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  • settings file vs app.config

    - by fearofawhackplanet
    I'm not really understanding the interaction/differences between settings and config files. If I add an entry to the settings file, it gets added to the app.config as well. Does this mean that changing the value in the app.config will update the settings? If not, how do I update settings in a live application? What's the general purpose of using a settings file instead of putting things directly in app.config?

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  • Migrating complex SVN branch hierarchy to Mercurial

    - by Christian Hang
    Our team has been using SVN for managing an application of decent size and over time a rather complex hierarchy of branches and tags has built up, which is following the basic standard layout for SVN repositories, but is more nested: |-trunk |-branches | |-releases | | |-releaseA | | `-releaseB | `-features | |-featureX | `-featureY |-tags |-releaseA | |-beta | `-RTP `-releaseB |-beta `-RTP (The feature branches are obviously temporary branches but we have to take them into consideration as it won't be feasible to close all of them at once in the near future) For several reasons but primarily because merges have been becoming an increasing pain, we are considering to switch to Mercurial. The main problem we are currently facing is migrating the existing code base without losing our history. I've tried several migration tools (e.g., yasvn2hg, hg convert and svn2hg) with yasvn2hg being the most promising, but none of them seem to be able to deal with nested hierarchies but they all assume that branches and tags are organized in one flat directory respectively. The choice between named branches or clones as the conversion target of old SVN branches is not a limiting factor in this case, as either solution would be appreciated. We are currently experimenting with both options and how they would fit into our current processes but haven't decided on one yet. I'd obviously be interested in recommendations or experiences with similar setups concerning that issue as well. So, what is the best way to convert a nested SVN branch hierarchy like this to Mercurial? Converting one branch at a time into a separate repository would be quite annoying and I am not sure if that would be the right approach in the first place, depending on how the tools handle historic merges and need to be aware of all other branches?

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  • What does this svn2git error mean?

    - by Hisham
    I am trying to import my repository from svn to git using svn2git, but it seems like it's failing when it hits a branch. What's the problem? Found possible branch point: https://s.aaa.com/repo/trunk/project => https://s.aaa.com/repo/branches/project-beta1.0, 128 Use of uninitialized value in substitution (s///) at /opt/local/libexec/git-core/git-svn line 1728. Use of uninitialized value in concatenation (.) or string at /opt/local/libexec/git-core/git-svn line 1728. refs/remotes/trunk: 'https://s.aaa.com/repo' not found in '' Running command: git branch -l --no-color * master Running command: git branch -r --no-color trunk Running command: git checkout trunk Note: checking out 'trunk'. You are in 'detached HEAD' state. You can look around, make experimental changes and commit them, and you can discard any commits you make in this state without impacting any branches by performing another checkout. If you want to create a new branch to retain commits you create, you may do so (now or later) by using -b with the checkout command again. Example: git checkout -b new_branch_name HEAD is now at f4e6268... Changing svn repository in cap files Running command: git branch -D master Deleted branch master (was f4e6268). Running command: git checkout -f -b master Switched to a new branch 'master' Running command: git gc Counting objects: 450, done. Delta compression using up to 2 threads. Compressing objects: 100% (368/368), done. Writing objects: 100% (450/450), done. Total 450 (delta 63), reused 450 (delta 63)

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  • SVN commit using cruise control

    - by pratap
    hi all, i am using cruise control to automate the svn commit process. but the execution of svn commit command restores the files which i deleted from my working copy. the way i am doing is. 1. delete some files in my working copy.( no. of files in my WC is less than no. of files in repository) 2. execute svn command using cruise control. <exec executable="svn.exe"> <buildArgs>ci -m "test msg" --no-auth-cache --non-interactive</buildArgs> <buildTimeoutSeconds>1000</buildTimeoutSeconds> </exec> result: the deleted files are restored in my WC... Can someone help me in figuring out where i have gone wrong... or if i have to do some changes / configurations... thank u all. regards. uday

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  • Need a less frustrating alternative to SVN

    - by hatingSVN
    It seems to me that whenever I try to do something in SVN, something messes up: Something as simple as renaming a directory would often cause an error of some sort when checking in the commit. Reverting changes to files, which was probably exactly what SVN was designed for, is incredibly error prone. Checking in a previous version is bound to blow up with some inconsistency error, and a series of unintuitive steps are required to correctly do it. Problems occur often and are usually extremely frustrating to fix. Fixing SVN problems for me involves countless attempts to commit a version of the code, getting an error, deleting the project, checking in the project, and repeat. It should be easy for multiple people to work on the project and commit changes. It is not. When you try to commit a file after someone else committed the same file, SVN is guaranteed to blow up. I haven't even mentioned branching and merging. No surprises here, merging is very prone to errors and the errors are difficult to correct. /rant What version control software best minimizes my frustrations?

