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  • Optimizing drawing of cubes

    - by Christian Frantz
    After googling for hours I've come to a few conclusions, I need to either rewrite my whole cube class, or figure out how to use hardware instancing. I can draw up to 2500 cubes with little lag, but after that my fps drops. Is there a way I can use my class for hardware instancing? Or would I be better off rewriting my class for optimization? public class Cube { public GraphicsDevice device; public VertexBuffer cubeVertexBuffer; public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } private void BuildFace(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p2.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p2.Z, 0, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); } private void BuildFaceHorizontal(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p2.Z, 0, 0)); } private VertexPositionTexture BuildVertex(float x, float y, float z, float u, float v) { return new VertexPositionTexture(new Vector3(x, y, z), new Vector2(u, v)); } public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeVertexBuffer); device.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeVertexBuffer.VertexCount / 3); } } } The following class is a list that draws the cubes. public class DrawableList<T> : DrawableGameComponent { private BasicEffect effect; private ThirdPersonCam camera; private class Entity { public Vector3 Position { get; set; } public Matrix Orientation { get; set; } public Texture2D Texture { get; set; } } private Cube cube; private List<Entity> entities = new List<Entity>(); public DrawableList(Game game, ThirdPersonCam camera, BasicEffect effect) : base(game) { this.effect = effect; cube = new Cube(game.GraphicsDevice); this.camera = camera; } public void Add(Vector3 position, Matrix orientation, Texture2D texture) { entities.Add(new Entity() { Position = position, Orientation = orientation, Texture = texture }); } public override void Draw(GameTime gameTime) { foreach (var item in entities) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; effect.Texture = item.Texture; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(item.Position); effect.World = center * scale * translate; effect.View = camera.view; effect.Projection = camera.proj; effect.FogEnabled = true; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); } base.Draw(gameTime); } } } There are probably many reasons that my fps is so slow, but I can't seem to figure out how to fix it. I've looked at techcraft as well, but what I have is too specific to what I want the outcome to be to just rewrite everything from scratch

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  • What is your most unusual javascript concept you've ever seen ?

    - by Cybrix
    Hi, I've learned javascript at school but since I'm working with it and study about it every day, I've found very particular aspect of javascript that I didn't know about. Which at first, was very hard to understand for me and finally, I found it very usefull and easy to implement. And in the final, it gives to my code some kind of "beauty". An example I've once seen: function getter( input ) { result = { foo1 : 'bar1', foo2 : 'bar2', foo3 : 'bar3' }[input] || input || "default"; return result; } Do you guys have other examples of particular use you make of Javascript ? Thank you PS: I use the term particular use because it might be unusual for any Javascript beginner. I believe this question is most likely to belong to the community wiki.

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  • iptables allow dyndns domain name and auto update rules

    - by user3215
    I have registered with dyndns domain for my dynamically changing public ip address to use with iptable rules. On a server I've allowed some ports for this domain in the iptables configuration like the below entries: -A INPUT -s mycompany.dyndns.com -p tcp -m tcp --dport 22 -j ACCEPT -A INPUT -s mycompany.dyndns.com -p tcp -m tcp --dport 3306 -j ACCEPT -A INPUT -s mycompany.dyndns.com -p tcp -m tcp --dport 21 -j ACCEPT But when ever my modem restarts, I couldn't connect to these allowed ports as public ip changes with modem restart and are not updated in the iptables on the server. Is there any option to automatically update iptable rules on server.

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  • Unity: Assigning String value in inspector

    - by Marc Pilgaard
    I got an issue with Unity I can't seem to comprehend, and it is possibly very simple: I am trying to write a simple piece of code in JavaScript where a button toggles the activation of a shield, by dragging a prefab with Resources.load("ActivateShieldPreFab") and destroying it again (Haven't implemented that yet). I wish to assign this button through the inspector, so I have created a string variable which appears as intended in the inspector. Though it doesn't seem to register the inspector input, even though I changed the value through the inspector. It only provides the error: "Input Key named: is unknown" When the button name is assigned within the code, there is no issues. Code as follows: var ShieldOn = false; var stringbutton : String; function Start(){ } function Update () { if(Input.GetKey(stringbutton) && ShieldOn != true) { Instantiate(Resources.load("ActivateShieldPreFab"), Vector3 (0, 0, 0), Quaternion.identity); ShieldOn = true; } } Hope somebody can help, in advance... Thanks

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  • Is deserializing complex objects instead of creating them a good idea, in test setup?

