Search Results

Search found 3131 results on 126 pages for 'upper stage'.

Page 15/126 | < Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >

  • How/where to run the algorithm on large dataset?

    - by niko
    I would like to run the PageRank algorithm on graph with 4 000 000 nodes and around 45 000 000 edges. Currently I use neo4j graph databse and classic relational database (postgres) and for software projects I mostly use C# and Java. Does anyone know what would be the best way to perform a PageRank computation on such graph? Is there any way to modify the PageRank algorithm in order to run it at home computer or server (48GB RAM) or is there any useful cloud service to push the data along the algorithm and retrieve the results? At this stage the project is at the research stage so in case of using cloud service if possible, would like to use such provider that doesn't require much administration and service setup, but instead focus just on running the algorith once and get the results without much overhead administration work.

    Read the article

  • alot questings since i wanted to make a new SSB game or mario game(that use 3d models) [closed]

    - by user20465
    i have just started to study programming and i know already ppl will say why make a so big project like as a SSB game for a noob game development? cuz i always wanted a SSB engine like as Mugen is a fighter game engine but is not like as SSB´s gameplay + is not using 3d models too so i will call it SSBmugen(until i find a better title for it i got afew ideas for titles) also i wanted to make this game so it can use SSBbrawl files(models+animations mainly) the moveset+Stage coding files i wanted to redo cuz so anything can be possible like make a teleporter or a pipe teleporter(like as Super mario bros game) on a stag e or make some stuff there is impossible in SSBbrawl for moveset coding but is not in SSBmugen like make so a char. summon a Clone and the clone will do a attack and then is gone or some attacks/moves also i will make a moveset/stage Coding editor so it will be really easy to make moveset/stages coding for yours 3d models/animations moveset+stage Coding i mean: hitboxes/hurtboxes/moving Stuff/moving bones like cape or hair bones that is moving by wind effects or falling or other stuff like that/other stuff that needed to be coded i have planed to make a editor(for moveset/char. coding) or add the editor in brawlbox for my game so other ppl can easy make moveset/stages Coding to they´s models/animations so it will be easy so even kids can make a custom movesets/stages why using SSBbrawl files?: cuz ppl have made alot of models or textures/custom movesets/custom stages like goku/other anime/not brawl stuff for super smash bros brawl hacking(a.k.a modding) so ppl dont have to redo anything if they wanted to have the custom models or textures/custom movesets/custom stages from SSBbrawl to SSBmugen +there is the program named brawlbox that can open brawl files like model/animations and can edit models or animations and import models from 3ds max to be the right model format for SSBbrawl and i also wanted it so easy to add(a.k.a installer) Recolours or alt. models(like as oneslot doctor mario model over mario´s boneset) or textures/Movesets/new char. slots/new stages so easy so you only needing to download themplace them in right foldername them the right nameStart the gameRecolours or alt. models or textures/Movesets/new char. slots/new stages works an loading right so you wont needing to edit any files for add something so kids/not so smart ppl can easy use the mods other ppl is making/uploading for this game here is the file format i wanted to know if they can be readed/opened if making a game that use these files: .mld0(brawl model file) .chr0(model animation for moving/scale/rota the bones) .srt0(animations for texture like moving eyes or blinking) .vis0(Animations for get polygons to hide/show with visibilitybones on the model there is also some polygons there ) .brres(a file format where stuff like model files or textures or animations is inside) .pac(a file format where the .brres is inside to keep model+textures+model for the shadow in 1 file) .wav (for SoundFX effects or voices to char. or stages) i am sure that one is possible the .wav files is inside a other file format for brawl but that file can´t you add more .wav files inside only replace so i wanted the .wav files outside so its easy to add/replace/remove SoundFX effects or voices to char. or stages .brstm(brawl music file so the music is looped perfect so it loop in middel of the music and not start over again then the music is done) afew more file formats (mainly for the Graphics effects like fire/aura/hit effects if not needing to redo them)so only coding in the editor i will make is needed to be done for port a SSBB hack(a.k.a mod)(moveset/stage coding) to this game wanted the game to be able to load these files and load them right like if loading wait1.chr0(idle animation) it will also load at same time wait1.srt0/wait1.vis0 and all kinda of animations is inside the same .brres file i am needing since it to be able to load the file format i wanted cuz: -the animations can´t be converted to any other animation file format and i dont think ppl want to redo these animations(inc. me for Goku to SSBbrawl) -models can be converted but then they lose all the shader/materials stuff like a shine effect or lighting on the model -.brstm can be converted to .wav but then there will be no loop so i prefer it can load this file format too for the music to stage/menu -brawlbox is really easy to use for make animation for the char. and import models from 3ds max so even around "not too stupid" 10 year kids can make SSBB mods(not try to be rude but to say how easy it is) also i wanted the folder setup for characters/stages/moveset/other stuff to be like this: https://www.dropbox.com/s/2oolm5z5ri234tz/SSBmugen%20Folder%20setup.txt just uploaded a txt file since it is a wall of text and this post is already a wall of test so it easy to place stuff (if not i do a program for to that so it auto place the stuff on right place) not 100% sure what to use of game engine to make this possible but i got a dll file from that brawlbox program that can open/read/edit these file formats if that helps i also got open source of brawlbox i have kinda learned programming(since its kinda the same thing but still not 100% same) from Super smash bros modding/hacking like coding a moveset for the new animations/models + have readed alittle about it but i am soon starting for real to study it for ppl who is alittle confuse for what i am asking for here is the list: -what game engine should i use to make a SSB clone? but at same time to make all this stuff i just said possible so ppl can make they own mods and share them and use the already made mods from SSBbrawl? and easy to use aswell so noob programmors can use it? -where to learning programming on internet to be even more ready to make a game like this? and dont wanted to start in the small like making small boring 2d games that no one care about anyway ps. i am also planing a other project like as SSBmugen but it will be Super mario bros open (again tittle unsure but open means open source) i will make a Mario game engine that also use 3d models and can have 2d or 3d gameplay with any mario powerups/gameplay(from any mario platform games) there is ever made multiplayer like as in New super mario bros wii maybe multiplay over lan or online but for now over 1 PC also alittle planed for that to my SSBmugen a Level/world map editor for it too(easy to use so even kids can use it and make levels for it) so it just place the objects/enemies and options for them enemies since they are not 100% same AI in all mario game like to choose a goomba have AI from SM64 the Editor will be able to change the gameplay on a level while have a other gameplay on a other level like this: 1 level have Super mario bros 3 gameplay (then it will be a 3d model remake) a other level have super mario galaxy gameplay but in a Super mario 3d land level yet a other level have super mario 64 gameplay but with powerups from a other mario game like powerups from mario 3d land or can ride on Yoshi so you can easy remake your fav. level from a old mario game in this mario engine/editor or just make a custom one with yours fav. mario gameplay/powerups so it will be like turn off/on: walljump/triple jump/other kinda or jumps/2x punch and 1 kick+Air kick/SMG spin attack/Fludd/other stuff like that so you can make the gameplay from the first mario game to the newest or make custom gameplay on a level also the star(from 64/sunshine/galaxy) will be replaced with the flag from new super mario bros/mario 3d land since the game is not so much about getting stars its more about making/download the levels you wanted and share them to other ppl and play these level so after have killed like the boss from SM64 bomb omb field(if one have made that) you will get the flag instead of star since i wanted it to be simple to make levels in the editor to make the bosses/new enemies/new powerups/custom char. idk what to do to make that simple yet also thinking the mario game will use brawl files since it almost already got all needed animations/models for this since i dont wanted to redo animations/models and if needing more animations i can just make them easy in brawlbox since thats the program i am most used to make animations but that will be after my SSBmugen project if not this game will be easyer then SSBmugen to make since i am planing then 1 of them is done i use the that game as base to make the other (since both is kinda platfrom games and possible using same file format for both) also wanted to ask what is best to start with out of these 2 games? also will maybe make a DLC site(or ingame) for both of these games if they get done so it wont end up like as Mugen where you needing to look all over the internet to find the stuff you wanted but for my game all the mods for my game is on same place not sure about online mode for SSBmugen or super mario bros open but i can always add that then i get better at programming both games also need to have options on controls/if using joystick also that i have planed these game for a long time and got even more ideas for them but first i wanted to get them to work so i can add the other stuff later(like DLC or online mode or some other stuff later) right now i know 0,0001% to programming(in my option) maybe i know more then that since i have been study it alittle but i learning while making stuff like this that was also my plan for make these game learn while making them and get better to programming so again i say it i kinda dont want to hear dont do these projects cuz i already know it will be hard so dont wanted so much to heard stuff like: you can´t do it since you just started learning programming or this project will fail since somewhere i needing to get started with programming and this is where i want to start to make my dream games(possible other´s dream games too) and i dont think this project will fail if i work hard on it (as i possible will) and ppl will maybe help i think this was all my questing/ideas for now (sorry for it sounds more like ideas then questings) but i needing to say my ideas so you ppl can see what i needing to use for make this possible

