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  • Why cant i install ANY operating system??

    - by Ranhiru
    I tested the memory and i tested the hard disk and everything is fine! Mini XP booted from Hirens Boot Disk works :( I tried Windows 7, Windows XP SP3 and even Ubuntu 10.04 :( All Operating Systems boots up to the point where they can load necessary files to start the OS and then resets the laptop Windows 7, only up to the point where the Windows Loading Animation is happening Ubuntu, only up to the point where the loading is done, shows a small screen and then goes to a blinking cursor and thats it... it keeps on blinking and sometimes resets the computer Windows XP SP3, loads all the drivers and everything and then the point where i should be able install the OS, it simply resets the laptop :( I have used the word reset instead of restart because the laptop completely turns off and then only turns back in Any solutions would be greatly appreciated

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  • VirtualBox - multiple guests, each with a single bridged adapter?

    - by Martin
    I am running a dedicated server (located at Hetzner, Germany) that runs VirtualBox in order to virtualize several services accross multiple virtual guests. Those guests are supposed to communicate with each other (for instance, a virtual web server has to access a virtual database server); to be reachable from the dedicated server (for instance, SSH access); and to access the Internet via the dedicated server (for instance, to download security updates) Currently, this is achieved by having host-only adapter vboxnet0 on the dedicated server and two virtual interfaces on each guest. There, virtual adapter eth0 is attached to vboxnet0 (to achieve (1) and (2)), virtual adapter eth1 is attached to VirtualBox' NAT (to achieve (3)). Via eth0, the guests have access to a DHCP and a DNS server, both running on the dedicated server (there, bound to vboxnet0). This allows me to assign custom IP addresses and names. Via eth1, VirtualBox pushes a proper route that enables each guest to access the Internet (via eth0 on the dedicated server). This setup with two virtual adapters frequently leads to problems and at leasts complicates many things. For instance, on the dedicated server there is OpenVPN which allows to access the virtual machines via the Internet; futhermore, there is Shorwall that controls the incoming and outgoing network traffic between the Internet, the dedicated server, and the individual virtual machines. Not to mention automatic installation of servers via PXE... Therefore, I would prefer to have only one single virtual adapter on each guest which would be used for both incoming and outgoing connections. As far as I understand, one would basically use a bridged interface for that very purpose. Now the question arises: Which interface on the dedicated server would the bridge use? eth0 on the host server is not an option, as this is prohibited by the provider. A virtual interface eth0:0 would not make any sense, as a bridge always uses a physical interface (eth0 in this case). Would it be possible to create a bridged interface in each virtual machine that would "dangle in the air"? Thus, without a complement on the dedicated server? How would I have to set up the routing on the host server? Please note that the host / dedicated server has only one network adapter (eth0) which is connected to the provider's network. Regards, Martin

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  • Port 22 is not responding

    - by Emanuele Feliziani
    I'm trying to make the jump to VPS from shared hosting for better performances and greater flexibility, but am stuck with the fact that I can't access the machine via ssh. First of all, the machine is a CentOS 6.3 cPanel x64 with WHM 11.38.0. Sshd is running (it appears in the current running processes). Making a port scan I see that port 22 is not responding. Port 21 is, but I am not able to access the machine via ftp (I think it's a security measure, but I don't know where to disable/enable it). So, I'm stuck in WHM and have no way to access the configuration of the machine, neither via ssh nor with ftp/sftp. When trying to connect with ssh via Terminal I only get this: ssh: connect to host xx.xx.xxx.xxx port 22: Operation timed out I also tried to access with the hostname instead of the IP address and it's the same. There seem to be no firewall in WHM and I have whitelisted my home IP address to access ssh, though there were no restrictions in the first place. I have been wandering through all the settings and options in WHM for several hours now, but can't seem to find anything. Does anybody have a clue as to where I should start investigating? Update: Thanks everyone. It was in fact a matter of firewall. There was a firewall not controlled by the WHM software. I managed to crack into the console from the vps control panel (a terrible, terrible java app that barely took my keyboard input) and disabled the firewall altogether running service iptables stop so that I was able to access the console via ssh with the terminal. Now I will have to set up the firewall again because the command I ran looks like having completely wiped the iptables. Can you recommend any newby-friendly resource where I can learn how to go about this and what should I block? Or should I just go with something like this: http://configserver.com/cp/csf.html ? Thanks again to everyone who helped me out.