    - by Chris Bye
    I'm writing tests for a component that takes very complex objects as input. These tests are mixes of tests against already existing components, and test-first tests for new features. Instead of re-creating my input objects (this would be a large chunk of code) or reading one from our data store, I had the thought to serialize a live instance of one of these objects, and just deserialize it into test setup. I can't decide if this is a reasonable idea that will save effort in long run, or whether it's the worst idea that I've ever had, causing those that will maintain this code will hunt me down as soon as they read it. Is deserialization of inputs a valid means of test setup in some cases? To give a sense of scale of what I'm dealing with, the size of serialization output for one of these input objects is 93KB. Obtained by, in C#: new BinaryFormatter().Serialize((Stream)fileStream, myObject);

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  • External classes positions don't work?

    - by SystemNetworks
    I have an external class which reads the user's mouse clicks. I gave a position where the user have to click, and when the user clicks on that position, it would turn my boolean "mouse" to true. But when I connect that to my game(state based) class, it does not work. Here's the code: External class public void UI(Input input, GameContainer gc, float posX, float posY) { int x = Mouse.getX(); int y = Mouse.getY(); if(posX<=100 && posY<=100) { if(Mouse.isButtonDown(1)) { mouse = true; } } } Game class(main) public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { int x = Mouse.getX(); int y = Mouse.getY(); civ.UI(input, gc, x,y); } The problem is when I click my mouse at posX<=100 && posY<=100. It does not work.

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  • New to Java Programming - Error help

    - by JJJ
    I am going through a Java book and drafting the examples and have run into the following error when compiling this code. Any help would be appreciated thank you. Error: Main.java:3: class Addition is public, should be declared in a file named Addition.java public class Addition        ^ 1 error Code: import java.io.*; import java.util.Scanner; public class Addition {   public static void main(String[] args) { java.util.Scanner input = new java.util.Scanner(System.in);  int number1; int number2; int sum; System.out.print( "Enter first digit: " ); number1 = input.nextInt(); System.out.print( "Enter second digit:" ); number2 = input.nextInt(); sum = number1 + number2; System.out.printf( "Sum is %d\n, sum" );      } }

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  • Loading from Multiple Data Sources with Oracle Loader for Hadoop

    - by mannamal
    Oracle Loader for Hadoop can be used to load data from multiple data sources (for example Hive, HBase), and data in multiple formats (for example Apache weblogs, JSON files).   There are two ways to do this: (1) Use an input format implementation.  Oracle Loader for Hadoop includes several input format implementations.  In addition, a user can develop their own input format implementation for proprietary data sources and formats. (2) Leverage the capabilities of Hive, and use Oracle Loader for Hadoop to load from Hive. These approaches are discussed in our Oracle Open World 2013 presentation. 

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  • Multiple vulnerabilities in Firefox web browser

    - by chandan
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2011-3062 Numeric Errors vulnerability 6.8 Firefox web browser Solaris 11 11/11 SRU 9.5 Solaris 10 SPARC: 145080-11 X86: 145081-10 CVE-2012-0467 Denial of service (DoS) vulnerability 10.0 CVE-2012-0468 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 10.0 CVE-2012-0469 Resource Management Errors vulnerability 10.0 CVE-2012-0470 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 10.0 CVE-2012-0471 Improper Neutralization of Input During Web Page Generation ('Cross-site Scripting') vulnerability 4.3 CVE-2012-0473 Numeric Errors vulnerability 5.0 CVE-2012-0474 Improper Neutralization of Input During Web Page Generation ('Cross-site Scripting') vulnerability 4.3 CVE-2012-0477 Improper Neutralization of Input During Web Page Generation ('Cross-site Scripting') vulnerability 4.3 CVE-2012-0478 Permissions, Privileges, and Access Controls vulnerability 9.3 CVE-2012-0479 Identity spoofing vulnerability 4.3 This notification describes vulnerabilities fixed in third-party components that are included in Sun's product distribution.Information about vulnerabilities affecting Oracle Sun products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • GCM: onMessage() from GCMIntentService is never called [migrated]

