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  • Smooth waypoint traversing

    - by TheBroodian
    There are a dozen ways I could word this question, but to keep my thoughts in line, I'm phrasing it in line with my problem at hand. So I'm creating a floating platform that I would like to be able to simply travel from one designated point to another, and then return back to the first, and just pass between the two in a straight line. However, just to make it a little more interesting, I want to add a few rules to the platform. I'm coding it to travel multiples of whole tile values of world data. So if the platform is not stationary, then it will travel at least one whole tile width or tile height. Within one tile length, I would like it to accelerate from a stop to a given max speed. Upon reaching one tile length's distance, I would like it to slow to a stop at given tile coordinate and then repeat the process in reverse. The first two parts aren't too difficult, essentially I'm having trouble with the third part. I would like the platform to stop exactly at a tile coordinate, but being as I'm working with acceleration, it would seem easy to simply begin applying acceleration in the opposite direction to a value storing the platform's current speed once it reaches one tile's length of distance (assuming that the tile is traveling more than one tile-length, but to keep things simple, let's just assume it is)- but then the question is what would the correct value be for acceleration to increment from to produce this effect? How would I find that value?

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  • Tools for analyzing performance of SQL Server/Express?

    - by Adam Crossland
    The application that I have customized and continue to support for my client is seeing dramatic performance problems in the field. Simple queries on rather small datasets take over a minute when I would expect them to complete with sub-second times. My current theory is that SQL Server Express 2005 is too limited for the rather non-trivial demands being made of it, but I am not sure how to get about gathering data that I can use to either prove my point or allow me to move on to finding another cause. Can anyone point me toward some tools that would allow me to analyze the load on this database? Information such as simultaneous connections, execution times of individual queries, memory usage, heck just any profiling data at all would be a help. Many thanks.

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  • How to calculate bandwidth limits per user on WiFi network

    - by Lars
    A typical 802.11g access point can provide around 25 Mbps of bandwidth. How is the bandwidth shared among the users? Furthermore, how many users can be served by a single access point using 802.11g in an environment with low interference, and average web activity from the users? The goal is to use bandwidth limitation to avoid starvation for some users in case some of the users start to download a file or stream HD video or some other bandwidth intensive activity. Can someone break down the math on this?

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  • Interesting 3d zooming technique

    - by stark
    Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the camera as to keep that point/object in the same place on screen while zooming ? Changing the camera position is not allowed.. I projected the 3d pos of the object on screen and remembered it. Then on each frame I calculate the direction to it in camera space and then I construct a rotation matrix to align this direction to Z axis (in cam space). After this, I calculate the direction from the camera to the object in world space and transform this vector with the matrix I obtained earlier and then use this final vector as the camera's new direction. And it's actually "kinda working", the problem is that it is more/less off than the camera's rotation before starting to zoom depending on the area you are trying to zoom in (larger error on edges/corners). It looks acceptable, but I'm not settling for only this. Any suggestions/resources for doing this technique perfectly ? If some of you want to explain the math in detail, be my guests, I can understand these things well. Thanks. Edit: I'll check often for responses, I'm really curious about this :D

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  • Excel - add target line to stacked bar chart

    - by Chris W
    I've got a stacked bar chart. I'm displaying a set of floating bars to represent hi/low ranges for some metrics, by using a transparent fill on the bottom section of the bar I achieve the desired look. What I now need to do is add a horizontal line across the chart to indicate how a particular users score relates to all of these hi/low ranges therefore the placement of this line needs to be dynamic based on a value in a cell. Is there anyway to do this as I can't find an easy option. If this was a simple bar chart I could add the target scores as new series and use the line chart type but I don't seem able to overlay a second series on the stacked bar chart. I'm using 2003 at the moment but run this in 2007 if that helps.

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  • Fast, reliable data transfers from/to China

    - by Nils
    We are a small company and we will need to transfer rather large amounts of data (10GB+ each time) between Europe and China in the near future. As many may have experienced, Internet connections to or from China can be rather unreliable and slow at times without any apparent reason. For example, while sending data to China via FTP generally works well, it can be painfully slow in the other direction. Currently, we are investigating new ways to have high transfer rates in both directions. So far we have tried: FTP (see above) FTP over VPN services (generally slower than direct connections) F2F (like Retroshare or Freenet - slow!!) Aspera (fast but expensive!) BitTorrent (unreachable end nodes, b/c of firewalls which we must not configure) We would like to try: Cloud storage (e.g. Amazon S3, Google Storage) - are those services always and reliably reachable from inside China? Point-to-Point VPN (currently not possible, b/c of the network, see above) I'd be especially grateful to hear from people who have already dealt with this kind of problem before.

