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  • Keypress detection wont work after seemingly unrelated code change

    - by LukeZaz
    I'm trying to have the Enter key cause a new 'map' to generate for my game, but for whatever reason after implementing full-screen in it the input check won't work anymore. I tried removing the new code and only pressing one key at a time, but it still won't work. Here's the check code and the method it uses, along with the newMap method: public class Game1 : Microsoft.Xna.Framework.Game { // ... protected override void Update(GameTime gameTime) { // ... // Check if Enter was pressed - if so, generate a new map if (CheckInput(Keys.Enter, 1)) { blocks = newMap(map, blocks, console); } // ... } // Method: Checks if a key is/was pressed public bool CheckInput(Keys key, int checkType) { // Get current keyboard state KeyboardState newState = Keyboard.GetState(); bool retType = false; // Return type if (checkType == 0) { // Check Type: Is key currently down? if (newState.IsKeyDown(key)) { retType = true; } else { retType = false; } } else if (checkType == 1) { // Check Type: Was the key pressed? if (newState.IsKeyDown(key)) { if (!oldState.IsKeyDown(key)) { // Key was just pressed retType = true; } else { // Key was already pressed, return false retType = false; } } } // Save keyboard state oldState = newState; // Return result if (retType == true) { return true; } else { return false; } } // Method: Generate a new map public List<Block> newMap(Map map, List<Block> blockList, Console console) { // Create new map block coordinates List<Vector2> positions = new List<Vector2>(); positions = map.generateMap(console); // Clear list and reallocate memory previously used up by it blockList.Clear(); blockList.TrimExcess(); // Add new blocks to the list using positions created by generateMap() foreach (Vector2 pos in positions) { blockList.Add(new Block() { Position = pos, Texture = dirtTex }); } // Return modified list return blockList; } // ... } and the generateMap code: // Generate a list of Vector2 positions for blocks public List<Vector2> generateMap(Console console, int method = 0) { ScreenTileWidth = gDevice.Viewport.Width / 16; ScreenTileHeight = gDevice.Viewport.Height / 16; maxHeight = gDevice.Viewport.Height; List<Vector2> blockLocations = new List<Vector2>(); if (useScreenSize == true) { Width = ScreenTileWidth; Height = ScreenTileHeight; } else { maxHeight = Height; } int startHeight = -500; // For debugging purposes, the startHeight is set to an // hopefully-unreachable value - if it returns this, something is wrong // Methods of land generation /// <summary> /// Third version land generation /// Generates a base land height as the second version does /// but also generates a 'max change' value which determines how much /// the land can raise or lower by which it now does by a random amount /// during generation /// </summary> if (method == 0) { // Get the land height startHeight = rnd.Next(1, maxHeight); int maxChange = rnd.Next(1, 5); // Amount ground will raise/lower by int curHeight = startHeight; for (int w = 0; w < Width; w++) { // Run a chance to lower/raise ground level int changeBy = rnd.Next(1, maxChange); int doChange = rnd.Next(0, 3); if (doChange == 1 && !(curHeight <= (1 + maxChange))) { curHeight = curHeight - changeBy; } else if (doChange == 2 && !(curHeight >= (29 - maxChange))) { curHeight = curHeight + changeBy; } for (int h = curHeight; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; blockLocations.Add(new Vector2(x, y)); } } console.newMsg("[INFO] Cur, height change maximum: " + maxChange.ToString()); } /// <summary> /// Second version land generator /// Generates a solid mass of land starting at a random height /// derived from either screen height or provided height value /// </summary> else if (method == 1) { // Get the land height startHeight = rnd.Next(0, 30); for (int w = 0; w < Width; w++) { for (int h = startHeight; h < ScreenTileHeight; h++) { // Location variables float x = w * 16; float y = h * 16; // Add a tile at set location blockLocations.Add(new Vector2(x, y)); } } } /// <summary> /// First version land generator /// Generates land completely randomly either across screen or /// in a box set by Width and Height values /// </summary> else { // For each tile in the map... for (int w = 0; w < Width; w++) { for (int h = 0; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; // ...decide whether or not to place a tile... if (rnd.Next(0, 2) == 1) { // ...and if so, add a tile at that location. blockLocations.Add(new Vector2(x, y)); } } } } console.newMsg("[INFO] Cur, base height: " + startHeight.ToString()); return blockLocations; } I never touched any of the above code for this when it broke - changing keys won't seem to fix it. Despite this, I have camera movement set inside another Game1 method that uses WASD and works perfectly. All I did was add a few lines of code here: private int BackBufferWidth = 1280; // Added these variables private int BackBufferHeight = 800; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = BackBufferWidth; // and this graphics.PreferredBackBufferHeight = BackBufferHeight; // this Content.RootDirectory = "Content"; this.graphics.IsFullScreen = true; // and this } When I try adding a console line to be printed in the event the key is pressed, it seems that the If is never even triggered despite the correct key being pressed.

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  • Box2D blocky map. Body, Fixtures a huge map and performance

    - by Solom
    Right now I'm still in the planning phase of a my very first game. I'm creating a "Minecraft"-like game in 2D that features blocks that can be destroyed as well as players moving around the map. For creating the map I chose a 2D-Array of Integers that represent the Block ID. For testing purposes I created a huge map (16348 * 256) and in my prototype that didn't use Box2D everything worked like a charm. I only rendered those blocks that where within the bounds of my camera and got 60 fps straight. The problem started when I decided to use an existing physics-solution rather than implementing my own one. What I had was basically simple hitboxes around the blocks and then I had to manually check if the player collided with any of those in his neighborhood. For more advanced physics as well as the collision detection I want to switch over to Box2D. The problem I have right now is ... how to go about the bodies? I mean, the blocks are of a static bodytype. They don't move on their own, they just are there to be collided with. But as far as I can see it, every block needs his own body with a rectangular fixture attached to it, so as to be destroyable. But for a huge map such as mine, this turns out to be a real performance bottle-neck. (In fact even a rather small map [compared to the other] of 1024*256 is unplayable.) I mean I create thousands of thousands of blocks. Even if I just render those that are in my immediate neighborhood there are hundreds of them and (at least with the debugRenderer) I drop to 1 fps really quickly (on my own "monster machine"). I thought about strategies like creating just one body, attaching multiple fixtures and only if a fixture got hit, separate it from the body, create a new one and destroy it, but this didn't turn out quite as successful as hoped. (In fact the core just dumps. Ah hello C! I really missed you :X) Here is the code: public class Box2DGameScreen implements Screen { private World world; private Box2DDebugRenderer debugRenderer; private OrthographicCamera camera; private final float TIMESTEP = 1 / 60f; // 1/60 of a second -> 1 frame per second private final int VELOCITYITERATIONS = 8; private final int POSITIONITERATIONS = 3; private Map map; private BodyDef blockBodyDef; private FixtureDef blockFixtureDef; private BodyDef groundDef; private Body ground; private PolygonShape rectangleShape; @Override public void show() { world = new World(new Vector2(0, -9.81f), true); debugRenderer = new Box2DDebugRenderer(); camera = new OrthographicCamera(); // Pixel:Meter = 16:1 // Body definition BodyDef ballDef = new BodyDef(); ballDef.type = BodyDef.BodyType.DynamicBody; ballDef.position.set(0, 1); // Fixture definition FixtureDef ballFixtureDef = new FixtureDef(); ballFixtureDef.shape = new CircleShape(); ballFixtureDef.shape.setRadius(.5f); // 0,5 meter ballFixtureDef.restitution = 0.75f; // between 0 (not jumping up at all) and 1 (jumping up the same amount as it fell down) ballFixtureDef.density = 2.5f; // kg / m² ballFixtureDef.friction = 0.25f; // between 0 (sliding like ice) and 1 (not sliding) // world.createBody(ballDef).createFixture(ballFixtureDef); groundDef = new BodyDef(); groundDef.type = BodyDef.BodyType.StaticBody; groundDef.position.set(0, 0); ground = world.createBody(groundDef); this.map = new Map(20, 20); rectangleShape = new PolygonShape(); // rectangleShape.setAsBox(1, 1); blockFixtureDef = new FixtureDef(); // blockFixtureDef.shape = rectangleShape; blockFixtureDef.restitution = 0.1f; blockFixtureDef.density = 10f; blockFixtureDef.friction = 0.9f; } @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); debugRenderer.render(world, camera.combined); drawMap(); world.step(TIMESTEP, VELOCITYITERATIONS, POSITIONITERATIONS); } private void drawMap() { for(int a = 0; a < map.getHeight(); a++) { /* if(camera.position.y - (camera.viewportHeight/2) > a) continue; if(camera.position.y - (camera.viewportHeight/2) < a) break; */ for(int b = 0; b < map.getWidth(); b++) { /* if(camera.position.x - (camera.viewportWidth/2) > b) continue; if(camera.position.x - (camera.viewportWidth/2) < b) break; */ /* blockBodyDef = new BodyDef(); blockBodyDef.type = BodyDef.BodyType.StaticBody; blockBodyDef.position.set(b, a); world.createBody(blockBodyDef).createFixture(blockFixtureDef); */ PolygonShape rectangleShape = new PolygonShape(); rectangleShape.setAsBox(1, 1, new Vector2(b, a), 0); blockFixtureDef.shape = rectangleShape; ground.createFixture(blockFixtureDef); rectangleShape.dispose(); } } } @Override public void resize(int width, int height) { camera.viewportWidth = width / 16; camera.viewportHeight = height / 16; camera.update(); } @Override public void hide() { dispose(); } @Override public void pause() { } @Override public void resume() { } @Override public void dispose() { world.dispose(); debugRenderer.dispose(); } } As you can see I'm facing multiple problems here. I'm not quite sure how to check for the bounds but also if the map is bigger than 24*24 like 1024*256 Java just crashes -.-. And with 24*24 I get like 9 fps. So I'm doing something really terrible here, it seems and I assume that there most be a (much more performant) way, even with Box2D's awesome physics. Any other ideas? Thanks in advance!

