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  • How to recover Windows 7 partition?

    - by user1018733
    I created a 50GB partition on my hard drive to experiment with installing a 2nd copy of W7. (I wanted to see if a clean install would fix a bug) However, It seems I can no longer access the old part of my computer the way it was before. I was under the impression that creating a partition like this was harmless. Is there anyway to change my primary partition back to what the computer boots to? Thanks

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  • How to run a logon script but not as the current user

    - by user139951
    I want to create a log of when people login or logout of computers in a computer lab. My first idea was to just create login/logout scripts that contact a server, but the problem is since these scripts would run as the current user, that they would then be able to run this script outside of these two occasions. Is there any way to go about running a login/logout script as the domain computer rather than as the user?

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  • VMware Converter errors when creating Boot Camp VM

    - by Ryan Giglio
    I just got a new computer. My old computer had a Boot Camp installation of Windows 7, with VMWare running the Boot Camp installation in a virtual machine. On my new computer, I want Windows to strictly be a VM, so I downloaded the VMWare Converter software to create a virtual machine out of the Boot Camp partition. After finishing 95% of the converting process, I get a few messages Warning: Failed while updating boot.ini on the target machine's system volume. Warning: Failed while updating drive letters for the target volume layout. Error: Reconfiguration failed. And then it fails with FAILED: Unable to find the system volume, reconfiguration is not possible. I'm not sure what the problem is or how to fix it...I don't know much about virtualization or dual booting other than the simple instructions on how to set it up the first time.

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  • DirectX application doesn't work over Remote Desktop

    - by emddudley
    I have a WPF application which has a DirectX component within it. This component does not work over Remote Desktop--it just shows a corrupted image. The application works fine when not using Remote Desktop. In trying to debug the problem I installed the February 2010 DirectX SDK. Now, when I run the program on the computer with the SDK and Remote Desktop to it from a separate computer, the component works just fine. However the opposite does not work--trying to use the application over Remote Desktop when it is running on the computer without the DirectX SDK (it has the original problem with the corrupted image). I have already compared the loaded DLLs (using Process Explorer) between running the application on my SDK machine and non-SDK machine. They both are loading the same DLL versions. What else could be causing this behavior?

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  • django manage.py syncdb not working?

    - by Diego
    Trying to learn Django, I closed the shell and am getting this problem now when I call python manage.py syncdb, any idea what happened?: I've already set up a db. I have manage.py set up in the folder django_bookmarks. What's up here? Traceback (most recent call last): File "manage.py", line 2, in from django.core.management import execute_manager ImportError: No module named django.core.management my-computer:~/Django-1.1.1/django_bookmarks mycomp$ export PATH=/Users/mycomp/bin:$PATH my-computer:~/Django-1.1.1/django_bookmarks mycomp$ python manage.py syncdb Traceback (most recent call last): File "manage.py", line 2, in from django.core.management import execute_manager ImportError: No module named django.core.management my-computer:~/Django-1.1.1/django_bookmarks mycomp$

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  • Why aren't we programming on the GPU???

    - by Chris
    So I finally took the time to learn CUDA and get it installed and configured on my computer and I have to say, I'm quite impressed! Here's how it does rendering the Mandelbrot set at 1280 x 678 pixels on my home PC with a Q6600 and a GeForce 8800GTS (max of 1000 iterations): Maxing out all 4 CPU cores with OpenMP: 2.23 fps Running the same algorithm on my GPU: 104.7 fps And here's how fast I got it to render the whole set at 8192 x 8192 with a max of 1000 iterations: Serial implemetation on my home PC: 81.2 seconds All 4 CPU cores on my home PC (OpenMP): 24.5 seconds 32 processors on my school's super computer (MPI with master-worker): 1.92 seconds My home GPU (CUDA): 0.310 seconds 4 GPUs on my school's super computer (CUDA with static domain decomposition): 0.0547 seconds So here's my question - if we can get such huge speedups by programming the GPU instead of the CPU, why is nobody doing it??? I can think of so many things we could speed up like this, and yet I don't know of many commercial apps that are actually doing it. Also, what kinds of other speedups have you seen by offloading your computations to the GPU?