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  • Rebasing a branch which is public

    - by Dror
    I'm failing to understand how to use git-rebase, and I consider the following example. Let's start a repository in ~/tmp/repo: $ git init Then add a file foo $ echo "hello world" > foo which is then added and committed: $ git add foo $ git commit -m "Added foo" Next, I started a remote repository. In ~/tmp/bare.git I ran $ git init --bare In order to link repo to bare.git I ran $ git remote add origin ../bare.git/ $ git push --set-upstream origin master Next, lets branch, add a file and set an upstream for the new branch b1: $ git checkout -b b1 $ echo "bar" > foo2 $ git add foo2 $ git commit -m "add foo2 in b1" $ git push --set-upstream origin b1 Now it is time to switch back to master and change something there: $ echo "change foo" > foo $ git commit -a -m "changed foo in master" $ git push At this point in master the file foo contain changed foo, while in b1 it is still hello world. Finally, I want to sync b1 with the progress made in master. $ git checkout b1 $ git fetch origin $ git rebase origin/master At this point git st returns: # On branch b1 # Your branch and 'origin/b1' have diverged, # and have 2 and 1 different commit each, respectively. # (use "git pull" to merge the remote branch into yours) # nothing to commit, working directory clean At this point the content of foo in the branch b1 is change foo as well. So what does this warning mean? I expected I should do a git push, git suggests to do git pull... According to this answer, this is more or less it, and in his comment @FrerichRaabe explicitly say that I don't need to do a pull. What's going on here? What is the danger, how should one proceed? How should the history be kept consistent? What is the interplay between the case described above and the following citation: Do not rebase commits that you have pushed to a public repository. taken from pro git book. I guess it is somehow related, and if not I would love to know why. What's the relation between the above scenario and the procedure I described in this post.

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  • How to add precedence to LALR parser like in YACC?

    - by greenoldman
    Please note, I am asking about writing LALR parser, not writing rules for LALR parser. What I need is... ...to mimic YACC precedence definitions. I don't know how it is implemented, and below I describe what I've done and read so far. For now I have basic LALR parser written. Next step -- adding precedence, so 2+3*4 could be parsed as 2+(3*4). I've read about precedence parsers, however I don't see how to fit such model into LALR. I don't understand two points: how to compute when insert parenthesis generator how to compute how many parenthesis the generator should create I insert generators when the symbols is taken from input and put at the stack, right? So let's say I have something like this (| denotes boundary between stack and input): ID = 5 | + ..., at this point I add open, so it gives ID = < 5 | + ..., then I read more input ID = < 5 + | 5 ... and more ID = < 5 + 5 | ; ... and more ID = < 5 + 5 ; | ... At this point I should have several reduce moves in normal LALR, but the open parenthesis does not match so I continue reading more input. Which does not make sense. So this was when problem. And about count, let's say I have such data < 2 + < 3 * 4 >. As human I can see that the last generator should create 2 parenthesis, but how to compute this? After all there could be two scenarios: ( 2 + ( 3 *4 )) -- parenthesis is used to show the outcome of generator or (2 + (( 3 * 4 ) ^ 5) because there was more input Please note that in both cases before 3 was open generator, and after 4 there was close generator. However in both cases, after reading 4 I have to reduce, so I have to know what generator "creates".

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  • Implementing `fling` logic without pan gesture recognizers

    - by KDiTraglia
    So I am trying to port over a simple game that I originally wrote to iphone into cocos2d-x. I've hit a minor bump however in implementing simple 'fling' logic I had in the iphone version that is difficult to port over to the c++. In iOS I could get the velocity of a pan gesture very easily: CGPoint velocity = [recognizer velocityInView:recognizer.view]; However now I basically only know where the touch began, where the touch ended, and all the touches that are logged in between. For now I logged all the pts onto a stack then pulled the last point and the 6th to last point (seemed to work the best), find the difference between those pts multiply by a constant and use that as the velocity. It works relatively well, but I'm wondering if anyone else has any better algorithms, when given a bunch of touch pts, to figure out a new speed upon releasing an object that feels natural (Note speed in my game is just a constant x and y, there's no drag or spin or anything tricky like that). Bonus points if anyone has figured out how to get pan gestures into the newest version (3.0 alpha) of cocos2d-x without losing ability to build cross platform.