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  • How do I make a jumping dolphin rotate realistically?

    - by Johnny
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. At the moment, my dolphin rotates a little weird. But I want that it rotates like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation += 0.01f; VelocityY += 40f; } else { rotation -= 0.01f; VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { rotation -= 0.01f; VelocityY += -10f; } else { rotation += 0.01f; VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } } I changed my code a little. But I still have some trouble with the rotation. Here's the entire code. The dolphin looks at the wrong direction if I press the left or right key. For example, it looks down if I press the left key. What is wrong with the rotation? At the beginning, the dolphin looks at the left side, but after I pressed a key it just looks down or up. I deleted the "rotation += 0.01f;" lines in the code. Is that correct? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); Vector2 prevPos; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } rotation = (float)Math.Atan2(Position.X - prevPos.X, Position.Y - prevPos.Y); prevPos = Position; // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { VelocityY += 40f; } else { VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { VelocityY += -10f; } else { VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • How to split a string with negative numbers using ActionScript 3.0

    - by inzombiak
    I'm having trouble loading my level. I'm using Ogmo to create my level then I import it. I have no problem converting 0's and 1's into an Array, but I can't figure out how to do the same for -1's. It separates the "-" and the "1". Any help would be great. I've posted my code and the XML files below levelXML = new XML(e.target.data); playerX = int(levelXML.Entities.Player.@x); playerY = int(levelXML.Entities.Player.@y); levelGrid = levelXML.Grid; levelGrid = levelGrid.split("\n").join(""); levelTiles = levelXML.Tiles; levelTiles = levelTiles.split("\n").join(""); levelTiles = levelTiles.split(",").join(""); tileArray = levelTiles.split(""); gridArray = levelGrid.split(""); for(i = 0; i <= 34; i++) { levelArray[i] = new Array(); for(j = 0; j <= 34; j++) { if(tileArray[j*35 + i] == 0) { gridArray[j*35+i] = -1; } var currentSymbol = gridArray[j*35+i]; levelArray[i][j] = currentSymbol; if(gridArray[j*35 + i] == 1) { wall = new Wall; addChild(wall); wall.x = i*20 + 10; wall.y = j*20 + 10; } else if(gridArray[j*35 + i] == -1) { pellet = new Pellet; addChild(pellet); pellet.x = i*20 + 10; pellet.y = j*20 + 10; } } } I know the code is very dirty, but I needed a quick fix. Grid exportMode="Bitstring" 11111111111111111111111111111111111 10000000000000000011000000000000001 10000000000000000011000000000000001 10011111001111110011001111110011001 10011111001111110011001111110011001 10011111001111110011001111110011001 10000000000000000000000000000000001 10000000000000000000000000000000001 10011111001100111111100110011111001 10011111001100000100000110011111001 10000000001100000100000110000000001 10000000001111100100111110000000001 11111111001111100100111110011111111 00000001001111100100111110010000000 00000001001100000000000110010000000 11111111001100000000000110011111111 00000000000000111111100000000000000 00000000000000100000100000000000000 11111111001100100000100110011111111 00000001001100111111100110010000000 00000001001100000000000110010000000 11111111001100111111100110011111111 10000000000000000100000000000000001 10000000000000000100000000000000001 10011111001111100100111110011111001 10000011000000000000000000011000001 10000011000000000000000000011000001 11110011001100111111100110011001111 11110011001100111111100110011001111 10000000001100000100000110000000001 10000000001100000100000110000000001 10011111111111100100111111111111001 10000000000000000000000000000000001 10000000000000000000000000000000001 11111111111111111111111111111111111 Tiles tileset="Tiles" exportMode="CSV"-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,0,0,0,0,0,0,0,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1 -1,-1,-1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1

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  • Make a lives display in HUD, Flash AS3 (not text!)

    - by user40404
    I've been searching the internet all day and I can't find the answer I'm looking for. In my HUD I want to use orange dots to represent lives. The user starts off with 5 lives and every time they die, I want a dot to be removed. Pretty straight forward. So far my idea is to make a movie clip that has the five dots in a line. There would be 5 frames on the timeline (because after the last life it goes to a game over screen right away). I would have a variable set up to store the number of lives and a function to keep track of lives. So every hit of an obstacle would result in livesCounter--;. Then I would set up something like this: switch(livesCounter){ case 5: livesDisplay.gotoAndPlay(1); break; case 4: livesDisplay.gotoAndPlay(2); break; case 3: livesDisplay.gotoAndPlay(3); break; case 2: livesDisplay.gotoAndPlay(4); break; case 1: livesDisplay.gotoAndPlay(5); break; } I feel like there has to be an easier way to do this where I could just have a movie clip of a single orange dot that I could replicate across an x value based on the number of lives. Maybe the dots would be stored in an array? When the user loses a life, a dot on the right end of the line is removed. So in the end the counter would look like this: * * * * * * * * * * * * * * * (last life lost results in the end game screen) EDIT: code based on suggestions by Zhafur and Arthur Wolf White package { import flash.display.MovieClip; import flash.events.*; import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; import flash.display.Sprite; import flash.text.*; import flash.utils.getTimer; public class CollisionMouse extends MovieClip{ public var mySprite:Sprite = new Sprite(); Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; public var replacement:newSprite = new newSprite; public var score:int = 0; public var obstScore:int = -50; public var targetScore:int = 200; public var startTime:uint = 0; public var gameTime:uint; public var pauseScreen:PauseScreen = new PauseScreen(); public var hitTarget:Boolean = false; public var hitObj:Boolean = false; public var currLevel:Number = 1; public var heroLives:int = 5; public var life:Sprite; public function CollisionMouse() { mySprite.graphics.beginFill(0xff0000); mySprite.graphics.drawRect(0,0,40,40); addChild(mySprite); mySprite.x = 200; mySprite.y = 200; pauseScreen.x = stage.width/2; pauseScreen.y = stage.height/2; life = new Sprite(); life.x = 210; stage.addEventListener(MouseEvent.MOUSE_MOVE,followMouse); /*mySprite.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);*/ //checkLevel(); timeCheck(); trackLives(); } public function timeCheck(){ addEventListener(Event.ENTER_FRAME, showTime); } public function showTime(e:Event) { gameTime = getTimer()-startTime; rm1_mc.timeDisplay.text = clockTime(gameTime); rm1_mc.livesDisplay.text = String(heroLives); } public function clockTime(ms:int) { var seconds:int = Math.floor(ms/1000); var minutes:int = Math.floor(seconds/60); seconds -= minutes*60; var timeString:String = minutes+":"+String(seconds+100).substr(1,2); return timeString; } public function trackLives(){ for(var i:int=0; i<heroLives; i++){ life.graphics.lineStyle(1, 0xff9900); life.graphics.beginFill(0xff9900, 1); life.graphics.drawCircle(i*15, 45, 6); life.graphics.endFill(); addChild(life); } } function followMouse(e:MouseEvent){ mySprite.x=mouseX; mySprite.y=mouseY; trackCollisions(); } function trackCollisions(){ if(mySprite.hitTestObject(rm1_mc.obst1) || mySprite.hitTestObject(rm1_mc.obst2)){ hitObjects(); } else if(mySprite.hitTestObject(rm1_mc.target_mc)){ hitTarg(); } } function hitObjects(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeChild(mySprite); hitObj = true; checkScore(); } function hitTarg(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeEventListener(Event.ENTER_FRAME, showTime); removeChild(mySprite); hitTarget = true; currLevel++; checkScore(); } function checkScore(){ if(hitObj){ score += obstScore; heroLives--; removeChild(life); } else if(hitTarget){ score += targetScore; } rm1_mc.scoreDisplay.text = String(score); rm1_mc.livesDisplay.text = String(heroLives); trackLives(); } } }