    - by Shrikant
    I am implementing GCM (Google Cloud Messaging- PUSH Notifications) in my application. I have followed all the steps given in GCM tutorial from developer.android.com My application's build target is pointing to Goolge API 8 (Android 2.2 version). I am able to get the register ID from GCM successfully, and I am passing this ID to my application server. So the registration step is performed successfully. Now when my application server sends a PUSH message to my device, the server gets the message as SUCCESS=1 FAILURE=0, etc., i.e. Server is sending message successfully, but my device never receives the message. After searching alot about this, I came to know that GCM pushes messages on port number 5228, 5229 or 5230. Initially, my device and laptop was restricted for some websites, but then I was granted all the permissions to access all websites, so I guess these port numbers are open for my device. So my question is: I never receive any PUSH message from GCM. My onMessage() from GCMIntenService class is never called. What could be the reason? Please see my following code and guide me accordingly: I have declared following in my manifest: <uses-sdk android:minSdkVersion="8" android:targetSdkVersion="8" /> <permission android:name="package.permission.C2D_MESSAGE" android:protectionLevel="signature" /> <!-- App receives GCM messages. --> <uses-permission android:name="com.google.android.c2dm.permission.RECEIVE" /> <!-- GCM connects to Google Services. --> <uses-permission android:name="android.permission.INTERNET" /> <!-- GCM requires a Google account. --> <uses-permission android:name="android.permission.GET_ACCOUNTS" /> <!-- Keeps the processor from sleeping when a message is received. --> <uses-permission android:name="android.permission.WAKE_LOCK" /> <uses-permission android:name="package.permission.C2D_MESSAGE" /> <uses-permission android:name="android.permission.INTERNET" /> <receiver android:name="com.google.android.gcm.GCMBroadcastReceiver" android:permission="com.google.android.c2dm.permission.SEND" > <intent-filter> <action android:name="com.google.android.c2dm.intent.RECEIVE" /> <action android:name="com.google.android.c2dm.intent.REGISTRATION" /> <category android:name="packageName" /> </intent-filter> </receiver> <receiver android:name=".ReceiveBroadcast" android:exported="false" > <intent-filter> <action android:name="GCM_RECEIVED_ACTION" /> </intent-filter> </receiver> <service android:name=".GCMIntentService" /> /** * @author Shrikant. * */ public class GCMIntentService extends GCMBaseIntentService { /** * The Sender ID used for GCM. */ public static final String SENDER_ID = "myProjectID"; /** * This field is used to call Web-Service for GCM. */ SendUserCredentialsGCM sendUserCredentialsGCM = null; public GCMIntentService() { super(SENDER_ID); sendUserCredentialsGCM = new SendUserCredentialsGCM(); } @Override protected void onRegistered(Context arg0, String registrationId) { Log.i(TAG, "Device registered: regId = " + registrationId); sendUserCredentialsGCM.sendRegistrationID(registrationId); } @Override protected void onUnregistered(Context context, String arg1) { Log.i(TAG, "unregistered = " + arg1); sendUserCredentialsGCM .unregisterFromGCM(LoginActivity.API_OR_BROWSER_KEY); } @Override protected void onMessage(Context context, Intent intent) { Log.e("GCM MESSAGE", "Message Recieved!!!"); String message = intent.getStringExtra("message"); if (message == null) { Log.e("NULL MESSAGE", "Message Not Recieved!!!"); } else { Log.i(TAG, "new message= " + message); sendGCMIntent(context, message); } } private void sendGCMIntent(Context context, String message) { Intent broadcastIntent = new Intent(); broadcastIntent.setAction("GCM_RECEIVED_ACTION"); broadcastIntent.putExtra("gcm", message); context.sendBroadcast(broadcastIntent); } @Override protected void onError(Context context, String errorId) { Log.e(TAG, "Received error: " + errorId); Toast.makeText(context, "PUSH Notification failed.", Toast.LENGTH_LONG) .show(); } @Override protected boolean onRecoverableError(Context context, String errorId) { return super.onRecoverableError(context, errorId); } }

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  • How would you tackle a pattern-finding program?