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  • Applications: Some more marble fun!

    - by TechTwaddle
    Well, yesterday night I was watching a tutorial on XNA when I came across this neat little trick. It was a simple XNA application with a Windows Phone logo in it and whenever the user clicked on the device the logo would move towards the click point, and I couldn't resist experimenting with the marble (; The code is written in C# using CF3.5. Here is a video of the demo,   You probably noticed that the motion of the marble towards the click point (destination) is not linear. The marble starts off with a high velocity and slows down as it reaches its destination. This is achieved by making the speed of the marble a function of the distance between marble's current position and the destination, so as the marble approaches the destination point, the distance between them reduces and so does the speed, until it becomes zero. More on the code and the logic behind it in the next post. What I'd like to do next is, instead of making the marble stop at the click point, it should continue to move beyond it, bounce around the screen a few times and eventually come to a stop after a while. Let's see how that goes.

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  • how to use opengl blend mode/functions to brighten/darken a texture.

    - by Jigar
    Tried this code, but the texture didnot get any lighter. try { texture = TextureLoader.getTexture("png", Game.class.getResourceAsStream("/brick.png"), true, GL_NEAREST); } catch (IOException e) { e.printStackTrace(); } GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getTextureID()); glEnable(GL_BLEND); glBlendFunc(GL_CONSTANT_ALPHA, GL_CONSTANT_ALPHA); GL14.glBlendColor(1.0f, 1.0f, 1.0f, 0.5f); glColor4f(1, 1, 1, 0.5f); GL11.glBegin(GL11.GL_QUADS); // Start Drawing Quads // Front Face GL11.glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Point 1 (Front) GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); // Point 2 (Front) GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); // Point 3 (Front) GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Point 4 (Front) glEnd();

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  • Using my own Postfix, filtering spam and getting all the mail into my ISP's inbox

    - by djechelon
    Hello, I currently own a domain bought via GoDaddy.com, which provides me a basic email setup for the most common needs. I configured it to forward all mail to [email protected] to [email protected]. I also own a virtual server with a running Postfix that I use for a specific website (all mail to somedomain.com gets forwarded via LMTP to a program written by me). Since I'm recently experiencing some harassing by spammers, since GoDaddy doesn't seem to filter spam, and since my Windows Phone's Pocket Outlook cannot filter spam, I would like to use SpamAssassin to filter inbound spam by changing my domain's MX records to my server My ideal setup is the following: All mail delivered to somedomain.com gets redirected via LMTP as usual via virtual transport without any spam check All mail to [email protected] gets redirected to [email protected] after a severe spam check I don't care about [email protected] since I use just one address for now I would like to train SpamAssassin with customized spam rules, possibly based on the presence of certain keywords (links to certain unsubscribe pages I found recurring) I currently configured Postfix with transport somedomain.com lmtp:[127.0.0.1]:8025 .somedomain.com error: Cannot accept mail for this domain relay somedomain.com OK (I guess I should add mydomain.com OK too) virtual @mydomain.com [email protected] (looks like a catch-all rule, it's OK as requirement 3) I installed SpamAssassin, I can do rcspamd start and set it to boot with the server, but I don't know if there is anything else to do for use in Postfix, and how to apply requirement 1 (only mail to mydomain.com gets filtered) I also tried to send an email via Telnet to make sure my settings are ready for MX change. I received the message into my account but I found that it gone through secureserver.net, like Postfix didn't rewrite the destination but simply relayed the message. Thank you in advance. I'm no expert in SpamAssassin, and I have little experience in Postfix (enough to avoid making my server an open relay)

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  • Postfix SMTP sends to localhost, ignores MX records set to Google Apps

    - by Kerrick
    I have the MX records for zaltin.com set to the Google Apps domains (aspmx.l.google.com etc.). If an email is sent to [email protected] from most places, it goes to my Google Apps account. However, on the zaltin.com server (Ubuntu 10.04 if it matters), sending via SMTP (postfix), if I send to [email protected] (via the Pony ruby gem if it matters), it simply routes to kerrick@localhost (showing up via the mail command) instead of going to my Google Apps account (where it should show up in my GApps Gmail inbox). Can I make email sent via SMTP on my server, through my server, not go to my server but to Google Apps?

