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  • How to get german QWERTY on Windows?

    - by Arturas M
    Well I'm used to having the world standard keyboard which is qwerty and not qwertz... But on windows I can't find the choice for german input which would be qwerty, not qwertz. In linux there was german input with qwerty so it was fun. I believe it should be on Windows too? Cause i'm sick of this qwertz always having to correct and search for z or y... Yeah, I know, if Germans made a mistake, it wasn't loosing WW2... Edit: Maybe I wasn't clear enough, it's not about changing between different language inputs? It's about having all german keys in german input, just the z and y would be in the correct places like all the worlds keyboards use and like the US keyboard uses... Solution: Well unfortunately by searching everywhere and waiting for answers I couldn't find what I needed, so I came up with this solution - I used The The Microsoft Keyboard Layout Creator And created my own very custom layout by modifying the default german layout and switching places of z and y. In case somebody needs it and doesn't want to go the hard way, I decided to upload them, so here are the links to download and install the keyboard layout: http://www20.zippyshare.com/v/95071447/file.html http://rapidshare.com/files/3822150342/German%20QWERTY%202%20by%20Arturas%20M.zip It will appear as a choice under German input between languages in your language bar. If you just want to use this german layout, just remove all german layouts and install this one. Good luck and have fun using it!

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  • SSH into remote server using Public-private keys

    - by maria
    Hi, I have recently setup ssh on two linux machines (lets call them server-a, client-b). I have generated two ssh auth files on client-b machine using ssh key gen and can see both public and private files in .ssh dir. I have named them 'example' and 'example.pub'. Then I have added example.pub to sever-a's auth file. When I try to ssh into server-a it still requests a password authentication where as I want a password less login (private key on client-b is setup without password). When I try to ssh with '-v' .. get the following output: debug1: Next authentication method: publickey debug1: Trying private key: /Users/abc/.ssh/identity debug1: Offering public key: /Users/abc/.ssh/id_rsa debug2: we sent a publickey packet, wait for reply debug1: Authentications that can continue: publickey,keyboard-interactive debug1: Offering public key: /Users/abc/.ssh/id_dsa debug2: we sent a publickey packet, wait for reply debug1: Authentications that can continue: publickey,keyboard-interactive debug2: we did not send a packet, disable method debug1: Next authentication method: keyboard-interactive debug2: userauth_kbdint debug2: we sent a keyboard-interactive packet, wait for reply debug2: input_userauth_info_req debug2: input_userauth_info_req: num_prompts 1 Password: Please help.

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  • Apple: Bind a key to a commandline command?

    - by Stefan Lasiewski
    I have a Mac Powerbook running Leopard (10.5.8). Does Leopard provide an easy way to bind keys to commands which are typically run on the commandline? For example, I can open up Terminal.app and run the command /System/Library/Frameworks/ScreenSaver.framework/Resources/ScreenSaverEngine.app/Contents/MacOS/ScreenSaverEngine which will activate the screensaver and lock my screen. What if I want to bind 'Apple-key L' to this command and execute this globally, regardless of which application is in use at the moment? Can I do this, or can I only run ScreenSaverEngine from a Terminal window? I tried to set up global keyboard shortcuts, but it seems that this won't allow me to bind a key to an arbitrary shell command: Note: You can create keyboard shortcuts only for existing menu commands. You cannot define keyboard shortcuts for general purpose tasks such as opening an application or switching between applications. I tried to set up a application keyboard shortcut, but commands like ScreenSaverEngine don't seem to be an application. Note that this Screensaver/Lock screen is just one example. I have come across other nifty commands which I might want to bind to a key-combination as well. I can do this in Gnome and Windows (with varying success). How about with Leopard?

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  • Windows 7 ignores F6/F8 and will not boot

    - by P.Brian.Mackey
    I have a work PC with sophos safeguard encryption on it. Windows failed to start. When I bootup I receive an error saying a recent hardware or software change might be the cause. File: \Boot\BCD Status: 0xc0000098 Info: The windows boot configuration data file does not contain a valid OS entry. This began after the PC forced me to run a system recovery. My machine had powered down improperly (power outage?) and simply would not respond to my keyboard input to cancel the option to scan my system. After the scan "repaired" a boot file, my system crashed. Now it tells me I can insert my windows 7 disk and run recovery. I can't simply do this because of Safeguard. The system recovery can't see my encrypted drive. I tried hitting F2 to manually login to Safeguard and then selected the option to boot from media. The computer prompts me to hit any key to boot from disk...which I do, but once again it is not reading my keyboard input. I can't get F8/F6 to bypass startup files and get me to a command prompt like the old days. If I could get to a command prompt I might could recover the file windows jacked up from its backup location...though I may need to use the windows recovery disk UI to do this..??? In the past I've been able to slap in a PS/2 keyboard when the USB keyboards stop responding like this. I have no PS/2 keyboard available. Anyone have any idea how I can undo the damage windows system recovery has done with safeguard installed?

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  • Password-less login into localhost

    - by Brad
    I am trying to setup password-less login into my localhost because it's required for a tutorial. I went through the normal steps of generating an rsa key and appending the public key to authorized_keys but I am still prompted for a password. I've also enabled RSAAuthentication and PubKeyAuthentication in /etc/ssh_config. Following other suggestions I've seen, I tried: chmod go-w ~/ chmod 700 ~/.ssh chmod 600 ~/.ssh/authorized_keys But the problem persists. Here is the output from ssh -v localhost: (tutorial)bnels21-2:tutorial bnels21$ ssh -v localhost OpenSSH_5.9p1, OpenSSL 0.9.8r 8 Feb 2011 debug1: Reading configuration data /etc/ssh_config debug1: /etc/ssh_config line 20: Applying options for * debug1: Connecting to localhost [::1] port 22. debug1: Connection established. debug1: identity file /Users/bnels21/.ssh/id_rsa type 1 debug1: identity file /Users/bnels21/.ssh/id_rsa-cert type -1 debug1: identity file /Users/bnels21/.ssh/id_dsa type -1 debug1: identity file /Users/bnels21/.ssh/id_dsa-cert type -1 debug1: Remote protocol version 2.0, remote software version OpenSSH_5.9 debug1: match: OpenSSH_5.9 pat OpenSSH* debug1: Enabling compatibility mode for protocol 2.0 debug1: Local version string SSH-2.0-OpenSSH_5.9 debug1: SSH2_MSG_KEXINIT sent debug1: SSH2_MSG_KEXINIT received debug1: kex: server->client aes128-ctr hmac-md5 none debug1: kex: client->server aes128-ctr hmac-md5 none debug1: SSH2_MSG_KEX_DH_GEX_REQUEST(1024<1024<8192) sent debug1: expecting SSH2_MSG_KEX_DH_GEX_GROUP debug1: SSH2_MSG_KEX_DH_GEX_INIT sent debug1: expecting SSH2_MSG_KEX_DH_GEX_REPLY debug1: Server host key: RSA 1c:31:0e:56:93:45:dc:f0:77:6c:bd:90:27:3b:c6:43 debug1: Host 'localhost' is known and matches the RSA host key. debug1: Found key in /Users/bnels21/.ssh/known_hosts:11 debug1: ssh_rsa_verify: signature correct debug1: SSH2_MSG_NEWKEYS sent debug1: expecting SSH2_MSG_NEWKEYS debug1: SSH2_MSG_NEWKEYS received debug1: Roaming not allowed by server debug1: SSH2_MSG_SERVICE_REQUEST sent debug1: SSH2_MSG_SERVICE_ACCEPT received debug1: Authentications that can continue: publickey,keyboard-interactive debug1: Next authentication method: publickey debug1: Offering RSA public key: /Users/bnels21/.ssh/id_rsa debug1: Authentications that can continue: publickey,keyboard-interactive debug1: Offering RSA public key: id_rsa3 debug1: Authentications that can continue: publickey,keyboard-interactive debug1: Trying private key: /Users/bnels21/.ssh/id_dsa debug1: Next authentication method: keyboard-interactive Password: Any suggestions? I'm running OSX 10.8.