    Read the article

  • Android Touch Event Collision Detection

    - by chrissb
    I'm relatively new to both Java and Android, so hopefully the problem I'm having is stemming from something pretty minor that I've overlooked. I've got a (very early stage) game that I've started working on, for Android using Java. At this stage, when the user touches the screen, if they touched a point at which there is an enemy, the enemies health is decreased and they become immobile (for the current implementation at least). The issue that I'm having is that the touch detection doesn't always seem to work. I've got a testing sprite set up that goes to the eventX and eventY coordinates of the touch down event, and it always seems to collide with the enemy object. Yet, the enemy doesn't always register as being hit, and sometimes a hit is registered when the sprite indicates the touch coordinates were outside of the enemies bounding box. I realise that this probably doesn't mean much without any code, so here's what I've got so far. Be gentle, as this is literally my first attempt at something more than basic movement etc. First off, the MainGamePanel class registers the touch event, and informs the levelmanager class (which is what I set up to monitor/handle enemies) public boolean onTouchEvent(MotionEvent event) { if (event.getAction() == MotionEvent.ACTION_DOWN){ levelManager.handleActionDown((int)event.getX(), (int)event.getY()); targetX=event.getX(); targetY=event.getY(); } if (event.getAction() == MotionEvent.ACTION_MOVE) { //the gestures } if (event.getAction() == MotionEvent.ACTION_UP) { //touch was released } return true; } From there, in the levelmanager class the touch event is passed on to all of the enemies within a list array: public static void handleActionDown(int eventX,int eventY){ hit=false; for (enemy1 en : enemy1array){ en.handleActionDown(eventX, eventY); } } The rest of the collision code is handled within the enemies handleActionDown function: public void handleActionDown(int eventX, int eventY) { if(eventX>this.x-enemy1bitmap.getWidth() && eventX<this.x+enemy1bitmap.getWidth() && eventY>this.y-enemy1bitmap.getHeight() && eventY<this.x+enemy1bitmap.getHeight()){ takeDamage(1); levelmanager.setHit(); } } I should probably be using getWidth()/2 and getHeight()/2 for it to be more accurate, but I expanded the area to test this - although I've noticed no improvement. At this stage, the games detection over whether or not the enemy is hit is spotty at best. Generally it takes two or three attempts before a collision is successfully registered, even though the sprite that is being used for testing and set to the eventX and eventY coordinates always indicates that the collision should have worked. Hopefully someone can steer me in the right direction here, and if more information is needed, ask away! Cheers, -Chris

    Read the article

  • Monogame - Input secuence game (Scripting?)

    - by user2662567
    I'm starting to program my very first game, it's a clone of DDR/Stepmania done for research purposes and learning. I (at this early stage) get most of the UI/Music/input work that should be done, but what i still can't grasp is scripting, i've read about Lua and that you shouldn't use it with XNA/Monogame as C# is capable enough, but i cannot get the utility of it. Assuming the needs of my game, ¿What would be the ideal way to implement the input secuences it needs?, i thought of XML/Json, let's say Stage 1 <game> <level id="1"> <step id="1" key="up" time="00:00:01"/> <step id="2" key="left" time="00:00:02"/> </level> </game> Is that a correct implementation? or are there better ways with more benefits?

    Read the article

  • Parenting Opengl with Groups in LibGDX

    - by Rudy_TM
    I am trying to make an object child of a Group, but this object has a draw method that calls opengl to draw in the screen. Its class its this public class OpenGLSquare extends Actor { private static final ImmediateModeRenderer renderer = new ImmediateModeRenderer10(); private static Matrix4 matrix = null; private static Vector2 temp = new Vector2(); public static void setMatrix4(Matrix4 mat) { matrix = mat; } @Override public void draw(SpriteBatch batch, float arg1) { // TODO Auto-generated method stub renderer.begin(matrix, GL10.GL_TRIANGLES); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.end(); } } In my screen class I have this, i call it in the constructor MyGroupClass spriteLab = new MyGroupClass(spriteSheetLab); OpenGLSquare square = new OpenGLSquare(); square.setX0(100); square.setY0(200); square.setX1(400); square.setY1(280); square.color.set(Color.BLUE); square.setSize(); //spriteLab.addActorAt(0, clock); spriteLab.addActor(square); stage.addActor(spriteLab); And the render in the screen I have @Override public void render(float arg0) { this.gl.glClear(GL10.GL_COLOR_BUFFER_BIT |GL10.GL_DEPTH_BUFFER_BIT); stage.draw(); stage.act(Gdx.graphics.getDeltaTime()); } The problem its that when i use opengl with parent, it resets all the other chldren to position 0,0 and the opengl renderer paints the square in the exact position of the screen and not relative to the parent. I tried using batch.enableBlending() and batch.disableBlending() that fixes the position problem of the other children, but not the relative position of the opengl drawing and it also puts alpha to the glDrawing. What am i doing wrong?:/

    Read the article

  • Which stages of the requirements analysis process in mobile requirements engineering are the most challenging ones?

