Search Results

Search found 2282 results on 92 pages for 'walking man'.

Page 19/92 | < Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >

  • Design Book– Third Section (Implementing the Database)

    - by drsql
    The third section is the primary section that a person who has some decent knowledge and experience doing design will likely really find exciting. Whereas the first half of the book is there for fundamentals, this section is more skills based, and unless you are a walking encyclopedia of SQL Server syntax (and I am not), you have to use some form of reference to discover how to implement different sorts of problems using DDL, including Triggers, Constraints, etc;  Security; Source Control, etc....(read more)

    Read the article

  • Collision detection - Smooth wall sliding, no bounce effect

    - by Joey
    I'm working on a basic collision detection system that provides point - OBB collision detection. I have around 200 cubes in my environment and I check (for now) each of them in turn and see if it collides. If it does I return the colliding face's normal, save the old player position and do some trigonometry to return a new player position for my wall sliding. edit I'll define my meaning of wall sliding: If a player walks in a vertical slope and has a slight horizontal rotation to the left or the right and keeps walking forward in the wall the player should slide a little to the right/left while continually walking towards the wall till he left the wall. Thus, sliding along the wall. Everything works fine and with multiple objects as well but I still have one problem I can't seem to figure out: smooth wall sliding. In my current implementation sliding along the walls make my player bounce like a mad man (especially noticable with gravity on and moving forward). I have a velocity/direction vector, a normal vector from the collided plane and an old and new player position. First I negate the normal vector and get my new velocity vector by substracting the inverted normal from my direction vector (which is the vector to slide along the wall) and I add this vector to my new Player position and recalculate the direction vector (in case I have multiple collisions). I know I am missing some step but I can't seem to figure it out. Here is my code for the collision detection (run every frame): Vector direction; Vector newPos(camera.GetOriginX(), camera.GetOriginY(), camera.GetOriginZ()); direction = newPos - oldPos; // Direction vector // Check for collision with new position for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { // Get inverse normal (direction STRAIGHT INTO wall) Vector invNormal = normal.Negative(); Vector wallDir = direction - invNormal; // We know INTO wall, and DIRECTION to wall. Substract these and you got slide WALL direction newPos = oldPos + wallDir; direction = newPos - oldPos; } } Any help would be greatly appreciated! FIX I eventually got things up and running how they should thanks to Krazy, I'll post the updated code listing in case someone else comes upon this problem! for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { Vector invNormal = normal.Negative(); invNormal = invNormal * (direction * normal).Length(); // Change normal to direction's length and normal's axis Vector wallDir = direction - invNormal; newPos = oldPos + wallDir; direction = newPos - oldPos; } }

    Read the article

  • Building a Flash Platformer

    - by Jonathan O
    I am basically making a game where the whole game is run in the onEnterFrame method. This is causing a delay in my code that makes debugging and testing difficult. Should programming an entire platformer in this method be efficient enough for me to run hundreds of lines of code? Also, do variables in flash get updated immediately? Are there just lots of threads listening at the same time? Here is the code... stage.addEventListener(Event.ENTER_FRAME, onEnter); function onEnter(e:Event):void { //Jumping if (Yoshi.y > groundBaseLevel) { dy = 0; canJump = true; onGround = true; //This line is not updated in time } if (Key.isDown(Key.UP) && canJump) { dy = -10; canJump = false; onGround = false; //This line is not updated in time } if(!onGround) { dy += gravity; Yoshi.y += dy; } //limit screen boundaries //character movement if (! Yoshi.hitTestObject(Platform)) //no collision detected { if (Key.isDown(Key.RIGHT)) { speed += 4; speed *= friction; Yoshi.x = Yoshi.x + movementIncrement + speed; Yoshi.scaleX = 1; Yoshi.gotoAndStop('Walking'); } else if (Key.isDown(Key.LEFT)) { speed -= 4; speed *= friction; Yoshi.x = Yoshi.x - movementIncrement + speed; Yoshi.scaleX = -1; Yoshi.gotoAndStop('Walking'); } else { speed *= friction; Yoshi.x = Yoshi.x + speed; Yoshi.gotoAndStop('Still'); } } else //bounce back collision detected { if(Yoshi.hitTestPoint(Platform.x - Platform.width/2, Platform.y - Platform.height/2, false)) { trace('collision left'); Yoshi.x -=20; } if(Yoshi.hitTestPoint(Platform.x, Platform.y - Platform.height/2, false)) { trace('collision top'); onGround=true; //This update is not happening in time speed = 0; } } }