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  • Low framerate on background apps

    - by user1698923
    My problem is that when a game is running in the foreground, in Full Screen mode, any applications on my second monitor (such as youtube videos, videos, not app specific) drop their frame-rate to about 2-3 FPS. It seems like some sort of power management option that I can't track down. As far as I can tell, it's not due to the GPU not being able to keep up. For instance, my PC can play League of Legends at about 280FPS when the framerate is uncapped. If i cap it at 60FPS using the in-game option, it has no affect on the performance of the background app. Summary Operating System Windows 8 Pro 64-bit CPU Intel Core i7 3820 @ 3.60GHz 42 °C Sandy Bridge-E 32nm Technology RAM 12.0GB Triple-Channel DDR3 @ 533MHz (7-7-7-20) Motherboard Gigabyte Technology Co., Ltd. X79-UD3 (SOCKET 0) 37 °C Graphics DELL U2713HM (2560x1440@59Hz) DELL U2713HM (2560x1440@59Hz) 1280MB NVIDIA GeForce GTX 570 (Gigabyte) 58 °C Hard Drives 212GB Volume0 (RAID) 1863GB Western Digital WDC WD20EARS-00MVWB0 (SATA) 36 °C 1863GB Western Digital WDC WD20EARS-00MVWB0 (SATA) 34 °C Optical Drives No optical disk drives detected Audio ASUS Xonar Essence STX Audio Device Operating System Windows 8 Pro 64-bit Computer type: Desktop Graphics Monitor 1 Name DELL U2713HM on NVIDIA GeForce GTX 570 Current Resolution 2560x1440 pixels Work Resolution 2560x1400 pixels State Enabled, Output devices support Multiple displays Extended, Secondary, Enabled Monitor Width 2560 Monitor Height 1440 Monitor BPP 32 bits per pixel Monitor Frequency 59 Hz Device \\.\DISPLAY4\Monitor0 Monitor 2 Name DELL U2713HM on NVIDIA GeForce GTX 570 Current Resolution 2560x1440 pixels Work Resolution 2560x1400 pixels State Enabled, Output devices support Multiple displays Extended, Primary, Enabled Monitor Width 2560 Monitor Height 1440 Monitor BPP 32 bits per pixel Monitor Frequency 59 Hz Device \\.\DISPLAY5\Monitor0 NVIDIA GeForce GTX 570 Manufacturer NVIDIA Model GeForce GTX 570 GPU GF110 Device ID 10DE-1086 Revision A2 Subvendor Gigabyte (1458) Series GeForce GTX 500 Current Performance Level Level 3 Current GPU Clock 845 MHz Current Memory Clock 1900 MHz Current Shader Clock 1690 MHz Voltage 0.988 V Technology 40 nm Die Size 520 mm² Release Date Dec 07, 2010 DirectX Support 11.0 OpenGL Support 5.0 Bus Interface PCI Express x16 Temperature 57 °C Driver version 9.18.13.2018 BIOS Version 70.10.55.00.01 ROPs 40 Shaders 512 unified Memory Type GDDR5 Memory 1280 MB Bus Width 64x5 (320 bit) Filtering Modes 16x Anisotropic Noise Level Moderate Max Power Draw 219 Watts Count of performance levels : 3 Level 1 - "Default" GPU Clock 50 MHz Memory Clock 135 MHz Shader Clock 101 MHz Level 2 - "2D Desktop" GPU Clock 405 MHz Memory Clock 324 MHz Shader Clock 810 MHz Level 3 - "3D Applications" GPU Clock 845 MHz Memory Clock 1900 MHz Shader Clock 1690 MHz Things I've tried: 1) Updating the graphics driver 2) Setting windows power mode to High Performance 3) Reset Nvidia Global Performance settings to default

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  • org-sort multi: date/time (?d ?t) | priority (?p) | title (?a)