    - by Neil
    Just to be clear, I don't think this should be question better suited for stackoverflow.com simply because there's not a single answer but a wide range of possible solutions, making this question far more subjective in nature. I was curious how you guys would tackle a pattern-finding program, which is to say I'd do the following operations: I enter in some input. Program predicts my next input based on all previous inputs. Rinse. Repeat. Since the amount of input I could provide is so varied, including empty strings, conventional means such as switches or regular expressions are out, since it would require you to have an inkling of information about what to expect. I was thinking about some form of genetic algorithm, yet even then I don't have a clue as to how to approach a problem of this caliber. I think some feedback mechanism would be necessary as well as to let the program know how close it was. Anyone had to do a similar type program before?

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  • Recognizing text fields according to their label value

    - by Pierpaolo Bagnasco
    I have an application who has text fields (not select, not checkbox or other types) where an user can enter some value, like this: ISBN and E-Mail are the label of each input. Now I have to automatically test these inputs according to their label. The question is: how to recognize that, for example, the first input requires an ISBN code? I programmed something like this: turn the label value to lowercase check if the label value contains isbn if so set the field value to a random ISBN code (i.e.: 1234567890), else set it to a random value (default) For the email field: turn the label value to lowercase check if the label value contains e-mail or email or mail if so set the field value to a random email (i.e.: [email protected]), else set it to a random value (default) And so on for each text field I encounter. Is that reliable? How can I improve the "recognizing part"? I know only the label value and the field value (what is already written in the field by default) for each text input.

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  • Test if char is '0'-'9' [migrated]

    - by Chris Okyen
    My Java code is // if the first character is not 0-9 if( (((input.substring(0,0)).compareTo("1")) < 0 || (((input.substring(0,0)).compareTo("9")) < 0)); { System.out.println("Error: The first digit of the temperature is not 1-9. Force Exiting Program. "); System.exit(1); // exit the program } But it slips through even with input like '1123' or '912' or '222', and gives this error message. Whether I have it 0 for first and < 0 for the second, or 0 and 0, or < 0 and < 0, or even < o and 0... How come?

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  • Printing fails after first print with Centos 6 and HP LaserJet P3015dn printer

