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  • The new direction of the gaming industry

    - by raccoon_tim
    Just recently I read a great blog post by David Darling, the founder of Codemasters: http://www.develop-online.net/blog/347/Jurassic-consoles-could-become-extinct. In the blog post he talks about how traditional retail games are experiencing a downfall thanks to the increasing popularity of digital distribution. I personally think of retail games as being relics of the past. It does not really make much sense to still keep distributing boxed games when the same game can be elegantly downloaded and updated over the air through a digital distribution channel. The world is not all rainbows, however. One big issue with mixing digital distribution with boxed retail games is that resellers will not condone you selling your game for 10€ digitally while their selling the same game for 70€. The only way to get around this issue is to move to full digital distribution. This has the added benefit of minimizing piracy as the game can be tightly bound to the service you downloaded the game from. Many players are, however, complaining about not being able to play the games offline. Having games tightly bound to the internet is a problem when games are bought from a retailer as we tend to expect that once we have the product we can use it anywhere because we physically own it. The truth is that we don’t actually own the product. Instead, the typical EULA actually states that we only have a license to use the product. We’re not, for instance, allowed to disassemble the product, which the owner is indeed permitted to do. Digital distribution allows us to provide games as services, instead of selling them as standalone products. This means that for a service to work you have to be connected to the internet but you still have the same rights to use the product. It’s really straightforward; if you downloaded a client from the internet you are expected to have an internet connection so you’re able to connect to the server. A game distributed digitally that is built using a client-server architecture has the added benefit of allowing you to play anywhere as long as you have the client installed and you are able to log in with your user information. Your save games can be backed up and your game can continue anywhere. Another development we’re seeing in the gaming industry is the increasing popularity of free-to-play games. These are games that let you play for free but allow you to boost your gaming experience with real world money. The nature of these games is that players are constantly rewarded with new content and the game can evolve according to their way of playing and their wishes can be incorporated into the product. Free-to-play games can quickly gain a large player basis and monetization is done by providing players valuable things to buy making their gaming experience more fun. I am personally very excited about free-to-play games as it’s possible to start building the game together with your players and there is no need to work on the game for 5 years from start to finish and only then see if it’s actually something the players like. This is a typical problem with big movie-like retail games and recent news about Radical Entertainment practically closing its doors paints a clear picture of what can happen when the risk does not pay off: http://news.teamxbox.com/xbox/25874/Prototype-Developer-Radical-Entertainment-Closes/.

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  • XNA running slow when making a texture

    - by Anthony
    I'm using XNA to test an image analysis algorithm for a robot. I made a simple 3D world that has a grass, a robot, and white lines (that are represent the course). The image analysis algorithm is a modification of the Hough line detection algorithm. I have the game render 2 camera views to a render target in memory. One camera is a top down view of the robot going around the course, and the second camera is the view from the robot's perspective as it moves along. I take the rendertarget of the robot camera and convert it to a Color[,] so that I can do image analysis on it. private Color[,] TextureTo2DArray(Texture2D texture, Color[] colors1D, Color[,] colors2D) { texture.GetData(colors1D); for (int x = 0; x < texture.Width; x++) { for (int y = 0; y < texture.Height; y++) { colors2D[x, y] = colors1D[x + (y * texture.Width)]; } } return colors2D; } I want to overlay the results of the image analysis on the robot camera view. The first part of the image analysis is finding the white pixels. When I find the white pixels I create a bool[,] array showing which pixels were white and which were black. Then I want to convert it back into a texture so that I can overlay on the robot view. When I try to create the new texture showing which ones pixels were white, then the game goes super slow (around 10 hz). Can you give me some pointers as to what to do to make the game go faster. If I comment out this algorithm, then it goes back up to 60 hz. private Texture2D GenerateTexturesFromBoolArray(bool[,] boolArray,Color[] colorMap, Texture2D textureToModify) { for(int i =0;i < screenWidth;i++) { for(int j =0;j<screenHeight;j++) { if (boolArray[i, j] == true) { colorMap[i+(j*screenWidth)] = Color.Red; } else { colorMap[i + (j * screenWidth)] = Color.Transparent; } } } textureToModify.SetData<Color>(colorMap); return textureToModify; } Each Time I run draw, I must set the texture to null, so that I can modify it. public override void Draw(GameTime gameTime) { Vector2 topRightVector = ((SimulationMain)Game).spriteRectangleManager.topRightVector; Vector2 scaleFactor = ((SimulationMain)Game).config.scaleFactorScreenSizeToWindow; this.spriteBatch.Begin(); // Start the 2D drawing this.spriteBatch.Draw(this.textureFindWhite, topRightVector, null, Color.White, 0, Vector2.Zero, scaleFactor, SpriteEffects.None, 0); this.spriteBatch.End(); // Stop drawing. GraphicsDevice.Textures[0] = null; } Thanks for the help, Anthony G.

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  • Cross-platform independent development

    - by Joe Wreschnig
    Some years ago, if you wrote in C and some subset of C++ and used a sufficient number of platform abstractions (via SDL or whatever), you could run on every platform an indie could get on - Linux, Windows, Mac OS of various versions, obscure stuff like BeOS, and the open consoles like the GP2X and post-death Dreamcast. If you got a contract for a closed platform at some point, you could port your game to that platform with "minimal" code changes as well. Today, indie developers must use XNA to get on the Xbox 360 (and upcoming Windows phone); must not use XNA to work anywhere else but Windows; until recently had to use Java on Android; Flash doesn't run on phones, HTML5 doesn't work on IE. Unlike e.g. DirectX vs. OpenGL or Windows vs. Unix, these are changes to the core language you write your code in and can't be papered over without, basically, writing a compiler. You can move some game logic into scripts and include an interpreter - except when you can't, because the iPhone SDK doesn't allow it, and performance suffers because no one allows JIT. So what can you do if you want a really cross-platform portable game, or even just a significant body of engine and logic code? Is this not a problem because the platforms have fundamentally diverged - it's just plain not worthwhile to try to target both an iPhone and the Xbox 360 with any shared code because such a game would be bad? (I find this very unlikely. I can easily see wanting to share a game between a Windows Mobile phone and an Android, or an Xbox 360 and an iPad.) Are interfaces so high-level now that porting time is negligible? (I might believe this for business applications, but not for games with strict performance requirements.) Is this going to become more pronounced in the future? Is the split going to be, somewhat scarily, still down vendor lines? Will we all rely on high-level middleware like Flash or Unity to get anything cross-platform done? tl;dr - Is porting a problem, is it going to be a bigger problem in the future, and if so how do we solve it?

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  • Why do I get this file loading exception when trying to draw sprites with libgdx?

    - by BluFire
    I'm having trouble with the "Drawing Images" section on the libgdx tutorial. I set up the documents completely and I typed the code as follows: public class Game implements ApplicationListener { public static final String LOG = Game.class.getSimpleName(); private FPSLogger fpsLogger; private SpriteBatch batch; private Texture texture; private Sprite sprite; private TextureRegion region; //removed irrelevant code for this question... @Override public void render() { texture = new Texture(Gdx.files.internal("android.png")); region = new TextureRegion(texture, 20, 20, 50, 50); sprite = new Sprite(texture, 20, 20, 50, 50); sprite.setPosition(10, 10); sprite.setRotation(45); Gdx.gl.glClearColor(0f, 1f, 0f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); batch.draw(texture,10,10); batch.draw(region,10,10); sprite.draw(batch); batch.end(); // output the current FPS fpsLogger.log(); } } I went through the tutorial on the website but when I run the code I get errors: Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: android.png at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137) at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:55) at com.badlogic.gdx.graphics.Texture.load(Texture.java:175) at com.badlogic.gdx.graphics.Texture.create(Texture.java:159) at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:133) at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:122) at com.game.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop (LwjglApplication.java:163) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: android.png (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:108) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:364) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:156) at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:134) ... 8 more I set the android.png in my assests folder in my android project linking it to the desktop one, I don't understand what I'm doing wrong. What is making these errors? FIX. Weird ending.this was the plus where the sprite is suppose to look like. The top right corner of the next image should look like, the bottom left is what turned out in the code. I'm think it was because of the texture region but I'm not 100%. Can somebody explain why it is really warped? I thought the changes I made in the coding will just change position/rotation, rather then a change in the image.

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  • Tile-based 2D collision detection problems

    - by Vee
    I'm trying to follow this tutorial http://www.tonypa.pri.ee/tbw/tut05.html to implement real-time collisions in a tile-based world. I find the center coordinates of my entities thanks to these properties: public float CenterX { get { return X + Width / 2f; } set { X = value - Width / 2f; } } public float CenterY { get { return Y + Height / 2f; } set { Y = value - Height / 2f; } } Then in my update method, in the player class, which is called every frame, I have this code: public override void Update() { base.Update(); int downY = (int)Math.Floor((CenterY + Height / 2f - 1) / 16f); int upY = (int)Math.Floor((CenterY - Height / 2f) / 16f); int leftX = (int)Math.Floor((CenterX + Speed * NextX - Width / 2f) / 16f); int rightX = (int)Math.Floor((CenterX + Speed * NextX + Width / 2f - 1) / 16f); bool upleft = Game.CurrentMap[leftX, upY] != 1; bool downleft = Game.CurrentMap[leftX, downY] != 1; bool upright = Game.CurrentMap[rightX, upY] != 1; bool downright = Game.CurrentMap[rightX, downY] != 1; if(NextX == 1) { if (upright && downright) CenterX += Speed; else CenterX = (Game.GetCellX(CenterX) + 1)*16 - Width / 2f; } } downY, upY, leftX and rightX should respectively find the lowest Y position, the highest Y position, the leftmost X position and the rightmost X position. I add + Speed * NextX because in the tutorial the getMyCorners function is called with these parameters: getMyCorners (ob.x+ob.speed*dirx, ob.y, ob); The GetCellX and GetCellY methods: public int GetCellX(float mX) { return (int)Math.Floor(mX / SGame.Camera.TileSize); } public int GetCellY(float mY) { return (int)Math.Floor(mY / SGame.Camera.TileSize); } The problem is that the player "flickers" while hitting a wall, and the corner detection doesn't even work correctly since it can overlap walls that only hit one of the corners. I do not understand what is wrong. In the tutorial the ob.x and ob.y fields should be the same as my CenterX and CenterY properties, and the ob.width and ob.height should be the same as Width / 2f and Height / 2f. However it still doesn't work. Thanks for your help.

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  • How to port animation from one skeleton to another?

    - by shawn
    While I need to do this in a Blender3D modeler script, the math should be similar for other modelers or realtime engines. Blender3D specific terminology: Armature = skeleton EditBone = rest pose bone (stores the rest pose matrix) PoseBone = can store a different pose (animation matrix) for each frame of your animation I need to share animations (Blender Actions) between Armatures which have EditBones with same names and which have the same positions, but can have different (rest pose) angles and scales. Plus the Armatures might have different bone hierarchy (bone parenting/ no bone parenting). Why I need this: I've made an importer/exporter for a 3d format for a game. The format doesn't store enough info to connect/parent the bones, which makes posing/animating character models in a 3d modeller nearly impossible (original model files for the 3d modeler don't exist, this is for modding). As there are only 2 character skeleton types in the game, I decided to optionally allow to generate the bone from a hardcoded data in the model importer and undo that in the exporter. This allows to easily pose the model for checking weights, easily create weights, makes it easier for Blender to generate automatic weights and of course makes animating possible. This worked perfectly: the importer optionally generated the Armature itself and the exporter removed those changes, so the exported model works with existing animations in the game. But now I'm writing an importer and exporter for the game's animation format and here come the problems of: Trying to make original animations work in Blender with my "custom" (modified) Armature Trying to make animations created by using the "custom" (modified) Armature work with the original models in the game (and Blender). Constraints or bone snapping inside Blender won't work as they don't care that the bones have different angles in the rest pose, they will still face the same direction. It seems I just need to get the "difference" between the EditBone matrices of all EditBones for the two Armatures somehow and apply that difference to PoseBone matrices of all PoseBones, for all frames of my animation. I need to know how to get that difference and how to apply it. BTW, PoseBone matrices are relative to rest pose, they are by default [1.000000, 0.000000, 0.000000, 0.000000](matrix [row 0]) [0.000000, 1.000000, 0.000000, 0.000000](matrix [row 1]) [0.000000, 0.000000, 1.000000, 0.000000](matrix [row 2]) [0.000000, 0.000000, 0.000000, 1.000000](matrix [row 3]) So the question is: How to get the difference between two bone (EditBone) matrices to apply that difference to the animation matrices (PoseBone matrices)? Please be easy on the matrix math.

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  • Skyrim Creation Kit with Xbox 360

    - by funseiki
    I posted this on stackoverflow but was advised to post here (here is a link to the stackoverflow question). I'm hoping for constructive feedback on its plausibility. Update on progress: It looks like there are ways to stuff files back onto the console (horizon, modio, xplorer360, etc) and they do require some form of signing. As of now, though, I've had no luck. I was hoping I could get away with just placing the ".esp" into the directory containing marketplace downloads for Skyrim, along with the signed ".bsa" file (basically a zipped up file containing any extra content the .esp will need to refer that doesn't exist in the basic game). This doesn't work, at least not in the ways I've tried, so next I'm going to try install the entire game to my flash drive (if possible) and attempt to traverse through the game's directory (this is probably unlikely). If anyone else has suggestions or luck or wants more detail on my failures comment/answer away. Here is the question: I'm thinking about buying the PC version of Skyrim to get the Creation Kit (I already own a copy for the Xbox). I have read the faq and scoured plenty of forums to see if there was some way to mod Skyrim for a console (Xbox 360, in particular), but they are generally coming up negative. I realize the CreationKit is on the PC, but I was wondering if there was a way to set up the '.esp' (hopefully I'm interpreting this correctly) files to be placed on the Xbox 360 file system in a similar manner to how game add-ons are downloaded from the Xbox Live Marketplace. I believe it is possible to transfer saves between the console and the PC (e.g. google: 'skyrim mod xbox360'), but these are referencing items that already exist in the game (e.g. a console command for maximum carry weight does not require reference to new animations or models). It would probably be easier if one could navigate through the xbox's file system to see where the games' files are placed, but with the current setup, the file system is abstracted away. Any help or insight on the matter would be much appreciated. I would love to work on a project that would make it possible to let console gamers experience and enjoy all the great mods available to the PC community.

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  • Designing Snake AI

    - by Ronald
    I'm new to this gamedev stackechange but have used the math and cs sites before. So, I'm in a competition to create AI for a snake that will compete with 3 other snakes in 5 minute rounds where the rules are much like the traditional Nokia snake game except that there are 4 snakes, the board is 50x50 and there are a number of small obstacles on the field. Like the Nokia game, your snake grows when you get to the fruit and if you crash into yourself, another snake or the wall you die. The game runs with a 50ms delay between moves and the server sends the new game state every 50ms which the code must analyze and what not and output the next move. The winner is the snake who had the longest length at any point in the game. Tie breakers are decided by kills. So far what I have done is implemented an A* graph search from each snake to determine if my snake is the closest to the apple and if it is, it goes for the apple. Otherwise, I made a neat little algorithm to determine the emptiest area of the board, which my snake goes for, to anticipate the next apple. Other than this I have some small survivability checks to ensure my snake isn't walking into a trap that it can't get out and if it does get stuck, I have something to give it a better chance of getting out. ... Anyway, I've tested my snake on a test server and it does quite well. Generally, my strategy of only going for the apple when its a sure thing and finding space when its not makes it grow faster than any other snakes (some snakes do a similar thing but often just go to the middle or a corner) sometimes it wins these trial games but is more often than not beaten by the same snake who seems to have the edge on survivability(my snake grows quicker but then dies somehow and this other snake just plods slowly along and wins on consistency. So I was wondering about any ideas anyone has to try and improve my snake. Or maybe ideas at a new approach to take. My functions and classes are good so changes that might seem drastic shouldn't be too bad. I encourage all ideas. Any thoughts ??

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  • How can I tweak this A* search pathfinding algorithm to handle different terrain movement values?

    - by user422318
    I'm creating a 2D map-based action game with similar interaction design as Diablo II. In other words, the player clicks around a map to move their player. I just finished player movement and am moving on to pathfinding. In the game, enemies should charge the player's character. There are also five different terrain types that give different movement bonuses. I want the AI to take advantage of these terrain bonuses as they try to reach the player. I was told to check out the A* search algorithm (http://en.wikipedia.org/wiki/A*_search_algorithm). I'm doing this game in HTML5 and JavaScript, and found a version in JavaScript: http://www.briangrinstead.com/blog/astar-search-algorithm-in-javascript I'm trying to figure out how to tweak it though. Below are my ideas about what I need to change. What else do I need to worry about? When I create a graph, I will need to initialize the 2D array I pass in passed on with a traversal of a map that corresponds to the different terrain types. in graph.js: "GraphNodeType" definition needs to be modified to handle the 5 terrain types. There will be no walls. in astar.js: The g and h scoring will need to be modified. How should I do this? in astar.js: isWall() should probably be removed. My game doesn't have walls. in astar.js: I'm not sure what this is. I think it indicates a node that isn't valid to be processed. When would this happen, though? At a high level, how do I change this algorithm from "oh, is there a wall there?" to "will this terrain get me to the player faster than the terrain around me?" Because of time, I'm also debating reusing my Bresenham algorithm for the enemies. Unfortunately, the different terrain movement bonuses won't be used by the AI, which will make the game suck. :/ I'd really like to have this in for the prototype, but I'm not a developer by trade nor am I a computer scientist. :D If you know of any code that does what I'm looking for, please share! Sanity check tips for this are also appreciated.

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  • Architecture for a farmville/yoville/cafe world type game?

    - by Joff
    I'm thinking of building a game along the lines of Farmville - items, events, time management system etc. Options I am thinking of: 1) Flash UI frontend that uses AMFPHP to get all data for the view from a PHP powered backend. 2) Actionscript to power the whole game Any input is appreciated. My concern with Actionscript is scaling, my concern with PHP is having to build an update system that would need a lot of back and forth xmlhttprequests which might get complicated. If there's a better way to build something like this, I'm all ears :)

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  • How to determine orientation of Windows Phone 7 in XNA game?

    - by Larsenal
    Similar to this question, but looking for an answer that will work in the context of an XNA game. How can I determine whether the device is in a landscape or portrait orientation? The answer given in the general question relies upon functionality built into PhoneApplicationPage. AFAIK, you wouldn't normally be using that class within the context of an XNA game on Windows Phone 7.

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  • snmptt not translating traps, even with translate_log_trap_oid=1

    - by mbrownnyc
    I am having some trouble configuring snmptt to properly translate snmp traps. The following is a problem: /etc/snmp/snmptt.conf reflects: EVENT fgFmTrapIfChange .1.3.6.1.4.1.12356.101.6.0.1004 "Status Events" Critical FORMAT $* EXEC /usr/local/nagios/libexec/eventhandlers/submit_check_result $r "snmp_traps" 2 "$O: $+*" "$*" SDESC Trap is sent to the managing FortiManager if an interface IP is changed Variables: 1: fnSysSerial 2: ifName 3: fgManIfIp 4: fgManIfMask EDESC when a trap is received, /var/log/messages reflects: Sep 6 12:07:32 SNMPMANAGERHOST snmptrapd[15385]: 2012-09-06 12:07:32 <UNKNOWN> [UDP: [192.168.100.2]:162->[192.168.100.31]]: #012.1.3.6.1.2.1.1.3.0 = Timeticks: (707253943) 81 days, 20:35:39.43 #011.1.3.6.1.6.3.1.1.4.1.0 = OID: .1.3.6.1.4.1.12356.101.6.0.1004 #011.1.3.6.1.4.1.12356.100.1.1.1.0 = STRING: FGTNNNNNNNNN #011.1.3.6.1.2.1.31.1.1.1.1.10 = STRING: internal4 #011.1.3.6.1.4.1.12356.101.6.2.1.0 = IpAddress: 192.168.65.100 #011.1.3.6.1.4.1.12356.101.6.2.2.0 = IpAddress: 255.255.255.0 Sep 6 12:07:37 SNMPMANAGERHOST icinga: EXTERNAL COMMAND: PROCESS_SERVICE_CHECK_RESULT; 192.168.100.2; snmp_traps; 2; enterprises.12356.101.6.0.1004: enterprises.12356.100.1.1.1.0:FGTNNNNNNNNN ifName.10:internal4 enterprises.12356.101.6.2.1.0:192.168.65.100 enterprises.12356.101.6.2.2.0:255.255.255.0 Since the icinga entry reflects the EXEC, it's obvious there is no translations occurring by snmptt. I have verified that translate_log_trap_oid and net_snmp_perl_enable is enabled in snmptt.ini When using --debug=1 to start snmptt, I see the following in the --debugfile: ********** Net-SNMP version 5.05 Perl module enabled ********** The main NET-SNMP version is reported as NET-SNMP version: 5.5. What else can be done to verify that snmptt is configured properly to translate traps? I have run snmptt-net-snmp-test to verify whatever net-snmp-perl version I have installed properly supports translations. The output indicates it does. /root/snmptt_1.3/snmptt-net-snmp-test --best_guess=2 SNMPTT Net-SNMP Test v1.0 (c) 2003 Alex Burger http://snmptt.sourceforge.net MIBS:RFC1213-MIB best_guess: 2 Testing translateObj ******************** Testing: .1.3.6.1.2.1.1.1, long_names=disabled, include_module=disabled Test passed. Result: sysDescr Testing: .1.3.6.1.2.1.1.1, long_names=disabled, include_module=enabled Test passed. Result: RFC1213-MIB::sysDescr Testing: .1.3.6.1.2.1.1.1, long_names=enabled, include_module=disabled Test passed. Result: .iso.org.dod.internet.mgmt.mib-2.system.sysDescr Testing: .1.3.6.1.2.1.1.1, long_names=enabled, include_module=enabled Test passed. Result: RFC1213-MIB::.iso.org.dod.internet.mgmt.mib-2.system.sysDescr Testing: sysDescr, long_names=disabled, include_module=disabled Test passed. Result: .1.3.6.1.2.1.1.1 Testing: RFC1213-MIB::sysDescr, long_names=disabled, include_module=disabled Test passed. Result: .1.3.6.1.2.1.1.1 Testing: system.sysDescr, long_names=disabled, include_module=disabled Test passed. Result: .1.3.6.1.2.1.1.1 Testing: RFC1213-MIB::system.sysDescr, long_names=disabled, include_module=disabled Test passed. Result: .1.3.6.1.2.1.1.1 Testing: .iso.org.dod.internet.mgmt.mib-2.system.sysDescr, long_names=disabled, include_module=disabled Test passed. Result: .1.3.6.1.2.1.1.1 Testing getType *************** Testing: .1.3.6.1.2.1.4.1 Test passed. Result: INTEGER Testing: ipForwarding Test passed. Result: INTEGER Testing Description ******************* Test passed. Result: ------------------------------------------------- The indication of whether this entity is acting as an IP gateway in respect to the forwarding of datagrams received by, but not addressed to, this entity. IP gateways forward datagrams. IP hosts do not (except those source-routed via the host). Note that for some managed nodes, this object may take on only a subset of the values possible. Accordingly, it is appropriate for an agent to return a `badValue' response if a management station attempts to change this object to an inappropriate value. ------------------------------------------------- I have manually gone through the MIB with the definition that's not resolving, and verified that it is properly linking back to the proper resolved definition. It is: FORTINET-FORTIGATE-MIB.txt contains: fgFmTrapIfChange NOTIFICATION-TYPE OBJECTS { fnSysSerial, ifName, fgManIfIp, fgManIfMask } STATUS current DESCRIPTION "Trap is sent to the managing FortiManager if an interface IP is changed" ::= { fgFmTrapPrefix 1004 } fgFmTrapPrefix OBJECT IDENTIFIER ::= { fgMgmt 0 } fgMgmt OBJECT IDENTIFIER ::= { fnFortiGateMib 6 } fnFortiGateMib ::= { fortinet 101 } IMPORTS FnBoolState, FnIndex, fnAdminEntry, fnSysSerial, fortinet FROM FORTINET-CORE-MIB fortinet MODULE-IDENTITY ::= { enterprises 12356 } LOOKS GOOD!!!!! 1.3.6.1.4.1.12356.101.6.0.1004 I've exhausted all the documentation and even posted fruitlessly in the snmptt-users mailing list. I can not prove it is the MIB. Why would snmptt fail to translate traps? Thanks, Matt

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  • Create a overflow screen while a game/program is running?

    - by Dodi300
    Hello. Does anyone know how I can create a screen overflow while a program is running? Mainly while a game is running. If anyone has used xFire or Steam, these use this feature. I've created a winform which starts the game/program and then minimizes. Could the overflow be created in the same winform? Thanks for the help! :)

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  • ms-access: DB engine cannot find input table or query

    - by every_answer_gets_a_point
    here's the query: SELECT * FROM (SELECT [Occurrence Number], [Occurrence Date], [1 0 Preanalytical (Before Testing)], [Cup Type], NULL as [2 0 Analytical (Testing Phase)], [2 0 Area], NULL as [3 0 Postanalytical ( After Testing)],NULL as [4 0 Other], [Practice Code], [Specimen ID #] FROM [Lab Occurrence Form] WHERE NOT ([1 0 Preanalytical (Before Testing)] IS NULL) UNION SELECT [Occurrence Number], [Occurrence Date],NULL, [Cup Type],[2 0 Analytical (Testing Phase)], [2 0 Area], NULL,NULL, [Practice Code], [Specimen ID #] FROM [Lab Occurrence Form] WHERE NOT ([2 0 Analytical (Testing Phase)] IS NULL) UNION SELECT [Occurrence Number], [Occurrence Date],NULL, [Cup Type],NULL, [2 0 Area], [3 0 Postanalytical ( After Testing)],NULL, [Practice Code], [Specimen ID #] FROM [Lab Occurrence Form] WHERE NOT ([3 0 Postanalytical ( After Testing)] IS NULL) UNION SELECT [Occurrence Number], [Occurrence Date],NULL, [Cup Type],NULL, [2 0 Area], NULL, [4 0 Other] FROM [Lab Occurrence Form], [Practice Code], [Specimen ID #] WHERE NOT ([4 0 Other] IS NULL) ) AS mySubQuery ORDER BY mySubQuery.[Occurrence Number]; for some reason it doesnt like [Practice Code]. it's definitely a column in the table so i dont understand the problem. the error is the microsoft office access database engine cannot find the input table or query 'Practice Code'........

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  • My server app works strangely. What could be the reason(s)?

    - by Poni
    Hi! I've written a server app (two parts actually; proxy server and a game server) using C++ (board game). It uses IOCP as the sockets interface. For that app I've also written a "client simulator" (hereafter "client") app that spawns many client connections, where each of them plays, in very high speed, getting the CPU to be 100% utilized. So, that's how it goes in terms of topology: Game server - holds the game state. Real players do not connect it directly but through the proxy server. When a player joins a game, the proxy actually asks for it on behalf of that player, and the game server spawns a "player instance" for that player, and from now on, every notification between the game server and the player is being passed through the proxy. Proxy server - holds TCP connections with the real players. Players communicate with the game server through it only. Client simulator - connects to the proxy only. When running the server (again, it's actually two server apps) & client locally it all works just fine. I'm talking about 40k+ player instances in which all of them are active in a game. On the other hand, when running the server remotely with, say, 1000 clients who play things getting strange. For example, I run it as said above. Then with Task Manager I kill the client simulator app ("End Process Tree"). Then it seems like the buffer of the remote server got modified by another thread, or in other words, a memory corruption has been occurred. The server crashes because it got an unknown message id (it's a custom protocol where each message has it's own unique number). To make things clear, here is how I run the apps: PC1 - game server and clients simulator (because the clients will connect the proxy). PC2 - proxy server. The strangest thing is this: Only the remote side gets "corrupted". Remote in terms that it's not the PC I use to code the app (VC++ 2008). Let's call the PC I use to code the apps "PC1". Now for example, if this time I ran the game server on PC1 (it means that proxy server on PC2 and clients simulator on PC1), then the proxy server crashes with an "unknown message id" error. Another variation is when I run the proxy server on PC1 (again, the dev machine), the game server and the clients simulator on PC2, then the game server on PC2 gets crashed. As for the IOCP config: The servers' internal connections use the default receive/send buffer sizes. Tried even with setting them to 1MB, but no luck. I have three PCs in total; 2 x Vista 64bit <<-- one of those is the dev machine. The other is connected through WiFi. 1 x WinXP 32bit They're all connected in a "full duplex" manner. What could be the reason? Tried about everything; Stack tracing, recording some actions (like read/write logging).. I want to stress that only the PC I'm not using to code the apps crashes (actually the server app "role" which is running on it - sometimes the game server and sometimes the proxy server). At first I thought that maybe the wireless PC has problems (it's wireless..) but: TCP has it's own mechanisms to make sure the packet is delivered properly. Also, a crash also happens when trying it with the two PCs that are physically connected (Vista vs. XP). Another option is that the Windows DLLs versions might have problems, but then again, one of the tests is Vista vs. Vista, and the other is Vista vs. XP. Any idea?

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  • Why does my Doctrine DBAL query return no results when quoted?

    - by braveterry
    I'm using the Doctrine DataBase Abstraction Layer (DBAL) to perform some queries. For some reason, when I quote a parameter before passing it to the query, I get back no rows. When I pass it unquoted, it works fine. Here's the relevant snippet of code I'm using: public function get($game) { load::helper('doctrinehelper'); $conn = doctrinehelper::getconnection(); $statement = $conn->prepare('SELECT games.id as id, games.name as name, games.link_url, games.link_text, services.name as service_name, image_url FROM games, services WHERE games.name = ? AND services.key = games.service_key'); $quotedGame = $conn->quote($game); load::helper('loghelper'); $logger = loghelper::getLogger(); $logger->debug("Quoted Game: $quotedGame"); $logger->debug("Unquoted Game: $game"); $statement->execute(array($quotedGame)); $resultsArray = $statement->fetchAll(); $logger->debug("Number of rows returned: " . count($resultsArray)); return $resultsArray; } Here's what the log shows: 01/01/11 17:00:13,269 [2112] DEBUG root - Quoted Game: 'Diablo II Lord of Destruction' 01/01/11 17:00:13,269 [2112] DEBUG root - Unquoted Game: Diablo II Lord of Destruction 01/01/11 17:00:13,270 [2112] DEBUG root - Number of rows returned: 0 If I change this line: $statement->execute(array($quotedGame)); to this: $statement->execute(array($game)); I get this in the log: 01/01/11 16:51:42,934 [2112] DEBUG root - Quoted Game: 'Diablo II Lord of Destruction' 01/01/11 16:51:42,935 [2112] DEBUG root - Unquoted Game: Diablo II Lord of Destruction 01/01/11 16:51:42,936 [2112] DEBUG root - Number of rows returned: 1 Have I fat-fingered something?

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  • Permission forbidden on localhost with apache2

    - by N Alex
    Here is what I am trying to do. I tried to add another folder to apache and I get the following error when trying to acces testing/index.html. The idea is that I would like to have for every customer a folder like /home/neagoe/Work/InterWebs/Projects/[PROJECT NAME]/CustomerProjects/website/dist. Forbidden You don't have permission to access /index.html on this server. Apache/2.2.22 (Ubuntu) Server at testing Port 80 Here are the steps that I followed: Step1: sudo chmod a+x /home/neagoe/Work/InterWebs/Projects/testing/CustomerProjects/website/dist Step2: sudo chown -R www-data:www-data /home/neagoe/Work/InterWebs/Projects/testing/CustomerProjects/website/dist sudo chmod -R 775 /home/neagoe/Work/InterWebs/Projects/testing/CustomerProjects/website/dist Step3: sudo adduser $USER www-data Step4: sudo a2enmod userdir Step5: sudo cp /etc/apache/sites-available/default /etc/apache/sites-available/testing I edited the file /etc/apache/sites-available/testing so it looks like this: <VirtualHost *:80> ServerAdmin webmaster@localhost ServerName testing DocumentRoot /home/neagoe/Work/InterWebs/Projects/testing/CustomerProjects/website/dist <Directory /> Options FollowSymLinks AllowOverride None </Directory> <Directory /home/neagoe/Work/InterWebs/Projects/testing/CustomerProjects/website/dist/ > Options Indexes FollowSymLinks MultiViews AllowOverride All Order allow,deny allow from all </Directory> ScriptAlias /cgi-bin/ /usr/lib/cgi-bin/ <Directory "/usr/lib/cgi-bin"> AllowOverride None Options +ExecCGI -MultiViews +SymLinksIfOwnerMatch Order allow,deny Allow from all </Directory> ErrorLog ${APACHE_LOG_DIR}/error.log # Possible values include: debug, info, notice, warn, error, crit, # alert, emerg. LogLevel warn CustomLog ${APACHE_LOG_DIR}/access.log combined </VirtualHost> Step6: I edited hosts ("/etc/hosts") so it looks like this: 127.0.0.1 localhost 127.0.0.1 testing # The following lines are desirable for IPv6 capable hosts ::1 ip6-localhost ip6-loopback fe00::0 ip6-localnet ff00::0 ip6-mcastprefix ff02::1 ip6-allnodes ff02::2 ip6-allrouters Step7: sudo a2ensite testing sudo service apache2 restart I searched for about 2 hours on the internet but I can't figure out what went wrong. All the pages that I found following the same steps as described above. I know there are similar questions here on the internet, but the answer is to change permission to the directory which I did on Step2. I am sorry if this is really a duplicate but I could't find the right answer. Thank you! PS. I asked this also on AskUbuntu but didn't get any answers so I'm trying my luck here. Edit: There isn't much on the error log or the access log. On the access.log: ::1 - - [10/Aug/2013:11:23:28 +0300] "OPTIONS * HTTP/1.0" 200 126 "-" "Apache/2.2.22 (Ubuntu) (internal dummy connection)" ::1 - - [10/Aug/2013:11:23:29 +0300] "OPTIONS * HTTP/1.0" 200 126 "-" "Apache/2.2.22 (Ubuntu) (internal dummy connection)" ::1 - - [10/Aug/2013:11:23:31 +0300] "OPTIONS * HTTP/1.0" 200 126 "-" "Apache/2.2.22 (Ubuntu) (internal dummy connection)" ::1 - - [10/Aug/2013:11:23:32 +0300] "OPTIONS * HTTP/1.0" 200 126 "-" "Apache/2.2.22 (Ubuntu) (internal dummy connection)" ::1 - - [10/Aug/2013:11:23:33 +0300] "OPTIONS * HTTP/1.0" 200 126 "-" "Apache/2.2.22 (Ubuntu) (internal dummy connection)" ::1 - - [10/Aug/2013:11:23:34 +0300] "OPTIONS * HTTP/1.0" 200 126 "-" "Apache/2.2.22 (Ubuntu) (internal dummy connection)" ::1 - - [10/Aug/2013:11:23:35 +0300] "OPTIONS * HTTP/1.0" 200 126 "-" "Apache/2.2.22 (Ubuntu) (internal dummy connection)" 127.0.0.1 - - [10/Aug/2013:11:23:23 +0300] "POST /wordpress-testing/wp-cron.php?doing_wp_cron=1376123003.7026669979095458984375 HTTP/1.0" 200 705 "-" "WordPress/3.6; http://localhost/wordpress-testing" ::1 - - [10/Aug/2013:11:23:36 +0300] "OPTIONS * HTTP/1.0" 200 126 "-" "Apache/2.2.22 (Ubuntu) (internal dummy connection)" ::1 - - [10/Aug/2013:11:23:37 +0300] "OPTIONS * HTTP/1.0" 200 126 "-" "Apache/2.2.22 (Ubuntu) (internal dummy connection)" ::1 - - [10/Aug/2013:11:23:38 +0300] "OPTIONS * HTTP/1.0" 200 126 "-" "Apache/2.2.22 (Ubuntu) (internal dummy connection)" 127.0.0.1 - - [10/Aug/2013:11:31:32 +0300] "GET /index.html HTTP/1.1" 200 485 "-" "Mozilla/5.0 (X11; Ubuntu; Linux x86_64; rv:23.0) Gecko/20100101 Firefox/23.0" And the last line repeats for about 200 rows. On the error.log: 1. This lines repeat from time to time. PHP Warning: PHP Startup: Unable to load dynamic library '/usr/lib/php5/20100525 /msql.so' - /usr/lib/php5/20100525/msql.so: cannot open shared object file: No such file or directory in Unknown on line 0 [Sat Aug 10 13:06:42 2013] [notice] Apache/2.2.22 (Ubuntu) PHP/5.4.9-4ubuntu2.2 configured -- resuming normal operations [Sat Aug 10 13:07:36 2013] [notice] caught SIGTERM, shutting down PHP Warning: PHP Startup: Unable to load dynamic library '/usr/lib/php5/20100525/msql.so' - /usr/lib/php5/20100525/msql.so: cannot open shared object file: No such file or directory in Unknown on line 0 [Sat Aug 10 13:07:37 2013] [notice] Apache/2.2.22 (Ubuntu) PHP/5.4.9-4ubuntu2.2 configured -- resuming normal operations 2. And this is the predominant error. (hundreds of lines) [Sat Aug 10 13:07:40 2013] [error] [client 127.0.0.1] (13)Permission denied: access to /index.html denied

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  • Create a overlay screen while a game/program is running?

    - by Dodi300
    Hello. Does anyone know how I can create a screen overflow while a program is running? Mainly while a game is running. If anyone has used xFire or Steam, these use this feature. I've created a winform which starts the game/program and then minimizes. Could the overflow be created in the same winform? Thanks for the help! :)

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