    - by user363295
    I'm doing a research on formulating a requirements analysis model as a stage of requirements engineering for mobile-application development by considering the limitations and the needs of it ( agility and etc.. .), what I'm trying to figure out is that which parts of this process (requirements analysis for mobile development) are the most challenging ones ( so i can focus more on) , and if there is any stage that u think I need to include or exclude (exp. some may think a quality plan may or may not be necessary and etc.) to make it more clear below is the list of few of the areas in which I can focus on ( by the way your suggestions can be anything out of the below list.) -Requirements specification -Prototyping -Requirements Prioritization -Focusing on quality functions

    Read the article

  • Ubuntu 12.04 x64 LTS VPN Server not changing IP

    - by user288778
    I used this guide http://silverlinux.blogspot.co.uk/2012/05/how-to-pptp-vpn-on-ubuntu-1204-pptpd.html and it worked fine. I'm able to connect but the problem is, that my IP being changed to "localip" not "remote ip". This is what I get from tail -f /var/log/syslog [code] June 6 00:09:19 instant5860 NetworkManager[1456]: Unmanaged Device found; state CONNECTED forced (see http://bugs.launchpad.net/bugs/191889) June 6 00:09:19 instant5860 NetworkManager[1456]: Marking connection 'Wired connection 1' invalid. June 6 00:09:19 instant5860 NetworkManager[1456]: Activation (eth1) failed. June 6 00:09:19 instant5860 NetworkManager[1456]: Activation (eth1) Stage 4 of 5 (IPv4 Configure Timeout) complete. June 6 00:09:19 instant5860 NetworkManager[1456]: (eth1): device state change: failed - disconnected (reason 'none') [120 30 0] June 6 00:09:19 instant5860 NetworkManager[1456]: (eth1): deactivating device (reason 'none') [0] June 6 00:09:19 instant5860 NetworkManager[1456]: Unmanaged Device found; state CONNECTED forced. June----- avahi-daemon[440]: Withdrawing address record for fe80......... on eth1 Jun------avahi-daemon[440]: Leaving mDNS multicast group on interface eth1. IPv6 with address fe80..... Jun------avahi-daemon[440]: Interface eth1.IPv6 no longer relevant for mDNS. Jun------avahi-daemon[440]: Joining mDNS multicast group on interface eth1.IPv6 with address fe80.... Jun------avahi-daemon[440]: New relevant interface eth1.IPv6 for mDNS Jun------avahi-daemon[440]: Registering new address record for fe80..... on eth1.*. Jun - snmpd[1172]: error on subcontainer 'ia_addr' insert (-1) dbusp382]: [syste] Activating service name='org.freedesktop.PackageKit' (using servicehelper) AptDaemon: INFO: Initializing daemon AptDaemon.PackageKit: INFO: Initializing PackageKit compat layer dbus[382]: [system] Successfu;;y activated service 'org.freedesktop.PackageKit' AptDaemon.PackageKit: INFO: Initializing PackageKit transaction AptDaemon.Worker: INFO: Simulating trans: /org/debian/apt/transaction/233beca013a0473ea34d9dea805af5df AptDaemon.Worker: INFO: Processing transaction /org/debian/apt... AptDaemon.PackageKit: INFO: Get updates() AptDaemon.Worker: INFO: Finished snmpd[1172]: error on subcontainer pptpd[23611]: CTRL: Client 82.33.... control connection started pptpd[23611]: CTRL: Starting call (launching pppd, opening GRE) pptpd[23611]: pppd 2.4.5 started by root uid 0 pptpd[23611]: Using interface ppp0 pptpd[23611]: Connect ppp0 <-- /dev/pts/1 NetworkManager[1456]: SCPlugin - Ifupdown: device added (path: /sys/devices/virtual/net/ppp0, iface: ppp0) NetworkManager[1456]:SCPlugin - Ifupdown: device added (path: /sys/devices/virtual/net/ppp0, iface: ppp0): no ifupdown configuration found. pptpd[23612]: peer from calling number 82... authorized. kernel: [2918261.416923] init: ufw pre-start process (23613) terminated with status 1 dhclient: DHCPDISCOVER on eth1 to 255.255.255.255 port 67 interval 7 CTRL: Ignored a SET LING info packet with real ACCMs! local IP address:109.0.121.197 remote IP address: 109.0.84.56 dhclient: DHCPDISCOVER on eth1 to 255.255.255.255 port 67 interval 13 NetworkManager[1456]: (eth1): DHCPv4 request timed out. NetworkManager[1456]: (eth1): canceled DHCP transaction, DHCP client pid 23280 NetworkManager[1456]: Activation (eth1) Stage 4 of 5 (IPv4 Configure Timeout) scheduled... NetworkManager[1456]: Activation (eth1) Stage 4 of 5 (IPv4 Configure Timeout) started... NetworkManager[1456]: (eth1): device state change: ip-config - failed (reason 'ip-config-unavailable') [70 120 5[ NetworkManager[1456]: Unmanaged 'ia_addr' insert (-1)[/code]

    Read the article

  • rotating menu with Actors in libgdx

    - by joecks
    I am intending to build a circular menu, with menu items equally distributed around the circle. When clicking on a menu item the circle should rotate so that the selected item is facing the top. I am using libgdx and I am not very familiar with the Actors concept, so I intuitivly tried to implement an Actor, who is drawing a texture and then transforming it by using Actions, with no success: class CircleActor extends Actor { @Override public void draw(SpriteBatch batch, float parentAlpha) { batch.draw(texture1, 100, 100); } @Override public Actor hit(float x, float y) { return this; } } and the rotate action: CircleActor circleActor = new CircleActor(); circleActor.action(Forever.$(RotateBy.$(0.1f, 0.1f))); // stage.addActor(); stage.addActor(circleActor); The texture is rectangular, but it doe not work. 1. What is wrong? 2. Is it a good approach to solve the task? Thanks!

