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  • How to prevent MDI main form closing from MDI Child.

    - by Rekreativc
    Hello! I have a MDI main form. On it I host a form, and I want it to show a message box before it closes (asking the user whether to save changes). So far so good, however I have discovered that closing the MDI main form does not raise a MDI child FormClosing event. I figured I will just call MdiChild.Close() in the MDI main's FormClosing event (which does get raised). This seams to work, however it does causes a problem... In the messagebox that I show, I offer the user to save changes, not to save changes and cancel closing. Normally this works fine, however I can't seem to find a way to cancel MDI main's FormClosing event. Is there a elegant way of doing this? EDIT: I solved this by throwing an exception (when user decides to cancel the closing procedure) which is caught in MDI main's FormClosing event. In this way I know when I have to cancel the MDI main's FormClosing event and this seams to work fine ... However I just can't believe that this "hax" is the only way of doing this. Surely there is a better way?

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  • TeamCity with TFS - workspace problems

    - by Tom
    Hi, We have been using CC.NET as our CI server for a month or so now, which has worked ok with TFS. In the config we were able to specify the TFS server, username, password, project and workspace which is all good. Now we are moving over to TeamCity mainly because it just seams more solid and is much nicer to use. The problem is getting it work with TFS. For the purpose of this, both the workspace and machine name are "BuildMachine", username is "BuildUser" TFS project is "$/Project/Dev/Website" I seam to have set it up correctly, I think, as when testing the connection it is successful. When I run a build I get a TFS error: "RunBuildException when running build stage UpdateSourcesFromServer." It goes on to say: "No matched workspaces were found. Will recreate workspace and perofming clean checkout." It then tries to create a new workspace something like this: TeamCity-S-sqa9qe2aulx22gz4rzkogl5kr/BuildUser It tries to set up some mappings and then fails because: "The working folder C:\ is already in use by the workspace BuildMachine;BuildUser on computer BuildMachine". This seams ok as this is the workspace that CC.net was using, and c:\project\dev\website is the path to the project. The problem is, why didn't TeamCity pick this up and use this workspace? Why does it try to create its own new one? Any idea how I can fix this? Thanks

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  • How do I install newer python on CentOS with minimal effort?

    - by Sorin Sbarnea
    I would like to install Python 2.6 and mod_python on CentOS 5 (x64). The system is delivered with old python 2.4 and I want the new one with minimal maintenance effort (compiling and having a different installation seams to be suboptimal solution). Is there a solution for this, other than starting to recompile lots of packages? If not should I switch to Ubuntu? Please remember that I'm talking about x64 - I found a repository on net with updated packages but it is not x64.

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  • Does VPN connection on virtual machine bypass host VPN?

    - by Daniel Valland Torgrimsen
    I wanted to see if i could channel my traffic trough two vpns, so as an experiment i set up a windows xp virtual machine in virtualbox (using NAT shared network setting), connected the host pc(windows 7) to a vpn, and then the virtual machine to another vpn. this seams to work fine. However, my question is, is the traffic sent trough both vpn servers, or is the virtual machines vpn bypassing the host machines vpn connection? thanks.

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  • Mounting GlusterFS share under www-data user

    - by Roman Newaza
    Problem: After directory is auto-mounted, Web Server has no write permissions to it. Question: How to auto-mount GlusterFS endpoint via /etc/fstab so that mount point belongs to www-data after it's mounted? For now, the mount point belongs to www-data, but after mounting it turns to root. # /etc/fstab foo.com:/st /st glusterfs defaults 0 0 Seams like I cannot define user / group as mount options for GlusterFS, at least I don't see it when man glusterfs. Thanks!

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  • Ask the Readers: Favorite Web Clipping Tool?