    - by lawlist
    Is anyone aware of an org-sort function / modification that can refile / organize a group of TODO so that it sorts them by three (3) criteria: first sort by due date, second sort by priority, and third sort by by title of the task? EDIT: I believe that org-sort by deadline (?d) has a bug that cannot properly handle undated tasks. I am working on a workaround (i.e., moving the undated todo to a different heading before the deadline (?d) sort occurs), but perhaps the best thing to do would be to try and fix the original sorting function. Development of the workaround can be found in this thread (i.e., moving the undated tasks to a different heading in one fell swoop): How to automate org-refile for multiple todo EDIT: Apparently, the following code (ancient history) that I found on the internet was eventually modified and included as a part of org-sort-entries. Unfortunately, undated todo are not properly sorted when sorting by deadline -- i.e., they are mixed in with the dated todo. ;; multiple sort (defun org-sort-multi (&rest sort-types) "Multiple sorts on a certain level of an outline tree, or plain list items. SORT-TYPES is a list where each entry is either a character or a cons pair (BOOL . CHAR), where BOOL is whether or not to sort case-sensitively, and CHAR is one of the characters defined in `org-sort-entries-or-items'. Entries are applied in back to front order. Example: To sort first by TODO status, then by priority, then by date, then alphabetically (case-sensitive) use the following call: (org-sort-multi '(?d ?p ?t (t . ?a)))" (interactive) (dolist (x (nreverse sort-types)) (when (char-valid-p x) (setq x (cons nil x))) (condition-case nil (org-sort-entries (car x) (cdr x)) (error nil)))) ;; sort current level (defun lawlist-sort (&rest sort-types) "Sort the current org level. SORT-TYPES is a list where each entry is either a character or a cons pair (BOOL . CHAR), where BOOL is whether or not to sort case-sensitively, and CHAR is one of the characters defined in `org-sort-entries-or-items'. Entries are applied in back to front order. Defaults to \"?o ?p\" which is sorted by TODO status, then by priority" (interactive) (when (equal mode-name "Org") (let ((sort-types (or sort-types (if (or (org-entry-get nil "TODO") (org-entry-get nil "PRIORITY")) '(?d ?t ?p) ;; date, time, priority '((nil . ?a)))))) (save-excursion (outline-up-heading 1) (let ((start (point)) end) (while (and (not (bobp)) (not (eobp)) (<= (point) start)) (condition-case nil (outline-forward-same-level 1) (error (outline-up-heading 1)))) (unless (> (point) start) (goto-char (point-max))) (setq end (point)) (goto-char start) (apply 'org-sort-multi sort-types) (goto-char end) (when (eobp) (forward-line -1)) (when (looking-at "^\\s-*$") ;; (delete-line) ) (goto-char start) ;; (dotimes (x ) (org-cycle)) ))))) EDIT: Here is a more modern version of multi-sort, which is likely based upon further development of the above-code: (defun org-sort-all () (interactive) (save-excursion (goto-char (point-min)) (while (re-search-forward "^\* " nil t) (goto-char (match-beginning 0)) (condition-case err (progn (org-sort-entries t ?a) (org-sort-entries t ?p) (org-sort-entries t ?o) (forward-line)) (error nil))) (goto-char (point-min)) (while (re-search-forward "\* PROJECT " nil t) (goto-char (line-beginning-position)) (ignore-errors (org-sort-entries t ?a) (org-sort-entries t ?p) (org-sort-entries t ?o)) (forward-line)))) EDIT: The best option will be to fix sorting of deadlines (?d) so that undated todo are moved to the bottom of the outline, instead of mixed in with the dated todo. Here is an excerpt from the current org.el included within Emacs Trunk (as of July 1, 2013): (defun org-sort (with-case) "Call `org-sort-entries', `org-table-sort-lines' or `org-sort-list'. Optional argument WITH-CASE means sort case-sensitively." (interactive "P") (cond ((org-at-table-p) (org-call-with-arg 'org-table-sort-lines with-case)) ((org-at-item-p) (org-call-with-arg 'org-sort-list with-case)) (t (org-call-with-arg 'org-sort-entries with-case)))) (defun org-sort-remove-invisible (s) (remove-text-properties 0 (length s) org-rm-props s) (while (string-match org-bracket-link-regexp s) (setq s (replace-match (if (match-end 2) (match-string 3 s) (match-string 1 s)) t t s))) s) (defvar org-priority-regexp) ; defined later in the file (defvar org-after-sorting-entries-or-items-hook nil "Hook that is run after a bunch of entries or items have been sorted. When children are sorted, the cursor is in the parent line when this hook gets called. When a region or a plain list is sorted, the cursor will be in the first entry of the sorted region/list.") (defun org-sort-entries (&optional with-case sorting-type getkey-func compare-func property) "Sort entries on a certain level of an outline tree. If there is an active region, the entries in the region are sorted. Else, if the cursor is before the first entry, sort the top-level items. Else, the children of the entry at point are sorted. Sorting can be alphabetically, numerically, by date/time as given by a time stamp, by a property or by priority. The command prompts for the sorting type unless it has been given to the function through the SORTING-TYPE argument, which needs to be a character, \(?n ?N ?a ?A ?t ?T ?s ?S ?d ?D ?p ?P ?o ?O ?r ?R ?f ?F). Here is the precise meaning of each character: n Numerically, by converting the beginning of the entry/item to a number. a Alphabetically, ignoring the TODO keyword and the priority, if any. o By order of TODO keywords. t By date/time, either the first active time stamp in the entry, or, if none exist, by the first inactive one. s By the scheduled date/time. d By deadline date/time. c By creation time, which is assumed to be the first inactive time stamp at the beginning of a line. p By priority according to the cookie. r By the value of a property. Capital letters will reverse the sort order. If the SORTING-TYPE is ?f or ?F, then GETKEY-FUNC specifies a function to be called with point at the beginning of the record. It must return either a string or a number that should serve as the sorting key for that record. Comparing entries ignores case by default. However, with an optional argument WITH-CASE, the sorting considers case as well." (interactive "P") (let ((case-func (if with-case 'identity 'downcase)) (cmstr ;; The clock marker is lost when using `sort-subr', let's ;; store the clocking string. (when (equal (marker-buffer org-clock-marker) (current-buffer)) (save-excursion (goto-char org-clock-marker) (looking-back "^.*") (match-string-no-properties 0)))) start beg end stars re re2 txt what tmp) ;; Find beginning and end of region to sort (cond ((org-region-active-p) ;; we will sort the region (setq end (region-end) what "region") (goto-char (region-beginning)) (if (not (org-at-heading-p)) (outline-next-heading)) (setq start (point))) ((or (org-at-heading-p) (condition-case nil (progn (org-back-to-heading) t) (error nil))) ;; we will sort the children of the current headline (org-back-to-heading) (setq start (point) end (progn (org-end-of-subtree t t) (or (bolp) (insert "\n")) (org-back-over-empty-lines) (point)) what "children") (goto-char start) (show-subtree) (outline-next-heading)) (t ;; we will sort the top-level entries in this file (goto-char (point-min)) (or (org-at-heading-p) (outline-next-heading)) (setq start (point)) (goto-char (point-max)) (beginning-of-line 1) (when (looking-at ".*?\\S-") ;; File ends in a non-white line (end-of-line 1) (insert "\n")) (setq end (point-max)) (setq what "top-level") (goto-char start) (show-all))) (setq beg (point)) (if (>= beg end) (error "Nothing to sort")) (looking-at "\\(\\*+\\)") (setq stars (match-string 1) re (concat "^" (regexp-quote stars) " +") re2 (concat "^" (regexp-quote (substring stars 0 -1)) "[ \t\n]") txt (buffer-substring beg end)) (if (not (equal (substring txt -1) "\n")) (setq txt (concat txt "\n"))) (if (and (not (equal stars "*")) (string-match re2 txt)) (error "Region to sort contains a level above the first entry")) (unless sorting-type (message "Sort %s: [a]lpha [n]umeric [p]riority p[r]operty todo[o]rder [f]unc [t]ime [s]cheduled [d]eadline [c]reated A/N/P/R/O/F/T/S/D/C means reversed:" what) (setq sorting-type (read-char-exclusive)) (and (= (downcase sorting-type) ?f) (setq getkey-func (org-icompleting-read "Sort using function: " obarray 'fboundp t nil nil)) (setq getkey-func (intern getkey-func))) (and (= (downcase sorting-type) ?r) (setq property (org-icompleting-read "Property: " (mapcar 'list (org-buffer-property-keys t)) nil t)))) (message "Sorting entries...") (save-restriction (narrow-to-region start end) (let ((dcst (downcase sorting-type)) (case-fold-search nil) (now (current-time))) (sort-subr (/= dcst sorting-type) ;; This function moves to the beginning character of the "record" to ;; be sorted. (lambda nil (if (re-search-forward re nil t) (goto-char (match-beginning 0)) (goto-char (point-max)))) ;; This function moves to the last character of the "record" being ;; sorted. (lambda nil (save-match-data (condition-case nil (outline-forward-same-level 1) (error (goto-char (point-max)))))) ;; This function returns the value that gets sorted against. (lambda nil (cond ((= dcst ?n) (if (looking-at org-complex-heading-regexp) (string-to-number (match-string 4)) nil)) ((= dcst ?a) (if (looking-at org-complex-heading-regexp) (funcall case-func (match-string 4)) nil)) ((= dcst ?t) (let ((end (save-excursion (outline-next-heading) (point)))) (if (or (re-search-forward org-ts-regexp end t) (re-search-forward org-ts-regexp-both end t)) (org-time-string-to-seconds (match-string 0)) (org-float-time now)))) ((= dcst ?c) (let ((end (save-excursion (outline-next-heading) (point)))) (if (re-search-forward (concat "^[ \t]*\\[" org-ts-regexp1 "\\]") end t) (org-time-string-to-seconds (match-string 0)) (org-float-time now)))) ((= dcst ?s) (let ((end (save-excursion (outline-next-heading) (point)))) (if (re-search-forward org-scheduled-time-regexp end t) (org-time-string-to-seconds (match-string 1)) (org-float-time now)))) ((= dcst ?d) (let ((end (save-excursion (outline-next-heading) (point)))) (if (re-search-forward org-deadline-time-regexp end t) (org-time-string-to-seconds (match-string 1)) (org-float-time now)))) ((= dcst ?p) (if (re-search-forward org-priority-regexp (point-at-eol) t) (string-to-char (match-string 2)) org-default-priority)) ((= dcst ?r) (or (org-entry-get nil property) "")) ((= dcst ?o) (if (looking-at org-complex-heading-regexp) (- 9999 (length (member (match-string 2) org-todo-keywords-1))))) ((= dcst ?f) (if getkey-func (progn (setq tmp (funcall getkey-func)) (if (stringp tmp) (setq tmp (funcall case-func tmp))) tmp) (error "Invalid key function `%s'" getkey-func))) (t (error "Invalid sorting type `%c'" sorting-type)))) nil (cond ((= dcst ?a) 'string<) ((= dcst ?f) compare-func) ((member dcst '(?p ?t ?s ?d ?c)) '<))))) (run-hooks 'org-after-sorting-entries-or-items-hook) ;; Reset the clock marker if needed (when cmstr (save-excursion (goto-char start) (search-forward cmstr nil t) (move-marker org-clock-marker (point)))) (message "Sorting entries...done"))) (defun org-do-sort (table what &optional with-case sorting-type) "Sort TABLE of WHAT according to SORTING-TYPE. The user will be prompted for the SORTING-TYPE if the call to this function does not specify it. WHAT is only for the prompt, to indicate what is being sorted. The sorting key will be extracted from the car of the elements of the table. If WITH-CASE is non-nil, the sorting will be case-sensitive." (unless sorting-type (message "Sort %s: [a]lphabetic, [n]umeric, [t]ime. A/N/T means reversed:" what) (setq sorting-type (read-char-exclusive))) (let ((dcst (downcase sorting-type)) extractfun comparefun) ;; Define the appropriate functions (cond ((= dcst ?n) (setq extractfun 'string-to-number comparefun (if (= dcst sorting-type) '< '>))) ((= dcst ?a) (setq extractfun (if with-case (lambda(x) (org-sort-remove-invisible x)) (lambda(x) (downcase (org-sort-remove-invisible x)))) comparefun (if (= dcst sorting-type) 'string< (lambda (a b) (and (not (string< a b)) (not (string= a b))))))) ((= dcst ?t) (setq extractfun (lambda (x) (if (or (string-match org-ts-regexp x) (string-match org-ts-regexp-both x)) (org-float-time (org-time-string-to-time (match-string 0 x))) 0)) comparefun (if (= dcst sorting-type) '< '>))) (t (error "Invalid sorting type `%c'" sorting-type))) (sort (mapcar (lambda (x) (cons (funcall extractfun (car x)) (cdr x))) table) (lambda (a b) (funcall comparefun (car a) (car b))))))