    Read the article

  • Trouble with Ubuntu 12.10 install/evaluation

    - by Mike H
    I am trying to install Ubuntu 12.10 onto my Compaq Presario SR1215CL. I downloaded ubuntu-12.10-desktop-i386.iso file using BitTorrent and burned it to a blank DVD-RW. When I boot the computer with the Live Disk in the disk tray I am able to get to the Welcome screen. If I click on "Try Ubuntu" I am left at a blank screen except for the desktop background. There are no menus, toolbars, icons, etc. If I press Ctrl+Alt+Delete at this stage I am able to log out of the Live Session, but am unable to log back in. If I click on "Install Ubuntu" instead, I am able to proceed fairly far into the installation process, but eventually it quits and drops me to the same blank screen as above. I'm not sure at which stage the installer quits, but it does ask me to identify the issue and solve the problem myself from inside the Live Session, which doesn't work. Does anyone have some suggestions on how to get Ubuntu installed and working?

    Read the article

  • Years experience over unfinished degree?

    - by Daniel Lewis
    I'm currently in my placement year and working for a great software development company. It was always my intention of getting to this stage through university, getting enough academic experience as well as the year’s placement and then try to get a full time programming job without the need to finish my degree. I decided this from an early stage as I have never really liked the whole university environment. I was so unhappy at university and I’m so happy now I’m on my placement year, I really don’t know if I can go back. My question is, do you think companies will take me on if I apply for other jobs after my placement year and not penalize me for not finishing my degree? I guess at the end of the day I don't want to look back on my life and think "god, why didn't I just spend one more year being unhappy to have a job I love" but I know that even if I get a degree I could still end up without a programming job and this worries me more than anything.

    Read the article

  • (Phaser) Preload Future States in Create?

    - by Brian
    I'm a first time user of Phaser, been trying to make a simple point and click type game. I'm trying to keep things very modular, so I'm defining a list of levels (states) in a JSON, and then every level has its own JSON containing the objects within that level. However, I'm encountering an issue in that, when changing states, I get a black flash while the assets for the next state load (this happens whether I iterate through the JSON list or define everything manually). From what I've read, all sprites should be loaded in the preload stage, however, by doing this I'm causing that tiny but noticeable black pause. I know one way would be to simply load every asset at the start of the game, but that seems incredibly inefficient (wouldn't that fill up the memory immensely?). I would rather load a state's assets from the "parent" state. However, in my quick test (which maybe I did wrong) it seems that game.load doesn't work properly if done within the create stage? What is the best approach to doing this?

    Read the article

  • Large Sprite Performance

    - by Iansen
    I've got a large Sprite generated using a set of vertices(x,y coordinates) and a bitmap pattern (using moveTo, lineTo, beginBitmapFill, endFill ...etc). It's about 15000 pixels wide and between 1500 - 2000 pixels high depending on the level -it's the terrain for a 2D game. My question is: what is the best way to display/move it on the stage - performance wise? Currently I'm just adding it to the stage as is...I get decent frame rate/ memory/ cpu usage but I want to optimize it for slower PCs. Any ideas? I've been reading a little about blitting but I'm not sure how to implement it in my case. Thanks.