    Read the article

  • Turning on collision crashes game

    - by MomentumGaming
    I am getting a null pointer excecption to both my sprite and level. I am working on my mob class, and when I try to move him and the move function is called, the game crashes after checking collision with a null pointer excecption. Taking out the one line that actually checks if the tile located in front of it fixes the problem. Also, if i keep collision ON but don't move the position of the mob (the spider) the game works fine. I will have collision, and the spider appears on the screen, only problem is, getting it to move causes this nasty error that i just can't fix. true Exception in thread "Display" java.lang.NullPointerException at com.apcompsci.game.entity.mob.Mob.collision(Mob.java:67) at com.apcompsci.game.entity.mob.Mob.move(Mob.java:38) at com.apcompsci.game.entity.mob.spider.update(spider.java:58) at com.apcompsci.game.level.Level.update(Level.java:55) at com.apcompsci.game.Game.update(Game.java:128) at com.apcompsci.game.Game.run(Game.java:106) at java.lang.Thread.run(Unknown Source) Here is my renderMob mehtod: public void renderMob(int xp,int yp,Sprite sprite,int flip) { xp -= xOffset; yp-=yOffset; for(int y = 0; y<32; y++) { int ya = y + yp; int ys = y; if(flip == 2||flip == 3)ys = 31-y; for(int x = 0; x<32; x++) { int xa = x + xp; int xs = x; if(flip == 1||flip == 3)xs = 31-x; if(xa < -32 || xa >=width || ya<0||ya>=height) break; if(xa<0) xa =0; int col = sprite.pixels[xs+ys*32]; if(col!= 0x000000) pixels[xa+ya*width] = col; } } } My spider class which determines the sprite and where I control movement, also rendering the spider onto the screen, when I increment ya to move the sprite, I get the crash, but without ya++, it runs flawlessly with a spider sprite on screen: package com.apcompsci.game.entity.mob; import com.apcompsci.game.entity.mob.Mob.Direction; import com.apcompsci.game.graphics.Screen; import com.apcompsci.game.graphics.Sprite; import com.apcompsci.game.level.Level; public class spider extends Mob{ Direction dir; private Sprite sprite; private boolean walking; public spider(int x, int y) { this.x = x <<4; this.y = y <<4; sprite = sprite.spider_forward; } public void update() { int xa = 0, ya = 0; ya++; if(ya<0) { sprite = sprite.spider_forward; dir = Direction.UP; } if(ya>0) { sprite = sprite.spider_back; dir = Direction.DOWN; } if(xa<0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa>0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa!= 0 || ya!= 0) { System.out.println("true"); move(xa,ya); walking = true; } else{ walking = false; } } public void render(Screen screen) { screen.renderMob(x, y, sprite, 0); } } This is th mob class that contains the move() method that is called in the spider class above. This move method calls the collision method. tile and sprite comes up null in the debugger: package com.apcompsci.game.entity.mob; import java.util.ArrayList; import java.util.List; import com.apcompsci.game.entity.Entity; import com.apcompsci.game.entity.projectile.DemiGodProjectile; import com.apcompsci.game.entity.projectile.Projectile; import com.apcompsci.game.graphics.Sprite; public class Mob extends Entity{ protected Sprite sprite; protected boolean moving = false; protected enum Direction { UP,DOWN,LEFT,RIGHT } protected Direction dir; public void move(int xa,int ya) { if(xa != 0 && ya != 0) { move(xa,0); move(0,ya); return; } if(xa>0) dir = Direction.RIGHT; if(xa<0) dir = Direction.LEFT; if(ya>0)dir = Direction.DOWN; if(ya<0)dir = Direction.UP; if(!collision(xa,ya)){ x+= xa; y+=ya; } } public void update() { } public void shoot(int x, int y, double dir) { //dir = Math.toDegrees(dir); Projectile p = new DemiGodProjectile(x, y,dir); level.addProjectile(p); } public boolean collision(int xa,int ya) { boolean solid = false; for(int c = 0; c<4; c++) { int xt = ((x+xa) + c % 2 * 14 - 8 )/16; int yt = ((y+ya) + c / 2 * 12 +3 )/16; if(level.getTile(xt, yt).solid()) solid = true; } return solid; } public void render() { } } Finally, here is the method in which i call the add() method for the spider to add it to the level: protected void loadLevel(String path) { try{ BufferedImage image = ImageIO.read(SpawnLevel.class.getResource(path)); int w = width =image.getWidth(); int h = height = image.getHeight(); tiles = new int[w*h]; image.getRGB(0, 0, w,h, tiles,0, w); } catch(IOException e){ e.printStackTrace(); System.out.println("Exception! Could not load level file!"); } add(new spider(20,45)); } I don't think i need to include the level class but just in case, I have provided a gistHub link for better context. It contains all of the full classes listed above , plus my entity class and maybe another. Thanks for the help if you decide to do so, much appreciated! Also, please tell me if i'm in the wrong section of stackeoverflow, i figured that since this is the gamign section that it belonged but debugging code normally goes into the general section.

