Search Results

Search found 21194 results on 848 pages for 'game state'.

Page 173/848 | < Previous Page | 169 170 171 172 173 174 175 176 177 178 179 180  | Next Page >

  • How to save state of the app when app terminates?

    - by user164589
    Hi guys. I am trying to save the app state by encoding when the app terminates. I've found the solution related this issue. But I don't know how to use. I am really trying to make encoding and decoding like this: http://cocoaheads.byu.edu/wiki/nscoding in CustomObject.h @interface CustomObject : NSObject <NSCoding> { NSArray *someArray; } in CustomObject.m @implementation CustomObject // Other method implementations here - (void) encodeWithCoder:(NSCoder*)encoder { [encoder encodeObject:someArray forKey:@"someArray"]; } - (id) initWithCoder:(NSCoder*)decoder { if (self = [super init]) { someArray = [[decoder decodeObjectForKey:@"someArray"] retain]; } return self; } @end My object to save is another NSArray. Not "someArray" in CustomObject. We call it that "MySaveObject". I want to pass "MySaveObject" to "someArray" in CustomObject. Actually I don't know how to encode "MySaveObject" and to pass to "someArray" in CustomObject. Thanks in advance.

    Read the article

  • How can I create a drawable which changes depends on state AND also overlay a image?

    - by michael
    Hi, I have a TextView which has a drawable changes depends on state: <TextView android:background="@drawable/textbackground"...> And my textbackground.xml is <selector> <item android:state_focused="true" android:drawable="@drawable/highlightborder" /> </selector> And highlightborder.xml is <shape xmlns:android="http://schemas.android.com/apk/res/android"> <stroke android:width="1dp" android:color="#FFFF0000" /> <solid android:color="@android:color/transparent"/> </shape> Now, how can I add an png to the background of TextView while should the highlightborder when it has focus? Thank you.

    Read the article

  • jquery: How can I trigger click() without editing the element state?

    - by user280381
    I need to trigger a click function assigned to a checkbox, but without actually changing it's checked state (which click() does). Scenario: I have a form with several checkboxes that when selected reveal a textarea. This works fine, but I also need to call the click() function on $(document).ready() My code is below, please note I have very limited access to changing the generated html. I have an object (admin_panels) which will store each checkbox and the texarea it should bring up. var admin_panels = {"checkbox-id" : "textarea-id"}; $(document).ready(function(){ for (var elem in admin_panels) { $("#" + elem).click(admin_slide); // $("#" + elem).click(); } }) function admin_slide() { if ($(this).is(":checked")) { $("#" + admin_panels[this.id] + "-wrapper").slideDown(); }else{ $("#" + admin_panels[this.id] + "-wrapper").slideUp(); } } Thanks

    Read the article

  • Can I save my app's state at close time in iPhone OS?

    - by Steve
    I have an app that functions much like an ebook. I have a bunch of textual information in various languages that is accessible through a number of drill down methods. When a user wants to get into where they were reading last, they currently have to navigate through the section and chapter menus to get back to where they were. An ideal solution for this would be to setup a bookmark system, which I am considering. But if I remember correctly, when iPhone OS 4 was announced, they seemed to make a big deal of the added ability to save the state of an app. Does that mean that someone using my reader app would be able to just exit right out, do whatever, and then when they came back in, it would be the reading screen just as they left it? I don't know much about how to setup a bookmarking system, I suppose it would be worth investigating, but I would probably want to just hold off for iPhone OS 4 if that is indeed what it will be capable of doing. Any thoughts or insights would be appreciated!!

    Read the article

  • How to control the state of the buttons to be in present based on an event happened in a Silverlight app?

    - by vladc77
    I am trying to avoid building two buttons when I really need one. In my Silverlight app scenarios, I have few grids with a different content and buttons that control the visibility of these grids. I need to be able to show a different visual for a button when its content grid is visible. I can control states such as MouseOver and Pressed and more with visual state manage. However, I am not sure how to achieve this functionality with. I also can place an image on top of the button and switch the visibility of both but it is not perfect for what I need. I am wondering if there is any way to achieve this behavior. Any ideas are highly appreciated!

    Read the article

  • Initialise a wix CheckBox's check state based on a property?

    - by MauriceL
    How does one initalise a Wix check box based on the value of a property? So far, I've done the following: <Control Id="Checkbox" Type="CheckBox" X="0" Y="0" Width="100" Height="15" Property="CHECKBOX_SELECTION" Text="I want this feature" CheckBoxValue="1" TabSkip="no"> <Condition Action="hide">HIDE_CHECKBOX</Condition> <Condition Action="show">NOT HIDE_CHECKBOX</Condition> </Control> Currently I have two custom actions to set HIDE_CHECKBOX and CHECKBOX_SELECTION. The CHECKBOX_SELECTION custom action occurs immediately after the HIDE_CHECKBOX action. What I'm seeing is that HIDE_CHECKBOX is behaving correctly (ie. the checkbox is hidden) which suggests that I've got the ordering of custom actions correct, but CHECKBOX_SELECTION is not changing the check state of the check box. Is this a safe assumption? Also, I've confirmed that SELECTION is being set to '1' in the logs.