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  • NoSQL Memcached API for MySQL: Latest Updates

    - by Mat Keep
    With data volumes exploding, it is vital to be able to ingest and query data at high speed. For this reason, MySQL has implemented NoSQL interfaces directly to the InnoDB and MySQL Cluster (NDB) storage engines, which bypass the SQL layer completely. Without SQL parsing and optimization, Key-Value data can be written directly to MySQL tables up to 9x faster, while maintaining ACID guarantees. In addition, users can continue to run complex queries with SQL across the same data set, providing real-time analytics to the business or anonymizing sensitive data before loading to big data platforms such as Hadoop, while still maintaining all of the advantages of their existing relational database infrastructure. This and more is discussed in the latest Guide to MySQL and NoSQL where you can learn more about using the APIs to scale new generations of web, cloud, mobile and social applications on the world's most widely deployed open source database The native Memcached API is part of the MySQL 5.6 Release Candidate, and is already available in the GA release of MySQL Cluster. By using the ubiquitous Memcached API for writing and reading data, developers can preserve their investments in Memcached infrastructure by re-using existing Memcached clients, while also eliminating the need for application changes. Speed, when combined with flexibility, is essential in the world of growing data volumes and variability. Complementing NoSQL access, support for on-line DDL (Data Definition Language) operations in MySQL 5.6 and MySQL Cluster enables DevOps teams to dynamically update their database schema to accommodate rapidly changing requirements, such as the need to capture additional data generated by their applications. These changes can be made without database downtime. Using the Memcached interface, developers do not need to define a schema at all when using MySQL Cluster. Lets look a little more closely at the Memcached implementations for both InnoDB and MySQL Cluster. Memcached Implementation for InnoDB The Memcached API for InnoDB is previewed as part of the MySQL 5.6 Release Candidate. As illustrated in the following figure, Memcached for InnoDB is implemented via a Memcached daemon plug-in to the mysqld process, with the Memcached protocol mapped to the native InnoDB API. Figure 1: Memcached API Implementation for InnoDB With the Memcached daemon running in the same process space, users get very low latency access to their data while also leveraging the scalability enhancements delivered with InnoDB and a simple deployment and management model. Multiple web / application servers can remotely access the Memcached / InnoDB server to get direct access to a shared data set. With simultaneous SQL access, users can maintain all the advanced functionality offered by InnoDB including support for Foreign Keys, XA transactions and complex JOIN operations. Benchmarks demonstrate that the NoSQL Memcached API for InnoDB delivers up to 9x higher performance than the SQL interface when inserting new key/value pairs, with a single low-end commodity server supporting nearly 70,000 Transactions per Second. Figure 2: Over 9x Faster INSERT Operations The delivered performance demonstrates MySQL with the native Memcached NoSQL interface is well suited for high-speed inserts with the added assurance of transactional guarantees. You can check out the latest Memcached / InnoDB developments and benchmarks here You can learn how to configure the Memcached API for InnoDB here Memcached Implementation for MySQL Cluster Memcached API support for MySQL Cluster was introduced with General Availability (GA) of the 7.2 release, and joins an extensive range of NoSQL interfaces that are already available for MySQL Cluster Like Memcached, MySQL Cluster provides a distributed hash table with in-memory performance. MySQL Cluster extends Memcached functionality by adding support for write-intensive workloads, a full relational model with ACID compliance (including persistence), rich query support, auto-sharding and 99.999% availability, with extensive management and monitoring capabilities. All writes are committed directly to MySQL Cluster, eliminating cache invalidation and the overhead of data consistency checking to ensure complete synchronization between the database and cache. Figure 3: Memcached API Implementation with MySQL Cluster Implementation is simple: 1. The application sends reads and writes to the Memcached process (using the standard Memcached API). 2. This invokes the Memcached Driver for NDB (which is part of the same process) 3. The NDB API is called, providing for very quick access to the data held in MySQL Cluster’s data nodes. The solution has been designed to be very flexible, allowing the application architect to find a configuration that best fits their needs. It is possible to co-locate the Memcached API in either the data nodes or application nodes, or alternatively within a dedicated Memcached layer. The benefit of this flexible approach to deployment is that users can configure behavior on a per-key-prefix basis (through tables in MySQL Cluster) and the application doesn’t have to care – it just uses the Memcached API and relies on the software to store data in the right place(s) and to keep everything synchronized. Using Memcached for Schema-less Data By default, every Key / Value is written to the same table with each Key / Value pair stored in a single row – thus allowing schema-less data storage. Alternatively, the developer can define a key-prefix so that each value is linked to a pre-defined column in a specific table. Of course if the application needs to access the same data through SQL then developers can map key prefixes to existing table columns, enabling Memcached access to schema-structured data already stored in MySQL Cluster. Conclusion Download the Guide to MySQL and NoSQL to learn more about NoSQL APIs and how you can use them to scale new generations of web, cloud, mobile and social applications on the world's most widely deployed open source database See how to build a social app with MySQL Cluster and the Memcached API from our on-demand webinar or take a look at the docs Don't hesitate to use the comments section below for any questions you may have 