    Read the article

  • What is the cost of custom made 2D game sprites? [closed]

    - by Michael Harroun
    Possible Duplicate: How much to pay for artwork in an indie game? I am looking for sprites similar in style to those of Final fantasy Tactics, but with a much higher resolution that will work well for both a browser and an iPhone. In terms of animations: Walking in 4 directions Swinging with 1 hand Some sort of "casting animation" (depending on cost I may use the 1 hand swing with a wand). Taking a hit Kneeling Fallen How much would something like that cost per sprite?

    Read the article

  • ADF How-To #4: Adding a View Criteria and a Search Panel

    - by Vik Kumar
    In this week's How-To we are explaining how to add a view criteria to VO and then use it to create a Search Panel via customization. The detailed steps can be found here . We have also prepared a video walking you through the steps, available via our Youtube Channel. For any questions or comments, please use the comments section below or visit our OTN forum. We are always looking for topic suggestions for additional How-Tos.

    Read the article

  • Game ideas for a platformer

    - by user5925
    I have created a platformer which currently has the features listed below. I would greatly appreciate any further ideas which I could implement! (I don't play a lot of games which is why I require help) -- Walking/jumping/movement -- player can shoot lasers -- enemies also walk, fly, and shoot lasers -- water (you can swim in this) -- mud (slows you down on contact, and stops you from jumping) -- ladders -- damage when falling from a large height, unless falling into water -- moving platforms -- springboards (jumping on them shoot you into the air) -- growing platforms (allow you to reach new places) -- key and door system -- gem and coin collection system

    Read the article

  • way to do if(x > x2) x = x2 with rotation?

    - by CyanPrime
    Alright, so I got this walking code, and some collision detection, now the collision detection returns a Vector3f of the closest point on the triangle that the projected position is at (pos + move), so then I project my position again in the walking method/function and if the projected position's x is the nearest point'x the projected position's x becomes the nearist point's x. same with their z points, but if I'm moving in a different direction from 0 degrees XZ how would I rotate the equation/condition? Here is what I got so far, and it's not working, as I go through walls, and such. Vector3f move = new Vector3f(0,0,0); move.x = (float)-Math.cos(Math.toRadians(yaw)); move.z = (float)-Math.sin(Math.toRadians(yaw)); // System.out.println("slopeNormal.z: " + slopeNormal.z + "move.z: " + move.z); move.normalise(); move.scale(movementSpeed * delta); float horizontaldotproduct = move.x * slopeNormal.x + move.z * slopeNormal.z; move.y = -horizontaldotproduct * slopeNormal.y; Vector3f dest = colCheck(pos, move, model, drawDist, movementSpeed, delta); Vector3f projPos = new Vector3f(pos); Vector3f.add(projPos, move, projPos); if(projPos.x > 0 && dest.x > 0 && projPos.x < dest.x) projPos.x = dest.x; else if(projPos.x < 0 && dest.x < 0 && projPos.x > dest.x) projPos.x = dest.x; if(projPos.z > 0 && dest.z > 0 && projPos.z < dest.z) projPos.z = dest.z; else if(projPos.z < 0 && dest.z < 0 && projPos.z > dest.z) projPos.z = dest.z; pos = new Vector3f(projPos);