    Read the article

  • HTG Explains: Why Does Rebooting a Computer Fix So Many Problems?

    - by Chris Hoffman
    Ask a geek how to fix a problem you’ve having with your Windows computer and they’ll likely ask “Have you tried rebooting it?” This seems like a flippant response, but rebooting a computer can actually solve many problems. So what’s going on here? Why does resetting a device or restarting a program fix so many problems? And why don’t geeks try to identify and fix problems rather than use the blunt hammer of “reset it”? This Isn’t Just About Windows Bear in mind that this soltion isn’t just limited to Windows computers, but applies to all types of computing devices. You’ll find the advice “try resetting it” applied to wireless routers, iPads, Android phones, and more. This same advice even applies to software — is Firefox acting slow and consuming a lot of memory? Try closing it and reopening it! Some Problems Require a Restart To illustrate why rebooting can fix so many problems, let’s take a look at the ultimate software problem a Windows computer can face: Windows halts, showing a blue screen of death. The blue screen was caused by a low-level error, likely a problem with a hardware driver or a hardware malfunction. Windows reaches a state where it doesn’t know how to recover, so it halts, shows a blue-screen of death, gathers information about the problem, and automatically restarts the computer for you . This restart fixes the blue screen of death. Windows has gotten better at dealing with errors — for example, if your graphics driver crashes, Windows XP would have frozen. In Windows Vista and newer versions of Windows, the Windows desktop will lose its fancy graphical effects for a few moments before regaining them. Behind the scenes, Windows is restarting the malfunctioning graphics driver. But why doesn’t Windows simply fix the problem rather than restarting the driver or the computer itself?  Well, because it can’t — the code has encountered a problem and stopped working completely, so there’s no way for it to continue. By restarting, the code can start from square one and hopefully it won’t encounter the same problem again. Examples of Restarting Fixing Problems While certain problems require a complete restart because the operating system or a hardware driver has stopped working, not every problem does. Some problems may be fixable without a restart, though a restart may be the easiest option. Windows is Slow: Let’s say Windows is running very slowly. It’s possible that a misbehaving program is using 99% CPU and draining the computer’s resources. A geek could head to the task manager and look around, hoping to locate the misbehaving process an end it. If an average user encountered this same problem, they could simply reboot their computer to fix it rather than dig through their running processes. Firefox or Another Program is Using Too Much Memory: In the past, Firefox has been the poster child for memory leaks on average PCs. Over time, Firefox would often consume more and more memory, getting larger and larger and slowing down. Closing Firefox will cause it to relinquish all of its memory. When it starts again, it will start from a clean state without any leaked memory. This doesn’t just apply to Firefox, but applies to any software with memory leaks. Internet or Wi-Fi Network Problems: If you have a problem with your Wi-Fi or Internet connection, the software on your router or modem may have encountered a problem. Resetting the router — just by unplugging it from its power socket and then plugging it back in — is a common solution for connection problems. In all cases, a restart wipes away the current state of the software . Any code that’s stuck in a misbehaving state will be swept away, too. When you restart, the computer or device will bring the system up from scratch, restarting all the software from square one so it will work just as well as it was working before. “Soft Resets” vs. “Hard Resets” In the mobile device world, there are two types of “resets” you can perform. A “soft reset” is simply restarting a device normally — turning it off and then on again. A “hard reset” is resetting its software state back to its factory default state. When you think about it, both types of resets fix problems for a similar reason. For example, let’s say your Windows computer refuses to boot or becomes completely infected with malware. Simply restarting the computer won’t fix the problem, as the problem is with the files on the computer’s hard drive — it has corrupted files or malware that loads at startup on its hard drive. However, reinstalling Windows (performing a “Refresh or Reset your PC” operation in Windows 8 terms) will wipe away everything on the computer’s hard drive, restoring it to its formerly clean state. This is simpler than looking through the computer’s hard drive, trying to identify the exact reason for the problems or trying to ensure you’ve obliterated every last trace of malware. It’s much faster to simply start over from a known-good, clean state instead of trying to locate every possible problem and fix it. Ultimately, the answer is that “resetting a computer wipes away the current state of the software, including any problems that have developed, and allows it to start over from square one.” It’s easier and faster to start from a clean state than identify and fix any problems that may be occurring — in fact, in some cases, it may be impossible to fix problems without beginning from that clean state. Image Credit: Arria Belli on Flickr, DeclanTM on Flickr     

    Read the article

  • Optimizing transition/movement smoothness for a 2D flash game.