    - by Jason Fitzpatrick
    Bookmarking is great if you want a link to visit later, but what if you want to save the page itself for later perusal? This week we want to hear all about your favorite web clipping tool and how you use it to read what you want, when you want it. Web clipping tools are simple tools (browser extensions, bookmarklets, etc.) that make it easy to clip text and multimedia elements from web pages in order to archive them and/or read them at a later date. Whether you clip to a bursting at the seams web-notebook or you clip to send to your Kindle, we want to hear about your favorite tools and how they fit into your reading workflow. Sound off in the comments and then make sure to check back on Friday for the What You Said roundup where we highlight popular picks and clever tips. HTG Explains: How Hackers Take Over Web Sites with SQL Injection / DDoS Use Your Android Phone to Comparison Shop: 4 Scanner Apps Reviewed How to Run Android Apps on Your Desktop the Easy Way

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  • Backup all home folders on usb disk and accessibility

    - by PatrickV
    I am using Ubuntu 12.04 and have multiple family members working on it with there own home folder. I have an USB disk and want to use it to backup my home folders. Trying this, I got some questions. When my disk auto mount, it is not visible for each user. It seams to be visible for the user the time I connect the usb disk. I want to create one folder per home on the usb disk to backup the data to. But when I format the disk in EXT4 or FAT for example it is Read Only. How can I format the disk so it is accessible to every user. Best Regards, Patrick

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  • Radiosity using a hemisphere

    - by P. Avery
    I'm working on a radiosity processor. I'm projecting scene geometry onto a hemisphere at a high order of tessellation during a visibility pass onto a 1024x1024 render target. The problem is that the edges of certain triangles are not being rendered to the item buffer( render target )...so when I test certain edges( or pixels during pixel shader ) for visibility during a reconstruction pass, visible edges are not identified and as a result the pixel for that edge is discarded. One solution was to increase the resolution of the item buffer( up to 4096x4096 )...this helped and more edges were visible, however, this was not fullproof. How do I increase visibility? Here is a screenshot of a scene after radiosity is applied: the seams are edges along a triangle face that were not visible due to the resolution of the item buffer... fixed the problem by sampling the item buffer w/8 points:

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  • Order independent transparency in particle system

    - by Stepan Zastupov
    I'm writing a particle system and would like to find a trick to achieve proper alpha blending without sorting particles because: Each particle is a point sprite in a single mesh and I can't use scene graph ability to sort transparent nodes. The system node should be properly sorted, though. Particle position is computed on shader from initial velocity, acceleration and time. In order to sort the system I would have to perform all this computations on CPU, which is something I want to avoid. Sorting hundreds of particles against camera position and uploading it on GPU each frame seams to be quiet heavy operation. Alpha testing seems to be fast enough on GLES 2.0 and works fine for non-transparent but "masked" textures. Still, it's not enough for semi-transparent particles. How would you handle this?

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  • Will Apple abandon OpenCL?

    - by John
    I am developing OpenCL applications, amongst others for MacOS. The new Macbook pro 13 inch comes with an Intel HD Graphics 3000 card so it seams reasonable to assume all their mainstream computers like Macbook and Mac mini will also come out with this Intel graphics card soon. OpenCL is not available for Intel graphics cards. Intel having a terrible reputation in developing graphics drivers and Apple knowing this makes me wonder Apple is abandoning OpenCL already again. Especially considering OpenCL should run anywhere, not only on high end systems. Developing applications only for the high end Macs with dedicated graphics hardware or for previous generation hardware with the Geforce 320M would not be a feasible option for me. Does anybody have any thoughts on this?

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  • Loading content (meshes, textures, sounds) in the background

    - by Boreal
    In my game, I am aiming for a continuous world, that is, a world where you can go anywhere without breaking the immersion through load times and "virtual seams". My world is broken up into regions, which are nodes in a graph. A region is considered adjacent to another if it can be travelled to or seen from that region. In order to keep this continuous, I want to preload the assets needed in the adjacent regions (such as world meshes, textures, and music) before they are actually used. As for actually loading the content, I use a manager that keeps at most one copy of each asset in memory at a time, accessible by its filename. When I try to access an asset, it loads it (if necessary) and then returns it. I can then unload any asset that is currently loaded to save memory. Clearly, I want to do this in the background so there are no hiccups. I assume I have to use threads in some way, but I'm not sure how.

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  • Making retro games: Any good known game architectures?