    Read the article

  • `# probe: true` in /etc/rc.d/init.d/* files on a RedHat system

    - by Chen Levy
    Some files (e.g. nfs, nfslock, bind) in my /etc/rc.d/init.d/ directory have in their comment header a line such as: # probe: true I found that those particular scripts has the probe verb i.e.: service nfs probe But this is due to the fact that the mentioned scripts has code that deals with the probe verb. I find no mention of the # probe: true notation in chkconfig man page, nor in any related man pages. Googleing for it also didn't help. Is there a real significance for that line, or is it pure documentation?

    Read the article

  • OSS4 on Debian Squeeze

    - by mit
    Hi, I am trying to get OSS4 to work on a Debian Squeeze 64 bit machine with an usb sound adapter. There is no sound from this adapter at the present, although it worked just before on the previous installation. You can see the output of some commands here: $ sudo /etc/init.d/oss4-base restart Stopping Open Sound System: SNDCTL_MIX_EXTINFO: No such device or address done. Starting Open Sound System: done (OSS is already loaded). $ sudo /etc/init.d/oss4-base stop Stopping Open Sound System: SNDCTL_MIX_EXTINFO: No such device or address done. $ sudo /etc/init.d/oss4-base start Starting Open Sound System: done (OSS is already loaded). $ ossinfo Version info: OSS 4.2 (b 2002/201001250441) (0x00040100) GPL Platform: Linux/x86_64 2.6.32-5-xen-amd64 #1 SMP Fri Dec 10 17:41:50 UTC 2010 (pc11) Number of audio devices: 2 Number of audio engines: 2 Number of MIDI devices: 0 Number of mixer devices: 2 Device objects 0: osscore0 OSS core services 1: oss_hdaudio0 ATI HD Audio interrupts=0 (613) HD Audio controller ATI HD Audio Vendor ID 0x10024383 Subvendor ID 0x10192816 Codec 0: Not present 2: oss_usb0 USB audio core services 3: usb0d8c0126-0 USB sound device 4: usb0d8c0126-1 USB sound device 5: usb0d8c0126-2 USB sound device 6: usb0d8c0126-3 USB sound device MIDI devices (/dev/midi*) Mixer devices 0: (USB sound device )(Mixer 0 of device object 3) 1: USB sound device (Mixer 0 of device object 5) Audio devices (USB sound device play /dev/oss/usb0d8c0126-1/pcm0 ) (device index 0) USB sound device play /dev/oss/usb0d8c0126-3/pcm0 (device index 1) Nodes /dev/dsp -> /dev/oss/usb0d8c0126-1/pcm0 /dev/dsp_out -> /dev/oss/usb0d8c0126-1/pcm0 /dev/dsp_mmap -> /dev/oss/usb0d8c0126-1/pcm0 $ osstest Sound subsystem and version: OSS 4.2 (b 2002/201001250441) (0x00040100) Platform: Linux/x86_64 2.6.32-5-xen-amd64 #1 SMP Fri Dec 10 17:41:50 UTC 2010 *** Scanning sound adapter #-1 *** /dev/oss/usb0d8c0126-1/pcm0 (audio engine 0): USB sound device play - Device not present - Skipping *** Scanning sound adapter #-1 *** /dev/oss/usb0d8c0126-3/pcm0 (audio engine 1): USB sound device play - Performing audio playback test... /dev/oss/usb0d8c0126-3/pcm0: No such file or directory Can't open the device *** Some errors were detected during the tests *** $ ossxmix /dev/oss/usb0d8c0126-2/mix0: No such file or directory No mixers could be opened $ ossmix SNDCTL_MIX_EXTINFO: No such device or address ad@pc11:~$ man ossmix ad@pc11:~$ ossmix -a SNDCTL_MIX_EXTINFO: No such device or address ad@pc11:~$ man ossmix ad@pc11:~$ ossmix -D SNDCTL_MIX_EXTINFO: No such device or address ad@pc11:~$ ossmix -D 0 SNDCTL_MIX_EXTINFO: No such device or address ad@pc11:~$ man ossmix ad@pc11:~$ ossxmix /dev/oss/usb0d8c0126-2/mix0: No such file or directory No mixers could be opened How can I make oss sound work? I can add more information if necessary.