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  • SSH Keys Authentication keeps asking for password

    - by Rhyuk
    Im trying to set access from ServerA(SunOS) to ServerB(Some custom Linux with Keyboard Interactive login) with SSH Keys. As a proof of concept I was able to do it between 2 virtual machines. Now in my real life scenario it isnt working. I created the keys in ServerA, copied them to ServerB, chmod'd .ssh folders to 700 on both ServerA,B. Here is the log of what I get. debug1: SSH2_MSG_KEXINIT sent debug1: SSH2_MSG_KEXINIT received debug1: kex: server->client aes128-ctr hmac-md5 none debug1: kex: client->server aes128-ctr hmac-md5 none debug1: Peer sent proposed langtags, ctos: debug1: Peer sent proposed langtags, stoc: debug1: We proposed langtags, ctos: en-US debug1: We proposed langtags, stoc: en-US debug1: SSH2_MSG_KEX_DH_GEX_REQUEST sent debug1: expecting SSH2_MSG_KEX_DH_GEX_GROUP debug1: dh_gen_key: priv key bits set: 125/256 debug1: bits set: 1039/2048 debug1: SSH2_MSG_KEX_DH_GEX_INIT sent debug1: expecting SSH2_MSG_KEX_DH_GEX_REPLY debug1: Host 'XXX.XXX.XXX.XXX' is known and matches the RSA host key. debug1: Found key in /XXX/.ssh/known_hosts:1 debug1: bits set: 1061/2048 debug1: ssh_rsa_verify: signature correct debug1: newkeys: mode 1 debug1: set_newkeys: setting new keys for 'out' mode debug1: SSH2_MSG_NEWKEYS sent debug1: expecting SSH2_MSG_NEWKEYS debug1: newkeys: mode 0 debug1: set_newkeys: setting new keys for 'in' mode debug1: SSH2_MSG_NEWKEYS received debug1: done: ssh_kex2. debug1: send SSH2_MSG_SERVICE_REQUEST debug1: got SSH2_MSG_SERVICE_ACCEPT debug1: Authentications that can continue: publickey,keyboard-interactive debug1: Next authentication method: publickey debug1: Trying private key: /XXXX/.ssh/identity debug1: Trying public key: /xxx/.ssh/id_rsa debug1: Authentications that can continue: publickey,keyboard-interactive debug1: Trying private key: /xxx/.ssh/id_dsa debug1: Next authentication method: keyboard-interactive Password: Password: ServerB has pretty limited actions since its a custom propietary linux. What could be happening? EDIT WITH ANSWER: Problem was that I didnt have those settings enabled in the sshd_config (Refer to accepted answer) AND that while pasting the key from ServerA to ServerB it would interpret the key as 3 separate lines. What I did was, in case you cant use ssh-copy-id like I couldnt. Paste the first line of your key in your "ServerB" authorized_keys file WITHOUT the last 2 characters, then type yourself the missing characters from line 1 and the first one from line 2, this will prevent adding a "new line" between the first and second line of the key. Repeat with the 3d line.

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  • Getting Started with Boxee

    - by DigitalGeekery
    Boxee is a free Media PC application that runs on Windows, Mac, and Ubuntu Linux. With Boxee, you can integrate online video, music and pictures, with your own local media and social networking. Today we are going to take a closer look at Boxee and some of it’s features. Note: We used Windows 7 for this tutorial. Your experience on a Mac or Ubuntu Linux build may vary slightly. Hardware Requirements x86 (Intel/AMD processor) based system running at 1.0GHz or greater 512MB system memory (RAM) or more Video card capable of OpenGL 1.4, Direct X 9.0 Software Requirements Mac OS X 10.4+ (Intel based processor) Ubuntu Linux 9.04+ x86 only Windows XP / Vista / 7 (64 bit in Vista or 7) Installing Boxee Before downloading and installing Boxee, you’ll need to register for a free account. (See link below) Once your account is registered and verified, you’ll be able to log in and download the application. Installation is pretty straightforward…just take the defaults. Boxee will open in full screen mode and you’ll be prompted to login with your username and password. Before you login, you may want to take a moment to click on the “Guide” icon and learn a bit about navigating in Boxee. Some basic keyboard navigation is as follows. Move right, left, up, & down with the arrow keys. Hit “Enter” to make a selection, the forward slash key “\” to toggle between full screen and windowed mode, and “Esc” to go back to the previous screen. For Playback, the volume is controlled by plus & minus (+/-) keys, you can Play / Pause using the spacebar, and skip using the arrow keys. Boxee will also work with any infrared remote. If you have an iPhone or iPod Touch you can download software to enable them as a Boxee remote. If you’re using a mouse and keyboard, hover over the username and password boxes to enter your login credentials. If using a a remote, click your OK button and enter credentials with the on screen keyboard. Click “Done” when finished.   When you are ready to login, enter your credentials and click “Login.” On first login, you’ll be prompted to calibrate your screen. If you choose “Skip” you can always calibrate your screen later under Settings > Appearance > Screen. When Boxee opens, you’ll be greeted by the Home screen. To the left will be your Feeds. This will be any recommended content from friends on Boxee, and social networks such as Facebook and Twitter. Although, when you first login, it will mainly be info from the Boxee staff. You’ll have “Featured” content in the center and your Queue on the right. You’ll also have the Menu along the top.   Pop Up Menu The Pop Menu can be accessed by hitting the “Esc” key, or back on your remote. Depending on where you are located in Boxee, you may have to hit it a few time to “back out” to the Pop Up menu. From the Pop Up Menu, you can easily access any of the resources, settings, and favorites. Queue The Queue is your playlist of TV shows, movies, or Internet videos you wish to watch. When you find an offering you’d like to watch, select it and then click “Add to Queue.” The selected item will be added to your Queue and can be accessed at any time from the Menu. TV Show Library The TV Show library can contain files from your local hard drive or streaming content from the Web. Boxee pulls content from a variety of online locations such as Hulu and TV network sites. Click on the show to see which specific episodes are currently available. To search for your favorite shows, click on the yellow arrow to the left, or navigate to the left with your keyboard or remote. Enter your selection into the search box. My Apps By default, the “My Apps” section includes a list of the most popular apps, such as Netflix, Pandora, YouTube, and others. You can remove Apps from “My Apps,” or add new Apps from the Apps Library.   To access all the available Apps, click on the left arrow button, or click on the yellow arrow at the left, then select “App Library.” Choose an App from the Library and click it to open… … and then select “Add to My Apps.” Or, you can click start to play the App if you don’t wish to Add it to your “My Apps.”   Music, Pictures, and Movies Boxee will scan your PC for movies, pictures, and music. You can choose to scan specific folders by clicking on “Scan Media Folders…” … or from the Pop Up Menu, selecting Settings > Media, and then browsing for your media.   Conclusion Boxee to be a great way to integrate your local media with online streaming content. It can be run as an application on your home PC, or as a stand alone media PC. It should also be noted, however, that your access to online content will vary depending on your country. If you are a Windows Media Center user and and want to add the additional features of Boxee, check out our article on integrating Boxee with Windows 7 Media Center. Download Boxee Similar Articles Productive Geek Tips Integrate Boxee with Media Center in Windows 7Disable Fast User Switching on Windows XPOops! Sorry About the Feed ErrorsDisplay a list of Started Services from the Command Line (Windows)Feedburner to Google: Worst Transition Ever. 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  • Segfault when iterating over a map<string, string> and drawing its contents using SDL_TTF