    Read the article

  • Can't append to second container

    - by George Katsanos
    I have the following script: (function($) { $.fn.easyPaginate = function(options){ var defaults = { step: 4, delay: 100, numeric: true, nextprev: true, controls: 'pagination', current: 'current' }; var options = $.extend(defaults, options); var step = options.step; var lower, upper; var children = $(this).children(); var count = children.length; var obj, next, prev; var page = 1; var timeout; var clicked = false; function show(){ clearTimeout(timeout); lower = ((page-1) * step); upper = lower+step; $(children).each(function(i){ var child = $(this); child.hide(); if(i>=lower && i<upper){ setTimeout(function(){ child.fadeIn('fast') }, ( i-( Math.floor(i/step) * step) )*options.delay ); } if(options.nextprev){ if(upper >= count) { next.addClass('stop'); } else { next.removeClass('stop'); }; if(lower >= 1) { prev.removeClass('stop'); } else { prev.addClass('stop'); }; }; }); $('li','#'+ options.controls).removeClass(options.current); $('li[data-index="'+page+'"]','#'+ options.controls).addClass(options.current); if(options.auto){ if(options.clickstop && clicked){}else{ timeout = setTimeout(auto,options.pause); }; }; }; function auto(){ if(upper <= count){ page++; show(); } else { page--; show(); } }; this.each(function(){ obj = this; if(count>step){ var pages = Math.floor(count/step); if((count/step) > pages) pages++; var ol = $('<ol id="'+ options.controls +'" class="pagin"></ol>').insertAfter(obj); if(options.nextprev){ prev = $('<li class="prev">prev</li>') .appendTo(ol) .bind('click', function() { //check to see if there are any more pages in the negative direction if (page > 1) { clicked = true; page--; show(); } }); } if(options.numeric){ for(var i=1;i<=pages;i++){ $('<li data-index="'+ i +'">'+ i +'</li>') .appendTo(ol) .click(function(){ clicked = true; page = $(this).attr('data-index'); show(); }); }; }; if(options.nextprev){ next = $('<li class="next">next</li>') .appendTo(ol) .bind('click', function() { //check to see if there are any pages in the positive direction if (page < (count / 4)) { clicked = true; page++; show(); } }); } show(); }; }); }; })(jQuery); jQuery(function($){ $('ul.news').easyPaginate({step:4}); }); which is a carousel-like plugin that produces this html structure for the navigation: <ol id="pagination" class="pagin"><li class="prev">prev</li><li data-index="1" class="">1</li><li data-index="2" class="">2</li><li data-index="3" class="current">3</li><li class="next stop">next</li></ol> And all I want is to enclose this list in a div. Seems simple, but appendTo doesn't want to cooperate with me, or I'm doing something wrong (I'd appreciate if you would help me understand what that is..) So I'm modifying as such: var ol = $('<ol id="'+ options.controls +'" class="pagin"></ol>'); var tiv = $('<div id="lala"></div>'); ol.appendTo('#lala'); tiv.insertAfter(obj); I know how to chain, but I'm in "debugging" mode trying to understand why I don't get the result I imagine I would get: <div id="lala> <ol id="pagination><li>...... </li></ol> </div> I tried putting some console.log's to see the status of my variables but couldn't find something useful.. I guess there's something with DOM insertion I don't get.

    Read the article

  • chkdsk "An unspecified error occurred (696e647863686b2e e19)"

    - by Ex Umbris
    System is Win7x64 Pro on Core i7-920, 12GB I'm experiencing some system flakiness and am trying to pin down the cause. SMART shows zero bad sectors, zero pending reallocations on all drives Memory tests show no problems. Chkdsk fails in various different ways: When run from a normal command line (no /f option) it gets to 63% and then hangs When run on boot (autocheck) it hangs immediately on starting. Actually, the countdown timer (Press any key to skip chkdsk) gets to 1 second and the system hangs. When run from the F8 "Repair System" option (the Win7 "recovery console"), with /f, it runs to about 63% (end of stage 2) and then fails as follows:   Volume label is OS. CHKDSK is verifying files (stage 1 of 3)... 5068288 file records processed. File verification completed. 308 large file records processed. 0 bad file records processed. 2 EA records processed. 77 reparse records processed. CHKDSK is verifying indexes (stage 2 of 3)... 63 percent complete. (6078872 of 7562028 index entries processed) An unspecified error occurred (696e647863686b2e e19). Unable to obtain a handle to the event log. Googling and searching on Technet for the error code and "Unable to obtain a handle to the event log" both turn up nothing useful. Anybody have any info on what the problem is?

    Read the article

  • How to push changes from Test server to Live server?

    - by anonymous
    As a beginner, I finally noticed the issue with making changes to the live server I've been working on, now that I have a couple users on it, since I bring it down so often. I created an EC2 image of my live server and set up a separate instance on EC2, so now I have 2 EC2 instances, Stage and Production. I set up GitHub and push changes to stage and test my code there, and when it's all done and working, I push it to the production branch, and everything is good. And there is a slight issue here since I name my files config_stage.js and config_production.js and set up .gitignore on each server, and in my code, I would have it read the ENV flags and set up the appropriate configs, is this the correct approach? And my main question is: how do you keep track of non-code changes to the server? For example, I installed HAProxy, Stunnel, Redis, MongoDB and several other things onto the Stage server for testing and now that it's all working and good, how do I deploy them to production? Right now, I'm just keeping track of everything I installed and copying configuration files over, which is very tedious and I'm afraid I may have missed a step somewhere. Is there a better way to port these changes over from my test server to my live server?