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  • How to assign correct permissions to both webserver and svn users ?

    - by Patrick
    I've an issue with files ownerships. I have a drupal website and the "files" folder needs to be owned by "www-data" in order to let the users to upload files with php. However I'm now using svn and I need all folders and files to be own by "svnuser" in order to work. So now, I guess I need to add both users to a group with proper permissions. I'm not sure what exactly to do, could you tell me what are the exact necessary steps ? thanks

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  • What's the simplest configuration of SVN on a Windows Server to avoid plain text password storage?

    - by detly
    I have an SVN 1.6 server running on a Windows Server 2003 machine, served via CollabNet's svnserve running as a service (using the svn protocol). I would like to avoid storing passwords in plain text on the server. Unfortunately, the default configuration and SASL with DIGEST-MD5 both require plain text password storage. What is the simplest possible way to avoid storing passwords in plain text? My constraints are: Path-based access control to the SVN repository needs to be possible (currently I can use an authz file). As far as I know, this is more-or-less independent of the authentication method. Active directory is available, but it's not just domain-connected windows machines that need to authenticate: workgroup PCs, Linux PCs and software that uses PySVN to perform SVN operations all need to be able to access the repositories. Upgrading the SVN server is feasible, as is installing additional software.

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  • Why can't SVN checkout into a virtualbox shared folder?

    - by Alex Waters
    I am trying to checkout into the virtualbox shared folder with svn 1.7 in ubuntu 12.04 running as a guest on a windows 7 host. I had read that this error was a 1.6 problem, and updated - but am still receiving the error: svn: E000071: Can't move '/mnt/hostShare/code/www/.svn/tmp/svn-hsOG5X' to '/mnt/hostShare/code/www/trunk/statement.aspx?d=201108': Protocol error I found this blog post about the same error in a mac environment, but am finding that changing the folder/file permissions does nothing. vim .svn/entires just has the number 12 - does this need to be changed? Thank you for any assistance! (just another reason for why I prefer git...)

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  • Unrecognized configuration section httpHandlers in Web.Config with Microsoft Visual Web Developer 20