    - by Michael Stahre
    I'm not entirely sure this question belongs on gamedev.stackexchange, but I'm technically working on a game and working with SDL, so it might not be entirely offtopic. I've written a class called DebugText. The point of the class is to have a nice way of printing values of variables to the game screen. The idea is to call SetDebugText() with the variables in question every time they change or, as is currently the case, every time the game's Update() is called. The issue is that when iterating over the map that contains my variables and their latest updated values, I get segfaults. See the comments in DrawDebugText() below, it specifies where the error happens. I've tried splitting the calls to it-first and it-second into separate lines and found that the problem doesn't always happen when calling it-first. It alters between it-first and it-second. I can't find a pattern. It doesn't fail on every call to DrawDebugText() either. It might fail on the third time DrawDebugText() is called, or it might fail on the fourth. Class header: #ifndef CLIENT_DEBUGTEXT_H #define CLIENT_DEBUGTEXT_H #include <Map> #include <Math.h> #include <sstream> #include <SDL.h> #include <SDL_ttf.h> #include "vector2.h" using std::string; using std::stringstream; using std::map; using std::pair; using game::Vector2; namespace game { class DebugText { private: TTF_Font* debug_text_font; map<string, string>* debug_text_list; public: void SetDebugText(string var, bool value); void SetDebugText(string var, float value); void SetDebugText(string var, int value); void SetDebugText(string var, Vector2 value); void SetDebugText(string var, string value); int DrawDebugText(SDL_Surface*, SDL_Rect*); void InitDebugText(); void Clear(); }; } #endif Class source file: #include "debugtext.h" namespace game { // Copypasta function for handling the toString conversion template <class T> inline string to_string (const T& t) { stringstream ss (stringstream::in | stringstream::out); ss << t; return ss.str(); } // Initializes SDL_TTF and sets its font void DebugText::InitDebugText() { if(TTF_WasInit()) TTF_Quit(); TTF_Init(); debug_text_font = TTF_OpenFont("LiberationSans-Regular.ttf", 16); TTF_SetFontStyle(debug_text_font, TTF_STYLE_NORMAL); } // Iterates over the current debug_text_list and draws every element on the screen. // After drawing with SDL you need to get a rect specifying the area on the screen that was changed and tell SDL that this part of the screen needs to be updated. this is done in the game's Draw() function // This function sets rects_to_update to the new list of rects provided by all of the surfaces and returns the number of rects in the list. These two parameters are used in Draw() when calling on SDL_UpdateRects(), which takes an SDL_Rect* and a list length int DebugText::DrawDebugText(SDL_Surface* screen, SDL_Rect* rects_to_update) { if(debug_text_list == NULL) return 0; if(!TTF_WasInit()) InitDebugText(); rects_to_update = NULL; // Specifying the font color SDL_Color font_color = {0xff, 0x00, 0x00, 0x00}; // r, g, b, unused int row_count = 0; string line; // The iterator variable map<string, string>::iterator it; // Gets the iterator and iterates over it for(it = debug_text_list->begin(); it != debug_text_list->end(); it++) { // Takes the first value (the name of the variable) and the second value (the value of the parameter in string form) //---------THIS LINE GIVES ME SEGFAULTS----- line = it->first + ": " + it->second; //------------------------------------------ // Creates a surface with the text on it that in turn can be rendered to the screen itself later SDL_Surface* debug_surface = TTF_RenderText_Solid(debug_text_font, line.c_str(), font_color); if(debug_surface == NULL) { // A standard check for errors fprintf(stderr, "Error: %s", TTF_GetError()); return NULL; } else { // If SDL_TTF did its job right, then we now set a destination rect row_count++; SDL_Rect dstrect = {5, 5, 0, 0}; // x, y, w, h dstrect.x = 20; dstrect.y = 20*row_count; // Draws the surface with the text on it to the screen int res = SDL_BlitSurface(debug_surface,NULL,screen,&dstrect); if(res != 0) { //Just an error check fprintf(stderr, "Error: %s", SDL_GetError()); return NULL; } // Creates a new rect to specify the area that needs to be updated with SDL_Rect* new_rect_to_update = (SDL_Rect*) malloc(sizeof(SDL_Rect)); new_rect_to_update->h = debug_surface->h; new_rect_to_update->w = debug_surface->w; new_rect_to_update->x = dstrect.x; new_rect_to_update->y = dstrect.y; // Just freeing the surface since it isn't necessary anymore SDL_FreeSurface(debug_surface); // Creates a new list of rects with room for the new rect SDL_Rect* newtemp = (SDL_Rect*) malloc(row_count*sizeof(SDL_Rect)); // Copies the data from the old list of rects to the new one memcpy(newtemp, rects_to_update, (row_count-1)*sizeof(SDL_Rect)); // Adds the new rect to the new list newtemp[row_count-1] = *new_rect_to_update; // Frees the memory used by the old list free(rects_to_update); // And finally redirects the pointer to the old list to the new list rects_to_update = newtemp; newtemp = NULL; } } // When the entire map has been iterated over, return the number of lines that were drawn, ie. the number of rects in the returned rect list return row_count; } // The SetDebugText used by all the SetDebugText overloads // Takes two strings, inserts them into the map as a pair void DebugText::SetDebugText(string var, string value) { if (debug_text_list == NULL) { debug_text_list = new map<string, string>(); } debug_text_list->erase(var); debug_text_list->insert(pair<string, string>(var, value)); } // Writes the bool to a string and calls SetDebugText(string, string) void DebugText::SetDebugText(string var, bool value) { string result; if (value) result = "True"; else result = "False"; SetDebugText(var, result); } // Does the same thing, but uses to_string() to convert the float void DebugText::SetDebugText(string var, float value) { SetDebugText(var, to_string(value)); } // Same as above, but int void DebugText::SetDebugText(string var, int value) { SetDebugText(var, to_string(value)); } // Vector2 is a struct of my own making. It contains the two float vars x and y void DebugText::SetDebugText(string var, Vector2 value) { SetDebugText(var + ".x", to_string(value.x)); SetDebugText(var + ".y", to_string(value.y)); } // Empties the list. I don't actually use this in my code. Shame on me for writing something I don't use. void DebugText::Clear() { if(debug_text_list != NULL) debug_text_list->clear(); } }

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  • how to do event checks for loops?

    - by yao jiang
    I am having some trouble getting the logic down for this. Currently, I have an app that animates the astar pathfinding algorithm. On start of the app, the ui will show the following: User can press "space" to randomly choose start/end coords, then the app will animate it. Or, user can choose the start/end by left-click/right-click. During the animation, the user can also left-click to generate blocks, or right-click to choose a new destiantion. Where I am stuck at is how to handle the events while the app is animating. Right now, I am checking events in the main loop, then when the app is animating, I do event checks again. While it works fine, I feel that I am probably doing it wrong. What is the proper way of setting up the main loop that will handle the events while the app is animating? In main loop, the app start animating once user choose start/end. In my draw function, I am putting another event checker in there. def clear(rows): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; buildCoor.append(r); buildCoor.append(c); else: color = white; grid[r][c] = 0; pick_image(screen, color, width*c, height*r); pygame.display.flip(); os.system('cls'); # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = []; clear(rows); # main loop while not done: # check the events for event in pygame.event.get(): # mouse events if event.type == pygame.MOUSEBUTTONDOWN: # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # find which button pressed, highlight grid accordingly if event.button == 1: # left click, start coords if grid[r][c] == 2: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 4: grid[r][c] = 2; start = [r,c]; color = green; else: grid[r][c] = 1; color = brown; elif event.button == 3: # right click, end coords if grid[r][c] == 4: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 2: grid[r][c] = 4; end = [r,c]; color = red; else: grid[r][c] = 1; color = brown; pick_image(screen, color, width*c, height*r); # keyboard events elif event.type == pygame.KEYDOWN: clear(rows); # one way to quit program if event.key == pygame.K_ESCAPE: print "program will now exit."; done = True; # space key for random start/end elif event.key == pygame.K_SPACE: # first clear the ui clear(rows); # now choose random start/end coords buildLoc = zip(buildCoor,buildCoor[1:])[::2]; #print buildLoc; (start_x, start_y, end_x, end_y) = pick_point(); while (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: (start_x, start_y, end_x, end_y) = pick_point(); clear(rows); print "chosen random start/end coords: ", (start_x, start_y, end_x, end_y); if (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: print "error"; # draw the route marked_grid, route_coord = find_route([start_x,start_y],[end_x,end_y], grid); draw([start_x, start_y], [end_x, end_y], marked_grid, route_coord); # return key for user defined start/end elif event.key == pygame.K_RETURN: # first clear the ui clear(rows); # get the user defined start/end print "user defined start/end are: ", (start[0], start[1], end[0], end[1]); grid[start[0]][start[1]] = 1; grid[end[0]][end[1]] = 2; # draw the route marked_grid, route_coord = find_route(start, end, grid); draw(start, end, marked_grid, route_coord); # c to clear the screen elif event.key == pygame.K_c: print "clearing screen."; clear(rows); # go fullscreen elif event.key == pygame.K_f: if not full_sc: pygame.display.set_mode([1366, 768], pygame.FULLSCREEN); full_sc = True; rows = 15; clear(rows); else: pygame.display.set_mode(size); full_sc = False; # +/- key to change speed of animation elif event.key == pygame.K_LEFTBRACKET: if speed >= 0.1: print SPEED_UP; speed = speed_up(speed); print speed; else: print FASTEST; print speed; elif event.key == pygame.K_RIGHTBRACKET: if speed < 1.0: print SPEED_DOWN; speed = slow_down(speed); print speed; else: print SLOWEST print speed; # second method to quit program elif event.type == pygame.QUIT: print "program will now exit."; done = True; # limit to 20 fps clock.tick(20); # update the screen pygame.display.flip();

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  • Outbound traffic being blocked for MIP/VIPped servers (Juniper SSG5)