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  • Control convention for circular movement?

    - by Christian
    I'm currently doing a kind of training project in Unity (still a beginner). It's supposed to be somewhat like Breakout, but instead of just going left and right I want the paddle to circle around the center point. This is all fine and dandy, but the problem I have is: how do you control this with a keyboard or gamepad? For touch and mouse control I could work around the problem by letting the paddle follow the cursor/finger, but with the other control methods I'm a bit stumped. With a keyboard for example, I could either make it so that the Left arrow always moves the paddle clockwise (it starts at the bottom of the circle), or I could link it to the actual direction - meaning that if the paddle is at the bottom, it goes left and up along the circle or, if it's in the upper hemisphere, it moves left and down, both times toward the outer left point of the circle. Both feel kind of weird. With the first one, it can be counter intuitive to press Left to move the paddle right when it's in the upper area, while in the second method you'd need to constantly switch buttons to keep moving. So, long story short: is there any kind of existing standard, convention or accepted example for this type of movement and the corresponding controls? I didn't really know what to google for (control conventions for circular movement was one of the searches I tried, but it didn't give me much), and I also didn't really find anything about this on here. If there is a Question that I simply didn't see, please excuse the duplicate.

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  • Abstract Factory Method and Polymorphism

    - by Scotty C.
    Being a PHP programmer for the last couple of years, I'm just starting to get into advanced programming styles and using polymorphic patterns. I was watching a video on polymorphism the other day, and the guy giving the lecture said that if at all possible, you should get rid of if statements in your code, and that a switch is almost always a sign that polymorphism is needed. At this point I was quite inspired and immediately went off to try out these new concepts, so I decided to make a small caching module using a factory method. Of course the very first thing I have to do is create a switch to decide what file encoding to choose. DANG! class Main { public static function methodA($parameter='') { switch ($parameter) { case 'a': $object = new \name\space\object1(); break; case 'b': $object = new \name\space\object2(); break; case 'c': $object = new \name\space\object3(); break; default: $object = new \name\space\object1(); } return (sekretInterface $object); } } At this point I'm not really sure what to do. As far as I can tell, I either have to use a different pattern and have separate methods for each object instance, or accept that a switch is necessary to "switch" between them. What do you guys think?

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  • How important is Domain knowledge vs. Technical knowledge?

    - by Mayank
    I am working on a Trading and Risk Management application and although from a C# background, I have been asked to work on SSIS packages. Now I can live with that. The pain point is that there is too much emphasis on business understanding. Trading (Energy Trading to be exact) is a HUGE area and understanding every little bit of it is overwhelming. But for the past two months I have been working on understanding the business terms - Mark To Market, Risk Metrics, Positions, PnL, Greeks, Instruments, Book Structure... every little detail (you get the point). Now IMHO, this is the job of a BA. Sure it is very important for developers to understand the business but where do you draw the line? When I talked to my manager about this, he almost mocked me by saying that anybody can learn a technology in a week. It's the business that's harder. My long term aspiration is to remain on the technical side, probably become an architect (if possible). If I wanted to focus so much on business I would have pursued an MBA! I want to know if I am wrong or too naive in understanding the business importance or is my frustration justified?

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  • can canonical links be used to make 'duplicate' pages unique?

    - by merk
    We have a website that allows users to list items for sale. Think ebay - except we don't actually deal with selling the item, we just list it for sale and provide a way to contact the seller. Anyhow, in several cases sellers maybe have multiple units of an item for sale. We don't have a quantity field, so they upload each item as a separate listing (and using a quantity field is not an option). So we have a lot of pages which basically have the exact same info and only the item # might be different. The SEO guy we've started using has said we should put a canonical link on each page, and have the canonical link point to itself. So for example, www.mysite.com/something/ would have a canonical link of href="www.mysite.com/something/" This doesn't really seem kosher to me. I thought canonical links we're suppose to point to other pages. The SEO guy claims doing it this way will tell google all these pages are indeed unique, even if they do basically have the same content. This seems a little off to me since what's to stop a spammer from putting up a million pages and doing this as well? Can anyone tell me if the SEO guy's suggestion is valid or not? If it's not valid, then do i need to figure out some way to check for duplicated items and automatically pick one of the duplicates to serve as an original and generate canonical links based off that? Thanks in advance for any help

