURCE=1-D_POSIX_C_SOURCE=200112L -fPIC -fno-strict-aliasing -g -g -O2 -O2 -g -Wall -Wno-parentheses -fPIC -o poll.o -c poll.c poll.c:11:18: error: st.h: No such file or directory poll.c: In function 'do_poll': poll.c:148: error: 'RUBY_UBF_IO' undeclared (first use in this function) poll.c:148: error: (Each undeclared identifier is reported only once poll.c:148: error: for each function it appears in.) make: *** [poll.o] Error 1 Gem files will remain installed in /usr/lib/ruby/gems/1.9.0/gems/kgio-2.5.0 for inspection. Results logged to /usr/lib/ruby/gems/1.9.0/gems/kgio-2.5.0/ext/kgio/gem_make.out

    Read the article

  • Is committing/checking code everyday a good practice?

    - by ArtB
    I've been reading Martin Fowler's note on Continuous Integration and he lists as a must "Everyone Commits To the Mainline Every Day". I do not like to commit code unless the section I'm working on is complete and that in practice I commit my code every three days: one day to investigate/reproduce the task and make some preliminary changes, a second day to complete the changes, and a third day to write the tests and clean it up^ for submission. I would not feel comfortable submitting the code sooner. Now, I pull changes from the repository and integrate them locally usually twice a day, but I do not commit that often unless I can carve out a smaller piece of work. Question: is committing everyday such a good practice that I should change my workflow to accomodate it, or it is not that advisable? ^ The order is more arbitrary and depends on the task, my point was to illustrate the time span and activities, not the exact sequence.

    Read the article

  • CPQLOFG XML "Syntax error"

    - by Andrew J. Brehm
    HP Lights-Out Configuration Utility- CPQLOCFG v. 4.00 dated 04/04/2012 Whatever input I use, whether a sample file from the HP Web site, whether an empty file or whether a file just containing <RIBCL VERSION="2.0"> </RIBCL> the HP utility always returns CHECKING XML SYNTAX... 1 - Syntax error: Line #0: syntax error near "" in the line: "" What's wrong with me or the utility? Did anyone ever get this to work?

    Read the article

  • Circle to Circle collision, checking each circle against all others

    - by user14861
    I'm currently coding a little circle to circle collision demo but I've got a little stuck. I think I currently have the code to detect collision but I'm not sure how to loop through my list of circles and check them off against one another. Collision check code: public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } Loop through code: Vector2 depth = Vector2.Zero; for (int i = 0; i < bounds.Count; i++) for (int j = i+1; j < bounds.Count; j++) { depth = CircleToCircleIntersection.GetIntersectionDepth(bounds[i], bounds[j]); } Clearly I'm a complete newbie, wondering if anyone can give any suggestions or point out my errors, thanks in advance. :)

    Read the article

  • Checking preconditions or not

    - by Robert Dailey
    I've been wanting to find a solid answer to the question of whether or not to have runtime checks to validate input for the purposes of ensuring a client has stuck to their end of the agreement in design by contract. For example, consider a simple class constructor: class Foo { public: Foo( BarHandle bar ) { FooHandle handle = GetFooHandle( bar ); if( handle == NULL ) { throw std::exception( "invalid FooHandle" ); } } }; I would argue in this case that a user should not attempt to construct a Foo without a valid BarHandle. It doesn't seem right to verify that bar is valid inside of Foo's constructor. If I simply document that Foo's constructor requires a valid BarHandle, isn't that enough? Is this a proper way to enforce my precondition in design by contract? So far, everything I've read has mixed opinions on this. It seems like 50% of people would say to verify that bar is valid, the other 50% would say that I shouldn't do it, for example consider a case where the user verifies their BarHandle is correct, but a second (and unnecessary) check is also being done inside of Foo's constructor.