    - by Mark S. Rasmussen
    As we've been having some problems with sporadic packet loss, I've been preparing a replacement router (also an SSG5) for our current Juniper SSG5. I've setup the new SSG5 identically to the old one. We have a /29 IP range with a single IP setup as a MIP map to a server and two others being used for VIP maps. Each VIP/MIP is accompanied by relevant policies. Long story short - we tried connected the new SSG5 and some things were not working as they should. No problem, I just reconnected the old one. However, some things are still broken, even when I reconnected the old one. I fear I may have inadvertently changed some settings while browsing through old settings in my attempt to reconfigure the new SSG5 unit. All inbound traffic seems to work as expected. However, the 192.168.2.202 server can't initiate any outbound connections. It works perfectly on the local network, but any pings or DNS lookups to external IP's fail. The MIP & VIP map to it works perfectly - I can access it through HTTP and RDP without issues. Any tips on what to debug, or where I've messed up my config? I've attached the full config here (with anonymized IPs): set clock timezone 1 set vrouter trust-vr sharable set vrouter "untrust-vr" exit set vrouter "trust-vr" unset auto-route-export exit set service "MyVOIP_UDP4569" protocol udp src-port 0-65535 dst-port 4569-4569 set service "MyVOIP_TCP22" protocol tcp src-port 0-65535 dst-port 22-22 set service "MyRDP" protocol tcp src-port 0-65535 dst-port 3389-3389 set service "MyRsync" protocol tcp src-port 0-65535 dst-port 873-873 set service "NZ_FTP" protocol tcp src-port 0-65535 dst-port 40000-41000 set service "NZ_FTP" + tcp src-port 0-65535 dst-port 21-21 set service "PPTP-VPN" protocol 47 src-port 2048-2048 dst-port 2048-2048 set service "PPTP-VPN" + tcp src-port 1024-65535 dst-port 1723-1723 set service "NZ_FMS_1935" protocol tcp src-port 0-65535 dst-port 1935-1935 set service "NZ_FMS_1935" + udp src-port 0-65535 dst-port 1935-1935 set service "NZ_FMS_8080" protocol tcp src-port 0-65535 dst-port 8080-8080 set service "CrashPlan Server" protocol tcp src-port 0-65535 dst-port 4280-4280 set service "CrashPlan Console" protocol tcp src-port 0-65535 dst-port 4282-4282 unset alg sip enable set auth-server "Local" id 0 set auth-server "Local" server-name "Local" set auth default auth server "Local" set auth radius accounting port 1646 set admin auth timeout 10 set admin auth server "Local" set admin format dos set vip multi-port set zone "Trust" vrouter "trust-vr" set zone "Untrust" vrouter "trust-vr" set zone "DMZ" vrouter "trust-vr" set zone "VLAN" vrouter "trust-vr" set zone "Untrust-Tun" vrouter "trust-vr" set zone "Trust" tcp-rst set zone "Untrust" block unset zone "Untrust" tcp-rst set zone "DMZ" tcp-rst set zone "VLAN" block unset zone "VLAN" tcp-rst set zone "Untrust" screen tear-drop set zone "Untrust" screen syn-flood set zone "Untrust" screen ping-death set zone "Untrust" screen ip-filter-src set zone "Untrust" screen land set zone "V1-Untrust" screen tear-drop set zone "V1-Untrust" screen syn-flood set zone "V1-Untrust" screen ping-death set zone "V1-Untrust" screen ip-filter-src set zone "V1-Untrust" screen land set interface ethernet0/0 phy full 100mb set interface ethernet0/3 phy full 100mb set interface ethernet0/4 phy full 100mb set interface ethernet0/5 phy full 100mb set interface ethernet0/6 phy full 100mb set interface "ethernet0/0" zone "Untrust" set interface "ethernet0/1" zone "Null" set interface "bgroup0" zone "Trust" set interface "bgroup1" zone "Trust" set interface "bgroup2" zone "Trust" set interface bgroup2 port ethernet0/2 set interface bgroup0 port ethernet0/3 set interface bgroup0 port ethernet0/4 set interface bgroup1 port ethernet0/5 set interface bgroup1 port ethernet0/6 unset interface vlan1 ip set interface ethernet0/0 ip 212.242.193.18/29 set interface ethernet0/0 route set interface bgroup0 ip 192.168.1.1/24 set interface bgroup0 nat set interface bgroup1 ip 192.168.2.1/24 set interface bgroup1 nat set interface bgroup2 ip 192.168.3.1/24 set interface bgroup2 nat set interface ethernet0/0 gateway 212.242.193.17 unset interface vlan1 bypass-others-ipsec unset interface vlan1 bypass-non-ip set interface ethernet0/0 ip manageable set interface bgroup0 ip manageable set interface bgroup1 ip manageable set interface bgroup2 ip manageable set interface bgroup0 manage mtrace unset interface bgroup1 manage ssh unset interface bgroup1 manage telnet unset interface bgroup1 manage snmp unset interface bgroup1 manage ssl unset interface bgroup1 manage web unset interface bgroup2 manage ssh unset interface bgroup2 manage telnet unset interface bgroup2 manage snmp unset interface bgroup2 manage ssl unset interface bgroup2 manage web set interface ethernet0/0 vip 212.242.193.19 2048 "PPTP-VPN" 192.168.1.131 set interface ethernet0/0 vip 212.242.193.19 + 4280 "CrashPlan Server" 192.168.1.131 set interface ethernet0/0 vip 212.242.193.19 + 4282 "CrashPlan Console" 192.168.1.131 set interface ethernet0/0 vip 212.242.193.22 22 "MyVOIP_TCP22" 192.168.2.127 set interface ethernet0/0 vip 212.242.193.22 + 4569 "MyVOIP_UDP4569" 192.168.2.127 set interface ethernet0/0 vip 212.242.193.22 + 3389 "MyRDP" 192.168.2.202 set interface ethernet0/0 vip 212.242.193.22 + 873 "MyRsync" 192.168.2.201 set interface ethernet0/0 vip 212.242.193.22 + 80 "HTTP" 192.168.2.202 set interface ethernet0/0 vip 212.242.193.22 + 2048 "PPTP-VPN" 192.168.2.201 set interface ethernet0/0 vip 212.242.193.22 + 8080 "NZ_FMS_8080" 192.168.2.216 set interface ethernet0/0 vip 212.242.193.22 + 1935 "NZ_FMS_1935" 192.168.2.216 set interface bgroup0 dhcp server service set interface bgroup1 dhcp server service set interface bgroup2 dhcp server service set interface bgroup0 dhcp server auto set interface bgroup1 dhcp server auto set interface bgroup2 dhcp server auto set interface bgroup0 dhcp server option domainname iplan set interface bgroup0 dhcp server option dns1 192.168.1.131 set interface bgroup1 dhcp server option domainname nzlan set interface bgroup1 dhcp server option dns1 192.168.2.202 set interface bgroup2 dhcp server option dns1 8.8.8.8 set interface bgroup2 dhcp server option wins1 8.8.4.4 set interface bgroup0 dhcp server ip 192.168.1.2 to 192.168.1.116 set interface bgroup1 dhcp server ip 192.168.2.2 to 192.168.2.116 set interface bgroup2 dhcp server ip 192.168.3.2 to 192.168.3.126 unset interface bgroup0 dhcp server config next-server-ip unset interface bgroup1 dhcp server config next-server-ip unset interface bgroup2 dhcp server config next-server-ip set interface "ethernet0/0" mip 212.242.193.21 host 192.168.2.202 netmask 255.255.255.255 vr "trust-vr" set interface "serial0/0" modem settings "USR" init "AT&F" set interface "serial0/0" modem settings "USR" active set interface "serial0/0" modem speed 115200 set interface "serial0/0" modem retry 3 set interface "serial0/0" modem interval 10 set interface "serial0/0" modem idle-time 10 set pak-poll p1queue pak-threshold 96 set pak-poll p2queue pak-threshold 32 set flow tcp-mss unset flow tcp-syn-check set dns host dns1 0.0.0.0 set dns host dns2 0.0.0.0 set dns host dns3 0.0.0.0 set address "Trust" "192.168.1.0/24" 192.168.1.0 255.255.255.0 set address "Trust" "192.168.2.0/24" 192.168.2.0 255.255.255.0 set address "Trust" "192.168.3.0/24" 192.168.3.0 255.255.255.0 set ike respond-bad-spi 1 unset ike ikeid-enumeration unset ike dos-protection unset ipsec access-session enable set ipsec access-session maximum 5000 set ipsec access-session upper-threshold 0 set ipsec access-session lower-threshold 0 set ipsec access-session dead-p2-sa-timeout 0 unset ipsec access-session log-error unset ipsec access-session info-exch-connected unset ipsec access-session use-error-log set l2tp default ppp-auth chap set url protocol websense exit set policy id 1 from "Trust" to "Untrust" "Any" "Any" "ANY" permit traffic set policy id 1 exit set policy id 2 from "Untrust" to "Trust" "Any" "VIP(212.242.193.19)" "PPTP-VPN" permit traffic set policy id 2 exit set policy id 3 from "Untrust" to "Trust" "Any" "VIP(212.242.193.22)" "HTTP" permit traffic priority 0 set policy id 3 set service "MyRDP" set service "MyRsync" set service "MyVOIP_TCP22" set service "MyVOIP_UDP4569" exit set policy id 6 from "Trust" to "Trust" "192.168.1.0/24" "192.168.2.0/24" "ANY" deny set policy id 6 exit set policy id 7 from "Trust" to "Trust" "192.168.2.0/24" "192.168.1.0/24" "ANY" deny set policy id 7 exit set policy id 8 from "Trust" to "Trust" "192.168.3.0/24" "192.168.1.0/24" "ANY" deny set policy id 8 exit set policy id 9 from "Trust" to "Trust" "192.168.3.0/24" "192.168.2.0/24" "ANY" deny set policy id 9 exit set policy id 10 from "Untrust" to "Trust" "Any" "MIP(212.242.193.21)" "NZ_FTP" permit set policy id 10 exit set policy id 11 from "Untrust" to "Trust" "Any" "VIP(212.242.193.22)" "PPTP-VPN" permit set policy id 11 exit set policy id 12 from "Untrust" to "Trust" "Any" "VIP(212.242.193.22)" "NZ_FMS_1935" permit set policy id 12 set service "NZ_FMS_8080" exit set policy id 13 from "Untrust" to "Trust" "Any" "VIP(212.242.193.19)" "CrashPlan Console" permit set policy id 13 set service "CrashPlan Server" exit set nsmgmt bulkcli reboot-timeout 60 set ssh version v2 set config lock timeout 5 set snmp port listen 161 set snmp port trap 162 set vrouter "untrust-vr" exit set vrouter "trust-vr" unset add-default-route exit set vrouter "untrust-vr" exit set vrouter "trust-vr" exit

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  • Allowing connections initiated from outside