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  • Apache CXF 2.0.12 to 2.2.7 upgrade issue

    - by FkYkko
    I have upgraded a CXF web service implementation from Apache CXF 2.0.12 to 2.2.7 and now I can't connect from a remote computer. http://localhost:9000/Data?wsdl works on the installed computer. http://computername:9000/Data?wsdl from a remote computer does not work anymore (worked before upgrade). The service is configured in code (no configuration files) with the following code: DataServiceImpl dataImplementor = new DataServiceImpl(); JaxWsServerFactoryBean svrFactory = new JaxWsServerFactoryBean(); svrFactory.setServiceClass(DataServiceImpl.class); svrFactory.setAddress("http://localhost:9000/Data"); svrFactory.setServiceBean(dataImplementor); if(intercept) { svrFactory.getInInterceptors().add(new LoggingInInterceptor()); svrFactory.getOutInterceptors().add(new LoggingOutInterceptor()); } svrFactory.create(); Is there anything in the configuration which defines "Allowed clients" or something like that?

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  • C# settings using ApplicationSettingsBase - roaming and common

    - by Mark Pim
    I'm using the Windows Forms Application settings architecture (or however you're supposed to refer to it) and am successfully saving user settings to AppData. What I want to do is have some settings common to all users of a particular machine and some settings which roam with users across machines. For example I have some settings relating to a peripheral attached to the computer (model, settings etc.) and some user preferences like user interface colours. The colours preferences should roam with the user, but the peripheral settings should stay on the local computer no matter who's logged on. How can I mark these types of settings so that some get stored in /AppData/... and some in /AppData? Note that I don't want Application level settings - each computer the app will be installed on will have different settings. I'm targetting .Net 3.0 if that makes a difference.

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  • additional security measures besides a login with user-password - what can you think of?

    - by Tom Tom
    I'm wondering which additional security measures one could take besides a traditional login with user and password. What do you think of this one: _manually adding a cookie to each client which includes a secret key _this cookie is not served by the webserver, it is actually copied "by hand" to each client computer _if a client connects to the web-app the server graps that cookie and if the containing secret key is ok, the traditional login box is presented where the user has to enter the user-password combination _communication between client and server is encrypted with https Thus a potential intruder would first need to get the cookie from the clients computer, which is only possible with having access to the clients computer. This would work only for a very small user-base and an admin willing to do this manual work.

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  • ASP.NET MVC 2.0 RTM cannot work with VWD 2008 Express on a new Windows 7 Pro

    - by silent
    The MVC 2.0 RTM works great on my old Vista computer with VWD 2008 Express, but I just bought a new computer with Windows 7 Pro, I installed VWD 2008 Express SP1 and MVC 2.0 RTM by using Web PI 2.0. but after installation, I found the VWD doesn't have any MVC options, that means I can't either create new MVC projects or compile existing MVC projects. Why? What other steps I need to do to make it work? I'm sure the MVC has been installed properly since my MVC site on the new computer works well (so the IIS side has no problem), just the VWD can't 'realize' that the MVC framework is already installed... (tried to uninstall and install many times, and I also tried to install MVC separately without Web PI, but it just won't work)

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  • Finding a pattern within a string variable in C#

    - by lo3
    Ok i'm working on a project for a 200 level C# course, we are required to create a heads or tails project. Basically the project is setup so that the computer will guess randomly up to 5 times, but on the sixth time it will look into the playersGuessHistory variable setup as a string to see if it can find a match for a pattern of 4 entires, if there is a pattern found the computer will guess the next character after the pattern EX: [HHTT]H [HHTTH]H HHTT being the pattern then the computer would guess H for the next turn. My only problem is that i'm having difficulty setting up the project so that it will look through the playersguesshistory and find the patterns and guess the next character in the history. Any suggestions?

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  • Mac OS X Development.