    - by Tom
    Update 6: Fenomenas suggested me to re-create everything as simple as possible. I had my doubts that this would make any difference as the algorithm remains the same, and performance did not seem to be the issue. Anyway, it was the only suggestion I got so here it is: 30 FPS: http://www.feedpostal.com/test/simple/30/SimpleMovement.html 40 FPS: http://www.feedpostal.com/test/simple/40/SimpleMovement.html 60 FPS: http://www.feedpostal.com/test/simple/60/SimpleMovement.html 100 FPS: http://www.feedpostal.com/test/simple/100/SimpleMovement.html The code: package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.utils.getTimer; [SWF(width="800", height="600", frameRate="40", backgroundColor="#000000")] public class SimpleMovement extends Sprite { private static const TURNING_SPEED:uint = 180; private static const MOVEMENT_SPEED:uint = 400; private static const RADIAN_DIVIDE:Number = Math.PI/180; private var playerObject:Sprite; private var shipContainer:Sprite; private var moving:Boolean = false; private var turningMode:uint = 0; private var movementTimestamp:Number = getTimer(); private var turningTimestamp:Number = movementTimestamp; public function SimpleMovement() { //step 1: create player object playerObject = new Sprite(); playerObject.graphics.lineStyle(1, 0x000000); playerObject.graphics.beginFill(0x6D7B8D); playerObject.graphics.drawRect(0, 0, 25, 50); //make it rotate around the center playerObject.x = 0 - playerObject.width / 2; playerObject.y = 0 - playerObject.height / 2; shipContainer = new Sprite(); shipContainer.addChild(playerObject); shipContainer.x = 100; shipContainer.y = 100; shipContainer.rotation = 180; addChild(shipContainer); //step 2: install keyboard hook when stage is ready addEventListener(Event.ADDED_TO_STAGE, stageReady, false, 0, true); //step 3: install rendering update poll addEventListener(Event.ENTER_FRAME, updatePoller, false, 0, true); } private function updatePoller(event:Event):void { var newTime:Number = getTimer(); //turning if (turningMode != 0) { var turningDeltaTime:Number = newTime - turningTimestamp; turningTimestamp = newTime; var rotation:Number = TURNING_SPEED * turningDeltaTime / 1000; if (turningMode == 1) shipContainer.rotation -= rotation; else shipContainer.rotation += rotation; } //movement if (moving) { var movementDeltaTime:Number = newTime - movementTimestamp; movementTimestamp = newTime; var distance:Number = MOVEMENT_SPEED * movementDeltaTime / 1000; var rAngle:Number = shipContainer.rotation * RADIAN_DIVIDE; //convert degrees to radian shipContainer.x += distance * Math.sin(rAngle); shipContainer.y -= distance * Math.cos(rAngle); } } private function stageReady(event:Event):void { //install keyboard hook stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown, false, 0, true); stage.addEventListener(KeyboardEvent.KEY_UP, keyUp, false, 0, true); } private final function keyDown(event:KeyboardEvent):void { if ((event.keyCode == 87) && (!moving)) //87 = W { movementTimestamp = getTimer(); moving = true; } if ((event.keyCode == 65) && (turningMode != 1)) //65 = A { turningTimestamp = getTimer(); turningMode = 1; } else if ((event.keyCode == 68) && (turningMode != 2)) //68 = D { turningTimestamp = getTimer(); turningMode = 2; } } private final function keyUp(event:KeyboardEvent):void { if ((event.keyCode == 87) && (moving)) moving = false; //87 = W if (((event.keyCode == 65) || (event.keyCode == 68)) && (turningMode != 0)) turningMode = 0; //65 = A, 68 = D } } } The results were as I expected. Absolutely no improvement. I really hope that someone has another suggestion as this thing needs fixing. Also, I doubt it's my system as I have a pretty good one (8GB RAM, Q9550 QuadCore intel, ATI Radeon 4870 512MB). Also, everyone else I asked so far had the same issue with my client. Update 5: another example of a smooth flash game just to demonstrate that my movement definitely is different! See http://www.spel.nl/game/bumpercraft.html Update 4: I traced the time before rendering (EVENT.RENDER) and right after rendering (EVENT.ENTER_FRAME), the results: rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 24 ms rendering took: 18 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 232 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms The range is 12-16 ms. During these differences, the shocking/warping/flickering movement was already going on. There is also 1 peak of 232ms, at this time there was a relatively big warp. This is however not the biggest problme, the biggest problem are the continuous small warps during normal movement. Does this give anyone a clue? Update 3: After testing, I know that the following factors are not causing my problem: Bitmap's quality - changed with photoshop to an uglier 8 colours optimized graphic, no improvement at all. Constant rotation of image while turning - disabled it, no improvement at all Browser rendering - tried to use the flash player standalone, no improvement at all I am 100% convinced that the problem lies in either my code or in my algorithm. Please, help me out. It has been almost two weeks (1 week that I asked this question on SO) now and I still have to get my golden answer. Update 1: see bottom for full flex project source and a live demo demonstrating my problem. I'm working on a 2d flash game. Player ships are created as an object: ships[id] = new GameShip(); When movement and rotation information is available, this is being directed to the corresponding ship: ships[id].setMovementMode(1); //move forward Now, within this GameShip object movement works using the "Event.ENTER_FRAME" event: addEventListener(Event.ENTER_FRAME, movementHandler); The following function is then being run: private final function movementHandler(event:Event):void { var newTimeStamp:uint = UtilLib.getTimeStamp(); //set current timeStamp var distance:Number = (newTimeStamp - movementTimeStamp) / 1000 * movementSpeed; //speed = x pixels forward every 1 second movementTimeStamp = newTimeStamp; //update old timeStamp var diagonalChange:Array = getDiagonalChange(movementAngle, distance); //the diagonal position update based on angle and distance charX += diagonalChange[0]; charY += diagonalChange[1]; if (shipContainer) { //when the container is ready to be worked with shipContainer.x = charX; shipContainer.y = charY; } } private final function getDiagonalChange(angle:Number, distance:Number):Array { var rAngle:Number = angle * Math.PI/180; //convert degrees to radian return [Math.sin(rAngle) * distance, (Math.cos(rAngle) * distance) * -1]; } When the object is no longer moving, the event listener will be removed. The same method is being used for rotation. Everything works almost perfect. I've set the project's target FPS to 100 and created a FPS counter. According to the FPS counter, the average FPS in firefox is around 100, while the top is 1000 and the bottom is 22. I think that the bottom and top FPSs are only happening during the initialization of the client (startup). The problem is that the ship appears to be almost perfectly smooth, while it should be just that without the "almost" part. It's almost as if the ship is "flickering" very very fast, you can't actually see it but it's hard to focus on the object while it's moving with your eyes. Also, every now and then, there seems to be a bit of a framerate spike, as if the client is skipping a couple of frames, you then see it quickly warp. It is very difficult to explain what the real problem is, but in general it's that the movement is not perfectly smooth. So, do you have any suggestions on how to make the movement or transition of objects perfectly smooth? Update 1: I re-created the client to demonstrate my problem. Please check it out. The client: http://feedpostal.com/test/MovementTest.html The Actionscript Project (full source): http://feedpostal.com/test/MovementTest.rar An example of a smooth flash game (not created by me): http://www.gamesforwork.com/games/swf/Mission%20Racing_august_10th_2009.swf It took me a pretty long time to recreate this client side version, I hope this will help with solving the problem. Please note: yes, it is actually pretty smooth. But it is definitely not smooth enough.