    - by FatboyFudge
    Hi all, I am in need of some help with an error message I get with Microsoft Visual Web Developer 2010 Express. I would like to create a gallery for my site so I downloaded the NotesForGallery from codeplex. I have added the reference into the project like it told me to in the installation instructions. The instructions then say Register the ThumbnailHandler in the Web.Config file (httpHandlers section): <httpHandlers> … <add verb="*" path="ThumbnailHandler.ashx" type="NotesFor.ThumbnailHandler, NotesForGallery"/> … </httpHandlers> So I open the web.config file in my solution and I add it in. When I try and start the website (clicking the play button in Web Developer) I get the error message: Unrecognized configuration section httpHandlers. The complete list of errors I get are: Message 1 Could not find schema information for the element 'httpHandlers'. C:\Documents and Settings\adam\My Documents\Visual Studio 2010\WebSites\FatBoyFudge\Web.config 38 4 C:...\FatBoyFudge\ Message 2 Could not find schema information for the element 'add'. C:\Documents and Settings\adam\My Documents\Visual Studio 2010\WebSites\FatBoyFudge\Web.config 39 8 C:...\FatBoyFudge\ Message 3 Could not find schema information for the attribute 'verb'. C:\Documents and Settings\adam\My Documents\Visual Studio 2010\WebSites\FatBoyFudge\Web.config 39 12 C:...\FatBoyFudge\ Message 4 Could not find schema information for the attribute 'path'. C:\Documents and Settings\adam\My Documents\Visual Studio 2010\WebSites\FatBoyFudge\Web.config 39 21 C:...\FatBoyFudge\ Message 5 Could not find schema information for the attribute 'type'. C:\Documents and Settings\adam\My Documents\Visual Studio 2010\WebSites\FatBoyFudge\Web.config 39 50 C:...\FatBoyFudge\ Error 6 Unrecognized configuration section httpHandlers. C:\Documents and Settings\adam\My Documents\Visual Studio 2010\WebSites\FatBoyFudge\Web.config 38 Warning 7 C:\Documents and Settings\adam\My Documents\Visual Studio 2010\WebSites\FatBoyFudge\Gallery.aspx: ASP.NET runtime error: Unrecognized configuration section httpHandlers. (C:\Documents and Settings\adam\My Documents\Visual Studio 2010\WebSites\FatBoyFudge\web.config line 38) C:\Documents and Settings\adam\My Documents\Visual Studio 2010\WebSites\FatBoyFudge\Gallery.aspx 1 1 C:...\FatBoyFudge\ The project I created was a website if that helps any. The complete web.config is as follows: <configuration> <connectionStrings> <add name="ApplicationServices" connectionString="data source=.\SQLEXPRESS;Integrated Security=SSPI;AttachDBFilename=|DataDirectory|\aspnetdb.mdf;User Instance=true" providerName="System.Data.SqlClient"/> </connectionStrings> <system.web> <compilation debug="true" targetFramework="4.0"/> <authentication mode="Forms"> <forms loginUrl="~/Account/Login.aspx" timeout="2880"/> </authentication> <membership> <providers> <clear/> <add name="AspNetSqlMembershipProvider" type="System.Web.Security.SqlMembershipProvider" connectionStringName="ApplicationServices" enablePasswordRetrieval="false" enablePasswordReset="true" requiresQuestionAndAnswer="false" requiresUniqueEmail="false" maxInvalidPasswordAttempts="5" minRequiredPasswordLength="6" minRequiredNonalphanumericCharacters="0" passwordAttemptWindow="10" applicationName="/"/> </providers> </membership> <profile> <providers> <clear/> <add name="AspNetSqlProfileProvider" type="System.Web.Profile.SqlProfileProvider" connectionStringName="ApplicationServices" applicationName="/"/> </providers> </profile> <roleManager enabled="false"> <providers> <clear/> <add name="AspNetSqlRoleProvider" type="System.Web.Security.SqlRoleProvider" connectionStringName="ApplicationServices" applicationName="/"/> <add name="AspNetWindowsTokenRoleProvider" type="System.Web.Security.WindowsTokenRoleProvider" applicationName="/"/> </providers> </roleManager> </system.web> <system.webServer> <modules runAllManagedModulesForAllRequests="true"/> </system.webServer> <httpHandlers> <add verb="*" path="ThumbnailHandler.ashx" type="NotesFor.ThumbnailHandler, NotesForGallery"/> </httpHandlers> </configuration> Any help you could give me would be handy because I'm not sure what I am doing wrong

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Microsoft.Web.Administration.ServerManager can't read config sections containing encrypted passwords

    - by Dylan Beattie
    I have some sites in IIS7 that are configured to run as domain users (MYDOMAIN\someuser). I'm using the Microsoft.Web.Administration namespace to scan my server configuration, but it's throwing an exception when I hit one of these "impersonator" sites: using (ServerManager sm = new ServerManager()) { foreach (Site site in sm.Sites) { foreach (Application app in site.Applications.Reverse()) { foreach (VirtualDirectory vdir in app.VirtualDirectories.Reverse()) { var config = app.GetWebConfiguration(); foreach (var locationPath in config.GetLocationPaths()) { // error occurs in GetLocationPaths() } } } } } The actual error message is: COMException was unhandled Filename: \\?\C:\Windows\system32\inetsrv\config\applicationHost.config Line number: 279 Error: Failed to decrypt attribute 'password' because the keyset does not exist It appears that IIS is storing the MYDOMAIN\someuser password encrypted in applicationHost.config, which is great in terms of security - but I have no idea how to get the ServerManager to decrypt this. Any tips on how I can either allow ServerManager to decrypt this, or just tell IIS to store the passwords in plain text? This is on IIS7 under Windows 7 RC, by the way.