    - by Gavin Simpson
    Centos 6 recognises and configures a HP LaserJet P3015dn printer connected via USB. This machine is being configured as a small group file/print server. I can print a test page, which is processed/printed correctly. The next time printing is attempted (say printing a second test page), the page is not printed and the printer is set to disabled. The status of the printer is stated as: Stopped - /usr/lib/cups/backend/hp failed in the printer configuration dialogue. /var/log/cups/error_log contains this information (first two lines were there prior to the failed print job) E [24/Jun/2004:09:12:57 +0100] Returning HTTP Forbidden for Resume-Printer (ipp://localhost/printers/HP-LaserJet-P3010-Series) from localhost E [24/Jun/2004:09:20:59 +0100] Returning HTTP Forbidden for CUPS-Delete-Printer (ipp://localhost/printers/HP-LaserJet-P3010-Series) from localhost D [24/Jun/2004:09:37:28 +0100] [Job 28] The following messages were recorded from 09:36:43 AM to 09:37:28 AM D [24/Jun/2004:09:37:28 +0100] [Job 28] Adding start banner page "none". D [24/Jun/2004:09:37:28 +0100] [Job 28] Adding end banner page "none". D [24/Jun/2004:09:37:28 +0100] [Job 28] File of type application/vnd.cups-banner queued by "gavin". D [24/Jun/2004:09:37:28 +0100] [Job 28] hold_until=0 D [24/Jun/2004:09:37:28 +0100] [Job 28] Queued on "HP-LaserJet-P3010-Series" by "gavin". D [24/Jun/2004:09:37:28 +0100] [Job 28] job-sheets=none,none D [24/Jun/2004:09:37:28 +0100] [Job 28] argv[0]="HP-LaserJet-P3010-Series" D [24/Jun/2004:09:37:28 +0100] [Job 28] argv[1]="28" D [24/Jun/2004:09:37:28 +0100] [Job 28] argv[2]="gavin" D [24/Jun/2004:09:37:28 +0100] [Job 28] argv[3]="Test Page" D [24/Jun/2004:09:37:28 +0100] [Job 28] argv[4]="1" D [24/Jun/2004:09:37:28 +0100] [Job 28] argv[5]="job-uuid=urn:uuid:b3370a97-4ab6-3451-40a2-6239b13fa3e1 job-originating-host-name=localhost" D [24/Jun/2004:09:37:28 +0100] [Job 28] argv[6]="/var/spool/cups/d00028-001" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[0]="CUPS_CACHEDIR=/var/cache/cups" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[1]="CUPS_DATADIR=/usr/share/cups" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[2]="CUPS_DOCROOT=/usr/share/cups/www" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[3]="CUPS_FONTPATH=/usr/share/cups/fonts" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[4]="CUPS_REQUESTROOT=/var/spool/cups" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[5]="CUPS_SERVERBIN=/usr/lib/cups" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[6]="CUPS_SERVERROOT=/etc/cups" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[7]="CUPS_STATEDIR=/var/run/cups" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[8]="HOME=/var/spool/cups/tmp" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[9]="PATH=/usr/lib/cups/filter:/usr/bin:/usr/sbin:/bin:/usr/bin" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[10]="[email protected]" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[11]="SOFTWARE=CUPS/1.4.2" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[12]="TMPDIR=/var/spool/cups/tmp" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[13]="USER=root" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[14]="CUPS_SERVER=/var/run/cups/cups.sock" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[15]="CUPS_ENCRYPTION=IfRequested" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[16]="IPP_PORT=631" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[17]="CHARSET=utf-8" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[18]="LANG=en_US.UTF-8" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[19]="PPD=/etc/cups/ppd/HP-LaserJet-P3010-Series.ppd" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[20]="RIP_MAX_CACHE=8m" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[21]="CONTENT_TYPE=application/vnd.cups-banner" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[22]="DEVICE_URI=hp:/usb/HP_LaserJet_P3010_Series?serial=VNBV993GM4" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[23]="PRINTER_INFO=Hewlett-Packard HP LaserJet P3010 Series" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[24]="PRINTER_LOCATION=electra.geog.ucl.ac.uk" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[25]="PRINTER=HP-LaserJet-P3010-Series" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[26]="CUPS_FILETYPE=document" D [24/Jun/2004:09:37:28 +0100] [Job 28] envp[27]="FINAL_CONTENT_TYPE=application/vnd.cups-postscript" D [24/Jun/2004:09:37:28 +0100] [Job 28] Started filter /usr/lib/cups/filter/bannertops (PID 2858) D [24/Jun/2004:09:37:28 +0100] [Job 28] Started filter /usr/lib/cups/filter/pstops (PID 2859) D [24/Jun/2004:09:37:28 +0100] [Job 28] Started backend /usr/lib/cups/backend/hp (PID 2860) D [24/Jun/2004:09:37:28 +0100] [Job 28] load_banner(filename="/var/spool/cups/d00028-001") D [24/Jun/2004:09:37:28 +0100] [Job 28] Page = 612x792; 12,12 to 600,780 D [24/Jun/2004:09:37:28 +0100] [Job 28] Page = 612x792; 12,12 to 600,780 D [24/Jun/2004:09:37:28 +0100] [Job 28] slow_collate=0, slow_duplex=0, slow_order=0 D [24/Jun/2004:09:37:28 +0100] [Job 28] Before copy_comments - %!PS-Adobe-3.0 D [24/Jun/2004:09:37:28 +0100] [Job 28] %!PS-Adobe-3.0 D [24/Jun/2004:09:37:28 +0100] [Job 28] %%BoundingBox: 12 12 600 780 D [24/Jun/2004:09:37:28 +0100] [Job 28] %cupsRotation: 0 D [24/Jun/2004:09:37:28 +0100] [Job 28] %%Creator: bannertops/CUPS v1.4.2 D [24/Jun/2004:09:37:28 +0100] [Job 28] %%CreationDate: Thu 24 Jun 2004 09:36:43 AM BST D [24/Jun/2004:09:37:28 +0100] [Job 28] %%LanguageLevel: 2 D [24/Jun/2004:09:37:28 +0100] [Job 28] %%DocumentData: Clean7Bit D [24/Jun/2004:09:37:28 +0100] [Job 28] %%Title: (Test Page) D [24/Jun/2004:09:37:28 +0100] [Job 28] %%For: (gavin) D [24/Jun/2004:09:37:28 +0100] [Job 28] %%Pages: 1 D [24/Jun/2004:09:37:28 +0100] [Job 28] %%DocumentSuppliedResources: font Monospace D [24/Jun/2004:09:37:28 +0100] [Job 28] %%+ font Monospace-Bold D [24/Jun/2004:09:37:28 +0100] [Job 28] %%+ font Monospace-BoldOblique D [24/Jun/2004:09:37:28 +0100] [Job 28] %%+ font Monospace-Oblique D [24/Jun/2004:09:37:28 +0100] [Job 28] %%EndComments D [24/Jun/2004:09:37:28 +0100] [Job 28] Before copy_prolog - %%BeginProlog D [24/Jun/2004:09:37:28 +0100] [Job 28] STATE: +connecting-to-device D [24/Jun/2004:09:37:28 +0100] [Job 28] prnt/backend/hp.c 762: ERROR: cannot open channel PRINT D [24/Jun/2004:09:37:28 +0100] [Job 28] Backend returned status 1 (failed) D [24/Jun/2004:09:37:28 +0100] [Job 28] Printer stopped due to backend errors; please consult the error_log file for details. D [24/Jun/2004:09:37:28 +0100] [Job 28] End of messages D [24/Jun/2004:09:37:28 +0100] [Job 28] printer-state=5(stopped) D [24/Jun/2004:09:37:28 +0100] [Job 28] printer-state-message="/usr/lib/cups/backend/hp failed" D [24/Jun/2004:09:37:28 +0100] [Job 28] printer-state-reasons=paused /var/log/messages contains the following reports associated with the recognition of the printer and the failed print job: Jun 24 09:35:07 electra kernel: usb 1-8: new high speed USB device using ehci_hcd and address 2 Jun 24 09:35:07 electra kernel: usb 1-8: New USB device found, idVendor=03f0, idProduct=8d17 Jun 24 09:35:07 electra kernel: usb 1-8: New USB device strings: Mfr=1, Product=2, SerialNumber=3 Jun 24 09:35:07 electra kernel: usb 1-8: Product: HP LaserJet P3010 Series Jun 24 09:35:07 electra kernel: usb 1-8: Manufacturer: Hewlett-Packard Jun 24 09:35:07 electra kernel: usb 1-8: SerialNumber: VNBV993GM4 Jun 24 09:35:07 electra kernel: usb 1-8: configuration #1 chosen from 1 choice Jun 24 09:35:07 electra kernel: usblp0: USB Bidirectional printer dev 2 if 0 alt 1 proto 2 vid 0x03F0 pid 0x8D17 Jun 24 09:35:07 electra kernel: usbcore: registered new interface driver usblp Jun 24 09:35:07 electra udev-configure-printer: invalid or missing IEEE 1284 Device ID Jun 24 09:35:08 electra hp[1942]: io/hpmud/pp.c 627: unable to read device-id ret=-1 Jun 24 09:35:09 electra python: io/hpmud/pp.c 627: unable to read device-id ret=-1 Jun 24 09:35:51 electra kernel: usblp0: removed Jun 24 09:37:28 electra hp[2860]: io/hpmud/dot4.c 254: unable to read Dot4ReverseReply data: Resource temporarily unavailable exp=2 act=0 Jun 24 09:37:28 electra hp[2860]: io/hpmud/dot4.c 330: invalid DOT4InitReply: cmd=0, result=20#012, revision=0 Jun 24 09:37:28 electra hp[2860]: prnt/backend/hp.c 762: ERROR: cannot open channel PRINT I am now at a loss as to how to proceed to get this printer working on my Centos machine. How can I configure the machine to print more than a single print job without needing to be unplugged/plugged in repeatedly?