    - by Mark S. Rasmussen
    I've got an old Juniper SSG5 running ScreenOS 5.4.0r6.0. Once a day, more or less, it'll start randomly dropping packets at a rate of ~5-10%. We currently solve this issue by simply rebooting the unit, after which it resumes working in perfect condition. As this error has started appearing randomly, without any configuration or hardware changes, I'm assuming I've got an aging unit about to fail. As such, I've got a replacement SSG5 running ScreenOS 6.0. I've dumped the config on the 5.4 and imported it into a clean 6.0, and it seems to gladly accept it, and all my configuration seems to be A-OK. However, upon connecting the new unit, all outside-initiated connections seem to be blocked. If I browse our external IP from the inside, everything works perfectly, and it's not just port 80, SSH, Crashplan - all of our policies route correctly. All normal networking, initiated from the inside, work perfectly as well. If on the other hand I browse our external IP from the outside, everything is blocked. Barring differences between ScreenOS 5.4 and 6.0, the config is identical. Is there a setting somewhere that defines whether outside/inside initiated connections are allowed? unset key protection enable set clock timezone 1 set vrouter trust-vr sharable set vrouter "untrust-vr" exit set vrouter "trust-vr" unset auto-route-export exit set service "MyVOIP_UDP4569" protocol udp src-port 0-65535 dst-port 4569-4569 set service "MyVOIP_TCP22" protocol tcp src-port 0-65535 dst-port 22-22 set service "MyRDP" protocol tcp src-port 0-65535 dst-port 3389-3389 set service "MyRsync" protocol tcp src-port 0-65535 dst-port 873-873 set service "NZ_FTP" protocol tcp src-port 0-65535 dst-port 40000-41000 set service "NZ_FTP" + tcp src-port 0-65535 dst-port 21-21 set service "PPTP-VPN" protocol 47 src-port 2048-2048 dst-port 2048-2048 set service "PPTP-VPN" + tcp src-port 1024-65535 dst-port 1723-1723 set service "NZ_FMS_1935" protocol tcp src-port 0-65535 dst-port 1935-1935 set service "NZ_FMS_1935" + udp src-port 0-65535 dst-port 1935-1935 set service "NZ_FMS_8080" protocol tcp src-port 0-65535 dst-port 8080-8080 set service "CrashPlan Server" protocol tcp src-port 0-65535 dst-port 4280-4280 set service "CrashPlan Console" protocol tcp src-port 0-65535 dst-port 4282-4282 unset alg sip enable set alg appleichat enable unset alg appleichat re-assembly enable set alg sctp enable set auth-server "Local" id 0 set auth-server "Local" server-name "Local" set auth default auth server "Local" set auth radius accounting port 1646 set admin name "netscreen" set admin password "XXX" set admin auth web timeout 10 set admin auth dial-in timeout 3 set admin auth server "Local" set admin format dos set vip multi-port set zone "Trust" vrouter "trust-vr" set zone "Untrust" vrouter "trust-vr" set zone "DMZ" vrouter "trust-vr" set zone "VLAN" vrouter "trust-vr" set zone "Untrust-Tun" vrouter "trust-vr" set zone "Trust" tcp-rst set zone "Untrust" block unset zone "Untrust" tcp-rst set zone "MGT" block unset zone "V1-Trust" tcp-rst unset zone "V1-Untrust" tcp-rst set zone "DMZ" tcp-rst unset zone "V1-DMZ" tcp-rst unset zone "VLAN" tcp-rst set zone "Untrust" screen tear-drop set zone "Untrust" screen syn-flood set zone "Untrust" screen ping-death set zone "Untrust" screen ip-filter-src set zone "Untrust" screen land set zone "V1-Untrust" screen tear-drop set zone "V1-Untrust" screen syn-flood set zone "V1-Untrust" screen ping-death set zone "V1-Untrust" screen ip-filter-src set zone "V1-Untrust" screen land set interface ethernet0/0 phy full 100mb set interface ethernet0/3 phy full 100mb set interface ethernet0/4 phy full 100mb set interface ethernet0/5 phy full 100mb set interface ethernet0/6 phy full 100mb set interface "ethernet0/0" zone "Untrust" set interface "ethernet0/1" zone "Null" set interface "bgroup0" zone "Trust" set interface "bgroup1" zone "Trust" set interface "bgroup2" zone "Trust" set interface bgroup2 port ethernet0/2 set interface bgroup0 port ethernet0/3 set interface bgroup0 port ethernet0/4 set interface bgroup1 port ethernet0/5 set interface bgroup1 port ethernet0/6 unset interface vlan1 ip set interface ethernet0/0 ip 215.173.182.18/29 set interface ethernet0/0 route set interface bgroup0 ip 192.168.1.1/24 set interface bgroup0 nat set interface bgroup1 ip 192.168.2.1/24 set interface bgroup1 nat set interface bgroup2 ip 192.168.3.1/24 set interface bgroup2 nat set interface ethernet0/0 gateway 215.173.182.17 unset interface vlan1 bypass-others-ipsec unset interface vlan1 bypass-non-ip set interface ethernet0/0 ip manageable set interface bgroup0 ip manageable set interface bgroup1 ip manageable set interface bgroup2 ip manageable set interface bgroup0 manage mtrace unset interface bgroup1 manage ssh unset interface bgroup1 manage telnet unset interface bgroup1 manage snmp unset interface bgroup1 manage ssl unset interface bgroup1 manage web unset interface bgroup2 manage ssh unset interface bgroup2 manage telnet unset interface bgroup2 manage snmp unset interface bgroup2 manage ssl unset interface bgroup2 manage web set interface ethernet0/0 vip 215.173.182.19 2048 "PPTP-VPN" 192.168.1.131 set interface ethernet0/0 vip 215.173.182.19 + 4280 "CrashPlan Server" 192.168.1.131 set interface ethernet0/0 vip 215.173.182.19 + 4282 "CrashPlan Console" 192.168.1.131 set interface ethernet0/0 vip 215.173.182.22 22 "MyVOIP_TCP22" 192.168.2.127 set interface ethernet0/0 vip 215.173.182.22 + 4569 "MyVOIP_UDP4569" 192.168.2.127 set interface ethernet0/0 vip 215.173.182.22 + 3389 "MyRDP" 192.168.2.202 set interface ethernet0/0 vip 215.173.182.22 + 873 "MyRsync" 192.168.2.201 set interface ethernet0/0 vip 215.173.182.22 + 80 "HTTP" 192.168.2.202 set interface ethernet0/0 vip 215.173.182.22 + 2048 "PPTP-VPN" 192.168.2.201 set interface ethernet0/0 vip 215.173.182.22 + 8080 "NZ_FMS_8080" 192.168.2.216 set interface ethernet0/0 vip 215.173.182.22 + 1935 "NZ_FMS_1935" 192.168.2.216 set interface bgroup0 dhcp server service set interface bgroup1 dhcp server service set interface bgroup2 dhcp server service set interface bgroup0 dhcp server auto set interface bgroup1 dhcp server auto set interface bgroup2 dhcp server auto set interface bgroup0 dhcp server option domainname companyalan set interface bgroup0 dhcp server option dns1 192.168.1.131 set interface bgroup1 dhcp server option domainname companyblan set interface bgroup1 dhcp server option dns1 192.168.2.202 set interface bgroup2 dhcp server option dns1 8.8.8.8 set interface bgroup2 dhcp server option wins1 8.8.4.4 set interface bgroup0 dhcp server ip 192.168.1.2 to 192.168.1.116 set interface bgroup1 dhcp server ip 192.168.2.2 to 192.168.2.116 set interface bgroup2 dhcp server ip 192.168.3.2 to 192.168.3.126 unset interface bgroup0 dhcp server config next-server-ip unset interface bgroup1 dhcp server config next-server-ip unset interface bgroup2 dhcp server config next-server-ip set interface "ethernet0/0" mip 215.173.182.21 host 192.168.2.202 netmask 255.255.255.255 vr "trust-vr" set interface "serial0/0" modem settings "USR" init "AT&F" set interface "serial0/0" modem settings "USR" active set interface "serial0/0" modem speed 115200 set interface "serial0/0" modem retry 3 set interface "serial0/0" modem interval 10 set interface "serial0/0" modem idle-time 10 set flow tcp-mss unset flow tcp-syn-check unset flow tcp-syn-bit-check set flow reverse-route clear-text prefer set flow reverse-route tunnel always set pki authority default scep mode "auto" set pki x509 default cert-path partial set pki x509 dn name "[email protected]" set dns host dns1 0.0.0.0 set dns host dns2 0.0.0.0 set dns host dns3 0.0.0.0 set address "Trust" "192.168.1.0/24" 192.168.1.0 255.255.255.0 set address "Trust" "192.168.2.0/24" 192.168.2.0 255.255.255.0 set address "Trust" "192.168.3.0/24" 192.168.3.0 255.255.255.0 set crypto-policy exit set ike respond-bad-spi 1 set ike ikev2 ike-sa-soft-lifetime 60 unset ike ikeid-enumeration unset ike dos-protection unset ipsec access-session enable set ipsec access-session maximum 5000 set ipsec access-session upper-threshold 0 set ipsec access-session lower-threshold 0 set ipsec access-session dead-p2-sa-timeout 0 unset ipsec access-session log-error unset ipsec access-session info-exch-connected unset ipsec access-session use-error-log set vrouter "untrust-vr" exit set vrouter "trust-vr" exit set l2tp default ppp-auth chap set url protocol websense exit set policy id 1 from "Trust" to "Untrust" "Any" "Any" "ANY" permit set policy id 1 exit set policy id 2 from "Untrust" to "Trust" "Any" "VIP(215.173.182.19)" "PPTP-VPN" permit traffic set policy id 2 exit set policy id 3 from "Untrust" to "Trust" "Any" "VIP(215.173.182.22)" "HTTP" permit log set policy id 3 set service "MyRDP" set service "MyRsync" set service "MyVOIP_TCP22" set service "MyVOIP_UDP4569" exit set policy id 6 from "Trust" to "Trust" "192.168.1.0/24" "192.168.2.0/24" "ANY" deny set policy id 6 exit set policy id 7 from "Trust" to "Trust" "192.168.2.0/24" "192.168.1.0/24" "ANY" deny set policy id 7 exit set policy id 8 from "Trust" to "Trust" "192.168.3.0/24" "192.168.1.0/24" "ANY" deny set policy id 8 exit set policy id 9 from "Trust" to "Trust" "192.168.3.0/24" "192.168.2.0/24" "ANY" deny set policy id 9 exit set policy id 10 from "Untrust" to "Trust" "Any" "MIP(215.173.182.21)" "NZ_FTP" permit set policy id 10 exit set policy id 11 from "Untrust" to "Trust" "Any" "VIP(215.173.182.22)" "PPTP-VPN" permit set policy id 11 exit set policy id 12 from "Untrust" to "Trust" "Any" "VIP(215.173.182.22)" "NZ_FMS_1935" permit set policy id 12 set service "NZ_FMS_8080" exit set policy id 13 from "Untrust" to "Trust" "Any" "VIP(215.173.182.19)" "CrashPlan Console" permit set policy id 13 set service "CrashPlan Server" exit set nsmgmt bulkcli reboot-timeout 60 set ssh version v2 set config lock timeout 5 unset license-key auto-update set telnet client enable set snmp port listen 161 set snmp port trap 162 set vrouter "untrust-vr" exit set vrouter "trust-vr" unset add-default-route exit set vrouter "untrust-vr" exit set vrouter "trust-vr" exit Note that I've previously posted a similar question (pertaining to the same device & replacement, but ultimately caused by a malfunctioning switch, and thus clouding the current issue): Outbound traffic being blocked for MIP/VIPped servers (Juniper SSG5)