    - by j-t-s
    Hi All, I would love to begin developing applications for the MAC OS X, although I have to idea where to start. Problem: I currently do not, and cannot afford a new MAC OS X-based computer. Solution: A very good friend loves trying out things that I've made for Windows, and also owns a MAC OS X computer, and is willing to test these new creations. Now I am faced with another problem. I don't know which language to use to develop these apps in. I am a .NET Developer and seeing as though I can only use a Windows based PC to develop MAC apps, where should I start? I've heard of Mono, and have used it on Linux before, would Mono be an option for MAC development on a Windows based computer, too? Are there any other ways around this? Any help is appreciated. :) Thank you jt

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  • USB interface barcode scanners

    - by Nimbuz
    Not exactly a programming question, but close. I'll try my luck anyway. The keyboard wedge barcode scanner inserts the translation device between the reader and the keyboard. Data sent through a wedge appears as if it was typed into the computer, while the keyboard itself remains fully functional. Because a computer using a keyboard wedge can't tell the difference between data that is entered by a scanning device, or data that is entered by keyboard typing, a wedge can be used to easily add barcode reading capability to an existing computer without modifying software applications. I'd like to know if all USB interface barcode scanners automatically translate digital signals from a barcode reader into keyboard strokes for a applications just like wedge or is USB different from wedge? Many thanks

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  • Access SDExplorer (System Folder) from my C# app

    - by Søren
    Hello everyone I am trying out Windows Live SkyDrive, and I installed SDExplorer (http://www.cloudstorageexplorer.com/) It works by adding my SkyDrive folder to Windows Explorer, but it does not get a drive name or anything, so how can I access that drive/folder from my C# application? When I go into the folder and look at the address bar it says "Computer\SDExplorer". Directory.GetDirectories(@"\Computer\SDExplorer") does not work, because it translates to "C:\Computer\SDExplorer". I would like to be able to create a small application that can create folders and upload files to my SkyDrive account. Anybody know how these special folder/drives work? - I noticed MozyHome appears in the same way in my Windows Explorer.

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  • C# MySQL Lost Connection

    - by Adam
    Hi. I have C# application and I'm using MySQL database. Everything seems to be fine except one thing. Our computer network is little bit unstable. When I'm trying to execute query and the computer simultaneously loses connection to the mysql server (I'm simulating this situation by unplugging the network cable from computer which is mysql server), the program is trying to do something for long time (tens seconds). I would like to specify something like timeout which ends the query by exception or something similar. I tried to add timeout parameters to connection string but with no effect (I've used ConnectionTimeout and DefaultCommandTimeout). Is there any other way to identify lost connection after few seconds? Thank you Adam P.S. Sorry for my english, I'm not native speaker.

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  • Integrating Windows Form Click Once Application into SharePoint 2007 &ndash; Part 2 of 4