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  • Create a thread in xna Update method to find path?

    - by Dan
    I am trying to create a separate thread for my enemy's A* pathfinder which will give me a list of points to get to the player. I have placed the thread in the update method of my enemy. However this seems to cause jittering in the game every-time the thread is called. I have tried calling just the method and this works fine. Is there any way I can sort this out so that I can have the pathfinder on its own thread? Do I need to remove the thread start from the update and start it in the constructor? Is there any way this can work. Here is the code at the moment: bool running = false; bool threadstarted; System.Threading.Thread thread; public void update() { if (running == false && threadstarted == false) { thread = new System.Threading.Thread(PathThread); //thread.Priority = System.Threading.ThreadPriority.Lowest; thread.IsBackground = true; thread.Start(startandendobj); //PathThread(startandendobj); threadstarted = true; } } public void PathThread(object Startandend) { object[] Startandendarray = (object[])Startandend; Point startpoint = (Point)Startandendarray[0]; Point endpoint = (Point)Startandendarray[1]; bool runnable = true; // Path find from 255, 255 to 0,0 on the map foreach(Tile tile in Map) { if(tile.Color == Color.Red) { if (tile.Position.Contains(endpoint)) { runnable = false; } } } if(runnable == true) { running = true; Pathfinder p = new Pathfinder(Map); pathway = p.FindPath(startpoint, endpoint); running = false; threadstarted = false; } }

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  • Kickstart: ifcfg-eth0 file genorated by kickstart when install from network but from initrd when install form USB

    - by dooffas
    When I install Fedora 19 with a kickstart file and via network, the generated ifcfg-eth0 file is genorated by the kickstart: # Generated by parse-kickstart However if I use the same kickstart file and install via a USB stick, the ifcfg file is generated by initrd. # Generated by dracut initrd The line in the kickstart file to set the network settings is as follows: network --device=eth0 --bootproto=dhcp --hostname=SOMEHOSTNAME Is there away to keep network device settings set in the kickstart file when not installing via network?

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  • How can I improve my isometric tile-picking algorithm?

    - by Cypher
    I've spent the last few days researching isometric tile-picking algorithms (converting screen-coordinates to tile-coordinates), and have obviously found a lot of the math beyond my grasp. I have come fairly close and what I have is workable, but I would like to improve on this algorithm as it's a little off and seems to pick down and to the right of the mouse pointer. I've uploaded a video to help visualize the current implementation: http://youtu.be/EqwWcq1zuaM My isometric rendering algorithm is based on what is found at this stackoverflow question's answer, with the exception that my x and y axis' are inverted (x increased down-right, while y increased up-right). Here is where I am converting from screen to tiles: // these next few lines convert the mouse pointer position from screen // coordinates to tile-grid coordinates. cameraOffset captures the current // mouse location and takes into consideration the camera's position on screen. System.Drawing.Point cameraOffset = new System.Drawing.Point( 0, 0 ); cameraOffset.X = mouseLocation.X + (int)camera.Left; cameraOffset.Y = ( mouseLocation.Y + (int)camera.Top ); // the camera-aware mouse coordinates are then further converted in an attempt // to select only the "tile" portion of the grid tiles, instead of the entire // rectangle. this algorithm gets close, but could use improvement. mouseTileLocation.X = ( cameraOffset.X + 2 * cameraOffset.Y ) / Global.TileWidth; mouseTileLocation.Y = -( ( 2 * cameraOffset.Y - cameraOffset.X ) / Global.TileWidth ); Things to make note of: mouseLocation is a System.Drawing.Point that represents the screen coordinates of the mouse pointer. cameraOffset is the screen position of the mouse pointer that includes the position of the game camera. mouseTileLocation is a System.Drawing.Point that is supposed to represent the tile coordinates of the mouse pointer. If you check out the above link to youtube, you'll notice that the picking algorithm is off a bit. How can I improve on this?