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  • car race game collision condition.

    - by ashok patidar
    in this how can rotate car when it goes to collied with the track side. package { import flash.display.MovieClip; import flash.events.Event; import flash.events.KeyboardEvent; import flash.text.TextField; import flash.ui.Keyboard; import Math; /** * ... * @author Ashok */ public class F1race extends MovieClip { public var increment:Number = 0; //amount the car moves each frame public var posNeg:Number = 1; public var acceleration:Number = .05; //acceleration of the car, or the amount increment gets increased by. public var speed:Number = 0; //the speed of the car that will be displayed on screen public var maxSpeed:Number = 100; public var keyLeftPressed:Boolean; public var keyRightPressed:Boolean; public var keyUpPressed:Boolean; public var keyDownPressed:Boolean; public var spedometer:TextField = new TextField(); public var carRotation:Number ; public var txt_hit:TextField = new TextField(); public function F1race() { carRotation = carMC.rotation; trace(carMC.rotation); //addChild(spedometer); //spedometer.x = 0; //spedometer.y = 0; addChild(txt_hit); txt_hit.x = 0; txt_hit.y = 100; //rotation of the car addEventListener(Event.ENTER_FRAME, onEnterFrameFunction); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed,false); stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased,false); carMC.addEventListener(Event.ENTER_FRAME, carOver_road) } public function carOver_road(event:Event):void { //trace(texture.hitTestPoint(carMC.x,carMC.y,true),"--"); /* if(!texture.hitTestPoint(carMC.x,carMC.y,true)) { txt_hit.text = "WRONG WAY"; if(increment!=0) { increment=1; } } else { txt_hit.text = ""; //increment++; }*/ if (roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y,true)) { trace("left Hit" + carMC.rotation); //acceleration = .005; //if(carMC.rotation>90 || carMC.rotation>90 //carMC.rotation += 2; if ((carMC.rotation >= 90) && (carMC.rotation <= 180)) { carMC.rotation += 3; carMC.x += 3; } if ((carMC.rotation <= -90) && (carMC.rotation >= -180)) { carMC.rotation += 3; texture.y -= 3; } if ((carMC.rotation > -90) && (carMC.rotation <= -1)) { carMC.rotation += 3; texture.y -= 3; } if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x + carMC.width / 2, carMC.y,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if ((!roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y, true)) && (!roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true))) { //acceleration = .05; } } public function onEnterFrameFunction(events:Event):void { speed = Math.round((increment) * 5); spedometer.text = String(speed); if ((carMC.rotation < 180)&&(carMC.rotation >= 0)){ carRotation = carMC.rotation; posNeg = 1; } if ((carMC.rotation < 0)&&(carMC.rotation > -180)){ carRotation = -1 * carMC.rotation; posNeg = -1; } if (keyRightPressed) { carMC.rotation += .5 * increment; carMC.LWheel.rotation = 8; carMC.RWheel.rotation = 8; steering.gotoAndStop(2); } if (keyLeftPressed) { carMC.rotation -= .5 * increment; carMC.LWheel.rotation = -8; carMC.RWheel.rotation = -8; steering.gotoAndStop(3); } if (keyDownPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; increment -= 0.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment -= 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } if ((Math.abs(speed)) == (Math.abs(maxSpeed))) { trace("hello"); } } if (keyUpPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; //trace(carMC.rotation); texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment += 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } } if ((!keyUpPressed) && (!keyDownPressed)){ /*if (increment > 0 && (!keyUpPressed)&& (!keyDownPressed)) { //texture.y -= ((90-carRotation)/90)*increment; increment -= 1.5 * acceleration; } if((increment==0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment = 0; } if((increment<0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment += 1.5 * acceleration; }*/ if (increment > 0) { increment -= 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } if (increment == 0) { increment = 0; } if (increment < 0) { increment += 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } } } public function keyPressed(event:KeyboardEvent):void { trace("keyPressed"); if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = true; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = true; } if (event.keyCode == Keyboard.UP) { keyUpPressed = true; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = true; } } public function keyReleased(event:KeyboardEvent):void { trace("keyReleased..."); //increment -= 1.5 * acceleration; //increment--; if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = false; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = false; } if (event.keyCode == Keyboard.UP) { keyUpPressed = false; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = false; } } } }

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  • The Krewe App Post-Mortem

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2014/05/23/the-krewe-app-post-mortem.aspxNow that teched has come and gone, I thought I would use this opportunity to do a little post-mortem on The Krewe app. It is one thing to test the app at home. It is a completely different animal to see how it responds in the environment TechEd creates. At a future time, I will list all the things that I would like to change with the app. At this point, I will find some good way to get community feedback. I want to break all this down screen by screen. We'll start with the screen I got right. The first of these is the events calendar. This is the one screen that, to you guys, just worked. However, there was an issue here. When I wrote v1 for last year, I was lazy and placed everything in CST. This caused problems with the achievements, which I will explain later. Furthermore, the event locations were not check-in locations. This created another problem with the achievements. Next, we get to the Twitter page. For what this page does, it works great. For those that don't know, I have an Azure Worker Role that polls Twitter pretty close to the rate limit. I cache these results in my database, and serve them upon request. This gives me great control over the content. I just have to remember to flush past tweets after a period, to save database growth. The next screen is the check-in screen. This screen has been the bane of my existence since I first created the thing. Last year, I used a background task to check people out of locations after they traveled. This year, I removed the background task in favor of a foursquare model. You are checked out after 3 hours or when you check-in to some other location. This seemed to work well, until those pesky achievements came into the mix. Again, more on this later. Next, I want to address the Connect and Connections screens together. I wanted to use some of the capabilities of the phone, and NFC seemed a natural choice. From this, I came up with the gamification aspects of the app. Since we are, fundamentally, a networking organization, I wanted to encourage people to actually network. Users could make and share a profile, similar to a virtual business card. I just had to figure out how to get people to use the feature. Why not just give someone a business card? Thus, the achievements were born. This was such a good idea. It would have been a great idea, if I have come up with it about two months earlier... When I came up with these ideas, I had about 2 weeks to implement them. Version 1 of the app was, basically, a pure consumption app. We provided data and centralized it. With version 2, the app became a much more interactive experience. The API was not ready for this change in such a short period of time. Most of this became apparent when I started implementing the achievements. The achievements based on count and specific person when fairly easy. The problem came with tying them to locations and events. This took some true SQL kung fu. This also showed me the rookie mistake of putting CST, not UTC, in the database. Once I got all of that cleaned up, I had to find a way to get the achievement system to talk to the phone. I knew I needed to be able to dynamically add achievements. I wouldn't know the precise location of some things until I got to Houston. I wanted the server to approve the achievements. This, unfortunately, required a decent data connection. Some achievements required GPS levels of location accuracy in areas of network triangulation. All of this became a huge nightmare. My flagship feature was based on some silly assumptions. Still, I managed to get 31 people to get the first achievement (Make 1 Connection.) Quite a few of those managed to get to the higher levels. Soon, I will post a list of the feature and changes that need to happen to the API. This includes things like proper objects for communication, geo-fencing, and caching. However, that is for another day.