    Read the article

  • How to direct reverse proxy requests using wildcard vhosts

    - by HonoredMule
    I'm interested in running a reverse proxy with 2-3 virtual machines behind it. Each internal server will run multiple virtual hosts, and rather than manually configuring each individual vhost on the proxy (a variety of vhosts come and go too often for this to be practical), I would like to use something which can employ pattern matching in a sequential order to find the appropriate back-end server. For example: Server 1: *.dev.mysite.com Server 2: *.stage.mysite.com Server 3: *.mysite.com, dev.mysite.com, stage.mysite.com, mysite.com Server 4: * In the above configuration, task.dev.mysite.com would go to Server 1, dev.mysite.com would go to Server 3, yoursite.stage.mysite.com to Server 2, www.mysite.com to Server 3, and yoursite.com to Server 4. I've looked into using Squid, Varnish, and nginx so far. I have my opinions regarding their respective desirability and general suitability, but it's not readily apparent if any of them can handle dynamic server selection in this manner and not require per-vhost configuration. Apache on the other hand can do this handily and simply, but otherwise (aside from being well-known and familiar) seems very poorly suited to the partly-performance-serving task. Performance isn't actually a major concern yet, but it seems foolish to use Apache if another system will perform far better and can also handle the desired 'hands-free' configuration. But so is frequently having to adjust the gateway for all production services and risk network-wide outage...and so also is setting oneself up for longer downtime later if Apache becomes a too-small bottleneck. Which of these (or other) reverse proxies can do it/would do it best? And maybe I should post this as a separate question, but if Apache is the only practical option, how safe/reliable/predictable is apache-mpm-event in apache2.2 (Ubuntu 12.04.1) particularly for a dedicated reverse proxy? As I understand it the Event MPM was declared "safe" as of 2.4 but it's unclear whether reaching stability in 2.4 has any implications for the older (2.2) versions available in official/stable package channels of various distros.

    Read the article

  • Firefox is very slow when establish SSL sessions

    - by yanglei
    Using wireshark, I discovered that Firefox v3.0 gets stuck every time before "client key exchange, change cipher spec" stage when establishing a SSL session. Specifically, it takes 0.8~1.8 second before Firefox send "Client Key Exchange" request. This is unacceptable since our application is HTTPS only. I tested this on IE6 and IE8, both works well. Any clues? [Update] Finally, I found the reason of 1 ~ 2 seconds stuck by displaying all captured packets in Wireshark. After the "server hello" stage, Firefox makes a request to ocsp.verisign.com combined with an additional DNS lookup for that domain. Firefox must wait the revocation status from OCSP before entering the next stage of SSL. Depends on whether DNS cache is in effect, this process takes 1 ~ 2 seconds. A interesting observation is that the IP packet contains "client key exchange" has a high possibility to get lost and thus a TCP retransmission is necessary. When this happens, the process can take 3 seconds at worst. I'm not sure if this is a coincidence or a bug. Anyway, here is the result from Wireshark: (delta-time) 0.369296 src-ip dst-ip TCP [ACK] Seq=161 Ack=2741 Win=65340 Len=0 2.538835 src-ip dst-ip TLSv1 Client Key Exchange, Change Cipher Spec, Finished 2.987034 src-ip dst-ip TLSv1 [TCP Retransmission] Client Key Exchange, Change Cipher Spec, Finished The difference between Firefox and IE is this: Firefox 3 enables OCSP checking by default where as IE only supports it. So, there is no problem with both IE6 and IE8. This is indeed a "certificate revoke" problem. Thanks

    Read the article

  • How to push changes from Test server to Live server?

    - by anonymous
    As a beginner, I finally noticed the issue with making changes to the live server I've been working on, now that I have a couple users on it, since I bring it down so often. I created an EC2 image of my live server and set up a separate instance on EC2, so now I have 2 EC2 instances, Stage and Production. I set up GitHub and push changes to stage and test my code there, and when it's all done and working, I push it to the production branch, and everything is good. And there is a slight issue here since I name my files config_stage.js and config_production.js and set up .gitignore on each server, and in my code, I would have it read the ENV flags and set up the appropriate configs, is this the correct approach? And my main question is: how do you keep track of non-code changes to the server? For example, I installed HAProxy, Stunnel, Redis, MongoDB and several other things onto the Stage server for testing and now that it's all working and good, how do I deploy them to production? Right now, I'm just keeping track of everything I installed and copying configuration files over, which is very tedious and I'm afraid I may have missed a step somewhere. Is there a better way to port these changes over from my test server to my live server?

    Read the article

  • Adjust size of MPMediaPickerController's view ?

    - by Mr.Gando
    In my application I don't use the upper bar that displays Wi-Fi/Date/Time because it's a game. However I need to be able to let my user to pick his music, so I'm using a MPMediaPickerController. The problem is, that when I present my controller, the controller ends up leaving a 10 pixels ( aprox ) bar at the top of the screen, just in the place the Wi-Fi/Date/Time bar, should be present. Is there a way I could make my MPMediaPickerController bigger ? or to be presented upper in the screen ? // Configures and displays the media item picker. - (void) showMediaPicker: (id) sender { MPMediaPickerController *picker = [[MPMediaPickerController alloc] initWithMediaTypes: MPMediaTypeAnyAudio]; [[picker view] setFrame:CGRectMake(0, 0, 320, 480)]; picker.delegate = self; picker.allowsPickingMultipleItems = YES; picker.prompt = NSLocalizedString (@"AddSongsPrompt", @"Prompt to user to choose some songs to play"); [self presentModalViewController:picker animated: YES]; [picker release]; } There I tried to set the size to 320x480 but no luck, the picker is still presented and leaves a space in the upper part of the screen, could anyone help me ? Btw, here's how it looks: I have asked a bit, and people told me this could indeed be a bug, what do you guys think ?