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  • Confusion with floats converted into ints during collision detection

    - by TheBroodian
    So in designing a 2D platformer, I decided that I should be using a Vector2 to track the world location of my world objects to retain some sub-pixel precision for slow-moving objects and other such subtle nuances, yet representing their bodies with Rectangles, because as far as collision detection and resolution is concerned, I don't need sub-pixel precision. I thought that the following line of thought would work smoothly... Vector2 wrldLocation; Point WorldLocation; Rectangle collisionRectangle; public void Update(GameTime gameTime) { Vector2 moveAmount = velocity * (float)gameTime.ElapsedGameTime.TotalSeconds wrldLocation += moveAmount; WorldLocation = new Point((int)wrldLocation.X, (int)wrldLocation.Y); collisionRectangle = new Rectangle(WorldLocation.X, WorldLocation.Y, genericWidth, genericHeight); } and I guess in theory it sort of works, until I try to use it in conjunction with my collision detection, which works by using Rectangle.Offset() to project where collisionRectangle would supposedly end up after applying moveAmount to it, and if a collision is found, finding the intersection and subtracting the difference between the two intersecting sides to the given moveAmount, which would theoretically give a corrected moveAmount to apply to the object's world location that would prevent it from passing through walls and such. The issue here is that Rectangle.Offset() only accepts ints, and so I'm not really receiving an accurate adjustment to moveAmount for a Vector2. If I leave out wrldLocation from my previous example, and just use WorldLocation to keep track of my object's location, everything works smoothly, but then obviously if my object is being given velocities less than 1 pixel per update, then the velocity value may as well be 0, which I feel further down the line I may regret. Does anybody have any suggestions about how I might go about resolving this?

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  • "Fuzzy" Display Problems on New OpenSUSE 11.3 Install

    - by Kryten
    Hi, I have a old Desktop that has a new installation of OpenSUSE 11.3 on it. To get straight to the point, whenever I try to start-up OpenSUSE, my display goes "fuzzy" (almost like a badly tuned TV) and sometimes (not always) my monitor goes black and says "Out of Range: 15.6kHz/49Hz": I assumed that this was a driver problem, so I download the drivers from nvidia and ran the shell script, completed and rebooted. Then OpenSUSE failed to boot with something like "nscd failed to start". At that point I decided to re-install and I did, but this time I tried un-checking "Automatic Configuration" to see if that helped. Got through the install and still have a problem. Unfortunately, my Linux troubleshooting skills are non-existent, so has anyone got any ideas on what could be the problem (is it the display driver?) and how I can fix the problem?

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  • libgdx collision detection / bounding the object

    - by johnny-b
    i am trying to get collision detection so i am drawing a red rectangle to see if it is working, and when i do the code below in the update method. to check if it is going to work. the position is not in the right place. the red rectangle starts from the middle and not at the x and y point?Huh so it draws it wrong. i also have a getter method so nothing wrong there. bullet.set(getX(), getY(), getOriginX(), getOriginY()); this is for the render shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.RED); shapeRenderer.rect(bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), 15, 5, bullet.getRotation()); shapeRenderer.end(); i have tried to do it with a circle but the circle draws in the middle and i want it to be at the tip of the bullet. at the front of the bullet. x, y point. boundingCircle.set(getX() + getOriginX(), getY() + getOriginY(), 4.0f); shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.RED); shapeRenderer.circle(bullet.getBoundingCircle().x, bullet.getBoundingCircle().y, bullet.getBoundingCircle().radius); shapeRenderer.end(); thank you need it to be of the x and y as the bullet is in the middle of the sprite when drawn originally via paint.

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  • Resilient Linux Mail Server Setup

    - by Coops
    How would people design a resilient mail server setup with Linux? On an application level what the system needs to provide is both an incoming and outgoing mail service (i.e. SMTP & IMAP), along with filtering and archive storage (the archive part isn't critical yet, so we'll look at this later probably). What is required on top of this is a resilient system, i.e. one which will handle individual server failures without interrupting service. As such I would term this a High Availability mail system. This is in contrast to a High Performance mail setup, as in our case the volume of mail being handled isn't the important factor, it's simply that it stays online. Having not approached this problem before, the first thing I thought of was a clustered file system (gfs/gluster/etc), combined with heartbeat to failover a floating IP to another box in the case of a server failure. Combined with postfix & dovecot does this sound feasible to people?