    - by Kelly Jones
    In my last post, I explained why we decided to use a Click Once application to solve our business problem. To quickly review, we needed a way for our business users to upload documents to a SharePoint 2007 document library in mass, set the meta data, set the permissions per document, and to do so easily. Let’s look at the pieces that make up our solution.  First, we have the Windows Form application.  This app is deployed using Click Once and calls SharePoint web services in order to upload files and then calls web services to set the meta data (SharePoint columns and permissions).  Second, we have a custom action.  The custom action is responsible for providing our users a link that will launch the Windows app, as well as passing values to it via the query string.  And lastly, we have the web services that the Windows Form application calls.  For our solution, we used both out of the box web services and a custom web service in order to set the column values in the document library as well as the permissions on the documents. Now, let’s look at the technical details of each of these pieces.  (All of the code is downloadable from here: )   Windows Form application deployed via Click Once The Windows Form application, called “Custom Upload”, has just a few classes in it: Custom Upload -- the form FileList.xsd -- the dataset used to track the names of the files and their meta data values SharePointUpload -- this class handles uploading the file SharePointUpload uses an HttpWebRequest to transfer the file to the web server. We had to change this code from a WebClient object to the HttpWebRequest object, because we needed to be able to set the time out value.  public bool UploadDocument(string localFilename, string remoteFilename) { bool result = true; //Need to use an HttpWebRequest object instead of a WebClient object // so we can set the timeout (WebClient doesn't allow you to set the timeout!) HttpWebRequest req = (HttpWebRequest)WebRequest.Create(remoteFilename); try { req.Method = "PUT"; req.Timeout = 60 * 1000; //convert seconds to milliseconds req.AllowWriteStreamBuffering = true; req.Credentials = System.Net.CredentialCache.DefaultCredentials; req.SendChunked = false; req.KeepAlive = true; Stream reqStream = req.GetRequestStream(); FileStream rdr = new FileStream(localFilename, FileMode.Open, FileAccess.Read); byte[] inData = new byte[4096]; int bytesRead = rdr.Read(inData, 0, inData.Length); while (bytesRead > 0) { reqStream.Write(inData, 0, bytesRead); bytesRead = rdr.Read(inData, 0, inData.Length); } reqStream.Close(); rdr.Close(); System.Net.HttpWebResponse response = (HttpWebResponse)req.GetResponse(); if (response.StatusCode != HttpStatusCode.OK && response.StatusCode != HttpStatusCode.Created) { String msg = String.Format("An error occurred while uploading this file: {0}\n\nError response code: {1}", System.IO.Path.GetFileName(localFilename), response.StatusCode.ToString()); LogWarning(msg, "2ACFFCCA-59BA-40c8-A9AB-05FA3331D223"); result = false; } } catch (Exception ex) { LogException(ex, "{E9D62A93-D298-470d-A6BA-19AAB237978A}"); result = false; } return result; } The class also contains the LogException() and LogWarning() methods. When the application is launched, it parses the query string for some initial values.  The query string looks like this: string queryString = "Srv=clickonce&Sec=N&Doc=DMI&SiteName=&Speed=128000&Max=50"; This Srv is the path to the server (my Virtual Machine is name “clickonce”), the Sec is short for security – meaning HTTPS or HTTP, the Doc is the shortcut for which document library to use, and SiteName is the name of the SharePoint site.  Speed is used to calculate an estimate for download speed for each file.  We added this so our users uploading documents would realize how long it might take for clients in remote locations (using slow WAN connections) to download the documents. The last value, Max, is the maximum size that the SharePoint site will allow documents to be.  This allowed us to give users a warning that a file is too large before we even attempt to upload it. Another critical piece is the meta data collection.  We organized our site using SharePoint content types, so when the app loads, it gets a list of the document library’s content types.  The user then select one of the content types from the drop down list, and then we query SharePoint to get a list of the fields that make up that content type.  We used both an out of the box web service, and one that we custom built, in order to get these values. Once we have the content type fields, we then add controls to the form.  Which type of control we add depends on the data type of the field.  (DateTime pickers for date/time fields, etc)  We didn’t write code to cover every data type, since we were working with a limited set of content types and field data types. Here’s a screen shot of the Form, before and after someone has selected the content types and our code has added the custom controls:     The other piece of meta data we collect is the in the upper right corner of the app, “Users with access”.  This box lists the different SharePoint Groups that we have set up and by checking the boxes, the user can set the permissions on the uploaded documents. All of this meta data is collected and submitted to our custom web service, which then sets the values on the documents on the list.  We’ll look at these web services in a future post. In the next post, we’ll walk through the Custom Action we built.

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  • problem with dmg file

    - by madalina
    Hello, I have created a dmg file named try.dmg which contains an executable application myapplication.app together with a compiled library mylibrary.lib; I used Disk Utility in order to create the try.dmg file. I mounted the try.dmg file on my computer and I opened the application myapplication.app with no problems. Still, I tried to do the same thing on another Macintosh, with the same operating system Mac OS X, but I got some problems: I mounted the try.dmg file and then when I tried to open the application myapplication.app I got an error message, that the application has quit unexpectedly. Can someone explain me what is it happening? How come this try.dmg file can be mounted and the application can be opened with no problems on my computer with Mac OS X, but on another computer with Mac OS X, after I mount the try.dmg file I get errors when I try opening the application? Thank you very much for your help. Best wishes, Madalina

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  • Networking multiple computers to one brain in Java

    - by Morpheous
    Hello, I was wondering which libraries or API's would be useful in this. what im aiming for is to be able to type a command into a prompt and then specify which computer(out of all of them that are networked together) to execute that command on. the second part is i want to be able to see that command execute and the result on the computer that was specified. for example if i enter "firefox www.google.com, desktop2" i want to be able to see the window open on the monitor of that computer. Do you understand what im trying to do? any help is appreciated. Thanks, Morpheous

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  • C, Cygwin, and compiling drand and srand