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  • Java : 2D Collision Detection

    - by neko
    I'm been working on 2D rectangle collision for weeks and still cannot get this problem fixed. The problem I'm having is how to adjust a player to obstacles when it collides. I'm referencing this link. The player sometime does not get adjusted to obstacles. Also, it sometimes stuck in obstacle guy after colliding. Here, the player and the obstacle are inheriting super class Sprite I can detect collision between the two rectangles and the point by ; public Point getSpriteCollision(Sprite sprite, double newX, double newY) { // set each rectangle Rectangle spriteRectA = new Rectangle( (int)getPosX(), (int)getPosY(), getWidth(), getHeight()); Rectangle spriteRectB = new Rectangle( (int)sprite.getPosX(), (int)sprite.getPosY(), sprite.getWidth(), sprite.getHeight()); // if a sprite is colliding with the other sprite if (spriteRectA.intersects(spriteRectB)){ System.out.println("Colliding"); return new Point((int)getPosX(), (int)getPosY()); } return null; } and to adjust sprites after a collision: // Update the sprite's conditions public void update() { // only the player is moving for simplicity // collision detection on x-axis (just x-axis collision detection at this moment) double newX = x + vx; // calculate the x-coordinate of sprite move Point sprite = getSpriteCollision(map.getSprite().get(1), newX, y);// collision coordinates (x,y) if (sprite == null) { // if the player is no colliding with obstacle guy x = newX; // move } else { // if collided if (vx > 0) { // if the player was moving from left to right x = (sprite.x - vx); // this works but a bit strange } else if (vx < 0) { x = (sprite.x + vx); // there's something wrong with this too } } vx=0; y+=vy; vy=0; } I think there is something wrong in update() but cannot fix it. Now I only have a collision with the player and an obstacle guy but in future, I'm planning to have more of them and making them all collide with each other. What would be a good way to do it? Thanks in advance.

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  • Regarding AD Domain controllers and remote branch offices

    - by Alex
    We have central HQ building and a lot of small branch offices connecting via VPN and want to implement AD (If you can believe we still haven't). We want everyone to log in using domain accounts and be policed centrally. We are OK with having a RODC in a branch office with like 10 computers. But we have these small branches with two to four PCs only. Some of these branches connect to HQ via IPSec site-to-site VPN, some via remote access (client-based) VPN. So there is no problem with ones that have local RODC or connecting to HQ DCs via VPN router. But how about small branches? We don't really want to set up a machine there, neither we want to invest into Windows Server licenses or fancy network equipment. Also, the problem is that we cannot access HQ DCs via VPN because we are not logged in and connected to HQ internal network yet, so DCs aren't reachable. What is typically done in that situation if it is needed to have central management over policies on those PCs? Or is it better to let 'em loose and use local policies and accounts in this situation?

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  • ipv6 with KVM on debian

    - by Eliasdx
    I have trouble setting up IPV6 on my Proxmox (KVM) server: My ISP sent me this information(xxx=placeholder): IPs: 2a01:XXX:XXX:301:: /64 Gateway: 2a01:XXX:XXX:300::1 /59 This is the interface setup on the host server: auto vmbr1 iface vmbr1 inet static address 178.XX.XX.4 broadcast 178.XX.XX.63 netmask 255.255.255.192 pointopoint 178.XX.XX.1 gateway 178.XX.XX.1 bridge_ports eth0 bridge_stp off bridge_fd 0 iface vmbr1 inet6 static address 2a01:XXX:XXX:301::2 netmask 64 up ip -6 route add 2a01:XXX:XXX:300::1 dev vmbr1 down ip -6 route del 2a01:XXX:XXX:300::1 dev vmbr1 up ip -6 route add default via 2a01:XXX:XXX:300::1 dev vmbr1 down ip -6 route del default via 2a01:XXX:XXX:300::1 dev vmbr1 On the guest: auto eth0 iface eth0 inet static address 178.xx.xx.47 netmask 255.255.255.255 broadcast 178.xx.xx.63 gateway 178.xx.xx.1 pointopoint 178.xx.xx.1 iface eth0 inet6 static pre-up modprobe ipv6 address 2a01:XXX:XXX:301::2:2 netmask 64 up ip -6 route add 2a01:XXX:XXX:300::1 dev eth0 down ip -6 route del 2a01:XXX:XXX:300::1 dev eth0 up ip -6 route add default via 2a01:XXX:XXX:300::1 dev eth0 down ip -6 route del default via 2a01:XXX:XXX:300::1 dev eth0 Ipv4 works on both host and guest but Ipv6 only works "sometimes". It's up for minutes and then down again until I change something. However I can actually ping the host and the guest from both host and guest. host:~# ip -6 neigh 2a01:XXX:XXX:301::100:2 dev vmbr1 lladdr 00:50:56:00:00:e0 REACHABLE 2a01:XXX:XXX:300::1 dev vmbr1 lladdr 00:26:88:76:18:18 router STALE host:~# ip -6 route 2a01:XXX:XXX:300::1 dev vmbr1 metric 1024 mtu 1500 advmss 1440 hoplimit 4294967295 2a01:XXX:XXX:301::/64 dev vmbr1 proto kernel metric 256 mtu 1500 advmss 1440 hoplimit 4294967295 fe80::/64 dev vmbr0 proto kernel metric 256 mtu 1500 advmss 1440 hoplimit 4294967295 fe80::/64 dev eth0 proto kernel metric 256 mtu 1500 advmss 1440 hoplimit 4294967295 fe80::/64 dev vmbr1 proto kernel metric 256 mtu 1500 advmss 1440 hoplimit 4294967295 fe80::/64 dev tap101i1d0 proto kernel metric 256 mtu 1500 advmss 1440 hoplimit 4294967295 default via 2a01:XXX:XXX:300::1 dev vmbr1 metric 1024 mtu 1500 advmss 1440 hoplimit 4294967295 Does someone know why it isn't working? And is there a way to configure multiple v6 IPs from the same subnet so I can dedicate IPs to websites on a server with multiple virtualhosts?