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  • App.config connection string Protection error

    - by MikeScott8
    I am running into an issue I had before; can't find my reference on how to solve it. Here is the issue. We encrypt the connection strings section in the app.config for our client application using code below: config = ConfigurationManager.OpenExeConfiguration(ConfigurationUserLevel.None) If config.ConnectionStrings.SectionInformation.IsProtected = False Then config.ConnectionStrings.SectionInformation.ProtectSection(Nothing) ' We must save the changes to the configuration file.' config.Save(ConfigurationSaveMode.Modified, True) End If The issue is we had a salesperson leave. The old laptop is going to a new salesperson and under the new user's login, when it tries to to do this we get an error. The error is: Unhandled Exception: System.Configuration.ConfigurationErrorsException: An error occurred executing the configuration section handler for connectionStrings. ---> System.Configuration.ConfigurationErrorsException: Failed to encrypt the section 'connectionStrings' using provider 'RsaProtectedConfigurationProvider'. Error message from the provider: Object already exists. ---> System.Security.Cryptography.CryptographicException: Object already exists

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  • SVN access denied when comparing revisions

    - by Gonzalo
    We're using an SVN repository. I am getting the error below when we try to compare a local unmodified file with the latest revision of the file in the repository. In other words, someone's checked in a change and if I update I will get their change but first I want to see what their change was. DOn't think it matters but we're using Xcode and using the menu item SCM - Compare With - Latest. Error: 220001 (Item is not readable) Description: Unreadable path encountered; access denied Any pointers where to look to fix this appreciated. I looked in the svnserve.conf which has the default settings. Nothing jumped out to me. Also, % svn log returns "svn: Item is not readable". Thanks, Gonzalo

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  • WPF: Changing config file user settings at runtime?

    - by Poku
    Hey I'm trying to change some config file user settings values in my WPF application, but its only working partly. The value is changed correctly and the program runs fine with the value. I can even restart the program and the value is still the one i changed it to. The problem is that when i open the .exe.config file the value is still the old value. Im using this code to change the value: Properties.Settings.Default.ProjectNumber = varTestExample; Properties.Settings.Default.Save(); Where does this save code save the changes and how/where does the program read the value after i have run this code? If i run a clean version of the program the ProjectNumber value is correctly taken from the .exe.config file and if i change the value in the config file it is also change when i run the program. But as soon as i run the above code the program is not reading the value from the config file. Why?

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  • TFS and SVN code Merge

    - by Mohanavel
    We are a small team of 8. 3 are from other country and they are using the Source controller as TFS and TFS server is also located there and they have only 4 licence. So we (5 developers) are using SVN source controller as local source controller and for every 3 days we are taking the TFS latest and merging the changes from and to SVN & TFS. Really this is overkilling and hour consuming task. They don't want to change the TFS ( Not event add ins ). So what i can use to merge the code between two source controllers. Is it i can use SVN-Bridge to Merge the code without changing or modifying the TFS Server. Please guide me on this. (Worst case they might go for add ins, for sure no other source controllers than Microsoft Product) hhhmmmmmm, i'm sitting in front of monitor and hitting the F5 on this page, Please save my hours.

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  • Monodevelop SVN 1.7 support

    - by Gustavo Rubio
    I'm trying to checkout an SVN repo and it does get checked out, however the solution is not opened by default. I then tried to simply open an already checked out folder and I do not get versioning support. I tried this in both Windows and Linux with no success with MonoDevelop 3.0.4 and 3.0.5 My guess is that since the .sln file is in the path /trunk/code/project/project.sln and the new 1.7 format keeps only one ".svn" folder at the top of the checked out folder (e.g. /home/gustavo/ProjectSrc/ ) hence MD not "finding" the versioned code. Anybody has had success using SVN 1.7 and MonoDevelop?

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  • SVN Authentication and authorization

    - by vijay.shad
    Hi, I have created a multi module maven project. Now I have shared the project with a internal SVN repository. Now I want to give authorization to user based on the module user is owner of. So if a user does not have right to a project; he/she will not be able to checkout the project form svn repository. But he/she will get a source release(sources.jar file) form maven repository for that project; if wanted. What should i do go get this done? My svn reposiroty is created by TortoiseSVN 1.6.6.

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  • Migrating from VisualSVN on windows to linux based svn

    - by Jonathan
    I'd like to migrate my svn repository from my local computer running windows and VisualSVN 2.1.2 to an svn app on webfaction (my Linux hosting solution). Initially I tried dumping the svn: svnadmin dump *path_to_repository* *dumpfile_name* and loading it on the Linux machine svnadmin load *dumpfile_name* I received the following error: svnadmin: Can't open file '*dumpfile_path_and_name*/format': Not a directory I found that on my Windows machine I do have a format folder under the repository. So I copied the entire repository to the Linux machine and tried: svnadmin load *path_to_repository_copy* I received the following error: svnadmin: Expected FS format between '1' and '3'; found format '4' what should I do?