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  • Android TranslateAnimation after scrollTo() = undrawn view

    - by user293354
    This might be a "duh" question but I'm going to go ahead and ask it anyway. I have an oversized (bigger than the screen) RelativeLayout, and I'm using swipes to start a TranslateAnimation from viewing one part of the layout to another. Say for instance the layout is two screen wide and two screens tall. After the nice animation to shift the screen, I was using View.scrollTo() to set the new position. This works fine going from the first screen (top left at 0,0) to one of the others. When I swipe to animate back to the first screen though, because the View.scrollTo() invalidated that part of the layout (I assume), that part of the layout is all black as I animate through it. I tried a couple things to get it to redraw itself after the scrollTo() but haven't had any luck, so I figured I'd ask here. thanks! joe d

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  • Ingame menu is not working correctly

    - by Johnny
    The ingame menu opens when the player presses Escape during the main game. If the player presses Y in the ingame menu, the game switches to the main menu. Up to here, everything works. But: On the other hand, if the player presses N in the ingame menu, the game should switch back to the main game(should resume the main game). But that doesn't work. The game just rests in the ingame menu if the player presses N. I set a breakpoint in this line of the Ingamemenu class: KeyboardState kbState = Keyboard.GetState(); CurrentSate/currentGameState and LastState/lastGameState have the same state: IngamemenuState. But LastState/lastGameState should not have the same state than CurrentSate/currentGameState. What is wrong? Why is the ingame menu not working correctly? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; IState lastState, currentState; public enum GameStates { IntroState = 0, MenuState = 1, MaingameState = 2, IngamemenuState = 3 } public void ChangeGameState(GameStates newState) { lastGameState = currentGameState; lastState = currentState; switch (newState) { case GameStates.IntroState: currentState = new Intro(this); currentGameState = GameStates.IntroState; break; case GameStates.MenuState: currentState = new Menu(this); currentGameState = GameStates.MenuState; break; case GameStates.MaingameState: currentState = new Maingame(this); currentGameState = GameStates.MaingameState; break; case GameStates.IngamemenuState: currentState = new Ingamemenu(this); currentGameState = GameStates.IngamemenuState; break; } currentState.Load(Content); } public void ChangeCurrentToLastGameState() { currentGameState = lastGameState; currentState = lastState; } public GameStates CurrentState { get { return currentGameState; } set { currentGameState = value; } } public GameStates LastState { get { return lastGameState; } set { lastGameState = value; } } private GameStates currentGameState = GameStates.IntroState; private GameStates lastGameState; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { ChangeGameState(GameStates.IntroState); base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); currentState.Load(Content); } protected override void Update(GameTime gameTime) { currentState.Update(gameTime); if ((lastGameState == GameStates.MaingameState) && (currentGameState == GameStates.IngamemenuState)) { lastState.Update(gameTime); } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); if ((lastGameState == GameStates.MaingameState) && (currentGameState == GameStates.IngamemenuState)) { lastState.Render(spriteBatch); } currentState.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } public interface IState { void Load(ContentManager content); void Update(GameTime gametime); void Render(SpriteBatch batch); } public class Intro : IState { Texture2D Titelbildschirm; private Game1 game1; public Intro(Game1 game) { game1 = game; } public void Load(ContentManager content) { Titelbildschirm = content.Load<Texture2D>("gruft"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Space)) game1.ChangeGameState(Game1.GameStates.MenuState); } public void Render(SpriteBatch batch) { batch.Draw(Titelbildschirm, new Rectangle(0, 0, 1280, 720), Color.White); } } public class Menu:IState { Texture2D Choosescreen; private Game1 game1; public Menu(Game1 game) { game1 = game; } public void Load(ContentManager content) { Choosescreen = content.Load<Texture2D>("menubild"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Enter)) game1.ChangeGameState(Game1.GameStates.MaingameState); if (kbState.IsKeyDown(Keys.Escape)) game1.Exit(); } public void Render(SpriteBatch batch) { batch.Draw(Choosescreen, new Rectangle(0, 0, 1280, 720), Color.White); } } public class Maingame : IState { Texture2D Spielbildschirm, axe; Vector2 position = new Vector2(100,100); private Game1 game1; public Maingame(Game1 game) { game1 = game; } public void Load(ContentManager content) { Spielbildschirm = content.Load<Texture2D>("hauszombie"); axe = content.Load<Texture2D>("axxx"); } public void Update(GameTime gametime) { KeyboardState keyboardState = Keyboard.GetState(); float delta = (float)gametime.ElapsedGameTime.TotalSeconds; position.X += 5 * delta; position.Y += 3 * delta; if (keyboardState.IsKeyDown(Keys.Escape)) game1.ChangeGameState(Game1.GameStates.IngamemenuState); } public void Render(SpriteBatch batch) { batch.Draw(Spielbildschirm, new Rectangle(0, 0, 1280, 720), Color.White); batch.Draw(axe, position, Color.White); } } public class Ingamemenu : IState { Texture2D Quitscreen; private Game1 game1; public Ingamemenu(Game1 game) { game1 = game; } public void Load(ContentManager content) { Quitscreen = content.Load<Texture2D>("quit"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Y)) game1.ChangeGameState(Game1.GameStates.MenuState); if (kbState.IsKeyDown(Keys.N)) game1.ChangeCurrentToLastGameState(); } public void Render(SpriteBatch batch) { batch.Draw(Quitscreen, new Rectangle(200, 200, 200, 200), Color.White); } }

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  • how to get wanted nodes from Stanford Parser nlp

    - by vitaly
    Hello all! My mean problem is that I dont know how to extract nodes from GrammaticalStructure. I am using englishPCFG.ser in java netbeans. My target is o know the quality of the screen like: the screen of iphone 4 is great. I want to extract screen and great. how can i extract the NN (screen) and VP (great) the code that I wrote is: LexicalizedParser lp = new LexicalizedParser("C:\\englishPCFG.ser"); lp.setOptionFlags(new String[]{"-maxLength", "80", "-retainTmpSubcategories"}); String sent ="the screen is very good."; Tree parse = (Tree) lp.apply(Arrays.asList(sent)); parse.pennPrint(); System.out.println(); TreebankLanguagePack tlp = new PennTreebankLanguagePack(); GrammaticalStructureFactory gsf = tlp.grammaticalStructureFactory(); GrammaticalStructure gs = gsf.newGrammaticalStructure(parse); Collection tdl = gs.typedDependenciesCollapsed();

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  • Upgrading Agent Controllers in Oracle Enterprise Manager Ops Center 12c

    - by S Stelting
    Oracle Enterprise Manager Ops Center 12c recently released an upgrade for Solaris Agent Controllers. In this week's blog post, we'll show you how to upgrade agent controllers. Detailed instructions about upgrading Agent Controllers are available in the product documentation here. This blog post uses an Enterprise Controller which is configured for connected mode operation. If you'd like to apply the agent update in a disconnected installation, additional instructions are available here. Step 1: Download Agent Controller Updates With a connected mode Ops Center installation, you can check for product updates at any time by selecting the Enterprise Controller from the left-hand Administration navigation tab. Select the right-hand Action link “Ops Center Downloads” to open a pop-up dialog displaying any new product updates. In this example, the Enterprise Controller has already been upgraded to the latest version (Update 1, also shown as build version 2076) so only the Agent Controller updates will appear. There are three updates available: one for Solaris 10 X86, one for Solaris 8-10 SPARC, and one for all versions of Solaris 11. Note that the last update in the screen shot is the Solaris 11 update; for details on any of the downloads, place your mouse over the information icon under the details column for a pop-up text region. Select the software to download and click the Next button to display the Ops Center license agreement. Review and click the check box to accept the license agreement, then click the Next button to begin downloading the software. The status screen shows the current download status. If desired, you can perform the downloads as a background job. Simply click the check box, then click the next button to proceed to the summary screen. The summary screen shows the updates to be downloaded as well as the current status. Clicking the Finish button will close the dialog and return to the Browser UI. The download job will continue to run in Ops Center and progress can still be viewed from the jobs menu at the bottom of the browser window. Step 2: Check the Version of Existing Agent Controllers After the download job completes, you can check the availability of agent updates as well as the current versions of your Agent Controllers from the left-hand Assets navigation tab. Select “Operating Systems” from the pull-down tab lets to display only OS assets. Next, select “Solaris” in the left-hand tab to display the Solaris assets. Finally, select the Summary tab in the center display panel to show which versions of agent controllers are installed in your data center. Notice that a few of the OS assets are not displayed in the Agent Controllers tab. Ops Center will not display OS instances which do not have an Agent Controller installation. This includes Enterprise Controllers and Proxy Controllers (unless the agent has been activated on the OS instance) and and OS instances using agentless management. For Agent Controllers which support an update, the version of agent software (in this example, 2083) appears to the right of the currently installed version. Step 3: Upgrade Your Agent Controllers If desired, you can upgrade agent controllers from the previous screen by selecting the desired systems and clicking the upgrade button. Alternatively, you can click the link “Upgrade All Agent Controllers” in the right-hand Actions menu: In either case, a pop-up dialog lets you start the upgrade process. The first screen in the dialog lets you choose the upgrade method: Ops Center provides three ways to upgrade agent controllers: Automatic Upgrade: If Agent Controllers are running on all assets, Ops Center can automatically upgrade the software to the latest version without requiring any login credentials to the system SSH using a single set of credentials: If all assets use the same login credentials, you can apply a single set to all assets for the upgrade process. The log-in credentials are the same ones used for asset discovery and management, which are stored in the Plan Management navigation tab under Credentials. SSH using individual credentials: If assets use different login credentials, you can select a different set for each asset. After selecting the upgrade method, click the Next button to proceed to the summary screen. Click the Finish button to close the pop-up dialog and start the upgrade job for the agent controllers. The upgrade job runs a series of tasks in parallel, and will upgrade all agents which have been selected. Once the job completes, the OS instances in your data center will be upgraded and running the latest version of Agent Controller software.