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  • ipv6 with KVM on debian

    - by Eliasdx
    I have trouble setting up IPV6 on my Proxmox (KVM) server: My ISP sent me this information(xxx=placeholder): IPs: 2a01:XXX:XXX:301:: /64 Gateway: 2a01:XXX:XXX:300::1 /59 This is the interface setup on the host server: auto vmbr1 iface vmbr1 inet static address 178.XX.XX.4 broadcast 178.XX.XX.63 netmask 255.255.255.192 pointopoint 178.XX.XX.1 gateway 178.XX.XX.1 bridge_ports eth0 bridge_stp off bridge_fd 0 iface vmbr1 inet6 static address 2a01:XXX:XXX:301::2 netmask 64 up ip -6 route add 2a01:XXX:XXX:300::1 dev vmbr1 down ip -6 route del 2a01:XXX:XXX:300::1 dev vmbr1 up ip -6 route add default via 2a01:XXX:XXX:300::1 dev vmbr1 down ip -6 route del default via 2a01:XXX:XXX:300::1 dev vmbr1 On the guest: auto eth0 iface eth0 inet static address 178.xx.xx.47 netmask 255.255.255.255 broadcast 178.xx.xx.63 gateway 178.xx.xx.1 pointopoint 178.xx.xx.1 iface eth0 inet6 static pre-up modprobe ipv6 address 2a01:XXX:XXX:301::2:2 netmask 64 up ip -6 route add 2a01:XXX:XXX:300::1 dev eth0 down ip -6 route del 2a01:XXX:XXX:300::1 dev eth0 up ip -6 route add default via 2a01:XXX:XXX:300::1 dev eth0 down ip -6 route del default via 2a01:XXX:XXX:300::1 dev eth0 Ipv4 works on both host and guest but Ipv6 only works "sometimes". It's up for minutes and then down again until I change something. However I can actually ping the host and the guest from both host and guest. host:~# ip -6 neigh 2a01:XXX:XXX:301::100:2 dev vmbr1 lladdr 00:50:56:00:00:e0 REACHABLE 2a01:XXX:XXX:300::1 dev vmbr1 lladdr 00:26:88:76:18:18 router STALE host:~# ip -6 route 2a01:XXX:XXX:300::1 dev vmbr1 metric 1024 mtu 1500 advmss 1440 hoplimit 4294967295 2a01:XXX:XXX:301::/64 dev vmbr1 proto kernel metric 256 mtu 1500 advmss 1440 hoplimit 4294967295 fe80::/64 dev vmbr0 proto kernel metric 256 mtu 1500 advmss 1440 hoplimit 4294967295 fe80::/64 dev eth0 proto kernel metric 256 mtu 1500 advmss 1440 hoplimit 4294967295 fe80::/64 dev vmbr1 proto kernel metric 256 mtu 1500 advmss 1440 hoplimit 4294967295 fe80::/64 dev tap101i1d0 proto kernel metric 256 mtu 1500 advmss 1440 hoplimit 4294967295 default via 2a01:XXX:XXX:300::1 dev vmbr1 metric 1024 mtu 1500 advmss 1440 hoplimit 4294967295 Does someone know why it isn't working? And is there a way to configure multiple v6 IPs from the same subnet so I can dedicate IPs to websites on a server with multiple virtualhosts?

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  • What to do when TDD tests reveal new functionality that is needed that also needs tests?

    - by Joshua Harris
    What do you do when you are writing a test and you get to the point where you need to make the test pass and you realize that you need an additional piece of functionality that should be separated into its own function? That new function needs to be tested as well, but the TDD cycle says to Make a test fail, make it pass then refactor. If I am on the step where I am trying to make my test pass I'm not supposed to go off and start another failing test to test the new functionality that I need to implement. For example, I am writing a point class that has a function WillCollideWith(LineSegment): public class Point { // Point data and constructor ... public bool CollidesWithLine(LineSegment lineSegment) { Vector PointEndOfMovement = new Vector(Position.X + Velocity.X, Position.Y + Velocity.Y); LineSegment pointPath = new LineSegment(Position, PointEndOfMovement); if (lineSegment.Intersects(pointPath)) return true; return false; } } I was writing a test for CollidesWithLine when I realized that I would need a LineSegment.Intersects(LineSegment) function. But, should I just stop what I am doing on my test cycle to go create this new functionality? That seems to break the "Red, Green, Refactor" principle. Should I just write the code that detects that lineSegments Intersect inside of the CollidesWithLine function and refactor it after it is working? That would work in this case since I can access the data from LineSegment, but what about in cases where that kind of data is private?

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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  • Connect macbook to my LAN through a VPN - best solution?

    - by LewisMc
    So I have a LAN connected via a ADSL/PPPoA, this is using a bog-standard DLink router supplied by my ISP (talktalk UK). I have a NAS within the LAN that is running FreeNAS and I want to be able to connect to it when I'm out and about. It's running an atom so it's quite low on juice consumption but I don't want to have it on all day and night so I've been waking it via a magic packet and booting it down from the web admin when I need it. So I want to connect to the LAN, I presume via a VPN, to be able to send a magic packet. But what is the best method to accomplish this, or is there an easier way? I've been looking at the cisco 857 integrated router and the Netgear prosafe 318(behind modem) but not sure If I'm on the right track with what I want to achieve as I've not much experience or knowledge with VPN's or networking (software engineering student). I have tried port forwarding but to no avail, either with magic packets or even connecting outside the LAN via DYNDNS. Thanks,

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  • Ubuntu 12.04 desktop, VNC viewer not refreshing screen

    - by user73279
    I've had this issues across multiple machines and multiple versions of Ubuntu desktop (all 10.04 or later). Usually it happens with an old laptop I've put Ubuntu on but now it's happening on my primary dev machine (a quad-core PC recently upgraded to Ubuntu 12.04 desktop). The problem is this - I can connect to the machine and login with the password, the initial screen looks fine but never refreshes. I can see the monitor for the machine across the room and can see the mouse move and the menus pop up but the image of the screen on the PC in front me running the VNC viewer never updates. So the mouse and keyboard commands are working. Ubuntu 12.04 Desktop Ultra VNC Viewer (also seen with RealVNC's free VNC viewer) Desktop Sharing Static IP on eth0; Dynamic ID on eth1 I think it is an Ubuntu config issue because this PC used to work just fine with 9.04, 10.04, and 11.10 (over the past couple of years). I've also had a couple of laptops that used to have this issue with older Ubuntu's but don't with 12.04. Additional info: The Win7 PC I'm trying to use to control the Ubuntu PC is connected via 2 DLink 8-port gigabit routers. The Ubuntu laptop I usually control via VNC is typically only connected to the network via wireless. The screen refresh is choppy but usable. I've repeated the issue on a Win7 laptop which was connected via ethernet and wireless.