    - by Kaytiana
    Hello, I have a C code which I am trying to compile in Cygwin and which contains both the drand() and srand() functions. I had Windows Vista with Cygwin installed and the code seemed to comile fine, but my computer broke and I had to get a new one. The new computer has Windows 7 64-bit version. I had a few issues downloading Cygwin but finally managed to do it by only selecting a few packages and then have been trying to get the rest that I need. The problem is I don't have the help I had installing it on my other computer so I don't know which packages I actually need, so I have just been guessing (all the gcc ones) but I mustn't have the one I need for srand and drand to work. If anyone could point me in the right direction, and also possibly just let me know which packages I need to compile C so I can check I have them all that would be great. Thanks a lot in advance for any help. Sorry, that was a lot of words! Kaytiana

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  • XNA RTS A* pathfinding issues

    - by Slayter
    I'm starting to develop an RTS game using the XNA framework in C# and am still in the very early prototyping stage. I'm working on the basics. I've got unit selection down and am currently working on moving multiple units. I've implemented an A* pathfinding algorithm which works fine for moving a single unit. However when moving multiple units they stack on top of each other. I tried fixing this with a variation of the boids flocking algorithm but this has caused units to sometimes freeze and get stuck trying to move but going no where. Ill post the related methods for moving the units below but ill only post a link to the pathfinding class because its really long and i don't want to clutter up the page. These parts of the code are in the update method for the main controlling class: if (selectedUnits.Count > 0) { int indexOfLeader = 0; for (int i = 0; i < selectedUnits.Count; i++) { if (i == 0) { indexOfLeader = 0; } else { if (Vector2.Distance(selectedUnits[i].position, destination) < Vector2.Distance(selectedUnits[indexOfLeader].position, destination)) indexOfLeader = i; } selectedUnits[i].leader = false; } selectedUnits[indexOfLeader].leader = true; foreach (Unit unit in selectedUnits) unit.FindPath(destination); } foreach (Unit unit in units) { unit.Update(gameTime, selectedUnits); } These three methods control movement in the Unit class: public void FindPath(Vector2 destination) { if (path != null) path.Clear(); Point startPoint = new Point((int)position.X / 32, (int)position.Y / 32); Point endPoint = new Point((int)destination.X / 32, (int)destination.Y / 32); path = pathfinder.FindPath(startPoint, endPoint); pointCounter = 0; if (path != null) nextPoint = path[pointCounter]; dX = 0.0f; dY = 0.0f; stop = false; } private void Move(List<Unit> units) { if (nextPoint == position && !stop) { pointCounter++; if (pointCounter <= path.Count - 1) { nextPoint = path[pointCounter]; if (nextPoint == position) stop = true; } else if (pointCounter >= path.Count) { path.Clear(); pointCounter = 0; stop = true; } } else { if (!stop) { map.occupiedPoints.Remove(this); Flock(units); // Move in X ********* TOOK OUT SPEED ********** if ((int)nextPoint.X > (int)position.X) { position.X += dX; } else if ((int)nextPoint.X < (int)position.X) { position.X -= dX; } // Move in Y if ((int)nextPoint.Y > (int)position.Y) { position.Y += dY; } else if ((int)nextPoint.Y < (int)position.Y) { position.Y -= dY; } if (position == nextPoint && pointCounter >= path.Count - 1) stop = true; map.occupiedPoints.Add(this, position); } if (stop) { path.Clear(); pointCounter = 0; } } } private void Flock(List<Unit> units) { float distanceToNextPoint = Vector2.Distance(position, nextPoint); foreach (Unit unit in units) { float distance = Vector2.Distance(position, unit.position); if (unit != this) { if (distance < space && !leader && (nextPoint != position)) { // create space dX += (position.X - unit.position.X) * 0.1f; dY += (position.Y - unit.position.Y) * 0.1f; if (dX > .05f) nextPoint.X = nextPoint.X - dX; else if (dX < -.05f) nextPoint.X = nextPoint.X + dX; if (dY > .05f) nextPoint.Y = nextPoint.Y - dY; else if (dY < -.05f) nextPoint.Y = nextPoint.Y + dY; if ((dX < .05f && dX > -.05f) && (dY < .05f && dY > -.05f)) stop = true; path[pointCounter] = nextPoint; Console.WriteLine("Make Space: " + dX + ", " + dY); } else if (nextPoint != position && !stop) { dX = speed; dY = speed; Console.WriteLine(dX + ", " + dY); } } } } And here's the link to the pathfinder: https://docs.google.com/open?id=0B_Cqt6txUDkddU40QXBMeTR1djA I hope this post wasn't too long. Also please excuse the messiness of the code. As I said before this is early prototyping. Any help would be appreciated. Thanks!