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  • savedInstanceState cannot be resolved to a variable

    - by Hector
    I'm currently working through "The Android Developers Cookbook" and one of the tutorials involves multiple activities in an app. To give a bit of background right now I have to .java files, a "menu screen" and a "game screen". The menu screen simply has a button that leads to the game screen which is currently empty except for a button that takes you back to the menu screen. Currently the game.java file is giving me a "savedInstanceState error" this is the code I am working on. public void onCreate(Bundle savedInsanceState) { // below is where the error comes up super.onCreate(savedInstanceState); setContentView(R.layout.game); Button startButton = (Button) findViewById(R.id.end_game); startButton.setOnClickListener(new OnClickListener() { public void onClick(View view) { finish(); } }); } I'm not sure why the error is coming up because on the first java file that same "public void...setContentView..." bit of code compiled perfectly fine... Please help!

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  • Detect if touch device

    - by Kilnr
    Hello, I'm writing a MIDlet using the Kuix UI toolkit, and I want to make changes to the toolkit depending on whether the current device is a touch screen device. (These changes include making buttons bigger, for easier tapping.) Is there a way to detect whether the device has a touch screen using J2ME (MIDP 2)? [edit] as a (crappy) workaround I check for the screen height instead. A screen width a height of higher than 240 is likely a touch screen... Please let me know if there are any more effective ways.

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  • How do you pop a modal view and the previous navigation controller view at once?

    - by mr_kurrupt
    I haven't found anything similar to this on google or stack overflow... What I'm trying to do is pop a modal view and the previous view at the same time. For example, look at the calendars app. When you are on the 'Edit' screen and select 'Delete Event', you are taken back to the calendar view. The 'Edit' screen, which was presented modally is popped as well as the the 'Event' screen (where the user is just viewing the calendar event). The problem I am having is that I know how to pop a modal view...but from the same UIViewController subclass ('Edit' screen in this example), how do I pop a view that isn't modal? I was thinking about popping the modal view as you would normally, then posting an NSNotification to the 'Event' (for instance) screen's UIViewController subclass and telling it to pop that view as well. The other thing is that for the animation, it should be the dismissModalViewControllerAnimated animation (slide down) and not the popViewControllerAnimated animation (slide left). Thanks.

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  • Can't remove Default.png?

    - by Matt Winters
    Weird one... I had been fooling around with an initial splash screen but decided not to use it. But now, although I deleted Default.png from Resources, the splash screen still appears in the Simulator when I start the app. Default.png isn't in the project folder, I close and reopen Xcode, splash screen still there. Close ands reopen Simulator, splash screen still there. I remove the app from the Simulator, build, and the splash screen is still there Default.png. Any ideas?

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  • question about working with System.Drawing.Graphics

    - by backdoor
    hi all. i have a System.Drawing.Point[] filled with some System.Drawing.Point's. so when i want to draw this points as a polygon in a System.Windows.Form instance , the final drawn polygon is not all in the screen or sometimes is very small (in screen shown as 2-3 pixel). i wonder if there is some Library that using that i can just send Point[] to that and thatself scales and ... points and draws polygon manner that all points shown in screen and they are scaled to fit the screen (i mean small objects that shown as 2-3 pixel scale up to fit entire screen); thaks all and sorry for my bad english...

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  • Aligning Android Button To Bottom in RelativeLayout??

    - by MobiKnow
    I'm trying to align a button to the bottom right and bottom left of my screen, using a RelativeLayout. I want to do this to keep the same relative layout across different screen sizes. Currently the buttons on my screen move up/down depending on the resolution of the screen. 320x480 puts the buttons higher on the screen versus 480x800. I'm trying to get my screens to look the same between the two sizes. Any information you can provide is greatly appreciated. Thanks, MobiKnow.

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  • How to pass the values from one activity to previous activity

    - by Kumar
    Dear friends.. Can any one tell me how to pass the value from one screen to its previous screen. Consider the case.i m having two screen first screen with one Textview and button and the second activity have one edittext and button. If i click the first button then it has to move to second activity and here user has to type something in the textbox. If he press the button from the second screen then the values from the textbox should move to the first activity and that should be displayed in the first activity textview. regards, s.kumaran.

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  • In 3D camera math, calculate what Z depth is pixel unity for a given FOV

    - by badweasel
    I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is 1 pixel on the screen. For 2d games this is good. Of course it means that I also factor in things like the size of the quad and the size of the texture. For example if my sprite is a quad 32x32 pixels. The quad size is 3.2 units wide and tall. And the texcoords are 32 / the size of the texture wide and tall. Then the frustum is: matrixFrustum(-(float)backingWidth/frustumScale,(float)backingWidth/frustumScale, -(float)backingHeight/frustumScale, (float)backingHeight/frustumScale, 40, 1000, mProjection); Where frustumScale is 800 for a retina screen. Then at a distance of 800 from camera the sprite is pixel for pixel the same as photoshop. For 3d games sometimes I still want to be able to do this. But depending on the scene I sometimes need the FOV to be different things. I'm looking for a way to figure out what Z depth will achieve this same pixel unity for a given FOV. For this my mProjection is set using: matrixPerspective(cameraFOV, near, far, (float)backingWidth / (float)backingHeight, mProjection); With testing I found that at an FOV of 45.0 a Z of 38.5 is very close to pixel unity. And at an FOV of 30.0 a Z of 59.5 is about right. But how can I calculate a value that is spot on? Here's my matrixPerspecitve code: void matrixPerspective(float angle, float near, float far, float aspect, mat4 m) { //float size = near * tanf(angle / 360.0 * M_PI); float size = near * tanf(degreesToRadians(angle) / 2.0); float left = -size, right = size, bottom = -size / aspect, top = size / aspect; // Unused values in perspective formula. m[1] = m[2] = m[3] = m[4] = 0; m[6] = m[7] = m[12] = m[13] = m[15] = 0; // Perspective formula. m[0] = 2 * near / (right - left); m[5] = 2 * near / (top - bottom); m[8] = (right + left) / (right - left); m[9] = (top + bottom) / (top - bottom); m[10] = -(far + near) / (far - near); m[11] = -1; m[14] = -(2 * far * near) / (far - near); } And my mView is set using: lookAtMatrix(cameraPos, camLookAt, camUpVector, mView); * UPDATE * I'm going to leave this here in case anyone has a different solution, can explain how they do it, or why this works. This is what I figured out. In my system I use a 10th scale unit to pixels on non-retina displays and a 20th scale on retina displays. The iPhone is 640 pixels wide on retina and 320 pixels wide on non-retina (obsolete). So if I want something to be the full screen width I divide by 20 to get the OpenGL unit width. Then divide that by 2 to get the left and right unit position. Something 32 units wide centered on the screen goes from -16 to +16. Believe it or not I have an excel spreadsheet do all this math for me and output all the vertex data for my sprite sheet. It's an arbitrary thing I made up to do .1 units = 1 non-retina pixel or 2 retina pixels. I could have made it .01 units = 2 pixels and someday I might switch to that. But for now it's the other. So the width of the screen in units is 32.0, and that means the left most pixel is at -16.0 and the right most is at 16.0. After messing a bit I figured out that if I take the [0] value of an identity modelViewProjection matrix and multiply it by 16 I get the depth required to get 1:1 pixels. I don't know why. I don't know if the 16 is related to the screen size or just a lucky guess. But I did a test where I placed a sprite at that calculated depth and varied the FOV through all the valid values and the object stays steady on screen with 1:1 pixels. So now I'm just calculating the unityDepth that way. If someone gives me a better answer I'll checkmark it.

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