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • How can I configure Symantec Endpoint Protection Agent to allow access to windows shares?

    - by Peter Bernier
    I'm having some difficulties exposing a standard windows file share on a Windows Embedded Standard 2009 device that is running Symantec Endpoint Protection Agent 5.1. I'm using simply file sharing to expose a particular directory. That share is visible locally on the machine and externally visible when I disable the endpoint protection agent. I've added a rule (and moved it to the to ensure priority) allowing all hosts access on TDP ports 137,138,138,445 and another rule allowing UDP access on ports 137,138,139. When I try to connect, two endpoint protection dialogs pop up saying: Traffic has been blocked from this application: NWLINK2 IPX Protocol Driver (nwlnkipx.sys) Traffic has been blocked from this application: IPv6 driver (tcpip6.sys) I'm not using IPv6 anywhere. Interestingly, I discovered a workaround in that I can white-list all traffic from the subnet the device is on, which meets my needs, but I'm still curious as to why my original approach wasn't successful. Can anyone suggestion a reason why the above endpoint protection rules won't allow me to access windows file shares on the device?

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  • Share openVPN connection

    - by Douglas Gemignani
    Hello, Currently I have a server (dev tun) running openVPN and my WinXP client is able to connect to the server just fine. I have an ethernet device and I need to send data to a computer under the server's network, so since the device can't connect on its own I need to configurate my Windows XP to share its VPN connection. So, on my WinXP machine i have: Network Adapter #1 (ip 192.168.0.2 gw 192.168.0.1 with internet access). OpenVPN Connection (dhcp). Network Adapter #2 (crossover cable with device). Here is my client.ovpn cert gertec.crt key gertec.key client ns-cert-type server user nobody group nobody remote IP PORT ca ca.crt dev tun dev-node OpenVPN proto udp resolv-retry infinite nobind comp-lzo verb 3 I would appreciate any help.

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  • Getting a VMnet0 error in VMWare workstation after updating host computer from Windows 8 to 8.1

    - by Andrew
    Yesterday, I updated my computer from Windows 8 to 8.1. I have VMWare Workstation 10 running Windows XP on this computer and prior to the update I had no issues connecting to my network. However, since updating, I haven't been able to connect to any network and I'm getting the following error: "The network bridge on device VMnet0 is not running. The firtual machine will not be able to communicate with the host or with other machines on your network. Failed to connect virtual device Ethernet0" I've checked all of my settings which currently have my network adapter set for a bridged connection and under device status "connected" is checked. Not really sure where to go from here, but after doing some research I have seen that others users have reported getting this error when updating the OS (any OS, not windows 8 specifically) of the host computer. Thanks in advance to anyone who can help.

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  • How to configure wireless in gentoo?

    - by Absolute0
    I have a single access point which i want to connect to on interface ra0, when I run /etc/init.d/ra0 restart I get the following output: gentoo ~ # /etc/init.d/net.ra0 restart * Starting ra0 * Configuring wireless network for ra0 Error for wireless request "Set Mode" (8B06) : SET failed on device ra0 ; Network is down. * ra0 does not support setting the mode to "managed" Error for wireless request "Set Encode" (8B2A) : SET failed on device ra0 ; Network is down. * ra0 does not support setting keys * or the parameter "mac_key_roswell" or "key_roswell" is incorrect Error for wireless request "Set Mode" (8B06) : SET failed on device ra0 ; Network is down. * ra0 does not support setting the mode to "managed" * WEP key is not set for "BAY_WiFi" - not connecting * Couldn't associate with any access points on ra0 * Failed to configure wireless for ra0 when I run iwlist ra0 scan I get "roswell" and "bay-wifi" I want to connect to only roswell. Here is my /etc/conf.d/net: modules= ( "iwconfig" ) key_roswell="ffff-ffff-ff" # no s: means a hex key preferred_aps=( "roswell" ) what am i doing wrong?

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  • How to configure wireless in gentoo?

    - by Absolute0
    I have a single access point which i want to connect to on interface ra0, when I run /etc/init.d/ra0 restart I get the following output: gentoo ~ # /etc/init.d/net.ra0 restart * Starting ra0 * Configuring wireless network for ra0 Error for wireless request "Set Mode" (8B06) : SET failed on device ra0 ; Network is down. * ra0 does not support setting the mode to "managed" Error for wireless request "Set Encode" (8B2A) : SET failed on device ra0 ; Network is down. * ra0 does not support setting keys * or the parameter "mac_key_roswell" or "key_roswell" is incorrect Error for wireless request "Set Mode" (8B06) : SET failed on device ra0 ; Network is down. * ra0 does not support setting the mode to "managed" * WEP key is not set for "BAY_WiFi" - not connecting * Couldn't associate with any access points on ra0 * Failed to configure wireless for ra0 when I run iwlist ra0 scan I get "roswell" and "bay-wifi" I want to connect to only roswell. Here is my /etc/conf.d/net: modules= ( "iwconfig" ) key_roswell="ffff-ffff-ff" # no s: means a hex key preferred_aps=( "roswell" ) what am i doing wrong?