    Read the article

  • Mac OS X Server Configure DHCP Options 66 and 67

    - by Paul Adams
    I need to configure Mountain Lion (10.8.2) OS X Server BOOTP to provide DHCP options 66 and 67 to provide PXE booting for PCs on my network. I have tried following the bootpd MAN pages, but they are not specific enough. I have also read conflicting information on the net, but nothing definitive for Mountain Lion DHCP. From bootpd man page: bootpd has a built-in type conversion table for many more options, mostly those specified in RFC 2132, and will try to convert from whatever type the option appears in the property list to the binary, packet format. For example, if bootpd knows that the type of the option is an IP address or list of IP addresses, it converts from the string form of the IP address to the binary, network byte order numeric value. If the type of the option is a numeric value, it converts from string, integer, or boolean, to the proper sized, network byte-order numeric value. Regardless of whether bootpd knows the type of the option or not, you can always specify the DHCP option using the data property list type <key>dhcp_option_128</key> <data> AAqV1Tzo </data> My TFTP server is 172.16.152.20 and the bootfile is pxelinux.0 I have edited /etc/bootpd.plist and added the following to the subnet dict: <key>dhcp_option_66</key> <data> LW4gLWUgrBCYFAo= </data> <key>dhcp_option_67</key> <data> LW4gLWUgcHhlbGludXguMAo= </data> According to the man page, the data elements are supposed to be Base64 encoded, but no matter what I try, I cannot get PXE clients to boot. I have tried encoding 172.16.152.20 using various methods: echo "172.16.152.20" | openssl enc -base64 returns MTcyLjE2LjE1Mi4yMAo= DHCP Option Code Utility (http://mac.softpedia.com/get/Internet-Utilities/DHCP-Option-Code-Utility.shtml) generating a string from 172.16.152.20 yields: LW4gLWUgMTcyLjE2LjE1Mi4yMAo= (used in the above example) DHCP Option Code Utility generating an IP Addresss from 172.16.152.20 yields: LW4gLWUgrBCYFAo= Encoding pxelinux.0 with the above methods likewise yields different encodings. I have tried using all three methods of encoding the data elements, but nothing seems to work i.e. my PXE boot clients do not get directed to my TFTP server. Can anyone help? Regards, Paul Adams.

    Read the article

  • Mount Return Code for CIFS mount

    - by laikadad101
    When I run the following command (as root or via sudo) from a bash script I get an exit status (or return code in mount man page parlance) of 1: mount -v -t cifs //nasbox/volume /tmpdir/ --verbose -o credentials=/root/cifsid & /tmp/mylog It outputs the following into the myflog file: parsing options: rw,credentials=/root/cifsid mount.cifs kernel mount options unc=//nasbox\volume,ip=192.168.1.1,user=root,pass=xxxx,ver=1,rw,credentials=/root/cifsid It mounts the volume fine but returns the exit code (from the mount man page): 1 Incorrect invocation or permissions The standard Linux log files don't contain any error information. Hence, all seems to go well but I get an exit code of 1 instead of 0. Any ideas? The -v and --verbose options are just there for debugging this problem.

    Read the article

  • Error while installing ltsp server package in fedora 12

    - by paragjain16
    Hi, i am using fedora 12, while i was installing ltsp(Linux terminal server project) server package, it told me that some more packages need to be installed with it as well, while downloading the packages i got the following error - Local Conflict between packages Test Transaction Errors: file /usr/share/man/man5/dhcp-eval.5.gz from install of dhcp-12:4.1.1-5.fc12.i686 conflicts with file from package dhclient-12:4.1.0p1-12.fc12.i686 file /usr/share/man/man5/dhcp-options.5.gz from install of dhcp-12:4.1.1-5.fc12.i686 conflicts with file from package dhclient-12:4.1.0p1-12.fc12.i686 i also deleted all the dhcp packages from man5 directory, even then it is giving the same error msg. please help me with it

    Read the article

  • Unable to run openoffice in headless mode

    - by uswaretech
    I want to automoate some PPT - PDF conversions, so I want to run openoffice in headless mode for scripting. On my machine with X running I can start opemoffice in headless mode via soffice -accept="socket,port=8100;urp;" -headless This doesn't seem to work on a server with X not running. $ soffice -accept="socket,port=8100;urp;" -headless /usr/lib/openoffice/program/soffice.bin X11 error: Can't open display: Set DISPLAY environment variable, use -display option or check permissions of your X-Server (See "man X" resp. "man xhost" for details) $ The error doesnt seem to make sense as well, as the point of specifying -headless was so that I do not need X, while this command seems to look for X.