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  • Elinks and flash

    - by bajki
    Hello everybody, is there a possibility to "use" flash based objects with elinks ? I mean, i have an online flash based multiplayer game ( http://haxball.appspot.com ) and i want to connect to game with elinks installed on my shell server to create an always-present game room. To do it, i need a terminal-based webbrowser with flash support. There is an elinks installed so it would be great if there is such a possibility in it. Any ideas? Thanks, Mike

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  • I flashed my DS4700 with a 7 series firmware, now my DS4300 cannot read the disks I moved to that lo

    - by Daniel Hoeving
    In preparation for adding a number of 1Tb SATA disks to our DS4700 I flashed the controller firmware from a 6 series (which only supports up to 2Tb logical drives) to a 7 series (which supports larger than 2Tb logical drives). Attached to this DS4700 was a EXP710 expansion drawer that we had planned to migrate out to our co-location to allieviate the storage issues we were having there. Unfortunately these two projects were planned in isolation to one another so I was at the time unaware of the issue that this would cause. Prior to migrating the drawer I was reading the "IBM TotalStorage DS4000 EXP700 and EXP710 Storage Expansion EnclosuresInstallation, User’s, and Maintenance Guide" and discovered this: Controller firmware 6.xx or earlier has a different metadata (DACstore) data structure than controller firmware 7.xx.xx.xx. Metadata consists of the array and logical drive configuration data. These two metadata data structures are not interchangeable. When powered up and in Optimal state, the storage subsystem with controller firmware level 7.xx.xx.xx can convert the metadata from the drives configured in storage subsystems with controller firmware level 6.xx or earlier to controller firmware level 7.xx.xx.xx metadata data structure. However, the storage subsystem with controller firmware level 6.xx or earlier cannot read the metadata from the drives configured in storage subsystems with controller firmware level 7.xx.xx.xx or later. I had assumed that if I deleted the logical drives and array information on the EXP710 prior to migrating it to the DS4300 (6.60.22 firmware) this would satisfy the above, unfortunately I was wrong. So my question is a) Is it possible to restore the DAC information to its factory settings, b) What tool(s) would I use to accomplish this, or c) is this a lost cause? Daniel.

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  • How to fix steam issues when playing games

    - by Vyren Media
    So I got call of duty black Ops on my PC (Windows 7, 64bit, 8gig ram, 3.0ghz processor) but when I want to start the game I get this error message. Steam must be running to play this game. I did a quick Google search for what steam was and it turns out its a game software technology for copy protection, patents, game-play and this like that. I don't know how to fix this. I have tried reinstalling over and over but no success at all. Is it like direct X you could just download and install or what...Any ideas will be GREATLY appreciated.

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  • Are Windows Domain Service Accounts Really Necessary?

    - by Zach Bonham
    One of the biggest problems we have in automating application deployments is the idea that running IIS AppPools and Windows Services under domain service accounts is a 'best practice'. Unfortunately, this best practice sometimes causes deployment headaches in that either we need to provision a new domain level service account quickly, or once we have the account, we now need to manage the account credentials. I had a great conversation about not making domain level service accounts a requirement and effectively taking one of two approaches: Secure at the node level using machine account(domain\machine$) and add the node to appropriate ActiveDirectory/Sql groups/roles Create local app specific accounts on each machine (machine\myapp) and add that account to appropriate ActiveDirectory/Sql groups/roles (the password here can change per deployment, it doesn't need to be stored) In both cases, it seems that its easier to manage either adding an account to appropriate group/role, or even stand up new, local account, than it is to have to provision a new domain level account and manage those credentials. This would hopefully ease the management burden on ActiveDirectory, Sql Server and Operations teams as there would be no more password management. We've not actually been able to implement this in practice yet. I am coming from a development background, so I'm curious as to how many ways this approach could go wrong? Can we really get rid of domain level service accounts with this direction? I'd appreciate any thoughts from anyone who has taken this path! Thanks! Zach

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  • Video acceleration problem with Windows 7 games and PPTX files

    - by Jordan 1GT
    I have a Dell xps M1330 which originally ran Vista, but I upgraded to Windows 7. When I try to run a Win 7 game like spider solitaire I receive the following message: The game is running in software rendering mode. Hardware acceleration is either disabled or not supported by your video card driver which could slow down game performance. Make sure you have the latest video card driver installed and that hardware acceleration is turned on. I confirmed that hardware acceleration is turned on. When I go to Dell's site, I'm told there is no later video driver. When I run the game it runs very choppy. I have a .pptx file which is doing strange things in normal view and I suspect it may be related to the same video acceleration problem.

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  • Inconsistent black levels in windows 7 media center

    - by James G
    I've got a HTPC running windows 7 64bit, hooked up to a Samsung LCD TV. My problem is different types of video are displaying different black levels on the TV. When I play a bluray through Arcsoft Total Media Theater I have to set the "HDMI Black Level" to "normal" in the TV picture options menu. When I play recorded TV through WMC I have to set it to "low" otherwise the black colors on the video are washed out and grey. Is there any way to configure the system so all videos are displayed with the same black level? The hdmi black level setting is deep in Samsung's menus so it's becoming a chore to keep switching it everytime I watch a different type of video. I'm using an ATI 4670 graphics card with HDMI output going straight to the TV. In the ATI catalyst control center I've got pixel format set to RGB 4:4:4 (Full RGB) since the TV wont allow me to change the HDMI black level if I choose one of the other settings.

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  • Degraded RAID5 and no md superblock on one of remaining drive

    - by ark1214
    This is actually on a QNAP TS-509 NAS. The RAID is basically a Linux RAID. The NAS was configured with RAID 5 with 5 drives (/md0 with /dev/sd[abcde]3). At some point, /dev/sde failed and drive was replaced. While rebuilding (and not completed), the NAS rebooted itself and /dev/sdc dropped out of the array. Now the array can't start because essentially 2 drives have dropped out. I disconnected /dev/sde and hoped that /md0 can resume in degraded mode, but no luck.. Further investigation shows that /dev/sdc3 has no md superblock. The data should be good since the array was unable to assemble after /dev/sdc dropped off. All the searches I done showed how to reassemble the array assuming 1 bad drive. But I think I just need to restore the superblock on /dev/sdc3 and that should bring the array up to a degraded mode which will allow me to backup data and then proceed with rebuilding with adding /dev/sde. Any help would be greatly appreciated. mdstat does not show /dev/md0 # cat /proc/mdstat Personalities : [linear] [raid0] [raid1] [raid10] [raid6] [raid5] [raid4] [multipath] md5 : active raid1 sdd2[2](S) sdc2[3](S) sdb2[1] sda2[0] 530048 blocks [2/2] [UU] md13 : active raid1 sdd4[3] sdc4[2] sdb4[1] sda4[0] 458880 blocks [5/4] [UUUU_] bitmap: 40/57 pages [160KB], 4KB chunk md9 : active raid1 sdd1[3] sdc1[2] sdb1[1] sda1[0] 530048 blocks [5/4] [UUUU_] bitmap: 33/65 pages [132KB], 4KB chunk mdadm show /dev/md0 is still there # mdadm --examine --scan ARRAY /dev/md9 level=raid1 num-devices=5 UUID=271bf0f7:faf1f2c2:967631a4:3c0fa888 ARRAY /dev/md5 level=raid1 num-devices=2 UUID=0d75de26:0759d153:5524b8ea:86a3ee0d spares=2 ARRAY /dev/md0 level=raid5 num-devices=5 UUID=ce3e369b:4ff9ddd2:3639798a:e3889841 ARRAY /dev/md13 level=raid1 num-devices=5 UUID=7384c159:ea48a152:a1cdc8f2:c8d79a9c With /dev/sde removed, here is the mdadm examine output showing sdc3 has no md superblock # mdadm --examine /dev/sda3 /dev/sda3: Magic : a92b4efc Version : 00.90.00 UUID : ce3e369b:4ff9ddd2:3639798a:e3889841 Creation Time : Sat Dec 8 15:01:19 2012 Raid Level : raid5 Used Dev Size : 1463569600 (1395.77 GiB 1498.70 GB) Array Size : 5854278400 (5583.08 GiB 5994.78 GB) Raid Devices : 5 Total Devices : 4 Preferred Minor : 0 Update Time : Sat Dec 8 15:06:17 2012 State : active Active Devices : 4 Working Devices : 4 Failed Devices : 1 Spare Devices : 0 Checksum : d9e9ff0e - correct Events : 0.394 Layout : left-symmetric Chunk Size : 64K Number Major Minor RaidDevice State this 0 8 3 0 active sync /dev/sda3 0 0 8 3 0 active sync /dev/sda3 1 1 8 19 1 active sync /dev/sdb3 2 2 8 35 2 active sync /dev/sdc3 3 3 8 51 3 active sync /dev/sdd3 4 4 0 0 4 faulty removed [~] # mdadm --examine /dev/sdb3 /dev/sdb3: Magic : a92b4efc Version : 00.90.00 UUID : ce3e369b:4ff9ddd2:3639798a:e3889841 Creation Time : Sat Dec 8 15:01:19 2012 Raid Level : raid5 Used Dev Size : 1463569600 (1395.77 GiB 1498.70 GB) Array Size : 5854278400 (5583.08 GiB 5994.78 GB) Raid Devices : 5 Total Devices : 4 Preferred Minor : 0 Update Time : Sat Dec 8 15:06:17 2012 State : active Active Devices : 4 Working Devices : 4 Failed Devices : 1 Spare Devices : 0 Checksum : d9e9ff20 - correct Events : 0.394 Layout : left-symmetric Chunk Size : 64K Number Major Minor RaidDevice State this 1 8 19 1 active sync /dev/sdb3 0 0 8 3 0 active sync /dev/sda3 1 1 8 19 1 active sync /dev/sdb3 2 2 8 35 2 active sync /dev/sdc3 3 3 8 51 3 active sync /dev/sdd3 4 4 0 0 4 faulty removed [~] # mdadm --examine /dev/sdc3 mdadm: No md superblock detected on /dev/sdc3. [~] # mdadm --examine /dev/sdd3 /dev/sdd3: Magic : a92b4efc Version : 00.90.00 UUID : ce3e369b:4ff9ddd2:3639798a:e3889841 Creation Time : Sat Dec 8 15:01:19 2012 Raid Level : raid5 Used Dev Size : 1463569600 (1395.77 GiB 1498.70 GB) Array Size : 5854278400 (5583.08 GiB 5994.78 GB) Raid Devices : 5 Total Devices : 4 Preferred Minor : 0 Update Time : Sat Dec 8 15:06:17 2012 State : active Active Devices : 4 Working Devices : 4 Failed Devices : 1 Spare Devices : 0 Checksum : d9e9ff44 - correct Events : 0.394 Layout : left-symmetric Chunk Size : 64K Number Major Minor RaidDevice State this 3 8 51 3 active sync /dev/sdd3 0 0 8 3 0 active sync /dev/sda3 1 1 8 19 1 active sync /dev/sdb3 2 2 8 35 2 active sync /dev/sdc3 3 3 8 51 3 active sync /dev/sdd3 4 4 0 0 4 faulty removed fdisk output shows /dev/sdc3 partition is still there. [~] # fdisk -l Disk /dev/sdx: 128 MB, 128057344 bytes 8 heads, 32 sectors/track, 977 cylinders Units = cylinders of 256 * 512 = 131072 bytes Device Boot Start End Blocks Id System /dev/sdx1 1 8 1008 83 Linux /dev/sdx2 9 440 55296 83 Linux /dev/sdx3 441 872 55296 83 Linux /dev/sdx4 873 977 13440 5 Extended /dev/sdx5 873 913 5232 83 Linux /dev/sdx6 914 977 8176 83 Linux Disk /dev/sda: 1500.3 GB, 1500301910016 bytes 255 heads, 63 sectors/track, 182401 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Device Boot Start End Blocks Id System /dev/sda1 * 1 66 530113+ 83 Linux /dev/sda2 67 132 530145 82 Linux swap / Solaris /dev/sda3 133 182338 1463569695 83 Linux /dev/sda4 182339 182400 498015 83 Linux Disk /dev/sda4: 469 MB, 469893120 bytes 2 heads, 4 sectors/track, 114720 cylinders Units = cylinders of 8 * 512 = 4096 bytes Disk /dev/sda4 doesn't contain a valid partition table Disk /dev/sdb: 1500.3 GB, 1500301910016 bytes 255 heads, 63 sectors/track, 182401 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Device Boot Start End Blocks Id System /dev/sdb1 * 1 66 530113+ 83 Linux /dev/sdb2 67 132 530145 82 Linux swap / Solaris /dev/sdb3 133 182338 1463569695 83 Linux /dev/sdb4 182339 182400 498015 83 Linux Disk /dev/sdc: 1500.3 GB, 1500301910016 bytes 255 heads, 63 sectors/track, 182401 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Device Boot Start End Blocks Id System /dev/sdc1 1 66 530125 83 Linux /dev/sdc2 67 132 530142 83 Linux /dev/sdc3 133 182338 1463569693 83 Linux /dev/sdc4 182339 182400 498012 83 Linux Disk /dev/sdd: 2000.3 GB, 2000398934016 bytes 255 heads, 63 sectors/track, 243201 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Device Boot Start End Blocks Id System /dev/sdd1 1 66 530125 83 Linux /dev/sdd2 67 132 530142 83 Linux /dev/sdd3 133 243138 1951945693 83 Linux /dev/sdd4 243139 243200 498012 83 Linux Disk /dev/md9: 542 MB, 542769152 bytes 2 heads, 4 sectors/track, 132512 cylinders Units = cylinders of 8 * 512 = 4096 bytes Disk /dev/md9 doesn't contain a valid partition table Disk /dev/md5: 542 MB, 542769152 bytes 2 heads, 4 sectors/track, 132512 cylinders Units = cylinders of 8 * 512 = 4096 bytes Disk /dev/md5 doesn't contain a valid partition table

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  • Symbolic Links Between User Accounts

    - by Pez Cuckow
    I have been using a cron job to duplicate a folder into another users account every day and someone suggested using symbolic links instead although I cannot get them to work. In summary user GAMER generates log files that they want to access via HTTP, however I only have a web-server in the user account SERVER, in the past I would copy the logs folder from GAMERS account into SERVER/public_html/. and then chmod the files so the server could access them. Trying to use symbolic links I set up a link from root (as only root can access both accounts) I used: ln -s /home/GAMER/game/logs/ /home/SERVER/public_html/logs However it seems that only root can use this link, I tried chmoding the link, all the files in the gamers /game/logs/*, /game/logs itself to 777 as well as changing chown and chgrp to server the files still cannot be read. When viewed from servers account my shell shows the link and where it is to hi-lighted in black with red text. Am I doing something wrong? Please enlighten me! /home/GAMER/game/ (chmod & chgrp) drwxrwxrwx 3 SERVER SERVER 4096 2011-01-07 15:46 logs /home/SERVER/public_html (chmod -h & chgrp -h) lrwxrwxrwx 1 server server 41 2011-01-07 19:53 logs -> /home/GAMER/game/logs/

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  • LACP : Cisco ASA 5515 & Switch ProCurve 2920

    - by user979276
    I've two ASAs 5515 connected in failover Active/Stand by (on Gi0/5) My two ASAs are connected to two Switch ProCurve 2920 to have HA if something happens. So I plug something like that (don't pay attention to the arrows) : So one the ASA, I created a Port-Channel like that : interface GigabitEthernet0/0 nameif outside security-level 0 ip address 192.168.1.3 255.255.255.0 standby 192.168.1.4 ! interface GigabitEthernet0/1 speed 1000 duplex full channel-group 1 mode passive no nameif no security-level no ip address ! interface GigabitEthernet0/2 speed 1000 duplex full channel-group 1 mode passive no nameif no security-level no ip address ! interface Port-channel1.1 vlan 1 nameif inside security-level 100 ip address 192.168.8.1 255.255.255.0 standby 192.168.8.2 ! interface Port-channel1.10 vlan 10 nameif guest security-level 50 ip address 172.16.100.2 255.255.255.224 standby 172.16.100.3 ! interface Port-channel1.16 vlan 16 nameif dmz security-level 50 ip address 192.168.16.1 255.255.255.0 standby 192.168.16.2 On the switch, I created a trunk LACP capable with the port 1 and 2 on each switch, force the speed to 1000 and put the port un full duplex mode. BUT this is not working... I tried many things and I can't make it work. In this configuration, I can't ping anything between my ASA and my Switch (or any object connected). Here what I get on my ASA : Channel group 1 LACP port Admin Oper Port Port Port Flags State Priority Key Key Number State ----------------------------------------------------------------------------- Gi0/2 SP not-bndl 32768 0x1 0x1 0x3 0xc Gi0/1 FP not-bndl 32768 0x1 0x1 0x2 0x6 And on the Switchs : PORT LACP TRUNK PORT LACP LACP NUMB ENABLED GROUP STATUS PARTNER STATUS ----- ------- ----- ------ ------- ------ 1 Active trk1 Broken Yes Failure 2 Active trk1 Broken Yes Failure If I change the Cisco interface to LACP mode On, I can ping the switch from the ASA but nothing other objects conneted on the switch. If I look at the statut of LACP on the switch I see this : PORT LACP TRUNK PORT LACP LACP NUMB ENABLED GROUP STATUS PARTNER STATUS ----- ------- ----- ------ ------- ------ 1 Active trk1 Up No Success 2 Active trk1 Up No Success I don't have any clue on what's going on so If someone have any idea and help me on this, it would be great ! Feel free to ask me anything if you need any more information ! Thanks a lot !

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  • Is there a way to automatically switch profiles for a RAT mouse?

    - by MBraedley
    So I bought a Cyborg RAT 7 mouse a while back, and I love it, except for one thing: it's not automatically selecting the profile for the game I've just started. This is annoying because, for instance, I have the forward and back buttons, as well as the side scroll set up for weapon selection in some games, and if the proper profile isn't selected before starting the game, none of it works. How can I get my mouse to load the proper profile when I start up a game?

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  • What is causing sudden freezing during running real-time program?

    - by Trevor Boyd Smith
    So I run a high intensive (CPU/GPU) real-time program. During normal execution suddenly everything freezes for 1-4 seconds. I opened "Process Explorer" in the background to help gain insight and maybe identify something. Here is what the CPU/GPU graphs looks like when I align them in time: Notice the 4 distinct drops in both the CPU/GPU. You can see that it goes from some sort of positive CPU/GPU usage to almost zero. These drops in the graph align with when the real-time program suddenly freezes. How do I find what is causing these sudden drops? NOTE: When you put your mouse over the graph it tells you the time, accurate to the second, for where your cursor is. Maybe this mouse over feature could be helpful in some way (e.g. what if you had a log of all processes every 100ms). EDIT: The real-time program is a video game and so I can't watch some sort of instrumentation while the video game is running. I need a solution that let's you look back in time somehow to see what was happening when the slow down occurred. EDIT: RE - Recording Data vs using real-time monitor: So the windows performance recorder is for some reason not recording what I expect it to record. So I switched to using "perfmon" and then opening it's "resource monitor". RE - Setting it up so I can view real-time monitor: In the video game I set it to spectate and then put the video game in "windowed" mode so that I can view the real time display that Resource Monitor has. Now that I can get semi-real time (only once per second... how do you get more than once per second?) I started looking at the various real time data readouts. Getting to the cause: I noticed a strong correlation in high disk IO and low CPU usage (which is also seen by having in-game freezing). How do you use resource monitor to find out who is doing all this offending disk IO?

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  • Open a screen session inside a certain user on boot Ubuntu Server Linux

    - by Pez Cuckow
    I currently have a private server which I test my web apps on which runs Ubuntu Server 10.04 I also host a few game servers (rather than having wasted CPU time :-D) for some of my friends. These game servers I run in the game user account and each one has it's own screen session (so friends can ssh in and reboot the game server etc...). For example screen -R l4d2 runs ./start in the L4D2 folder. However if I reboot the server (which I have to do occasionally) all these sessions close and I have to manually create all the screen sessions and run the required games within them. Is there a way to set these screen sessions as Daemons or services or just boot on server start so they restart themselves on server reboot? I hope I have made my question easy to understand but feel free to ask questions! Many thanks,

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  • SQL Server 2008 - Error starting service - model.mdf not found?!

    - by alex
    my SQL server 2008 was running fine. About an hour ago, it suddenly stopped - the MSSQLSERVER service had stopped I right clicked, clicked start, and it said the service had started, and stopped I looked in the event log and saw these two errors: 17207 : udopen: Operating system error 3(error not found) during the creation/opening of physical device C:\Program Files\Microsoft SQL Server\MSSQL\data\model.mdf. 17204 : FCB::Open failed: Could not open device C:\Program Files\Microsoft SQL Server\MSSQL\data\model.mdf for virtual device number (VDN) 1. The model.mdf db has NEVER been in that location - i specified drive F: to use for data / log during install. I checked the SQL Configuration Manager, to try and set startup params, but SQL Server is not listed as one of the services..... EDIT: I've now moved the db to where it was looking for: C:\Program Files\Microsoft SQL Server\MSSQL\data\ directory. Now if I start the service, it still does not work - i get this error message in the log: Could not find row in sysindexes for database ID 3, object ID 1, index ID 1. Run DBCC CHECKTABLE on sysindexes. Interestingly, i checked the error log - around the time users reported problems, there is this: 2010-01-08 17:11:26.44 spid51 Configuration option 'show advanced options' changed from 0 to 1. Run the RECONFIGURE statement to install. 2010-01-08 17:11:26.44 spid51 FILESTREAM: effective level = 0, configured level = 0, file system access share name = 'MSSQLSERVER'. 2010-01-08 17:11:26.44 spid51 Configuration option 'Agent XPs' changed from 1 to 0. Run the RECONFIGURE statement to install. 2010-01-08 17:11:26.44 spid51 FILESTREAM: effective level = 0, configured level = 0, file system access share name = 'MSSQLSERVER'. 2010-01-08 17:11:26.44 spid51 Configuration option 'show advanced options' changed from 1 to 0. Run the RECONFIGURE statement to install. 2010-01-08 17:11:26.44 spid51 FILESTREAM: effective level = 0, configured level = 0, file system access share name = 'MSSQLSERVER'. 2010-01-08 17:11:44.89 spid10s Service Broker manager has shut down. 2010-01-08 17:11:47.83 spid7s SQL Server is terminating in response to a 'stop' request from Service Control Manager. This is an informational message only. No user action is required. 2010-01-08 17:11:47.83 spid7s SQL Trace was stopped due to server shutdown. Trace ID = '1'. This is an informational message only; no user action is required.

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  • Bacula virtual backup job doesn't run, no output?

    - by Zoredache
    I am trying to get Virtual Backups working, but when I try to run a virtual backup job, it appears to get created, but then never seems to actually run. I have a full, and a couple incremental backups. status director JobId Level Files Bytes Status Finished Name ==================================================================== 1283 Full 10,565 1.963 G OK 21-Dec-12 09:47 nms-Job 1284 Incr 314 129.6 M OK 21-Dec-12 09:49 nms-Job 1285 Incr 230 147.2 M OK 21-Dec-12 09:51 nms-Job 1288 Incr 525 138.8 M OK 21-Dec-12 11:25 nms-Job I attempt to start a job from bconsole like this. *run job=nms-Job level=VirtualFull Using Catalog "MySQL" Run Backup job JobName: nms-Job Level: VirtualFull Client: nms-FileDaemon FileSet: nms-FileSet Pool: nms-pool (From Job resource) Storage: File_d1 (From Pool resource) When: 2012-12-21 13:07:54 Priority: 10 OK to run? (yes/mod/no): Job queued. JobId=1291 Then my new job, just sits there, doing nothing. The JobStatus shows that the job was created, but it appears to never run? All the full, and incremental backups are terminating normally. *llist jobid=1291 JobId: 1,291 Job: nms-Job.2012-12-21_13.07.56_07 Name: nms-Job PurgedFiles: 0 Type: B Level: F ClientId: 4 Name: nms-FileDaemon JobStatus: C SchedTime: 2012-12-21 13:07:54 StartTime: 2012-12-21 13:07:56 EndTime: 0000-00-00 00:00:00 RealEndTime: 0000-00-00 00:00:00 JobTDate: 1,356,124,076 VolSessionId: 0 VolSessionTime: 0 JobFiles: 0 JobErrors: 0 JobMissingFiles: 0 PoolId: 19 PooLname: nms-pool PriorJobId: 0 FileSetId: 11 FileSet: nms-FileSet I am getting very frustrated, that this isn't working, mostly because it isn't giving me any error logs, or output at all. I submit the job, and as far as I can tell nothing happens. Is there some status, or debugging level that I can set to get a useful information about why this isn't working? What can I do to make this work? I was originally running Bacula 5.0.2 on Debian Squeeze, out of frustration, I upgraded to the 5.2.6 in the backports repository, hoping that a new version might give me better results.

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  • SQL Server Read Locking behavior

    - by Charles Bretana
    When SQL Server Books online says that "Shared (S) locks on a resource are released as soon as the read operation completes, unless the transaction isolation level is set to repeatable read or higher, or a locking hint is used to retain the shared (S) locks for the duration of the transaction." Assuming we're talking about a row-level lock, with no explicit transaction, at default isolation level (Read Committed), what does "read operation" refer to? The reading of a single row of data? The reading of a single 8k IO Page ? or until the the complete Select statement in which the lock was created has finished executing, no matter how many other rows are involved? NOTE: The reason I need to know this is we have a several second read-only select statement generated by a data layer web service, which creates page-level shared read locks, generating a deadlock due to conflicting with row-level exclusive update locks from a replication prcoess that keeps the server updated. The select statement is fairly large, with many sub-selects, and one DBA is proposing that we rewrite it to break it up into multiple smaller statements (shorter running pieces), "to cut down on how long the locks are held". As this assumes that the shared read locks are held till the complete select statement has finished, if that is wrong (if locks are released when the row, or the page is read) then that approach would have no effect whatsoever....

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  • Logfiles filling with iptables logging

    - by Peter I
    OS: Debian 6 Server Version I have different logfiles which are filling up: user@server:/var/log$ ls -lahS | head total 427G -rw-r--r-- 1 root root 267G Nov 2 17:29 bandwidth -rw-r----- 1 root adm 44G Nov 2 17:29 kern.log -rw-r----- 1 root adm 27G Nov 2 17:29 debug -rw-r----- 1 root adm 23G Oct 27 06:33 kern.log.1 -rw-r----- 1 root adm 17G Nov 2 17:29 messages -rw-r----- 1 root adm 14G Oct 27 06:33 debug.1 -rw-r----- 1 root adm 12G Nov 2 17:29 syslog -rw-r----- 1 root adm 12G Nov 1 06:26 syslog.1 -rw-r----- 1 root adm 9.0G Oct 27 06:33 messages.1 So I looked up the file /etc/iptables.up.rules which had those lines in it: -A FORWARD -o eth0 -j LOG --log-level 7 --log-prefix BANDWIDTH_OUT: -A FORWARD -i eth0 -j LOG --log-level 7 --log-prefix BANDWIDTH_IN: -A OUTPUT -o eth0 -j LOG --log-level 7 --log-prefix BANDWIDTH_OUT: -A INPUT -i eth0 -j LOG --log-level 7 --log-prefix BANDWIDTH_IN: So deleting those lines will solve my problem. But how would I edit those lines without losing their functionality?

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  • Video problem with Windows 7 Games

    - by Jordan 1GT
    I have a Dell xps M1330 which originally ran Vista, but I upgraded to Windows 7. When I try to run a Win 7 game like spider solitaire I receive the following message: "The game is running in software rendering mode. Hardware acceleration is either disabled or not supported by your video card driver which could slow down game performance. Make sure you have the latest video card driver installed and that hardware acceleration is turned on." I confirmed that hardware acceleration is turned on. When I go to Dell's site, I'm told there is no later video driver. When I run the game it runs very choppy. I wouldn't care, but I loaded a .pptx file which is doing strange things in normal view and I suspect may be related to the same video problem. Any ideas?

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