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  • How to get SVN to ignore a directory inside an externals definition

    - by NerdStarGamer
    I'm using subversion to host my own repository for a WordPress installation. I've got it set up so that all of the core WordPress files are in their own directory (called wordpress) and set up to use svn:externals to link to the WordPress repository. I then have my own copy of the wp-content directory (located outside of the wordpress directory) which does not use svn:externals. This is all working fine. When I update my repository, the WordPress core gets updated. Since the WordPress repository contains it's own wp-content directory, it also updates that directory. So my file structure ends up looking something like this: / --/wordpress/ (wordpress repo) -----/wp-admin/ -----/wp-content/ --/wp-content/ (my local repo) I end up having two separate versions of the wp-content folder (one from my repo and one from the WordPress repo). I don't want the one from the WordPress repo (or at least not in that location). Is there a way for me to set svn to ignore the wordpress/wp-content directory while still using externals definition?

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  • Global Ignores for SVN?

    - by Michael Stum
    Is there a way to setup a global list of Ignores for a SVN Repository or for the SVN Client on the PC? The only reason I'm using tools like Tortoise/Ankh/VisualSVN is because I want to only check in the files I need without all the bin/obj/Resharper stuff. I'm spoiled by .gitignore and .hgignore which I just copy to a repository and then use "git commit -a" without having to care about checking in junk. I know I can manually set it, but that's tedious to do and I think it had to be applied to every new folder that gets created as well. Using SVN under Windows if that matters

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  • svn over HTTP proxy

    - by small_jam
    Hi all. I'm on laptop (Ubuntu) with a network that use HTTP proxy (only http connections allowed). When I use svn up for url like 'http://.....' everything is cool (google chrome repository works perfect), but right now I need to svn up from server with 'svn://....' and I see connection refused. I've set proxy configuration in /etc/subversion/servers but it doesn't help. Anyone have opinion/solution? Thanks. Anton.

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  • Convert svn repository to hg - authentication fails

    - by Kim L
    I'm trying to convert an existing svn repository to a mercurial repo with the following command hg convert <repository> <folder> My problem is that the svn repository's authentication is done with p12 certificates. I'm a bit lost on how to configure the certificate for the hg client so that I can pull the svn repo and convert it. Currently, if I try to run the above command, I get initializing destination hg-client repository abort: error: _ssl.c:480: error:14094410:SSL routines:SSL3_READ_BYTES:sslv3 alert handshake failure In other words, it cannot find the required certificate. The question is, how do I configure my hg client so that it can use my certificate? I'm using the command line hg client on linux.

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  • SVN hook script conflict

    - by user297303
    I am trying to write a pre-commit hook script that will alter a specific svn-property of a folder/file. The script looks fairly similar to the one that is documented in the svn book. I figured out how to set/change the property of a node and when executing the binding function svn.fs.commit_txn the property of the node actually gets set. But at the moment tortoise always gives me a conflict on the folder I am altering the property. I wrote my script with Python but am new python and hook scripts. Hope someone can give me a clue why I am getting this conflict..

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  • Changing the config file in a Visual Studio Package

    - by Andrei
    Hello everybody. I'm building a Visual Studio Package and associated with it, I have an app.config file (which contains some information about connecting to a WCF service). As far as I can tell, this package is actually connecting to the devnev.exe.config configuration file (if I use AppDomain.CurrentDomain.SetupInformation.ConfigurationFile), it will retrieve the path to the devnev.exe.config Firstly, is this correct? Shouldn't the package automatically pick up the app.config file? If this is the case, then how can I make the project use the app.config file? I'm running VS2010 Ultimate, programming in C#. Thanks!

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  • Cannot pull newly-added top-level directory into sparsely-checked out SVN repository

    - by Tim Keating
    Our SVN repository is quite large, and pulling the whole thing takes some time. When checking out at home, I was pleased to discover the sparse checkout feature; I checked out the whole repository to a depth of 1, then pulled each top-level directory (directly under the trunk) that I needed to a depth of infinity. Until now this has been brilliant. Recently I added a new directory under trunk. When I do a svn up, I get nothing. The TLD I added will not sync. I normally use Tortoise SVN, so I tried doing this from command line. I tried explicitly specifying the name of the directory, adding --depth infinity, adding --force. None of these tricks has worked. What am I missing?

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