    Read the article

  • Checking for alternate keys with XNA IsKeyDown

    - by jocull
    I'm working on picking up XNA and this was a confusing point for me. KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Left) || keyState.IsKeyDown(Keys.A)) { //Do stuff... } The book I'm using (Learning XNA 4.0, O'Rielly) says that this method accepts a bitwise OR series of keys, which I think should look like this... KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Left | Keys.A)) { //Do stuff... } But I can't get it work. I also tried using !IsKeyUp(... | ...) as it said that all keys had to be down for it to be true, but had no luck with that either. Ideas? Thanks.

    Read the article

  • statistics for checking imported data?

    - by user1936
    I'm working on a data migration of several hundred nodes from a Drupal 6 to a Drupal 7 site. I've got the data exported to the new site and I want to check it. Harkening back to my statistics classes, I recall that there is some way to figure out a random number of nodes to check to give me some percentage of confidence that the whole process was correct. Can anyone enlighten me as to this practical application of statistics? For any given number of units, how big must the sample be to have a given confidence interval?

    Read the article

  • Checking update reason after actual update

    - by KaRo
    Is there a possibility to find out the reason for at least the last automatic update? When the update-window pops up one can click on the entries and find a statement about what bug shall be fixed with a certain package, or more general why it is updated at all. I want to check for this information afterwards to check if a certain bug or functionality is claimed to be fixed already. thx - robert.

    Read the article

  • Paranoid management, contractor checking work [closed]

    - by user833345
    Just wanted to get some opinions and experiences on an issue I'm having at work. First, a little background. I've been working at a company for some time (past any probation periods) and rewriting a horrendous system. No tests, incomplete and broken functionality everywhere, enough copypasta to feed a small village, redundant code, more unused SQL tables than used ones and terrible performance. I've never seen such bad code, pretty much all of it is worthy of being posted on TheDailyWTF. The company has been operating for a number of years and have had a string of bad developers working on this system. I made a call on rewriting instead of refactoring since I judged it to be less work overall and decided that the result will address the requirements more appropriately, since the central requirement is to have a future-proof system for the next decade with plenty of room to scale up. Refactoring would have entailed untangling a huge ball of yarn and at the same time integrating it with a proper foundation or building a foundation from scratch. I've introduced the latest spiffy framework, unit & functional testing, CI, a bug tracker and agile workflow to the environment. I've fixed most of the performance issues of the old system (there were no indexes on any of the tables, for example). I've created an automated deployment process for the old system. The CTO has been maintaining the old system while I have been building the new one and he has been advising management that everything is being done as per best practices. However, management is hiring a contractor to come in and verify my work. In my experience, this is unprecedented. I can understand their reasoning to an extent, since they've had bad luck in the past, but can't help but feel somewhat offended at the fact that they distrust two senior developers who have been working with them for some time enough that a third party is being brought in. And it's not just me who is under watch - people's emails are constantly checked, someone had a remote desktop application installed on their computer of which I was asked to check the usage logs to try to determine if they were stealing sensitive data and there are CCTV cameras in one of the rooms. It's the first time I've decided to disable my Skype history at work. Am I right to feel indignant here? Has anyone else ever encountered such a situation? If so, how did it work out in the end? Was it worth sticking around? Should I just find another job?

    Read the article

  • Checking for DBNull

    - by Jim Lahman
    Using a table adapter to a SQL Server database table that returns a NULL record.  We determine the fields are NULL by comparing against System.DBNull Looking the NULL records in SQL Management studio   Using a table adapter to retrieve a record   1: try 2: { 3: this.vTrackingTableAdapter.FillByTrkZone(this.dsL1Write.vTracking, iTrkZone); 4: } 5: catch (Exception ex) 6: { 7: sLogMessage = String 8: .Format("Error getting coil number from tracking table at {0} - {1}", 9: sTrkName, 10: ex.Message); 11: throw new CannotReadTrackingTableException(sLogMessage); 12: }   Looking at the record as it returned from the table adapter:   ItemArrayObject Column [0] ChargeCoilNumber [1] HeadWeldZone [2] TailWeldZone [3] ZoneLen [4] ZoneCoilLen [5] Confirmed [6] Validated [7] EntryWidth [8] EntryThickness   Since each item in the ItemArray is an object, we can test for null   1: if (dsL1Write.vTracking.Rows[0].ItemArray[0] == System.DBNull.Value) 2: { 3: throw new NoCoilAtPORException("NULL coil found at tracking zone " + sTrkName); 4: }   If no records were returned by the table adapter 1: if (dsL1Write.vTracking.Rows.Count == 0) 2: { 3: throw new NoCoilAtPORException("No coils found at tracking zone " + sTrkName); 4: }