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  • TXPAUSE : polite waiting for hardware transactional memory

    - by Dave
    Classic locks are an appropriate tool to prevent potentially conflicting operations A and B, invoked by different threads, from running at the same time. In a sense the locks cause either A to run before B or vice-versa. Similarly, we can replace the locks with hardware transactional memory, or use transactional lock elision to leverage potential disjoint access parallelism between A and B. But often we want A to wait until B has run. In a Pthreads environment we'd usually use locks in conjunction with condition variables to implement our "wait until" constraint. MONITOR-MWAIT is another way to wait for a memory location to change, but it only allows us to track one cache line and it's only available on x86. There's no similar "wait until" construct for hardware transactions. At the instruction-set level a simple way to express "wait until" in transactions would be to add a new TXPAUSE instruction that could be used within an active hardware transaction. TXPAUSE would politely stall the invoking thread, possibly surrendering or yielding compute resources, while at the same time continuing to track the transaction's address-set. Once a transaction has executed TXPAUSE it can only abort. Ideally that'd happen when some other thread modifies a variable that's in the transaction's read-set or write-set. And since we're aborting all writes would be discarded. In a sense this gives us multi-location MWAIT but with much more flexibility. We could also augment the TXPAUSE with a cycle-count bound to cap the time spent stalled. I should note that we can already enter a tight spin loop in a transaction to wait for updates to address-set to cause an abort. Assuming that the implementation monitors the address-set via cache-coherence probes, by waiting in this fashion we actually communicate via the probes, and not via memory values. That is the updating thread signals the waiter via probes instead of by traditional memory values. But TXPAUSE gives us a polite way to spin.

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  • Vista to Vista network visability issue

    - by Sk93
    Hi All, I've got a Vista Business PC and a Vista Business Laptop connected via a virgin media router (Netgear CG2100D) and I cannot get the two machines to see each other correctly over the network. The laptop is connected via wireless, whilst the pc is wired. Both are set to recieve their network settings automatically (DHCP) and both have the windows firewall (the only firewall on either) turned off completely. I can ping each machine fine from one another using the ip addresses, and I can also connect via \. However, connections via \ fail, and I cannot see the machines in the network map. I have tried turning netBIOS to be "always on" on both adapters, but this makes no difference. I've been messing around pretty much for 6 hours now and am getting quite fustrated by this! (my original aim was to get media sharing working, but I've pretty much abandoned that for now). Any ideas?

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  • osx 10.6 dhcp client-id option

    - by Clustermagnet
    Trying to join a osx machine on a dhcp network which forces certain client IDs. Even if I was to modify the client-id via the network properties, the DHCP server is not accepting this request, since Windows and Apple send this via different options You can set the ClassID in the Network Control Panel in the DHCP Client ID box. The trick lies in setting up your DHCP server to recognize it. Windows XP sends the DHCP class ID via DHCP option 77, and OS X sends it via option 61. You'll have to set your DHCP server to check for option 61, +with an offset of 1 and a length of 9+. That's the tricky bit. So, without modifying the DHCP server... (which does not belong to me), is there anything that can be done on OSX to modify the client-id option to be 77?

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  • OpenVPN + iptables / NAT routing

    - by Mikeage
    Hi, I'm trying to set up an OpenVPN VPN, which will carry some (but not all) traffic from the clients to the internet via the OpenVPN server. My OpenVPN server has a public IP on eth0, and is using tap0 to create a local network, 192.168.2.x. I have a client which connects from local IP 192.168.1.101 and gets VPN IP 192.168.2.3. On the server, I ran: iptables -A INPUT -i tap+ -j ACCEPT iptables -A FORWARD -i tap+ -j ACCEPT iptables -t nat -A POSTROUTING -s 192.168.2.0/24 -o eth0 -j MASQUERADE On the client, the default remains to route via 192.168.1.1. In order to point it to 192.168.2.1 for HTTP, I ran ip rule add fwmark 0x50 table 200 ip route add table 200 default via 192.168.2.1 iptables -t mangle -A OUTPUT -j MARK -p tcp --dport 80 --set-mark 80 Now, if I try accessing a website on the client (say, wget google.com), it just hangs there. On the server, I can see $ sudo tcpdump -n -i tap0 tcpdump: verbose output suppressed, use -v or -vv for full protocol decode listening on tap0, link-type EN10MB (Ethernet), capture size 96 bytes 05:39:07.928358 IP 192.168.1.101.34941 > 74.125.67.100.80: S 4254520618:4254520618(0) win 5840 <mss 1334,sackOK,timestamp 558838 0,nop,wscale 5> 05:39:10.751921 IP 192.168.1.101.34941 > 74.125.67.100.80: S 4254520618:4254520618(0) win 5840 <mss 1334,sackOK,timestamp 559588 0,nop,wscale 5> Where 74.125.67.100 is the IP it gets for google.com . Why isn't the MASQUERADE working? More precisely, I see that the source showing up as 192.168.1.101 -- shouldn't there be something to indicate that it came from the VPN? Edit: Some routes [from the client] $ ip route show table main 192.168.2.0/24 dev tap0 proto kernel scope link src 192.168.2.4 192.168.1.0/24 dev wlan0 proto kernel scope link src 192.168.1.101 metric 2 169.254.0.0/16 dev wlan0 scope link metric 1000 default via 192.168.1.1 dev wlan0 proto static $ ip route show table 200 default via 192.168.2.1 dev tap0