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  • Two Upcoming Server Virtualization Webcasts

    - by Chris Kawalek
    We have a couple of interesting server virtualization webcasts coming up that you might be interested in. Have a look:  Webcast 1: October 23rd, 9 am PST Virtualized Infrastructure Simplified with Oracle VM and NetApp Storage and Data Management Solutions Point-and-Click Interface Deploys Virtualized Data Infrastructure in Minutes  Provisioning and deploying a virtual data infrastructure can be costly, time-consuming, and prone to error. Oracle VM and NetApp joint solutions, however, give you a single point-and-click interface to deploy your virtualized data infrastructure seamlessly in minutes. Join us in this live webcast to learn more from product experts and view a product demo. Register (for free!) here.  Webcast 2: November 7th, 9 am PST Report Shows Oracle VM Up to 10x Faster than VMware vSphere 5 in Time to Deployment Time is your IT department’s greatest commodity. So when a new report reveals that your IT staff can deploy Oracle Real Application Clusters (Oracle RAC) up to 10 times faster than a traditional install performed with VMware vSphere 5, it’s newsworthy. Join us in this live webcast to learn how you can realize your time savings. Register (for free!) here. 

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  • Customer Experience Metrics That Matter Most

    - by Charles Knapp
    When customers contact your company, they don't ask to be deflected or handled or converted. They want to be satisfied. To improve the customer experience, you need more than traditional measures such as deflection rates, handling times, and conversion rates. In this new Oracle AppCast podcast, tune in to this conversation with me about customer experience metrics that you can use to grow your business. Would you like to learn more? Please join us at the one of a kind Customer Experience Summit at the Oracle OpenWorld Conference, October 3-5 in San Francisco.

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  • Linux: don't use file system cache under a directory

    - by GetFree
    For a PHP website I'm monitoring, I need to see what files are being used each time the browser makes a request. I thought of using find . -type f -amin 1. With that I get all files which were read in the last minute (it's a developing server so only I am using the website). I took care of removing the noatime attribute from the mounting point. However there must be something else that's preventing the kernel from reading the actual files on disk because the access time is not being updated when I read a file. I guess it must be the file-system cache which is retrieving the files from memory. Is there a way to disable file caching under a specific directory? (public_html in my case) Also I read somewhere that there is the nobh mounting atributes which apparently disables file caching under that mounting point, but I'm not sure.

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  • Companies and Ships

    - by TechnicalWriting
    I have worked for small, medium, large, and extra large companies and they have something in common with ships. These metaphors have been used before, I know, but I will have a go at them.The small company is like a speed boat, exciting and fast, and can turn on a dime, literally. Captain and crew share a lot of the work. A speed boat has a short range and needs to refuel a lot. It has difficulty getting through bad weather. (Small companies often live quarter to quarter. By the way, if a larger company is living quarter to quarter, it is taking on water.)The medium company is is like a battleship. It can maneuver, has a longer range, and the crew is focused on its mission. Its main concern are the other battleships trying to blow it out of the water, but it can respond quickly. Bad weather can jostle it, but it can get through most storms.The large company is like an aircraft carrier; a floating city. It is well-provisioned and can carry a specialized load for a very long range. Because of its size and complexity, it has to be well-organized to be effective and most of its functions are specialized (with little to no functional cross-over). There are many divisions and layers between Captain and crew. It is not very maneuverable; it has to set its course well in advance and have a plan of action.The extra large company is like a cruise liner. It also has to be well-organized and changes in direction are often slow. Some of the people are hard at work behind the scenes to run the ship; others can be along for the ride. They sail the same routes over and over again (often happily) with the occasional cosmetic face-lift to the ship and entertainment. It should stay in warm, friendly waters and avoid risky speed through fields of ice bergs.I have enjoyed my career on the various Ships of Technical Writing, but I get the most of my juice from the battleship where I am closer to the campaign and my contributions have the greater impact on success.Mark Metcalfewww.linkedin.com/in/MarkMetcalfe

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  • Routing Traffic on Ubuntu to give Raspberry PI Internet Access