    Read the article

  • Checking whether a specific key was pressed in enchantJS

    - by MxyL
    I am using enchantJS and would like to use the letters and numbers as well as numpad on a keyboard to do different things (eg: hotkeys). From this page http://users.csc.calpoly.edu/~foaad/enchant/guide/playerInput.html By default, enchant.js provides input listeners for six buttons: UP, DOWN, LEFT, RIGHT, A, and B. By default, the directions are bound to the arrow keys. Any of the six buttons may also be bound to any key with an ASCII value. We’ll address that later. So enchant provides the ability to bind keys to different input such as up, down, left, right...but how can I simply check whether the D or X key was pressed, and if so, perform certain actions based on that event?

    Read the article

  • Checking form input data on submit with pure PHP [migrated]

    - by Leron
    I have some experience with PHP but I have never even try to do this wit pure PHP, but now a friend of mine asked me to help him with this task so I sat down and write some code. What I'm asking is for opinion if this is the right way to do this when you want to use only PHP and is there anything I can change to make the code better. Besides that I think the code is working at least with the few test I made with it. Here it is: <?php session_start(); // define variables and initialize with empty values $name = $address = $email = ""; $nameErr = $addrErr = $emailErr = ""; $_SESSION["name"] = $_SESSION["address"] = $_SESSION["email"] = ""; $_SESSION["first_page"] = false; if ($_SERVER["REQUEST_METHOD"] == "POST") { if (empty($_POST["name"])) { $nameErr = "Missing"; } else { $_SESSION["name"] = $_POST["name"]; $name = $_POST["name"]; } if (empty($_POST["address"])) { $addrErr = "Missing"; } else { $_SESSION["address"] = $_POST["address"]; $address = $_POST["address"]; } if (empty($_POST["email"])) { $emailErr = "Missing"; } else { $_SESSION["email"] = $_POST["email"]; $email = $_POST["email"]; } } if ($_SESSION["name"] != "" && $_SESSION["address"] != "" && $_SESSION["email"] != "") { $_SESSION["first_page"] = true; header('Location: http://localhost/formProcessing2.php'); //echo $_SESSION["name"]. " " .$_SESSION["address"]. " " .$_SESSION["email"]; } ?> <DCTYPE! html> <head> <style> .error { color: #FF0000; } </style> </head> <body> <form method="POST" action="<?php echo htmlspecialchars($_SERVER["PHP_SELF"]);?>"> Name <input type="text" name="name" value="<?php echo htmlspecialchars($name);?>"> <span class="error"><?php echo $nameErr;?></span> <br /> Address <input type="text" name="address" value="<?php echo htmlspecialchars($address);?>"> <span class="error"><?php echo $addrErr;?></span> <br /> Email <input type="text" name="email" value="<?php echo htmlspecialchars($email);?>"> <span class="error"><?php echo $emailErr;?></span> <br /> <input type="submit" name="submit" value="Submit"> </form> </body> </html>

    Read the article

  • Vector.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Vector.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

    Read the article

  • C++: Checking if an object faces a point (within a certain range)

    - by bojoradarial
    I have been working on a shooter game in C++, and am trying to add a feature whereby missiles shot must be within 90 degrees (PI/2 radians) of the direction the ship is facing. The missiles will be shot towards the mouse. My idea is that the ship's angle of rotation is compared with the angle between the ship and the mouse (std::atan2(mouseY - shipY, mouseX - shipX)), and if the difference is less than PI/4 (45 degrees) then the missile can be fired. However, I can't seem to get this to work. The ship's angle of rotation is increased and decreased with the A and D keys, so it is possible that it isn't between 0 and 2*PI, hence the use of fmod() below. Code: float userRotation = std::fmod(user->Angle(), 6.28318f); if (std::abs(userRotation - missileAngle) > 0.78f) return; Any help would be appreciated. Thanks!