    Read the article

  • "Supervising" syslog-ng in htop

    - by djechelon
    Hello, I was working at my server, when in htop I just noticed something unusual. The syslog-ng process was listed as follows supervising syslog-ng /sbin/syslog-ng I don't know what it means. I tried to do man supervising but found nothing. supervising command doesn't exist too. Googling, I found a page about launchtool, but I can't find neither it or its man page in my system. I'm curious What does that executable/command/whatever do? Why today did I read that line in htop? Thank you. PS: I was unsure about posting this to SU or SF: even if it's a server-related question, it covers general Linux.

    Read the article

  • Cleaning Up Unused Users and Groups (Ubuntu 10.10 Server)

    - by PhpMyCoder
    Hello experts, I'm very much a beginner when it comes to Ubuntu and I've been learning the ropes by diving in and writing a (backend-language independent) web app framework that relies on apache, some clever mod_rewrites, Ubuntu permissions, groups, and users. One thing that really annoys my inner clean-freak is that there are loads of users and groups that are created when Ubuntu is installed that are never used (Or so I think). Since I'm just running a simple web app server, I would like to know: What users/groups can I remove? Since you'll probably ask for it...here's a list of all the users on my box (excluding the ones I know that I need): root daemon bin sys sync man lp mail uucp proxy backup list irc gnats nobody libuuid syslog And a list of all of the groups: root daemon bin sys adm tty disk lp mail uucp man proxy kmem dialout fax voice cdrom floppy tape sudo audio dip backup operator list irc src gnats shadow utmp video sasl plugdev users nogroup libuuid crontab syslog fuse mlocate ssl-cert lpadmin sambashare admin

    Read the article

  • Writing your own Makefile for OpenBSD ports

    - by The_dude_man
    I have an OpenBSD box running Python 2.6. I want to install py-setuptools, but that package is built against 2.5. I was curious as to what the Makefile for py-setuptools [Someone with rep, fix me please][http://www.openbsd.org/cgi-bin/cvsweb/ports/devel/py-setuptools/Makefile?rev=1.13;content-type=text%2Fx-cvsweb-markup ] looks like, to see if it mentioned anything about Python 2.5 as a dependency. I did not find anything version-dependent. I typed make install in /usr/ports/devel/py-setuptools on a whim, and it blew up because of failed missing Python 2.5 dependency. That is expected. My question is, How do I modify the Makefile to build against Python 2.6 ? I came across this in the man pages [please fix me][http://www.openbsd.org/cgi-bin/man.cgi?query=port-modules&sektion=5&arch=&apropos=0&manpath=OpenBSD+4.6#CORE+MODULES] , but I am still clueless how to specify what version to build against. Also, I dont see anything that actually installs the egg.

    Read the article

  • Different color prompts for different machines when using terminal/ssh?

    - by bcrawl
    I have 5 machines I constantly ssh into to do work. Its getting increasingly frustrating when I am issuing wrong commands on wrong boxes. Luckily I havent done anything bad yet. I wanted to know if there is any hack which I can hardcode which will display my prompt in different colors based on the machine I am ssh into? Such as blue for desktop1, purple for laptop, red for server etc? Is this possible? Currently I am using this command export PS1="\e[0;31m[\u@\h \W]\$ \e[m " taken from here http://www.cyberciti.biz/faq/bash-shell-change-the-color-of-my-shell-prompt-under-linux-or-unix/ but it obviously doesnt work across ssh. Also, if you have any other cool bash tips for helping me ease my sight will be wonderful. I got this tip which colors the man pages. http://linuxtidbits.wordpress.com/2009/03/23/less-colors-for-man-pages/