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  • Actionscript 3.0 - Enemies do not move right in my platformer game

    - by Christian Basar
    I am making a side-scrolling platformer game in Flash (Actionscript 3.0). I have made lots of progress lately, but I have come across a new problem. I will give some background first. My game level's terrain (or 'floor') is referenced by a MovieClip variable called 'floor.' My desire is to have the Player and enemy characters walk along the terrain. I have gotten the Player character to move on the terrain just fine; he walks up/down hills and falls whenever there is no ground beneath him. Here is the code I created to allow the Player to follow the terrain correctly. Much more code is used to control the Player, but only this code deals with the Player character's following of the terrain and gravity. // If the Player's not on the ground (not touching the 'floor' MovieClip)... if (!onGround) { // Disable ducking downKeyPressed = false; // Increase the Player's 'y' position by his 'y' velocity player.y += playerYVel; } // Increase the 'playerYVel' variable so that the Player will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the player // when he's off the ground. playerYVel += gravity; // Give the Player a terminal velocity of 15 px/frame if (playerYVel > 15) { playerYVel = 15; } // If the Player has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(player.x, player.y, true)) { player.y += playerYVel; // The Player is not on the ground when he's not touching it onGround = false; } Since getting this code to work for the Player, I have created a 'SkullDemon' class, which is one of the planned enemies for my game. I want the 'SkullDemon' objects to move along the terrain like the Player does. With lots of great help, I have already coded the EventListeners, etc. necessary for the 'SkullDemons' to move. Unfortunately, I am having trouble getting them to move along the terrain. In fact, they do not touch the terrain at all; they move along the top of the boundary of the 'floor' MovieClip! I had a simple text diagram showing what I mean, but unfortunately Stackoverflow does not format it correctly. I hope my problem is clear from my description. Strangely enough, my code for the Player's movement and the 'SkullDemon's' movement is almost exactly the same, yet the 'SkullDemons' do not move like the Player does. Here is my code for the SkullDemon movement: // Move all of the Skull Demons using this method protected function moveSkullDemons():void { // Go through the whole 'skullDemonContainer' for (var skullDi:int = 0; skullDi < skullDemonContainer.numChildren; skullDi++) { // Set the SkullDemon 'instance' variable to equal the current SkullDemon skullDIns = SkullDemon(skullDemonContainer.getChildAt(skullDi)); // For now, just move the Skull Demons left at 5 units per second skullDIns.x -= 5; // If the Skull Demon has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { // Increase the Skull Demon's 'y' position by his 'y' velocity skullDIns.y += skullDIns.sdYVel; // The Skull Demon is not on the ground when he's not touching it skullDIns.sdOnGround = false; } // Increase the 'sdYVel' variable so that the Skull Demon will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the Skull Demon // when he's off the ground. if (! skullDIns.sdOnGround) { skullDIns.sdYVel += skullDIns.sdGravity; // Give the Skull Demon a terminal velocity of 15 px/frame if (skullDIns.sdYVel > 15) { skullDIns.sdYVel = 15; } } // What happens when the Skull Demon lands on the ground after a fall? // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre for (var i:int = 0; i < 10; i++) { // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre if (floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { skullDIns.y = skullDIns.y; // Set the Skull Demon's y-axis speed to 0 skullDIns.sdYVel = 0; // The Skull Demon is on the ground again skullDIns.sdOnGround = true; } } } } // End of 'moveSkullDemons()' function It is almost like the 'SkullDemons' are interacting with the 'floor' MovieClip using the hitTestObject() function, and not the hitTestPoint() function which is what I want, and which works for the Player character. I am confused about this problem and would appreciate any help you could give me. Thanks!

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  • Problem with running c# application on another PC

    - by draghia-aurelian
    I wrote a Windows Form Application in C# and it works well for my computer. But on another PC, an error occurs when i try to do some stuff. code 1 private void rUNToolStripMenuItem_Click(object sender, EventArgs e) { MessageBox.Show("I'm in rUNToolStripMenuItem_Click!"); ... } code 2 private void dataPositionToolStripMenuItem_Click(object sender, EventArgs e) { MessageBox.Show("I'm in dataPositionToolStripMenuItem_Click!"); ... } Running on my computer: code1: MessageBox appears! code2: MessageBox appears! Running on another computer: code1: MessageBox doesn't appear and the error happens! code2: MessageBox appears! The error is: Method not found: "Void Microsoft.CSharp.RuntimeBinder.CSharpGetMemberBider..ctor(System.String.System.Type, System.Collections.Generic.IEnumerable'1)'. This is the PrintScreen with error: Please help me to solve the problem!