    Read the article

  • Why does ANTLR not parse the entire input?

    - by Martin Wiboe
    Hello, I am quite new to ANTLR, so this is likely a simple question. I have defined a simple grammar which is supposed to include arithmetic expressions with numbers and identifiers (strings that start with a letter and continue with one or more letters or numbers.) The grammar looks as follows: grammar while; @lexer::header { package ConFreeG; } @header { package ConFreeG; import ConFreeG.IR.*; } @parser::members { } arith: term | '(' arith ( '-' | '+' | '*' ) arith ')' ; term returns [AExpr a]: NUM { int n = Integer.parseInt($NUM.text); a = new Num(n); } | IDENT { a = new Var($IDENT.text); } ; fragment LOWER : ('a'..'z'); fragment UPPER : ('A'..'Z'); fragment NONNULL : ('1'..'9'); fragment NUMBER : ('0' | NONNULL); IDENT : ( LOWER | UPPER ) ( LOWER | UPPER | NUMBER )*; NUM : '0' | NONNULL NUMBER*; fragment NEWLINE:'\r'? '\n'; WHITESPACE : ( ' ' | '\t' | NEWLINE )+ { $channel=HIDDEN; }; I am using ANTLR v3 with the ANTLR IDE Eclipse plugin. When I parse the expression (8 + a45) using the interpreter, only part of the parse tree is generated: http://imgur.com/iBaEC.png Why does the second term (a45) not get parsed? The same happens if both terms are numbers. Thank you, Martin Wiboe

    Read the article

  • What algorithm can I use to determine points within a semi-circle?

    - by khayman218
    I have a list of two-dimensional points and I want to obtain which of them fall within a semi-circle. Originally, the target shape was a rectangle aligned with the x and y axis. So the current algorithm sorts the pairs by their X coord and binary searches to the first one that could fall within the rectangle. Then it iterates over each point sequentially. It stops when it hits one that is beyond both the X and Y upper-bound of the target rectangle. This does not work for a semi-circle as you cannot determine an effective upper/lower x and y bounds for it. The semi-circle can have any orientation. Worst case, I will find the least value of a dimension (say x) in the semi-circle, binary search to the first point which is beyond it and then sequentially test the points until I get beyond the upper bound of that dimension. Basically testing an entire band's worth of points on the grid. The problem being this will end up checking many points which are not within the bounds.

    Read the article

  • How to compensate the flipped coordinate system of core graphics for easy drawing?

    - by mystify
    It's really a pain, but always when I draw an UIImage in -drawRect:, it's upside-down. When I flip the coordinates, the image draws correctly, but at the cost of all other CG functions drawing "wrong" (flipped). What's your strategy when you have to draw images and other things? Is there any rule of thumb how to not get stuck in this problem over and over again? Also, one nasty thing when I flip the y-axis is, that my CGRect from the UIImageView frame is wrong. Instead of the origin appearing at 10,10 upper left as expected, it appears at the bottom. But at the same time, all those normal line drawing functions of CGContext take correct coordinates. drawing a line in -drawRect with origin 10,10 upper left, will really start at upper left. But at the same time that's strange, because core graphics actually has a flipped coordinate system with y 0 at the bottom. So it seems like something is really inconsistent there. Drawing with CGContext functions takes coordinates as "expected" (cmon, nobody thinks in coordinates starting from bottom left, that's silly), while drawing any kind of image still works the "wrong" way. Do you use helper methods to draw images? Or is there anything useful that makes image drawing not a pain in the butt?

    Read the article

  • Practicing inserting data into an array by using binary search, few problems

    - by HelpNeeder
    I'm trying to create a method which inserts and then sort elements in form of binary form. The problem I am experiencing that my code doesn't insert data correctly which means that output does not appear to be in order at all. The list is not organized, and data is added in order that is being inserted. Now, 2 questions, what am I doing wrong here? And how to fix this? public void insertBinarySearch(long value) // put element into array { int j = 0; int lower = 0; int upper = elems-1; int cur = 0; while (cur < elems) { curIn = (lower + upper ) / 2; if(a[cur] < value) { j = cur + 1; break; } else if(a[cur] > value) { j = cur; break; } else { if(a[cur] < value) lower = cur + 1; else upper = cur - 1; } } for(int k = elems; k > j; k--) a[k] = a[k-1]; a[j] = value; elems++; }

    Read the article

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