    Read the article

  • ERROR CHECKING !!

    - by moata_u
    am trying catch any error when run command in order to write an log file / report i was trying write this code : FUNCTION FOR VALIDATION function valid (){ if [ $? -eq 0 ]; then echo "$var1" ": status : OK" else echo "$var1" ": status : ERROR" fi COMMAND FUNCTION function save(){ sed -i "/:@/c connection.url=jdbc:oracle:thin:@$ip:1521:$dataBase" $search var1="adding database ip" valid $var1 sed -i "/connection.username/c connection.username=$name" #$search retval=$? var1="addning database SID" valid $var1 $retval } save OUTPUT adding database ip : status : OK sed: no input file i want out put in this way: adding database ip : status : OK sed: no input file : status : ERROR" (OR) adding database ip : status : OK addning database SID : status : ERROR" I was tried toooo much but not working with me :(((

    Read the article

  • Checking for collisions on a 3D heightmap

    - by Piku
    I have a 3D heightmap drawn using OpenGL (which isn't important). It's represented by a 2D array of height data. To draw this I go through the array using each point as a vertex. Three vertices are wound together to form a triangle, two triangles to make a quad. To stop the whole mesh being tiny I scale this by a certain amount called 'gridsize'. This produces a fairly nice and lumpy, angular terrain kind of similar to something you'd see in old Atari/Amiga or DOS '3D' games (think Virus/Zarch on the Atari ST). I'm now trying to work out how to do collision with the terrain, testing to see if the player is about to collide with a piece of scenery sticking upwards or fall into a hole. At the moment I am simply dividing the player's co-ordinates by the gridsize to find which vertex the player is on top of and it works well when the player is exactly over the corner of a triangle piece of terrain. However... How can I make it more accurate for the bits between the vertices? I get confused since they don't exist in my heightmap data, they're a product of the GPU trying to draw a triangle between three points. I can calculate the height of the point closest to the player, but not the space between them. I.e if the player is hovering over the centre of one of these 'quads', rather than over the corner vertex of one, how do I work out the height of the terrain below them? Later on I may want the player to slide down the slopes in the terrain.

    Read the article

  • Checking whether the user input is a str in Python [migrated]

    - by Sahil Babbar
    I checked various questions on Stack Overflow but one thing every logic lacks. Let me demonstrate using Python: while True: user_input = raw_input() if type(user_input) == str: print 'ERROR' else: print 'BINGO' Also, we cannot use input() in place of raw_input() as it gives the error:Traceback (most recent call last): File ".\test.py", line 3, in <module> user_input = int(input()) File "<string>", line 1, in <module> NameError: name 'asdf' is not defined The problem here is that raw_input converts the user input into string so it always prints 'ERROR' and if I change the second line to user_input = int(raw_input) then, it gives an error: Traceback (most recent call last): File ".\test.py", line 3, in <module> user_input = int(raw_input()) ValueError: invalid literal for int() with base 10: 'asdf' I tried this with try and except but it shall work fine to check integer but not a string. I feel that this question may be marked as a duplicate but I think that this query is important, if logically taken.

    Read the article

  • Hiding "Syntax OK" from apache2ctl output

    - by Oscar Barrett
    I am checking whether a particular apache module is installed using apache2ctl -M. When listing the modules, apache runs a syntax check on the configuration files which prints out "Syntax OK" if everything is fine. However, this message doesn't seem to be coming from STDOUT or STDERR as it shows even if all output is redirected to /dev/null. i.e. $ sudo apache2ctl -M Loaded Modules: core_module (static) log_config_module (static) ... Syntax OK $ sudo apache2ctl -M >/dev/null Syntax OK How is this being outputted, and is it possible to hide?