    - by Scruffers
    I'm hoping someone can point me in the right direction for setting up my Linux (Ubuntu 12.04) box to route traffic from eth0 to wlan0. I'll try and explain the problem I am trying to solve: I currently have two separate networks: [RaspberryPi/eth0] 192.168.2.2 / 255.255.255.0 ^ | v [Ubuntu/eth0] 192.168.2.1 / 255.255.255.0 And: [Ubuntu/wlan0] 192.168.1.100 / 255.255.255.0 ^ | v [ADSL router] 192.168.1.1 / 255.255.255.0 So currently if I want to access the RaspberryPI I can SSH from the Ubuntu box to the PI. And if I want to use the Internet, I have full access from the Ubuntu box, but nothing from the RaspberryPI - the two networks are partitioned. What I would like to do is configure things so that the RaspberryPI has Internet access via the Ubuntu box and out to the Internet. I tried to create a bridge, but got the message "wlan0: operation not supported" (wireless chipset is Ralink RT3062). I'm sure giving the Raspberry PI Internet access should be easy to do in this configuration, but I am a bit lost - can someone point me in the right direction please?

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  • What are MPEG I, P and B frames?

    - by Fasih Khatib
    I was recently going over MPEG articles and videos to understand how it works. I understand what I, P and B frames do but I do not understand how the prediction is calculated. Assume that I want to record a video of a ball falling from the sky to the ground and then bouncing a couple of times before finally coming to a halt. Also, I am not clear with the concept of the 16x16 macroblock. Please tell me: how prediction is calulated what is macroblock and how it helps in MPEG encoding My references: MPEG Prediction Video on MPEG conversion

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  • How to determine if a 3D voxel-based room is sealed, efficiently

    - by NigelMan1010
    I've been having some issues with efficiently determining if large rooms are sealed in a voxel-based 3D rooms. I'm at a point where I have tried my hardest to solve the problem without asking for help, but not tried enough to give up, so I'm asking for help. To clarify, sealed being that there are no holes in the room. There are oxygen sealers, which check if the room is sealed, and seal depending on the oxygen input level. Right now, this is how I'm doing it: Starting at the block above the sealer tile (the vent is on the sealer's top face), recursively loop through in all 6 adjacent directions If the adjacent tile is a full, non-vacuum tile, continue through the loop If the adjacent tile is not full, or is a vacuum tile, check if it's adjacent blocks are, recursively. Each time a tile is checked, decrement a counter If the count hits zero, if the last block is adjacent to a vacuum tile, return that the area is unsealed If the count hits zero and the last block is not a vacuum tile, or the recursive loop ends (no vacuum tiles left) before the counter is zero, the area is sealed If the area is not sealed, run the loop again with some changes: Checking adjacent blocks for "breathable air" tile instead of a vacuum tile Instead of using a decrementing counter, continue until no adjacent "breathable air" tiles are found. Once loop is finished, set each checked block to a vacuum tile. Here's the code I'm using: http://pastebin.com/NimyKncC The problem: I'm running this check every 3 seconds, sometimes a sealer will have to loop through hundreds of blocks, and a large world with many oxygen sealers, these multiple recursive loops every few seconds can be very hard on the CPU. I was wondering if anyone with more experience with optimization can give me a hand, or at least point me in the right direction. Thanks a bunch.

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  • Setting up a shared media drive

    - by Sam Brightman
    I want to have a shared media drive be transparently usable to all users, whilst also sticking to FHS and Ubuntu standards. The former takes priority if necessary. I currently mount it at /media/Stuff but /media is supposed to be for external media, I believe. The main issue is setting permissions so that access to read and write to the drive can be granted to multiple users working within the same directories. InstallingANewHardDrive seems both slightly confused and not what I want. It claims that this sets ownership for the top-level directory (despite the recursion flag): sudo chown -R USERNAME:USERNAME /media/mynewdrive And that this will let multiple users create files and sub-directories but only delete their own: sudo chgrp plugdev /media/mynewdrive sudo chmod g+w /media/mynewdrive sudo chmod +t /media/mynewdrive However, the group writeable bit does not seem to get inherited, which is troublesome for keeping things organised (prevents creation inside sub-folders originally made by another user). The sticky bit is probably also unwanted for the same reason, although currently it seems that one userA (perhaps the owner of the mount-point?) can delete the userB's files, but not vice-versa. This is fine, as long as userB can create files inside the directory of userA. So: What is the correct mount point? Is plugdev the correct group? Most importantly, how to set up permissions to maintain an organised media drive? I do not want to be running cron jobs to set permissions regularly!

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