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  • Can't re-install OS on Asus Eee PC 1018P

    - by cornerback84
    My friend has an Asus Eee PC 1018P. It has no CD/DVD drive (neither does he have a USB CD/DVD drive). The OS wasn't working fine, so we decided to restore the system using the provided OS backup from HD. But mid way through the installation it was interrupted and the computer was restarted (not a hardware or software issue – we did it). Now we cannot run the backup and we also tried to install Windows 7 through USB, but as soon as we start to install the OS, it says that some device driver is missing. It turns out that the OS needs a USB device driver to continue. It has USB 3.0 – maybe that's why the OS needs the driver. I tried disabling 3.0 and enabling 2.0 but then it does not boot from USB drive for some reason. We are stuck with this. The backup doesn't run and when booting from USB, it says that it needs a device driver. Anyone has any idea what we could do?

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  • Exchange ActiveSync with multiple email addresses

    - by Martin Robins
    I have Exchange 2007 SP2, and I have successfully connected my Windows Mobile phone via Exchange ActiveSync and can send and receive emails. I have two addresses within my Exchange mailbox, [email protected] and [email protected], with the second being set as the reply address. When I view my email addresses on my device, I see both of these email addresses, however when I send new messages it always selects the first email address as the reply address and not the second. It is probably worth pointing out that, like in the example provided above, the email addresses are shown alphabetically and the address being selected is the first alphabetically (just in case that matters). I would like to set the device to always select the reply address specified in the mailbox, or at least be able to ensure that the address I want is selected if I have to select it manually on the device, but cannot find any way to make this happen. Can anybody help?

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  • Exchange ActiveSync with muliple email addresses

    - by Martin Robins
    I have Exchange 2007 SP2, and I have successfully connected my Windows Mobile phone via Exchange ActiveSync and can send and receive emails. I have two addresses within my Exchange mailbox, [email protected] and [email protected], with the second being set as the reply address. When I view my email addresses on my device, I see both of these email addresses, however when I send new messages it always selects the first email address as the reply address and not the second. It is probably worth pointing out that, like in the example provided above, the email addresses are shown alphabetically and the address being selected is the first alphabetically (just in case that matters). I would like to set the device to always select the reply address specified in the mailbox, or at least be able to ensure that the address I want is selected if I have to select it manually on the device, but cannot find any way to make this happen. Can anybody help?

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  • Must partprobe before using drive?

    - by Jeff Welling
    This is a followup question to Cannot mount /dev/sdc1 on Debian 5.0, special device /dev/sdc1 doesn't exist Basically, I have 6 SATA hard drives in a machine and I'm trying to create a RAID6 array with them. When I try to run the mdadm command to create (with the verbose option) a raid array, I see messages like "mdadm: super1.x cannot open /dev/sdf1: No such device or address" which are resolved by doing partprobe /dev/sdf and then re-running the mdadm command. The problem is that I have to run partprobe after each reboot, and from experience I don't think this is normal behaviour -- on no other linux machine do I have to partprobe the device before I can use it. Something must be going wrong, but how do I troubleshoot this to find out what? Could this be caused by a hardware problem? Edit: Additional note - before I seemed to only have this problem with one drive, but now I'm having it with 3 drives.

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  • How to configure Linux to act as a Bluetooth RFCOMM SPP server?

    - by regulatre
    I'm writing a phone app for Android that connects to a bluetooth RFCOMM device in my car. My phone app talks AT commands with it. For development work, I often need to communicate with the device to try different commands and things. My neighbors are starting to think I'm weird because I sit in my car for hours on end with my laptop screen shining on my face, typing away like a script kiddie. I'd much rather configure one of my many Linux servers to act as a bluetooth RFCOMM device and allow me to connect to it (indoors, while I sit on my couch). I imagine I have to start with something like sdptool add SP But then what? I'm perfectly happy writing a perl app to handle the I/O, but I just don't know how to make the bluez stack accept connections and subsequently pipe that stream to a perl app.

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