    - by A.Quiroga
    I'm trying to do a remake of Snowbros . I'm doing it using libgdx but at each time i must try to thought how things got done . For example the physics of the jump and collisions . It seams to be time perfect , but i use the deltaTime to try to aproximate the value in game . I think in this case maybe its using some calcs with processor Hz , but i don't know. Then the simple question , is there any resources of how did they programm this games? Or any idea of the simple ideas repeated each game to game in the old style retro games.

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  • Will Apple abandon OpenCL?

    - by John
    I am developing OpenCL applications, amongst others for MacOS. The new Macbook pro 13 inch comes with an Intel HD Graphics 3000 card so it seams reasonable to assume all their mainstream computers like Macbook and Mac mini will also come out with this Intel graphics card soon. OpenCL is not available for Intel graphics cards. Intel having a terrible reputation in developing graphics drivers and Apple knowing this makes me wonder Apple is abandoning OpenCL already again. Especially considering OpenCL should run anywhere, not only on high end systems. Developing applications only for the high end Macs with dedicated graphics hardware or for previous generation hardware with the Geforce 320M would not be a feasible option for me. Does anybody have any thoughts on this?

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  • Great job offer..but I have uneasy feeling [closed]

    - by New Hire
    I just got an offer for a great opportunity, location, salary...but something seams odd. During my interview, for the position of software engineer, it was very relaxed and casual. Which was very nice. But I got the odd sense that I already had the job and that this was just a "getting to know you" conversation. Then, when they never did any code testing or assignment to demonstrate my skills I thought that really odd. It's like I got hired straight from my resume. I'm uncomfortable with this because I'd rather know now, that I don't meet their needs, rather than after 3 months. (Which is when benefits kick in and they say they'll convert me from temp. employee) This sounds like temp-to-hire or contract-to-hire.

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  • Is there ever a time when creating a level/world editor with your game is a bad idea?

    - by Borgel
    I have created a few smaller games on my own in the past. My approach has always been to create a completed editor where it has all the functionality needed to save a level file and load it into the game. This has always made most sense to me but I keep hearing from people that a game is never fully done in the editor. I have never worked in a game development team and so I don't have first hand experience, but not adding everything needed to make the game to the editor just seams wrong. Am I missing something? Is there ever a reason not to add a tool to the editor?

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  • What is realism?

    - by eversor
    Beyond the obvious something that seams real, realism in games is a hard feature to hit. In some cases, things that are completely impossible in real life are seen as realistic by gamers. For instance, in some FPS you can survive being hit by a fair amount of bullets when in real life one is enough, Newton-defying car drifts, etc. So, in some cases, reductions of life-like actions or consequences implies a bigger sense of realism. The root of this pseudo-philosophical question lies in: I am going to create a engine for battles in an online (browser-based) strategic game. Browser-based means that the battle would not be seen. And i do not know how to approach this realism issue.

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  • poco Lib dosnt compile in vs express 9

    - by user63898
    Hello all im trying to compile the poco lib in vs express 2008 but im keep getting this error : poco-1.3.6p2\foundation\src\eventlogchannel.cpp(40) : fatal error C1083: Cannot open include file: 'pocomsg.h': No such file or directory no i have the mc.exe in my sdk and all the paths in the IDE are seams to be right and nada . does any one have experience with this lib ?

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  • Problem with sessions subdomains and authlogic in Rails.

    - by Alfred Nerstu
    I've got a rails app with authlogic authentication and a username.domain.com structure built with subdomain-fu. But my session breaks when going from domain.com to username.domain.com. I've tried to add config.action_controller.session = {:domain => '.localhost:3000'} to my development.rb but that seams to break authlogic disabling sign out/sign in. Any suggestions on what to do? Thanks in advance!

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  • Python Copy Through Assignment?

    - by Marcus Whybrow
    I would expect that the following code would just initialise the dict_a, dict_b and dict_c dictionaries. But it seams to have a copt through effect: dict_a = dict_b = dict_c = {} dict_c['hello'] = 'goodbye' print dict_a print dict_b print dict_c As you can see the result is as follows: {'hello': 'goodbye'} {'hello': 'goodbye'} {'hello': 'goodbye'} Why does that program give the previous result, When I would expect it to return: {} {} {'hello': 'goodbye'}

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