    Read the article

  • Did you love the game Mouse Trap as a kid, or something similar? (Programmer Psychology) [closed]

    - by Robert Oschler
    When I was a kid I absolutely fell in love with games that had as a core feature, the need to understand interconnecting structures. My favorite of all time was Mouse Trap. For the younger crowd out there, this was a very cool board game where you built the mouse trap out of the included plastic pieces as you played, with the end goal to trigger the mouse trap. The fully assembled mouse trap was a Rube Goldberg style invention where one operation triggered the next and the next and so on, until the last step dropped a cage on a little plastic mouse. Sometimes when I'm programming and I'm reviewing a particularly complex interaction between components and objects, while tracking the flow path mentally, I say to myself "It's a Mouse Trap!" and I wonder if my early addiction to that game and others like it was portent to my becoming a programmer. Another realization I have sometimes when looking at my code is how daunted I feel at the share complexity involved, followed by a darker comedic amazement at my expectation that it will all come together and work. How about you? Did you find yourself drawn to games that at their heart featured interacting control paths when growing up? Robert.

    Read the article

  • Camera Projection back Into 3D world, offset error

    - by Anthony
    I'm using XNA to simulate a robot in a 3D world and then do image analysis on what the camera sees. I have my camera looking down in front of the direction that the robot is going, and I have the robot detecting white pixels. I'm trying to take the white pixels that it finds and project them back into the 3D world so that I can see if it is actually detecting the correct pixels. I almost have it working, but there is an offset between where the white is in in the World and were I put my orange triangles (which represent what the robot things is white). /// <summary> /// Takes a bool map of and makes vertex positions based on the map. /// </summary> /// <param name="c"> The bool map</param> private void ProjectBoolMapOnGroundAnthony2(bool[,] c) { float triangleSize = 0.04f; // Point of interest in World W cordinate system. Vector3 pointOfInterest_W = Vector3.Zero; // Point of interest in Robot Cordinate system R Vector3 pointOfInterest_R = Vector3.Zero; // alpha is the angle from the robot camera to where it is looking in the center. //double alpha = Math.Atan(1.8f / 1); /// Matrix representation of the view determined by the position, target, and updirection. Matrix View = ((SimulationMain)Game).mainRobot.robotCameraView.View; /// Matrix representation of the view determined by the angle of the field of view (Pi/4), aspectRatio, nearest plane visible (1), and farthest plane visible (1200) Matrix Projection = ((SimulationMain)Game).mainRobot.robotCameraView.Projection; /// Matrix representing how the real world cordinates differ from that of the rendering by the camera. Matrix World = ((SimulationMain)Game).mainRobot.robotCameraView.World; Plane groundPlan = new Plane(Vector3.UnitZ, 0.0f); for (int x = 0; x < this.screenWidth; x++) { for (int y = 0; y < this.screenHeight; ) { if (c[x, y] == true && this.count1D < 62000) { int j = 1; Vector3 nearPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 0), Projection, View, World); Vector3 farPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 1), Projection, View, World); //Vector3 pointOfInterest_W = Vector3.in Ray ray = new Ray(nearPlanePoint, farPlanePoint); pointOfInterest_W = ray.Position + ray.Direction * (float) ray.Intersects(groundPlan); this.vertexArray2[this.count1D + 0].Position.X = pointOfInterest_W.X - triangleSize; this.vertexArray2[this.count1D + 0].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 0].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 0].Color = Color.DarkOrange; // Put another vertex a the position but +1 in the X direction triangleSize //this.vertexArray2[this.count1D + 1].Position.X = pointOnGroud.X + 3; //this.vertexArray2[this.count1D + 1].Position.Y = pointOnGroud.Y + j; this.vertexArray2[this.count1D + 1].Position.X = pointOfInterest_W.X; this.vertexArray2[this.count1D + 1].Position.Y = pointOfInterest_W.Y + triangleSize * j; this.vertexArray2[this.count1D + 1].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 1].Color = Color.Red; // Put another vertex a the position but +1 in the X direction //this.vertexArray2[this.count1D + 0].Position.X = pointOnGroud.X; //this.vertexArray2[this.count1D + 0].Position.Y = pointOnGroud.Y + 3 + j; this.vertexArray2[this.count1D + 2].Position.X = pointOfInterest_W.X + triangleSize; this.vertexArray2[this.count1D + 2].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 2].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 2].Color = Color.Orange; this.count1D += 3; y += j; } else { y++; } } } } The world is a grass texture with lines on it. The world plane is normal at (0,0,1). Any ideas on why there is an offset? Any Ideas? Thanks for the help, Anthony G.

    Read the article

  • debian lenny xen bridge networking problem

    - by Sasha
    DomU isn't talking to the world, but it talks to Dom0. Here are the tests that I made: Dom0 (external networking is working): ping 188.40.96.238 #Which is Domu's ip PING 188.40.96.238 (188.40.96.238) 56(84) bytes of data. 64 bytes from 188.40.96.238: icmp_seq=1 ttl=64 time=0.092 ms DomU: ping 188.40.96.215 #Which is Dom0's ip PING 188.40.96.215 (188.40.96.215) 56(84) bytes of data. 64 bytes from 188.40.96.215: icmp_seq=1 ttl=64 time=0.045 ms ping 188.40.96.193 #Which is the gateway - fail PING 188.40.96.193 (188.40.96.193) 56(84) bytes of data. ^C --- 188.40.96.193 ping statistics --- 2 packets transmitted, 0 received, 100% packet loss, time 1013ms The system is debian lenny with a normal setup. Here is my configs: uname -a Linux green0 2.6.26-2-xen-686 #1 SMP Wed Aug 19 08:47:57 UTC 2009 i686 GNU/Linux cat /etc/xen/green1.cfg |grep -v '#' kernel = '/boot/vmlinuz-2.6.26-2-xen-686' ramdisk = '/boot/initrd.img-2.6.26-2-xen-686' memory = '2000' root = '/dev/xvda2 ro' disk = [ 'file:/home/xen/domains/green1/swap.img,xvda1,w', 'file:/home/xen/domains/green1/disk.img,xvda2,w', ] name = 'green1' vif = [ 'ip=188.40.96.238,mac=00:16:3E:1F:C4:CC' ] on_poweroff = 'destroy' on_reboot = 'restart' on_crash = 'restart' ifconfig eth0 Link encap:Ethernet HWaddr 00:24:21:ef:2f:86 inet addr:188.40.96.215 Bcast:188.40.96.255 Mask:255.255.255.192 inet6 addr: fe80::224:21ff:feef:2f86/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:3296 errors:0 dropped:0 overruns:0 frame:0 TX packets:2204 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:262717 (256.5 KiB) TX bytes:330465 (322.7 KiB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) peth0 Link encap:Ethernet HWaddr 00:24:21:ef:2f:86 inet6 addr: fe80::224:21ff:feef:2f86/64 Scope:Link UP BROADCAST RUNNING PROMISC MULTICAST MTU:1500 Metric:1 RX packets:3407 errors:0 dropped:657431448 overruns:0 frame:0 TX packets:2291 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:319941 (312.4 KiB) TX bytes:338423 (330.4 KiB) Interrupt:16 Base address:0x8000 vif2.0 Link encap:Ethernet HWaddr fe:ff:ff:ff:ff:ff inet6 addr: fe80::fcff:ffff:feff:ffff/64 Scope:Link UP BROADCAST RUNNING PROMISC MULTICAST MTU:1500 Metric:1 RX packets:27 errors:0 dropped:0 overruns:0 frame:0 TX packets:151 errors:0 dropped:33 overruns:0 carrier:0 collisions:0 txqueuelen:32 RX bytes:1164 (1.1 KiB) TX bytes:20974 (20.4 KiB) ip a s 1: lo: <LOOPBACK,UP,LOWER_UP> mtu 16436 qdisc noqueue state UNKNOWN link/loopback 00:00:00:00:00:00 brd 00:00:00:00:00:00 inet 127.0.0.1/8 scope host lo inet6 ::1/128 scope host valid_lft forever preferred_lft forever 2: peth0: <BROADCAST,MULTICAST,PROMISC,UP,LOWER_UP> mtu 1500 qdisc pfifo_fast state UNKNOWN qlen 1000 link/ether 00:24:21:ef:2f:86 brd ff:ff:ff:ff:ff:ff inet6 fe80::224:21ff:feef:2f86/64 scope link valid_lft forever preferred_lft forever 4: vif0.0: <BROADCAST,MULTICAST> mtu 1500 qdisc noop state DOWN link/ether fe:ff:ff:ff:ff:ff brd ff:ff:ff:ff:ff:ff 5: veth0: <BROADCAST,MULTICAST> mtu 1500 qdisc noop state DOWN link/ether 00:00:00:00:00:00 brd ff:ff:ff:ff:ff:ff 6: vif0.1: <BROADCAST,MULTICAST> mtu 1500 qdisc noop state DOWN link/ether fe:ff:ff:ff:ff:ff brd ff:ff:ff:ff:ff:ff 7: veth1: <BROADCAST,MULTICAST> mtu 1500 qdisc noop state DOWN link/ether 00:00:00:00:00:00 brd ff:ff:ff:ff:ff:ff 8: vif0.2: <BROADCAST,MULTICAST> mtu 1500 qdisc noop state DOWN link/ether fe:ff:ff:ff:ff:ff brd ff:ff:ff:ff:ff:ff 9: veth2: <BROADCAST,MULTICAST> mtu 1500 qdisc noop state DOWN link/ether 00:00:00:00:00:00 brd ff:ff:ff:ff:ff:ff 10: vif0.3: <BROADCAST,MULTICAST> mtu 1500 qdisc noop state DOWN link/ether fe:ff:ff:ff:ff:ff brd ff:ff:ff:ff:ff:ff 11: veth3: <BROADCAST,MULTICAST> mtu 1500 qdisc noop state DOWN link/ether 00:00:00:00:00:00 brd ff:ff:ff:ff:ff:ff 12: eth0: <BROADCAST,MULTICAST,UP,LOWER_UP> mtu 1500 qdisc noqueue state UNKNOWN link/ether 00:24:21:ef:2f:86 brd ff:ff:ff:ff:ff:ff inet 188.40.96.215/26 brd 188.40.96.255 scope global eth0 inet6 fe80::224:21ff:feef:2f86/64 scope link valid_lft forever preferred_lft forever 14: vif2.0: <BROADCAST,MULTICAST,PROMISC,UP,LOWER_UP> mtu 1500 qdisc pfifo_fast state UNKNOWN qlen 32 link/ether fe:ff:ff:ff:ff:ff brd ff:ff:ff:ff:ff:ff inet6 fe80::fcff:ffff:feff:ffff/64 scope link valid_lft forever preferred_lft forever brctl show bridge name bridge id STP enabled interfaces eth0 8000.002421ef2f86 no peth0 vif2.0 ip r l Dom0: 188.40.96.192/26 dev eth0 proto kernel scope link src 188.40.96.215 default via 188.40.96.193 dev eth0 DomU: 188.40.96.192/26 dev eth0 proto kernel scope link src 188.40.96.238 default via 188.40.96.193 dev eth0

    Read the article

  • PortForwarding to IIS in Linux

    - by Simon
    Hi, I am trying to set up port forwarding on a linux box to a IIS webserver on my internal network. The web server sits on Windows 2003 Server. My linux box has eth0 - Internet connection eth1 - internal subnet (10.10.10.x) eth2 - 2nd internal subnet (129.168.0.x) dhcp interface my webserver is on the eth2 interface (192.168.0.6) I am doing port forwarding for port 80 with no avail. I use the same set of rules to port forward to a different webserver and it works. The webapplication is available on the internal network but not for external users. iptables -t nat -A PREROUTING -p tcp -i eth0 -d $PUBLIC_IP --dport 80 -j DNAT --to 192.168.0.6:80 iptables -A FORWARD -p tcp -i eth0 -o eth2 -d 192.168.0.6 --dport 80 -m state --state NEW -j ACCEPT iptables -A FORWARD -t filter -o eth0 -m state --state NEW,ESTABLISHED,RELATED -j ACCEPT iptables -A FORWARD -t filter -i eth0 -m state --state ESTABLISHED,RELATED -j ACCEPT iptables -t nat -A POSTROUTING -o eth0 -j MASQUERADE Any Ideas?

    Read the article

  • Gre Tunnel Cisco Linux traffic forwarding

    - by mezgani
    I setup a gre tunnel a cisco router and a Linux machine, the tunnel interface in the Linux box named pic. Well i have to forward traffic coming from cisco through the Linux box. the rules i've set in the Linux box is described as follow: echo "1" /proc/sys/net/ipv4/ip_forward iptables -A INPUT -p 47 -j ACCEPT iptables -A FORWARD -i ppp0 -j ACCEPT iptables -A FORWARD -i pic -o ppp0 -m state --state ESTABLISHED,RELATED -j ACCEPT iptables -A FORWARD -i ppp0 -o pic -m state --state ESTABLISHED,RELATED -j ACCEPT iptables -A FORWARD -m state --state ESTABLISHED,RELATED -j ACCEPT iptables -t nat -A POSTROUTING -o ppp0 -j MASQUERADE I see the traffic coming from tunnel and forwarded to internet but no reply from sent packet. May i miss something like a routing rule.

    Read the article

  • What's the state of the art in image upscaling?

    - by monov
    I like to collect cool pics and use them as wallpapers or for other things. Often, artists publish only low-res versions, probably for fear of theft. Example: Gabriel Pulecio's BIRDS Now, if I want to use that as a wallpaper, I'd have to upscale it, and obviously that'd make it look blurry because of the bicubic interpolation. I realize there's no real way to get a high-res version from a low-res pic, because the information is not simply there. That said, I'm wondering if heuristics have been developed for upscaling with less apparent loss of quality. Those would probably be optimized for specific image types. For photorealistic pictures, for cartoons with large flat areas, for pixel art... One algorithm I'm aware of is Seam Carving. It works for some kinds of pics, especially ones with a plain, undetailed or uninteresting background, and a subject that strongly stands out. But it's far from being general-purpose. Applying it to the above pic produces this. It looks quite sharp, but the proportions are horribly distorted because the algorithm is not designed for this kind of pic. Another is Pixel art scaling algorithms. Those are completely unfit for anything other than actual pixel art that's pixelized to begin with. For example, I tried the scale2x windows binary on my pic, but its output was nearly indistinguishable from nearest-neighbour scaling because the algorithm didn't detect any isolated pixely fragments to work from. Something else I tried was: I enlarged the image in Photoshop with bicubic interpolation, then I applied unsharp mask. The result looks pretty bad. The red blotch is actually resized reasonably well, but the dove is far from it. What I'm looking for is some app that makes a best-effort attempt at upscaling any input image while minimizing blurriness. If you know of any, I'll be thankful. Note that the subjective prettiness and sharpness of the result is what matters... the result doesn't need to be completely faithful to the original small image.

    Read the article

  • How to drop all subnets outside of the US using iptables

    - by Jim
    I want to block all subnets outside the US. I've made a script that has all of the US subnets in it. I want to disallow or DROP all but my list. Can someone give me an example of how I can start by denying everything? This is the output from -L Chain INPUT (policy DROP) target prot opt source destination ACCEPT all -- anywhere anywhere ACCEPT all -- anywhere anywhere state RELATED,ESTABLISHED ACCEPT tcp -- anywhere anywhere tcp dpt:ftp state NEW DROP icmp -- anywhere anywhere Chain FORWARD (policy DROP) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination And these are the rules iptables --F iptables --policy INPUT DROP iptables --policy FORWARD DROP iptables --policy OUTPUT ACCEPT iptables -A INPUT -i lo -j ACCEPT iptables -A INPUT -i eth0 -m state --state ESTABLISHED,RELATED -j ACCEPT iptables -A INPUT -p tcp -i eth0 --dport 21 -m state --state NEW -j ACCEPT iptables -A INPUT -p icmp -j DROP Just for clarity, with these rules, I can still connect to port 21 without my subnet list. I want to block ALL subnets and just open those inside the US.

    Read the article

  • Restoring the exact state of a linux install to a different laptop with different sized drives and other hardware

    - by user259774
    I have an IBM running a Manjaro install that has already been used and settled into, with packages installed, browser profiles, etc, etc. The drive is 60gb, and it has a swap partition and an ext4 root partition. I need to move this profile to a Toshiba computer with a 320gb drive. How should I go about this? My inclination would be to shut down the toshiba, boot a live linux system, dd the whole 60gb drive to a file, boot the toshiba to a live system, then dd the file to its 320gb drive. Would this work? I know that it wouldn't with windows, but I believe this is an artificially imposed limitation from Microsoft. Is this correct, or is Linux similarly limited? If not, how could I go about this? Would clonezilla work, or would the hardware disparities prevent it from working?

    Read the article

  • solaris + dladm + what is unknown state and how to bring it to up?

    - by yael
    I installed Solaris 10 on my netra machine from dladm show-dev I can see which interface are down or up all interfaces are connected to the Cisco switch , and all leds are light's on all LAN cards but I not understand why all interfaces except e1000g0 are in unknown ? Please advice how to bring the unknown interfaces to up ? # dladm show-dev e1000g0 link: up speed: 1000 Mbps duplex: full e1000g1 link: unknown speed: 0 Mbps duplex: unknown e1000g2 link: unknown speed: 0 Mbps duplex: unknown e1000g3 link: unknown speed: 0 Mbps duplex: unknown nxge0 link: unknown speed: 0 Mbps duplex: unknown nxge1 link: unknown speed: 0 Mbps duplex: unknown nxge2 link: unknown speed: 0 Mbps duplex: unknown nxge3 link: unknown speed: 0 Mbps duplex: unknown

    Read the article

  • Very Large number of connections in TIME_WAIT state; Server is slow, ipconntrac

    - by Sparsh Gupta
    I have a nginx server with load balancing and reverse proxy. Right now its behing another nginx but very soon I plan to make it front, where it will receive TCP connections from clients directly at a rate of 500req/second I am having some big troubles with the server. I have pasted my configurations here and I am kinda sure that the problem is with ipconntrac and similar things which are alient to me http://paste.org/pastebin/view/28543 root@load_balancer:/proc/sys/net/ipv4# netstat -an|awk '/tcp/ {print $6}'|sort|uniq -c 67 CLOSING 727 ESTABLISHED 173 FIN_WAIT1 183 FIN_WAIT2 19 LAST_ACK 5 LISTEN 447 SYN_RECV 1 SYN_SENT 27970 TIME_WAIT Its a ubuntu machine with mainly nginx (load balancer and reverse proxy) installed. It surely isnt great. Can you help me understand whats going on and how can I fix it. This is my live server and I am sure its in a bad shape right now. Any document or commands to fix this, or settings I should make to make this better and reduce time wait and fin_wait1/2 better would be awesome.

    Read the article

  • Can I tell if crashplan has backed up a particular file in a particular state?

    - by Chris Cogdon
    I would like to be able to tell, programmatically, if CrashPlan has backed-up a particular file, including the current updates to that file. I.e., that the current contents of a file are backed up. It's relatively easy to tell when CrashPlan last backed up a file: its file name appears in /usr/local/crashplan/log/backup_files.log.0, and with some accuracy, I could compare the backup time with the last modification time to the file, but that method appears to be somewhat dubious. A couple of methods I could think of, but I don't know how: Compare the current file to CrashPlan's metadata about that file. This needs knowledge about the format of CrashPlan's "cache" files as well as the hashing system used. This might be achievable through the CLI, but the CLI is just a portal into the GUI, and I need something that's scriptable. Restore the file to a temporary directory, and compare it. Unfortunately, there is no CLI to do restores; the GUI is the only way. I'll describe what I'm trying to achieve. It would be nice to know how to do the above, even if there are alternative methods for the following: I'm using CrashPlan for continuous backups to my PostgreSQL database, using WAL archives. In the current configuration, the archive command copies the files to an archive directory, which is backed up by CrashPlan. Every so often I manually confirm (or just trust) a group of WALs are backed up, and remove them from the archive directory, and occasionally do a restore through the GUI to ensure I can retrieve current and "deleted" WALs. The xlog directory is backed-up, too, so I have a good chance of doing a near-full restore even if a particular xlog hasn't been archived by PostgreSQL yet. I'd like to be able to automate this process, which necessitates either confirming the backup status and recency, or automating a restore for comparison purposes. (As a bonus, if the method is trustworthy, I could turn the "archive_command" from "copy to archive directory" into "confirm CrashPlan has backed up the current version", and do away with the archive directory completely). (And, yes, I'm doing regular pg_dumpall's, in addition to the above.)

    Read the article

  • Is it a good idea to have the operating system on a solid state drive?

    - by Kenji Kina
    There is something I don't quite understand. I know a SSD helps with OS load times, but I'm not sure if all this boost is only noticeable/interesting when booting, or gives an all around considerably better experience thereafter. I am interested in having a quick and responsive environment after booting, which leads me to think that it'd be better to spend the SSD capacity in my most used apps (and the page file? Another inside question) and not the OS itself. This, of course, means that I don't know just how much the OS reads/writes its files during normal usage. So, how good an idea is it to dump the whole 20GB+ of Windows 7 OS into the SSD (considering the hefty price per GB of SSD capacity) if I can put up with the usual hard disk boot times? Would I be missing on a lot if I didn't?

    Read the article

  • Selling your iphone games. [closed]

    - by Artemix
    Hi. So, long story short, some days ago I pusblished an iPhone game, I think the game wasnt that bad tbh, and still I got only 10 sells at $0.99. Are they any publishers, sponsors, or distributors to make your game "visible" on the app store market?, or the only thing you need is to have an amazing game and thats all? Somehow I think that even if you have an awesome game if you dont do that "marketing magic" correctly you will not exist in the store. Now Im making a second game, completly different, and I want to know how to do things right. If anyone knows something about this topic, let me know. Thx in advance.

    Read the article

  • What is the state of ext3 support in Mac OS X 10.6? [closed]

    - by gzuki
    Possible Duplicate: Mount ext2/ext3 in Mac OS X Snow Leopard I have a 1tb hard drive, I want it to have one partition that can serve as an interchange between linux (ubuntu) and mac (snow leopard). HFS+ scares me a bit, and I can't seem to get a clear picture on whether or not something like fuse can reliably write ext3 partitions in mac. Any good advice on this topic? Should I just pick HFS+ or ext3 and hope for the best (or just deal with only getting read-only on one OS)?

    Read the article

< Previous Page | 169 170 171 172 173 174 175 176 177 178 179 180  | Next Page >