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  • Linux: CIFS/Samba mount hangs for several minutes

    - by Pistos
    I have a small local network which has a Gentoo box and a Windows box. I mount a share originating on the Windows box onto the Gentoo box with a command like: mount -t cifs -o username=WindowsUsername,password=thepassword,uid=pistos //192.168.0.103/Users /mnt/windowsbox Most of the time, everything Just Works, and I can read and write without problems. However, every few weeks or so, the connection or the mount point seems to go dead or hang, such that any process that tries to access the mount point gets stuck in D state (disk, or I/O wait). These processes become impervious to TERM and KILL signals. Disconnecting and reconnecting the Windows box from the network does not help. The frozen state lasts for 5+ minutes. It's really frustrating and gets in the way of normal work, because it freezes Save As dialogues, ls commands, etc. If I issue a umount on the mount point, it either hangs also, or reports that the mount point is in use. Eventually, the dead state resolves itself, and the mount point gets unmounted, or it becomes possible to umount with no delay. My guess is that this happens when the connection/mount has gone idle, or when the Windows machine has been idle. I am not really sure. Why is this happening, and what can I do to prevent it? Or how can I successfully kill these D-state processes at will? Possibly related: CIFS mounts hang on read

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  • Android 2D terrain scrolling

    - by Nikola Ninkovic
    I want to make infinite 2D terrain based on my algorithm.Then I want to move it along Y axis (to the left) This is how I did it : public class Terrain { Queue<Integer> _bottom; Paint _paint; Bitmap _texture; Point _screen; int _numberOfColumns = 100; int _columnWidth = 20; public Terrain(int screenWidth, int screenHeight, Bitmap texture) { _bottom = new LinkedList<Integer>(); _screen = new Point(screenWidth, screenHeight); _numberOfColumns = screenWidth / 6; _columnWidth = screenWidth / _numberOfColumns; for(int i=0;i<=_numberOfColumns;i++) { // Generate terrain point and put it into _bottom queue } _paint = new Paint(); _paint.setStyle(Paint.Style.FILL); _paint.setShader(new BitmapShader(texture, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT)); } public void update() { _bottom.remove(); // Algorithm calculates next point _bottom.add(nextPoint); } public void draw(Canvas canvas) { Iterator<Integer> i = _bottom.iterator(); int counter = 0; Path path = new Path(); path.moveTo(0, _screen.y); while (i.hasNext()) { path.lineTo(counter, _screen.y-i.next()); counter += _columnWidth; } path.lineTo(_screen.x, _screen.y); path.lineTo(0, _screen.y); canvas.drawPath(path2, _paint); } } The problem is that the game is too 'fast', so I tried with pausing thread with Thread.sleep(50); in run() method of my game thread but then it looks too torn. Well, is there any way to slow down drawing of my terrain ?

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  • windows 2008 server login screen remote desktop

    - by Marki
    how can I access a GRAPHICAL login screen (like on earlier Windows versions, or like VNC) instead of the Username/Password prompt via RDP? I'm asking because we have several servers where we have no passwords but the shutdown/reboot option is given via group policy on the login screen. Thus, instead of having to go the hardware console I'd like to be able to perform reboot/shutdown actions via terminal services. Regards, Marki

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