    Read the article

  • Error message during installation of Windows XP Professional

    - by user270686
    During installation of Windows XP Professional the installer had an error which points to a bad CD, so I got another one and tried it, but the same thing happened. What can I do? It says: One of the components Windows needs to continue could not be installed.. The component is called: sys.dll D:/i386/asms/1000/msft/windows/gdiplus/gdiplus.man. I tried running chkdsk /f to fix the errors on the disk. I've searched the internet all day, and I don't know what else to do. I get this error message: SYS.DLL Syntax error in manifest or policy file D:/i386/asms/1000/msft/windows/gdiplus/gdiplus.man on line 4 Error Installation failed d:/I386/asms Error message Data Error (cyclic redundancy check) Fatal error One of the components Windows needs to continue could not be installed. If you are using a CD there might be a problem with the CD try cleaning it and trying again or using another CD.

    Read the article

  • How to install wget on this?

    - by Winluser
    I did download RubyStack 2.0.3 for VMWare from http://bitnami.org/files/stacks/rubystack/2.0-3… but I cannot download anything on it! It appears that all basic utilities are missing/screwed: bitnami@linux:/var/tmp$ wget -bash: wget: command not found bitnami@linux:/var/tmp$ curl curl: error while loading shared libraries: libcurl.so.4: cannot open shared obj ect file: No such file or directory bitnami@linux:/var/tmp$ man wget -bash: man: command not found bitnami@linux:/var/tmp$ sudo apt-get install wget [sudo] password for bitnami: Reading package lists… Done Building dependency tree Reading state information… Done E: Couldn’t find package wget Any ideas how can I download anything on this machine? (I don't have physical access to it)

    Read the article

  • Linux: multiple network connections - 3G/4G / Wifi / LAN / etc; how can i set a preferred network connection to use?

    - by Alex
    I've been looking at how I can setup a laptop that has multiple network interfaces, but a problem exists if all the connections are active, i.e. 3G, WiFi and LAN are all connected, I would like it to default to LAN. I would like to set "weights" or "priority" to each connection, so that if the LAN is unplugged, it'll default to WiFi - if its in range and working, otherwise, it'll switch and use the 3G dongle; I've been looking around and I can see that the "metric" counter for route isn't being used for recent kernels. I thought that would be able to set the preferred gateway / connections - but according to the man page: man route: OUTPUT Metric The 'distance' to the target (usually counted in hops). It is not used by recent kernels, but may be needed by routing daemons. So I'm confused, are there any scripts / apps / anything that can detect active network connections, and by way of configuration, send my default gateway network traffic through that interface if its active / alive?

    Read the article

  • Does the ``-'' sign have meaning in rsyslog.conf

    - by Aleksandr Levchuk
    Rsyslog is backwards-compatible with Syslog configuration files. The syslog.conf man page has: You may prefix each entry with the minus ``-'' sign to omit syncing the file after every logging. Note that you might lose information if the system crashes right behind a write attempt. Nevertheless this might give you back some performance, especially if you run programs that use logging in a very verbose manner. but I could not find aything about the - sign in man rsyslog.conf. What does rsyslog do when if reads - in the config file?

    Read the article

  • What does "Use mandatory profiles on the RD Session Host server" do?

    - by Scott Chamberlain
    The description for "Use mandatory profiles on the RD Session Host server" is a little ambiguous: This policy setting allows you to specify whether Remote Desktop Services uses a mandatory profile for all users connecting remotely to the RD Session Host server. If you enable this policy setting, Remote Desktop Services uses the path specified in the Set path for Remote Desktop Services Roaming User Profile policy setting as the root folder for the mandatory user profile. All users connecting remotely to the RD Session Host server use the same user profile. If you disable or do not configure this policy setting, mandatory user profiles are not used by users connecting remotely to the RD Session Host server. I have a situation where only some users need to use mandatory profiles for logging in to a Remote Desktop Session Host. If I have some users with ntuser.dat and some users ntuser.man in their roaming profile what will RD Session Host do To a user who has ntuser.man in their roaming profile and has the setting set to Disabled? To a user who has ntuser.dat in their roaming profile and has the setting set to Enabled?

    Read the article

< Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >