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  • APC ups es 700 randomly overload

    - by Matteo Mosca
    First of all, I live in Italy, Europe, so keep this in mind for Volt/Watt considerations. Standard voltage in Italian apartments is 220V. In my living room I have 2 APC ups, one being an ES-550 and the other an ES-700 They each have 4 slots for surge protection only, and 4 slots for surge protection + battery backup. Just to give all the information, they both got their battery replaced less than one month ago. The ES-550 works fine, without any problem. On the battery I have connected: Pc Monitor Sony Bravia 46'' 4th slot is empty The ES-700 has the following on battery: Xbox 360 Ps3 (standby when not used) Wii (standby when not used) Netgear 8 port switch (always on) Here's what happens: the ES-700, randomly, but mostly at night when I'm sleeping, goes like "overload", with the constant beep. If I try to shut it off keeping the power button pressed, nothing happens. The only thing that works is unplugging random stuff (sometimes unplugging 1 console works, other times I have to unplug all 4 devices). Every time this happens the problem is "real", meaning the 4 devices become unpowered, so it's not just an "alarm no working properly" problem. While I'm sleeping, of course, the power usage is what described on the list, 2 devices on standy, 1 off and 1 on. Today it happened again while I was playing with my Ps3. I unplugged it, problem went away. I plugged it again, and it kept working fine. I just can't figure out what's the problem. The only additional info I can provide is that this behaviour started after a big power outage last december 26 (a blackout that lasted almost all day) but the "surge protection" part of those UPS should be there for those problems, to leverage peaks when power goes away or gets restored. Another funny thing is, althought it might not be related, for a couple of days after that event the Wii was unable to power on, I thought its power transformer was broken, but then it suddenly started working again. I can be sure it's not the Wii overloading the UPS because the overload happens even if I leave the Wii unplugged. Any suggestion is really appreciated, and I can provide any additional info, if needed, that didn't come to mind right now. Thanks.

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  • Keeping up with Technology

    - by kennedysteve
    If you're like me, you have a hard time keeping up with all the technologies out there. The reality is there's too many new technologies (languages, methodologies,  tools, etc). One of the ways I try to keep up with everything is by using good ol' RSS feeds in conjunction with Google Reader. Google Reader is both an online aggregator of RSS feeds, and it also has a good companion app on Google Android. The nicest part of Google Reader for me is the "All Listings" view which gives me a reverse chronological view of ALL articles (mixed together) regardless of the actual RSS feed.  This way, I get to see the newest articles first. I can then choose to hide the articles I've viewed, etc. Here is a list of my RSS feeds. Admittedly, some of these are all over the spectrum. But you might find one or two interesting. .NET Rocks! RSS = http://feeds.feedburner.com/netRocksFullMp3Downloads Main Web Site = http://www.dotnetrocks.com Channel 9 RSS = http://channel9.msdn.com/Feeds/RSS Main Web Site = http://channel9.msdn.com/ CodePlex  RSS = http://www.codeplex.com/site/feeds/rss Main Web Site = http://www.codeplex.com/site/feeds/rss Connected Show Developer Podcast! RSS = http://feeds.connectedshow.com/ConnectedShow Main Web Site = http://www.ConnectedShow.com/ dnrTV RSS = http://feeds.feedburner.com/DnrtvWmv?format=xml Main Web Site = http://dnrtv.com ebookshare RSS = http://www.ebookshare.net/feed/ Main Web Site = http://www.ebookshare.net Geekswithblogs.net RSS = http://feeds.feedburner.com/geekswithblogs Main Web Site = http://geekswithblogs.net/mainfeed.aspx Gmail Blog RSS = http://feeds.feedburner.com/OfficialGmailBlog?format=xml Main Web Site = http://gmailblog.blogspot.com/ Google Mobile Blog RSS = http://feeds.feedburner.com/OfficialGoogleMobileBlog Main Web Site = http://googlemobile.blogspot.com/ Herding Code RSS = http://feeds.feedburner.com/herdingcode Main Web Site = http://herdingcode.com LearnVisualStudio.NET Videos RSS = http://www.learnvisualstudio.net/videos.rss Main Web Site = http://www.learnvisualstudio.net/ Microsoft Learning Upcoming = Microsoft Learning Upcoming Titles RSS = http://learning.microsoft.com/rss/en-US/upcomingtitles?brand=Learning Main Web Site = http://learning.microsoft.com:80/rss/en-US/upcomingtitles?brand=Learning MS On-demand Webcasts RSS = http://www.microsoft.com/communities/rss.aspx?&Title=On-Demand+Webcasts&RssTitle=Microsoft+Webcasts%3A+On-Demand+Webcasts&CMTYSvcSource=MSCOMMedia&WebNewsURL=http%3A%2F%2Fwww.microsoft.com%2Fevents%2FEventDetails.aspx&CMTYRawShape=list&Params=+%0D%0A%09~CMTYDataSvcParams%5E%0D%0A%09~arg+Name%3D'EventType'+Value%3D'OnDemandWebcast'%2F%5E%0D%0A%09~arg+Name%3D'ProviderID'+Value%3D'A6B43178-497C-4225-BA42-DF595171F04C'%2F%5E%0D%0A%09~arg+Name%3D'StartDate'+Value%3D'06%2F30%2F2006'%2F%5E%0D%0A%09~arg+Name%3D'EndDate'+Value%3D'Now%2B0'%2F%5E%0D%0A%09~%2FCMTYDataSvcParams%5E+&NumberOfItems=100 Main Web Site = http://www.microsoft.com/events/default.mspx MS Podcasts for Devs RSS = http://www.microsoft.com/events/podcasts/default.aspx?podcast=rss&audience=Audience-e5381407-359f-4922-97d0-0237af790eee&pageId=x40 Main Web Site = http://www.microsoft.com/events/podcasts/default.aspx?audience=Audience-e5381407-359f-4922-97d0-0237af790eee&pageId=x40&WT.rss_ev=f MSDN Blogs RSS = http://blogs.msdn.com/b/mainfeed.aspx?Type=BlogsOnly Main Web Site = http://blogs.msdn.com/b/ MSDN Radio RSS = http://www.microsoft.com/events/podcasts/default.aspx?topic=&audience=&view=&pageId=x73&seriesID=Series-b9139976-8d48-4249-9b89-ccd17891de1e.xml&podcast=rss&type=wma Main Web Site = http://www.microsoft.com/events/podcasts/default.aspx?seriesID=Series-b9139976-8d48-4249-9b89-ccd17891de1e.xml&pageId=x73&WT.rss_ev=f O'Reilly Deal of the Day RSS = http://feeds.feedburner.com/oreilly/ebookdealoftheday Main Web Site = http://oreilly.com O'Reilly New RSS = http://feeds.feedburner.com/oreilly/newbooks Main Web Site = http://oreilly.com/ Safari Books Online RSS = http://my.safaribooksonline.com/rss Main Web Site = http://my.safaribooksonline.com/ ScottGu's Blog RSS = http://weblogs.asp.net/scottgu/rss.aspx Main Web Site = http://weblogs.asp.net/scottgu/default.aspx SourceForge Community Blog RSS = http://sourceforge.net/blog/feed/ Main Web Site = http://sourceforge.net/blog Stack Overflow RSS = http://blog.stackoverflow.com/feed/ Main Web Site = http://blog.stackoverflow.com Stepcase Lifehack RSS = http://www.lifehack.org/feed/ Main Web Site = http://www.lifehack.org TechNet Radio RSS = http://www.microsoft.com/events/podcasts/default.aspx?topic=&audience=&view=&pageId=x73&seriesID=Series-cc4e3db2-9212-43c5-a57b-d43fa31e6452.xml&podcast=rss&type=wma Main Web Site = http://www.microsoft.com/events/podcasts/default.aspx?seriesID=Series-cc4e3db2-9212-43c5-a57b-d43fa31e6452.xml&pageId=x73&WT.rss_ev=f Wrox All New Titles RSS = http://www.wrox.com/WileyCDA/feed/RSS_WROX_ALLNEW.xml Main Web Site = http://www.wrox.com

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  • Trouble with onscreen keyboard orientation in iPhone OpenGL ES application.

    - by Plumenator
    I need to take keyboard input in my OpenGL ES application, so I just created an empty UITextView and added it as a subview to the main window along with the view that presents my content. I use the UITextview to control the keyboard and it works fine in a single orientation. I then changed my code to support all orientations by rotating the OpenGL content myself based on UIDeviceOrientation notifications. To rotate the keyboard, I overrode the shouldAutoRotateInterfaceOrientation method in the UITextView's controller. But I still see that the keyboard does not rotate according to the orientation. Any clues?

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  • OpenGL ES view: how to orient it to landscape?

    - by Steph Thirion
    Looking for clues about orienting an OpenGL ES app in landscape, most information I found dates back from 2008, most of it refering to the early versions of the SDK. Apparently, back in the days, in the case of GL it was recommended to not rotate the view, but instead to apply the rotation as a GL transformation. Is it still the case with the current SDKs? It would be so much simpler to simply rotate the window: all the touch events would be in sync with the rotation. In other words: how to set up an OpenGL view in landscape mode?

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  • OpenGL ES 2 on Android: native window

    - by ThreaderSlash
    According to OGLES specification, we have the following definition: EGLSurface eglCreateWindowSurface(EGLDisplay display, EGLConfig config, NativeWindowType native_window, EGLint const * attrib_list) More details, here: http://www.khronos.org/opengles/documentation/opengles1_0/html/eglCreateWindowSurface.html And also by definition: int32_t ANativeWindow_setBuffersGeometry(ANativeWindow* window, int32_t width, int32_t height, int32_t format); More details, here: http://mobilepearls.com/labs/native-android-api I am running Android Native App on OGLES 2 and debugging it in a Samsung Nexus device. For setting up the 3D scene graph environment, the following variables are defined: struct android_app { ... ANativeWindow* window; }; android_app* mApplication; ... mApplication=&pApplication; And to initialize the App, we run the commands in the code: ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); Funny to say is that, the command ANativeWindow_setBuffersGeometry behaves as expected and works fine according to its definition, accepting all the parameters sent to it. But the eglCreateWindowSurface does no accept the parameter mApplication-window, as it should accept according to its definition. Instead, it looks for the following input: EGLNativeWindowType hWnd; mSurface = eglCreateWindowSurface(mDisplay,lConfig,hWnd,NULL); As an alternative, I considered to use instead: NativeWindowType hWnd=android_createDisplaySurface(); But debugger says: Function 'android_createDisplaySurface' could not be resolved Is 'android_createDisplaySurface' compatible only for OGLES 1 and not for OGLES 2? Can someone tell if there is a way to convert mApplication-window? In a way that the data from the android_app get accepted to the window surface?

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  • Fast way to perform addition of 2 LARGE float arrays in Android. Optional JNI or Opengl ES

    - by nathan
    I simply need to add floatArray1 to floatArray2 storing the result in floatArray2.. no third array.. all arrays are one dimensional but are very large... probibly as large as the os will let me get away with. Max i would need is two float arrays with 40,000 floats each... but i could get away with 1/10th that i suppose minimum. Would love to do this in 1/30th or 1/60th of a second but that does not seem possible? Also if the code is JNI,NDK or OpenGL ES thats fine.. does android have an assembly language or like machine code i could use somehow?

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  • Why does my OpenGL ES iPhone game flicker when I first turn on the phone?

    - by MrDatabase
    I made a simple game for the iPhone using OpenGL ES. Everything works fine except for this problem: I turn the phone completely off, then back on, then launch my app and I get this wierd flickering! Every other frame is correct... the incorrect frames are just the same frame over and over again. If I quit the app, launch it again everything is fine. If I quit and restart 10 times in a row everything is fine every time. But if I turn the phone off, then back on, then launch the app I get the same flickering the first time I launch the app. Why is this happening?! Has anyone else had this problem? Cheers!

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  • Emails sent to outlook.com not being delivered

    - by imukcedup
    I'm having an issue that is a little strange. I have a cPanel webserver that I own and have root. I was testing out emailing and noticed some issues. When I send an email to outlook.com address the email sends ok but nothing is recieved at the outlook mailbox. I also dont get an 'email delivery failure notification' in any mailbox. 2014-06-12 09:53:47 SMTP connection from [127.0.0.1]:45334 (TCP/IP connection count = 1) 2014-06-12 09:53:47 1Wv5Rr-0003rA-2K <= joe@ourdomain.com H=localhost (ourdomain.com) [127.0.0.1]:45334 P=esmtpa A=dovecot_login:joe S=667 id=f06526fb9d6c8ecf7610e7afb35871d8@ourdomain.com T="This is a test message" for testaccount@outlook.com 2014-06-12 09:53:47 SMTP connection from localhost (ourdomain.com) [127.0.0.1]:45334 closed by QUIT 2014-06-12 09:53:50 cwd=/var/spool/MailScanner/incoming/1029481 5 args: /usr/sbin/exim -C /etc/exim_outgoing.conf -Mc 1Wv5Rr-0003rA-2K 2014-06-12 09:53:50 1Wv5Rr-0003rA-2K SMTP connection outbound 1402581230 1Wv5Rr-0003rA-2K ourdomain.com testaccount@outlook.com 2014-06-12 09:53:50 1Wv5Rr-0003rA-2K => Test Account <[email protected]> R=archive_outgoing_email T=archiver_outgoing 2014-06-12 09:53:52 1Wv5Rr-0003rA-2K => testaccount@outlook.com R=dkim_lookuphost T=dkim_remote_smtp H=mx1.hotmail.com [65.54.188.110] X=UNKNOWN:AES128-SHA256:128 C="250 <[email protected]> Queued mail for delivery" 2014-06-12 09:53:52 1Wv5Rr-0003rA-2K Completed I have checked the outlook.com's spam folders and its not in there either. This is a new IP address allocation from our ISP and there was a block on gmail addresses, so we know it was used for spam. But with gmail we got a notifaction of failure and I know outlook/microsoft also send out notification. Does anyone know what could be happening here? Thanks

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  • IOS OpenGl transparency performance issue

    - by user346443
    I have built a game in Unity that uses OpenGL ES 1.1 for IOS. I have a nice constant frame rate of 30 until i place a semi transparent texture over the top on my entire scene. I expect the drop in frames is due to the blending overhead with sorting the frame buffer. On 4s and 3gs the frames stay at 30 but on the iPhone 4 the frame rate drops to 15-20. Probably due to the extra pixels in the retina compared to the 3gs and smaller cpu/gpu compared to the 4s. I would like to know if there is anything i can do to try and increase the frame rate when a transparent texture is rendered on top of the entire scene. Please not the the transparent texture overlay is a core part of the game and i can't disable anything else in the scene to speed things up. If its guaranteed to make a difference I guess I can switch to OpenGl ES 2.0 and write the shaders but i would prefer not to as i need to target older devices. I should add that the depth buffer is disabled and I'm blending using SrcAlpha One. Any advice would be highly appreciated. Cheers

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  • Questions before I revamp my rendering engine to use shaders (GLSL)

    - by stephelton
    I've written a fairly robust rendering engine using OpenGL ES 1.1 (fixed-function.) I've been looking into revamping the engine to use OpenGL ES 2.0, which necessitates that I use shaders. I've been absorbing information all day long and still have some questions. Firstly, lighting. The fixed-function pipeline is guaranteed to have at least 8 lights available. My current engine finds lights that are "close" to the primitives being drawn and enables them; I don't know how many lights are going to be enabled until I draw a given model. Nothing is dynamically allocated in GLSL, so I have to define in a shader some number of lights to be used, right? So if I want to stick with 8, should I write my general purpose shader to have 8 lights and then use uniforms to tell it how many / which lights to use? Which brings me to another question: should I be concerned with the amount of data I'm allocating in a shader? Recent video cards have hundreds of "stream processors." If I've got a fragment shader being used on some number of fragments in a given triangle, I assume they must each have their own stack to work on. Are read-only variables copied here, or read when needed? My initial goal is to rework my code so that it is virtually identical to the current implementation. What I have in mind is to create my own matrix stack so that I can implement something along the lines of push/popMatrix and apply all my translations, rotations, and scales to this matrix, then provide the matrix to the vertex shader so that it can make very quick vertex translations. Is this approach sound? Edit: My original intention was to ask if there was a tutorial that would explain the bare minimum necessary to jump from fixed-function to using shaders. Thanks!

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  • Package Dependencies Error in almost every install

    - by Betaxpression
    New to Ubuntu. In the other sofware sources i have "Debian 4.0 eth" officially supported "non-us.debian.org/"; etc ... "ppa.launcpad.net" and installing applications has stopped working. I think i first came across this problem after installing Blender 2.58 When using update manager it is prompting for a partial upgrade. Almost every software when trying to install showing the same error Package Dependencies Error or GPG PUB KEY missing, tried to fixing to them but no luck. Output to: sudo apt-get update && sudo apt-get upgrade (links disabled http:// -- http:/ as new user can't put more no. of hyperlinks) Ign http:/non-us.debian.org stable/non-US InRelease Ign http:/non-us.debian.org stable/non-US Release.gpg Ign http:/non-us.debian.org stable/non-US Release Ign http:/non-us.debian.org stable/non-US/contrib TranslationIndex Ign http:/non-us.debian.org stable/non-US/main TranslationIndex Ign http:/non-us.debian.org stable/non-US/non-free TranslationIndex Err http:/non-us.debian.org stable/non-US/main Sources 503 Service Unavailable Err http:/non-us.debian.org stable/non-US/contrib Sources 503 Service Unavailable Err http:/non-us.debian.org stable/non-US/non-free Sources 503 Service Unavailable Err http:/non-us.debian.org stable/non-US/main amd64 Packages 503 Service Unavailable Err http:/non-us.debian.org stable/non-US/contrib amd64 Packages 503 Service Unavailable Err http:/non-us.debian.org stable/non-US/non-free amd64 Packages 503 Service Unavailable Ign http:/non-us.debian.org stable/non-US/contrib Translation-en_IN Ign http:/non-us.debian.org stable/non-US/contrib Translation-en Ign http:/non-us.debian.org stable/non-US/main Translation-en_IN Ign http:/non-us.debian.org stable/non-US/main Translation-en Ign http:/non-us.debian.org stable/non-US/non-free Translation-en_IN Ign http:/non-us.debian.org stable/non-US/non-free Translation-en Ign http:/archive.ubuntu.com natty InRelease Ign http:/archive.canonical.com natty InRelease Ign http:/extras.ubuntu.com natty InRelease Ign http:/http.us.debian.org stable InRelease Ign http:/ftp.us.debian.org etch InRelease Ign http:/archive.ubuntu.com natty-updates InRelease Hit http:/archive.canonical.com natty Release.gpg Get:1 http:/extras.ubuntu.com natty Release.gpg [72 B] Ign http:/ppa.launchpad.net natty InRelease Get:2 http:/http.us.debian.org stable Release.gpg [1,672 B] Ign http:/linux.dropbox.com natty InRelease Ign http:/ftp.us.debian.org etch Release.gpg Ign http:/archive.ubuntu.com natty-security InRelease Hit http:/archive.canonical.com natty Release Hit http:/extras.ubuntu.com natty Release Ign http:/ppa.launchpad.net natty InRelease Get:3 http:/linux.dropbox.com natty Release.gpg [489 B] Ign http:/ftp.us.debian.org etch Release Ign http:/dl.google.com stable InRelease Get:4 http:/archive.ubuntu.com natty Release.gpg [198 B] Ign http:/ppa.launchpad.net natty InRelease Hit http:/archive.canonical.com natty/partner Sources Hit http:/extras.ubuntu.com natty/main Sources Get:5 http:/linux.dropbox.com natty Release [2,599 B] Get:6 http:/archive.ubuntu.com natty-updates Release.gpg [198 B] Ign http:/ppa.launchpad.net natty InRelease Hit http:/archive.canonical.com natty/partner amd64 Packages Hit http:/extras.ubuntu.com natty/main amd64 Packages Get:7 http:/linux.dropbox.com natty/main amd64 Packages [784 B] Get:8 http:/archive.ubuntu.com natty-security Release.gpg [198 B] Ign http:/ppa.launchpad.net natty InRelease Ign http:/archive.canonical.com natty/partner TranslationIndex Ign http:/extras.ubuntu.com natty/main TranslationIndex Get:9 http:/http.us.debian.org stable Release [104 kB] Ign http:/linux.dropbox.com natty/main TranslationIndex Hit http:/archive.ubuntu.com natty Release Ign http:/ppa.launchpad.net natty InRelease Ign http:/http.us.debian.org stable Release Hit http:/archive.ubuntu.com natty-updates Release Get:10 http:/ppa.launchpad.net natty InRelease [316 B] Ign http:/ppa.launchpad.net natty InRelease Hit http:/archive.ubuntu.com natty-security Release Get:11 http:/ppa.launchpad.net natty InRelease [316 B] Ign http:/ppa.launchpad.net natty InRelease Hit http:/archive.ubuntu.com natty/restricted Sources Get:12 http:/ppa.launchpad.net natty Release.gpg [316 B] Ign http:/http.us.debian.org stable/main Sources/DiffIndex Get:13 http:/ppa.launchpad.net natty Release.gpg [316 B] Hit http:/archive.ubuntu.com natty/main Sources Ign http:/ftp.us.debian.org etch/contrib TranslationIndex Ign http:/http.us.debian.org stable/contrib Sources/DiffIndex Get:14 http:/ppa.launchpad.net natty Release.gpg [1,502 B] Ign http:/http.us.debian.org stable/non-free Sources/DiffIndex Ign http:/ftp.us.debian.org etch/main TranslationIndex Get:15 http:/ppa.launchpad.net natty Release.gpg [1,928 B] Ign http:/http.us.debian.org stable/main amd64 Packages/DiffIndex Ign http:/ftp.us.debian.org etch/non-free TranslationIndex Ign http:/ppa.launchpad.net natty Release.gpg Hit http:/http.us.debian.org stable/contrib amd64 Packages/DiffIndex W: GPG error: http:/http.us.debian.org stable Release: The following signatures couldn't be verified because the public key is not available: NO_PUBKEY AED4B06F473041FA NO_PUBKEY 64481591B98321F9 W: GPG error: http:/ppa.launchpad.net natty InRelease: File /var/lib/apt/lists/partial/ppa.launchpad.net_sunab_kdenlive-release_ubuntu_dists_natty_InRelease doesn't start with a clearsigned message W: GPG error: http:/ppa.launchpad.net natty InRelease: File /var/lib/apt/lists/partial/ppa.launchpad.net_ubuntu-wine_ppa_ubuntu_dists_natty_InRelease doesn't start with a clearsigned message E: Could not open file /var/lib/apt/lists/http.us.debian.org_debian_dists_stable_contrib_binary-amd64_Packages.IndexDiff - open (2: No such file or directory) output to: sudo cat /etc/apt/sources.list # deb cdrom:[Ubuntu 11.04 _Natty Narwhal_ - Release amd64 (20110427.1)]/ natty main restricted # See http:/help.ubuntu.com/community/UpgradeNotes for how to upgrade to # newer versions of the distribution. deb http:/archive.ubuntu.com/ubuntu natty main restricted deb-src http:/archive.ubuntu.com/ubuntu natty restricted main multiverse universe #Added by software-properties ## Major bug fix updates produced after the final release of the ## distribution. deb http:/archive.ubuntu.com/ubuntu natty-updates main restricted deb-src http:/archive.ubuntu.com/ubuntu natty-updates restricted main multiverse universe #Added by software-properties ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team. Also, please note that software in universe WILL NOT receive any ## review or updates from the Ubuntu security team. deb http:/archive.ubuntu.com/ubuntu natty universe deb http:/archive.ubuntu.com/ubuntu natty-updates universe ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team, and may not be under a free licence. Please satisfy yourself as to ## your rights to use the software. Also, please note that software in ## multiverse WILL NOT receive any review or updates from the Ubuntu ## security team. deb http:/archive.ubuntu.com/ubuntu natty multiverse deb http:/archive.ubuntu.com/ubuntu natty-updates multiverse ## Uncomment the following two lines to add software from the 'backports' ## repository. ## N.B. software from this repository may not have been tested as ## extensively as that contained in the main release, although it includes ## newer versions of some applications which may provide useful features. ## Also, please note that software in backports WILL NOT receive any review ## or updates from the Ubuntu security team. # deb http:/us.archive.ubuntu.com/ubuntu/ natty-backports main restricted universe multiverse # deb-src http:/us.archive.ubuntu.com/ubuntu/ natty-backports main restricted universe multiverse deb http:/archive.ubuntu.com/ubuntu natty-security main restricted deb-src http:/archive.ubuntu.com/ubuntu natty-security restricted main multiverse universe #Added by software-properties deb http:/archive.ubuntu.com/ubuntu natty-security universe deb http:/archive.ubuntu.com/ubuntu natty-security multiverse ## Uncomment the following two lines to add software from Canonical's ## 'partner' repository. ## This software is not part of Ubuntu, but is offered by Canonical and the ## respective vendors as a service to Ubuntu users. deb http:/archive.canonical.com/ubuntu natty partner deb-src http:/archive.canonical.com/ubuntu natty partner ## This software is not part of Ubuntu, but is offered by third-party ## developers who want to ship their latest software. deb http:/extras.ubuntu.com/ubuntu natty main deb-src http:/extras.ubuntu.com/ubuntu natty main deb http:/ftp.us.debian.org/debian/ etch main contrib non-free deb-src http:/ftp.us.debian.org/debian/ etch main contrib non-free deb http:/http.us.debian.org/debian stable main contrib non-free deb-src http:/http.us.debian.org/debian stable main contrib non-free deb http:/non-us.debian.org/debian-non-US stable/non-US main contrib non-free deb-src http:/non-us.debian.org/debian-non-US stable/non-US main contrib non-free Thanks But after removing Debian repositories still getting this error: W:GPG error: http://ppa.launchpad.net natty Release: The following signatures couldn't be verified because the public key is not available: NO_PUBKEY 9BDB3D89CE49EC21, W:GPG error: http://ppa.launchpad.net natty Release: The following signatures couldn't be verified because the public key is not available: NO_PUBKEY 80E7349A06ED541C, W:GPG error: http://ppa.launchpad.net natty Release: The following signatures couldn't be verified because the public key is not available: NO_PUBKEY 8C851674F96FD737, W:GPG error: http://ppa.launchpad.net natty Release: The following signatures couldn't be verified because the public key is not available: NO_PUBKEY 94E58C34A8670E8C, E:Unable to parse package file /var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_natty-updates_multiverse_i18n_Index (1) I actually tried this before, but i am always getting this error --Executing: gpg --ignore-time-conflict --no-options --no-default-keyring --secret-keyring /etc/apt/secring.gpg --trustdb-name /etc/apt/trustdb.gpg --keyring /etc/apt/trusted.gpg --primary-keyring /etc/apt/trusted.gpg --keyserver keyserver.ubuntu.com --recv-keys 8C851674F96FD737 gpg: requesting key F96FD737 from hkp server keyserver.ubuntu.com ?: keyserver.ubuntu.com: Connection refused gpgkeys: HTTP fetch error 7: couldn't connect: Connection refused gpg: no valid OpenPGP data found. gpg: Total number processed: 0

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  • How do I generate mipmap .png and model .obj files for LibGDX?

    - by John Murdoch
    I'm playing a bit with LibGDX (OpenGL ES 2.0 wrapper for Android). I found some sample code which used prepared files to load models and mipmap textures for them, e.g., at https://github.com/libgdx/libgdx/blob/master/demos/invaders/gdx-invaders/src/com/badlogic/gdxinvaders/RendererGL20.java it reads .obj file for the model and RGB565 format .png file to apply a mipmapped texture to it. What is the best / easiest way for me to create these files? I understand .obj files are generated by a bunch of tools (I installed Blender, Wings3D and Kerkythea so far), but which ones will be the most user friendly for someone unfamiliar with 3D modelling? But more importantly, how do I produce a .png file with the mipmapped texture? The .png I looked at ( https://github.com/libgdx/libgdx/blob/master/demos/invaders/gdx-invaders/data/ship.png ) seems to include different textures for each of the faces, probably created with some tool. I browsed through the menus for the 3 tools I have installed but didn't find an option to export such a .png file. What am I missing?

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  • Lighting get darker when texture is aplied

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • Texture and Lighting Issue in 3D world

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • How to modulate every texture unit in OpenGL ES 1.1?

    - by Jesse Beder
    I have two textures and a "blend factor", and I'd like to mix them, modulated by the current color; in effect, I want to use the following shader: gl_FragColor = gl_Color * mix(tex0, tex1, blendFactor); I'm using OpenGL ES 1.1, targeting all versions of the iPhone, so I can't use shaders, and I have two texture units. My best attempt is: // texture 0 glActiveTexture(GL_TEXTURE0); image1.Bind(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // texture 1 glActiveTexture(GL_TEXTURE1); image2.Bind(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_ALPHA, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA); const float factor[] = { 0, 0, 0, blendFactor }; glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, factor); This has the effect of the shader: gl_FragColor = mix(gl_Color * tex0, tex1, blendFactor); but I don't see how to module texture 1 by the color. Is there any way to have the color provided by a texture unit automatically modulated by the incoming primary color? Or any other way to do what I want that I'm missing? Multiple passes are definitely allowed, but they have to have the proper blend effect; I have glBlend(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); enabled, so it can be tricky to get right with multiple passes.

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  • OpenGL ES - texture map all faces of an 8 vertex cube?

    - by Feet
    Working through some OpenGL-ES tutorials, using the Android emulator. I've gotten up to texture mapping and am having some trouble mapping to a cube. Is it possible to map a texture to all faces of a cube that has 8 vertices and 12 triangles for the 6 faces as described below? // Use half as we are going for a 0,0,0 centre. width /= 2; height /= 2; depth /= 2; float vertices[] = { -width, -height, depth, // 0 width, -height, depth, // 1 width, height, depth, // 2 -width, height, depth, // 3 -width, -height, -depth, // 4 width, -height, -depth, // 5 width, height, -depth, // 6 -width, height, -depth, // 7 }; short indices[] = { // Front 0,1,2, 0,2,3, // Back 5,4,7, 5,7,6, // Left 4,0,3, 4,3,7, // Right 1,5,6, 1,6,2, // Top 3,2,6, 3,6,7, // Bottom 4,5,1, 4,1,0, }; float texCoords[] = { 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; I have gotten the front and back faces working correctly, however, none of the other faces are showing the texture.

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  • OpenGL ES - how to keep some object at a fixed size?

    - by OMH
    I'm working on a little game in OpenGL ES. In the background, there is a world/map. The map is just a large texture. Zoom/pinch/pan is used to move around. And I'm using glOrthof (left, right, bottom, top, zNear, zFar) to implement the zoom/pinch. When I zoom in, the sprites on top of the map is also zoomed in. But I would like to have some sprites stay at a fixed size. I could probably calculate a scale factor, depending on the parameters to glOrthof, but there must be a more natural and straightforward way of doing that, instead of scaling the sprites down when I zoom in. If I add some text or some GUI elements on top of the map, they should definately have a fixed size. Is there a solution to do this, or do I have to leave fixed values in glOrthof and implement zoom/pinch in another way? EDIT: To be more clear: I want sprites that zoom in/out along with the map, but stay at the same size. I have some elements that are like the pins on the iPhone's map application. When you zoom, the pins stay the same size, but move around on the screen to stay on the same spot on the map. That is mainly what I want a solution for. Solutions for this already came below, thanks!

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  • Nginx rewrites incorrectly

    - by Oliver K.
    For some reason www.server-1.com/forum doesn't redirect to forum.server-1.com but www.server-2.com. When I delete the part where it redirects www.server-1.com to www.server-2.com it works like a charm... well, not quite, since the first slash after forum get's somehow lost in the process whenever the URL doesn't end with /forum but, for example, with /forum/index.php. # Redirect www.server-1.com/forum to forum.server-1.com # Redirect www.server-1.com/forum/ to forum.server-1.com # Redirect www.server-1.com/forums to forum.server-1.com # Redirect www.server-1.com/forums/ to forum.server-1.com # Redirect www.server-1.com to www.server-2.com server { listen 80; server_name www.server-1.com; location = /forum { rewrite ^ http://forum.server-1.com redirect; break; } location /forum/ { rewrite ^/forum/(.*) http://forum.server-1.com$1 redirect; break; } location = /forums { rewrite ^ http://forum.server-1.com redirect; break; } location /forums/ { rewrite ^/forums/(.*) http://forum.server-1.com$1 redirect; break; } rewrite ^ http://www.server-2.com redirect; } # Redirect forum.server-1.com to www.server-3.com/forum (where the forum is hosted) server { listen 80; server_name forum.server-1.com; rewrite ^(.*) http://www.server-3.com/forum$1 redirect; } # Redirect forums.server-1.com to forum.server-1.com server { listen 80; server_name forums.server-1.com; rewrite ^(.*) http://forum.server-1.com$1 redirect; } # Redirect server-1.com and *server-1.com to www.server-1.com server { listen 80; server_name server-1.com *.server-1.com; rewrite ^(.*) http://www.server-1.com$1 redirect; } Thanks in advance!

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  • Point example.com to webserver in DNS record

    - by ggstevens
    I have a Mac Mini Server (named Server) with the following DNS setup Primary Zone: example.com mysql-host.example.com machine (10.0.0.101) server.example.com machine (10.0.0.100) server.example.com nameserver (10.0.0.100) www.example.com machine (10.0.0.102) www.example.com is a linux box with Apache. How do I get both example.com and www.example.com to work. Right now, I can view my website with www.example.com only. I know there's nothing that points example.com to the IP, but when I create a machine record without a hostname I get an error (This machine record cannot be created without a host name.).

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  • Nginx server_name is set to mydomain.com, so why is www.mydomain.com getting served too?

    - by Lorenz Forvang
    I have my Nginx conf set up as follows: server { listen 443 ssl; server_name mydomain.com; ... } When I load https://mydomain.com, the site loads fine. But when I load https://www.mydomain.com, the site loads as well. Why is this happening? I set up the DNS records using Amazon Route 53 as: A mydomain.com xxx.xxx.xxx.xxx (IP) CNAME www.mydomain.com mydomain.com So is a request to www.mydomain.com arriving at Nginx as a request to mydomain.com? If so, how do I differentiate requests to www.mydomain.com and mydomain.com at my server?

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  • Du 22 au 24 aout, venez programmer un jeu vidéo sur le chat de Developpez.com

    Du 22 au 24 aout, venez programmer un jeu vidéo sur le chat de Developpez.comAmies programmeuses, amis programmeurs,La quatrième édition arrive enfin ! J'ai l'honneur de vous annoncer que vous pouvez dès à présent réserver le week-end du 22 au 24 août pour développer un jeu vidéo avec les membres de Developpez.com. Préparez-vous, commandez les pizza, faites un stock de red bull, expulsez votre copain/copine (sauf s'il/elle sait dessiner), car vous allez passer un week-end intense pour réaliser un...

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  • Amélioration des performances du forum du Club Developpez.com, pour davantage de confort

    Chers membres du Club Developpez.com,Nous avons tout à fait conscience que l'accès aux forums ces dernières semaines laissait parfois à désirer. A l'époque, je vous avais dit rechercher activement une solution. J'ai l'immense plaisir de vous présenter aujourd'hui la première grande amélioration apportée aux performances forums.Ainsi, pour les membres non connectés, la vitesse d'affichage du forum est désormais particulièrement bluffante. Les membres connectés devraient aussi voir un léger mieux...

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