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  • How do I sync Dreamweaver site definitions across 2 computers?

    - by baritoneuk
    I use Dreamweaver on my laptop and Desktop PC and frequently change between them. I keep all my sites synced using Syncplicity (similar to Dropbox, which indecently I also use) I want my site definitions to be synced across the two computers. If I add a new site on one computer I want it to appear on the other one. I know I can export all sites on one computer and then get Syncplicity to sync the files to the other computer at which point I can import them. However this relies on me remembering to do this each time I add a new site, and it's also quite time consuming. As far as I can tell, Dreamweaver (at least upto CS4- not sure about CS5) stupidly stores the site definitions in the registry. I really don't know why they do this- if they stored it in xml files then I could easily sync the information. Does anyone know if what I am asking is possible?

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  • Better way to load level content in XNA?

    - by user2002495
    Currently I loaded all my assets in XNA in the main Game class. What I want to achieve later is that I only load specific assets for specific levels (the game will consist of many levels). Here is how I load my main assets into the main class: protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); plane = new Player(Content.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; lvl1 = new Level1(Content.Load<Texture2D>(@"Levels/bgLvl1"), Content.Load<Texture2D>(@"Levels/bgLvl1-other"), new Vector2(0, 0), new Vector2(0, -600)); CommonBullet.LoadContent(Content); CommonEnemyBullet.LoadContent(Content); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); plane.Update(gameTime); lvl1.Update(gameTime); foreach (CommonEnemy ce in cel) { if (ce.CollidesWith(plane)) { ce.hasSpawn = false; } foreach (CommonBullet b in plane.commonBulletList) { if (b.CollidesWith(ce)) { ce.hasSpawn = false; } } ce.Update(gameTime); } LoadCommonEnemy(); base.Update(gameTime); } private void LoadCommonEnemy() { int randY = rand.Next(-600, -10); int randX = rand.Next(0, 750); if (cel.Count < 3) { cel.Add(new CommonEnemy(Content.Load<Texture2D>(@"Enemy/Common/commonEnemySprite"), 7, 2, "left", randX, randY)); } for (int i = 0; i < cel.Count; i++) { if (!cel[i].hasSpawn) { cel.RemoveAt(i); i--; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); lvl1.Draw(spriteBatch); plane.Draw(spriteBatch); foreach (CommonEnemy ce in cel) { ce.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); } I wish to load my players, enemies, all in Level1 class. However, when I move my player & enemy code into the Level1 class, the gameTime returns null. Here is my Level1 class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Input; using SpaceShooter_Beta.Animation.PlayerCollection; using SpaceShooter_Beta.Animation.EnemyCollection.Common; namespace SpaceShooter_Beta.Levels { public class Level1 { public Texture2D bgTexture1, bgTexture2; public Vector2 bgPos1, bgPos2; public float speed = 5f; Player plane; public Level1(Texture2D texture1, Texture2D texture2, Vector2 pos1, Vector2 pos2) { this.bgTexture1 = texture1; this.bgTexture2 = texture2; this.bgPos1 = pos1; this.bgPos2 = pos2; } public void LoadContent(ContentManager cm) { plane = new Player(cm.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; } public void Draw(SpriteBatch sb) { sb.Draw(bgTexture1, bgPos1, Color.White); sb.Draw(bgTexture2, bgPos2, Color.White); plane.Draw(sb); } public void Update(GameTime gt) { bgPos1.Y += speed; bgPos2.Y += speed; if (bgPos1.Y >= 600) { bgPos1.Y = -600; } if (bgPos2.Y >= 600) { bgPos2.Y = -600; } plane.Update(gt); } } } Of course when I did this, I delete all my player's code in the main Game class. All of that works fine (no errors) except that the game cannot start. The debugger says that plane.Update(gt); in Level 1 class has null GameTime, same thing with the Draw method in the Level class. Please help, I appreciate for the time. [EDIT] I know that using switch in the main class can be a solution. But I prefer a cleaner solution than that, since using switch still means I need to load all the assets through the main class, the code will be A LOT later on for each levels

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