    Read the article

  • Fiddler - A useful free tool for checking Web Services (and web site) traffic

    - by TATWORTH
    Recently I had reason to be very glad that I had Fiddler. I was able to record some web service traffic and identify a problem as Fiddler can record both the call to a web service and response from the web service. By seeing the actual data traffic I was able to resolve a problem found in testing in less time than it has taken me to write this blog entry! This tool is also useful for studying general web site traffic. Fiddler is available from http://www.fiddler2.com/fiddler2/ There are training videos available on the above site.

    Read the article

  • XNA 2D Top Down game - FOREACH didn't work for checking Enemy and Switch-Tile

    - by aldroid16
    Here is the gameplay. There is three condition. The player step on a Switch-Tile and it became false. 1) When the Enemy step on it (trapped) AND the player step on it too, the Enemy will be destroyed. 2) But when the Enemy step on it AND the player DIDN'T step on it too, the Enemy will be escaped. 3) If the Switch-Tile condition is true then nothing happened. The effect is activated when the Switch tile is false (player step on the Switch-Tile). Because there are a lot of Enemy and a lot of Switch-Tile, I have to use foreach loop. The problem is after the Enemy is ESCAPED (case 2) and step on another Switch-Tile again, nothing happened to the enemy! I didn't know what's wrong. The effect should be the same, but the Enemy pass the Switch tile like nothing happened (They should be trapped) Can someone tell me what's wrong? Here is the code : public static void switchUpdate(GameTime gameTime) { foreach (SwitchTile switch in switchTiles) { foreach (Enemy enemy in EnemyManager.Enemies) { if (switch.Active == false) { if (!enemy.Destroyed) { if (switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius)) { enemy.EnemySpeed = 10; //reducing Enemy Speed if it enemy is step on the Tile (for about two seconds) enemy.Trapped = true; float elapsed = (float)gameTime.ElapsedGameTime.Milliseconds; moveCounter += elapsed; if (moveCounter> minMoveTime) { //After two seconds, if the player didn't step on Switch-Tile. //The Enemy escaped and its speed back to normal enemy.EnemySpeed = 60f; enemy.Trapped = false; } } } } else if (switch.Active == true && enemy.Trapped == true && switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius) ) { //When the Player step on Switch-Tile and //there is an enemy too on this tile which was trapped = Destroy Enemy enemy.Destroyed = true; } } } }

    Read the article

  • Viewport.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Viewport.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

    Read the article

  • More efficient in range checking

    - by Mob
    I am going to use a specific example in my question, but overall it is pretty general. I use java and libgdx. I have a ship that moves through space. In space there is debris that the ship can tractor beam in and and harvest. Debris is stored in a list, and the object contains it own x and y values. So currently there is no way to to find the debris's location without first looking at the debris object. Now at any given time there can be a huge (1000+) amount of debris in space, and I figure that calculating the distance between the ship and every single piece of debris and comparing it to maximum tractor beam length is rather inefficient. I have thought of dividing space into sectors, and have each sector contain a list of every object in it. This way I could only check nearby sectors. However this essentially doubles memory for the list. (I would reference the same object so it wouldn't double overall. I am not CS major, but I doubt this would be hugely significant.) This also means anytime an object moves it has to calculate which sector it is in, again not a huge problem. I also don't know if I can use some sort of 2D MAP that uses x and y values as keys. But since I am using float locations this sounds more trouble than its worth. I am kind of new to programming games, and I imagined there would be some eloquent solution to this issue.

    Read the article

  • I get an "serious errors while checking the disk drives for /boot" error while booting

    - by Vaios Argiropoulos
    I have just set up my new system by creating three partitions on a whole hard disk (/boot,/home,swap and /(root)) .I saw this article and now i am getting those errors and the system provide me with some options (I to ignore, S to skip mounting or M for manual recovery). I am forced to choose skip mounting because i don't know what manual recovery is. Despite the error i get i think that the system boots ok because i can use the system but this error is very annoying.

    Read the article

< Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >