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  • Single page not appearing in Google Search

    - by Dan
    Description I have a static franchise website which has various sub pages each dedicated to an individual franchisee. For each franchisee the page, the only thing slightly similar between all of them are the page titles, they follow this structure: <title> Welcome to THE_COMPANY - PRODUCT_DESCRIPTION Services, THE_LOCATION </title> THE_COMPANY and PRODUCT_DESCRIPTION are the same across all franchisees, however THE_LOCATION changes depeding on where they are located in the UK. Each franchisee page has the following <meta /> tags: <meta name="DC.creator" content="user"/> <meta name="DC.format" content="text/html"/> <meta name="DC.language" content="en"/> <meta name="DC.date.modified" content="2014-01-23T11:22:31+00:00"/> <meta name="DC.date.created" content="2014-01-23T11:22:09+00:00"/> <meta name="DC.type" content="Page"/> <meta name="DC.distribution" content="Global"/> <meta name="robots" content="ALL"/> <meta name="distribution" content="Global"/> The main content on each franchisee page is completely different. The Problem There is one particular franchisee page, located in Area A.. Which will not appear in Google Search results at all. However every single other franchisee (if you Google Search for "THE_COMPANY, THE_LOCATION" is number 1). And if I do the same search on Bing, Yahoo or DuckDuckGo, the Area A franchisee is the first result on all of them. Has Google for some reason black listed one page on the site? What I Have Tried Ensuring the page is referenced in my sitemap.xml file 'Fetching as Google Bot' the link www.the_company.co.uk/areaa When that came back as OK I would submit to index Resubmitting the sitemap.xml file in Webmaster Tools Linking to the Area A page from another pages content For this I also waited about 3 weeks before checking again to give Google time to re-index Making a change to the page content and waiting another 2 / 3 weeks Removing the page completely and recreating it with an alternative URL The closest thing I have found to this issue is this StackOverflow question but this particular franchisee has existed for almost a year, it used to appear on Google searches however no longer does. I'm guessing the Panda update wasn't too happy with something on the page, but it hasn't effected anything else on the site and I am at a loss for things to try. I would greatly appreciate any information or thoughts as to what could have caused this Thanks. Update In line with Daniel Fukudas answer below, I have followed some of his steps but everything seems to check out alright: HTTP Headers HTTP/1.1 200 OK => Date => Tue, 25 Feb 2014 16:31:29 GMT Server => Zope/(2.12.16, python 2.6.6, linux2) ZServer/1.1 Content-Length => 40078 Expires => Sat, 01 Jan 2000 00:00:00 GMT Content-Type => text/html;charset=utf-8 Content-Language => en Vary => Accept-Encoding Connection => close Robots <meta /> tag: <meta name="robots" content="ALL"/> I have updated this <meta /> tag to read content="INDEX" instead now. robots.txt: User-agent: * Disallow: User-Agent: Googlebot Disallow: /*sendto_form$ Disallow: /*folder_factories$ Using site:THE_COMPANY.co.uk: Searching for 'AREA A site:THE_COMPANY.co.uk' does not return the page, but regardless of that searching just for site:THE_COMPANY.co.uk will not necessarily return every indexed page, or so I understand... Update It appears Google likes to drop pages every now and then from the index, despite my steps above, I left the site alone and the page appeared back in the SERPs by itself.

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  • XNA Multiplayer Games and Networking

    - by JoshReuben
    ·        XNA communication must by default be lightweight – if you are syncing game state between players from the Game.Update method, you must minimize traffic. That game loop may be firing 60 times a second and player 5 needs to know if his tank has collided with any player 3 and the angle of that gun turret. There are no WCF ServiceContract / DataContract niceties here, but at the same time the XNA networking stack simplifies the details. The payload must be simplistic - just an ordered set of numbers that you would map to meaningful enum values upon deserialization.   Overview ·        XNA allows you to create and join multiplayer game sessions, to manage game state across clients, and to interact with the friends list ·        Dependency on Gamer Services - to receive notifications such as sign-in status changes and game invitations ·        two types of online multiplayer games: system link game sessions (LAN) and LIVE sessions (WAN). ·        Minimum dev requirements: 1 Xbox 360 console + Creators Club membership to test network code - run 1 instance of game on Xbox 360, and 1 on a Windows-based computer   Network Sessions ·        A network session is made up of players in a game + up to 8 arbitrary integer properties describing the session ·        create custom enums – (e.g. GameMode, SkillLevel) as keys in NetworkSessionProperties collection ·        Player state: lobby, in-play   Session Types ·        local session - for split-screen gaming - requires no network traffic. ·        system link session - connects multiple gaming machines over a local subnet. ·        Xbox LIVE multiplayer session - occurs on the Internet. Ranked or unranked   Session Updates ·        NetworkSession class Update method - must be called once per frame. ·        performs the following actions: o   Sends the network packets. o   Changes the session state. o   Raises the managed events for any significant state changes. o   Returns the incoming packet data. ·        synchronize the session à packet-received and state-change events à no threading issues   Session Config ·        Session host - gaming machine that creates the session. XNA handles host migration ·        NetworkSession properties: AllowJoinInProgress , AllowHostMigration ·        NetworkSession groups: AllGamers, LocalGamers, RemoteGamers   Subscribe to NetworkSession events ·        GamerJoined ·        GamerLeft ·        GameStarted ·        GameEnded – use to return to lobby ·        SessionEnded – use to return to title screen   Create a Session session = NetworkSession.Create(         NetworkSessionType.SystemLink,         maximumLocalPlayers,         maximumGamers,         privateGamerSlots,         sessionProperties );   Start a Session if (session.IsHost) {     if (session.IsEveryoneReady)     {        session.StartGame();        foreach (var gamer in SignedInGamer.SignedInGamers)        {             gamer.Presence.PresenceMode =                 GamerPresenceMode.InCombat;   Find a Network Session AvailableNetworkSessionCollection availableSessions = NetworkSession.Find(     NetworkSessionType.SystemLink,       maximumLocalPlayers,     networkSessionProperties); availableSessions.AllowJoinInProgress = true;   Join a Network Session NetworkSession session = NetworkSession.Join(     availableSessions[selectedSessionIndex]);   Sending Network Data var packetWriter = new PacketWriter(); foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Get the tank associated with this player.     Tank myTank = gamer.Tag as Tank;     // Write the data.     packetWriter.Write(myTank.Position);     packetWriter.Write(myTank.TankRotation);     packetWriter.Write(myTank.TurretRotation);     packetWriter.Write(myTank.IsFiring);     packetWriter.Write(myTank.Health);       // Send it to everyone.     gamer.SendData(packetWriter, SendDataOptions.None);     }   Receiving Network Data foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Keep reading while packets are available.     while (gamer.IsDataAvailable)     {         NetworkGamer sender;          // Read a single packet.         gamer.ReceiveData(packetReader, out sender);          if (!sender.IsLocal)         {             // Get the tank associated with this packet.             Tank remoteTank = sender.Tag as Tank;              // Read the data and apply it to the tank.             remoteTank.Position = packetReader.ReadVector2();             …   End a Session if (session.AllGamers.Count == 1)         {             session.EndGame();             session.Update();         }   Performance •        Aim to minimize payload, reliable in order messages •        Send Data Options: o   Unreliable, out of order -(SendDataOptions.None) o   Unreliable, in order (SendDataOptions.InOrder) o   Reliable, out of order (SendDataOptions.Reliable) o   Reliable, in order (SendDataOptions.ReliableInOrder) o   Chat data (SendDataOptions.Chat) •        Simulate: NetworkSession.SimulatedLatency , NetworkSession.SimulatedPacketLoss •        Voice support – NetworkGamer properties: HasVoice ,IsTalking , IsMutedByLocalUser

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  • SR Activity Summaries Via Direct Email? You Bet!

    - by PCat
    Courtesy of Ken Walker. I’m a “bottom line” kind of guy.  My friends and co-workers will tell you that I’m a “Direct Communicator” when it comes to work or my social life.  For example, if I were to come up with a fantastic new recipe for a low-fat pan fried chicken, I’d Tweet, email, or find a way to blast the recipe directly to you so that you could enjoy it immediately.  My friends would see the subject, “Awesome New Fried Chicken” and they’d click and see the recipe there before them.Others are “Indirect Communicators.”  My friend Joel is like this.  He would post the recipe in his blog, and then Tweet or email a link back to his blog with a subject, “Fried Chicken.”  Then Joel would sit back and expect his friends to read the email, AND click the link to his blog, and then read the recipe.  As a fan of the “Direct” method, I wish there was a way for me to “Opt-in” for immediate updates from Joel so I could see the recipe without having to click over to his blog to search for it.The same is true for MOS.  If you’ve ever opened a Service Request through My Oracle Support (MOS), you know that most of the communication between you and the Oracle Support Engineer with respect to the issue in the SR, is done via email.  Which type of email would you rather receive in your email account? Example1:Your SR has been updated.  Click HERE to see the update. Or Example2:Your SR has been updated.  Here is the update:  “Hi John, Oracle Development has completed the patch we’ve been waiting for!  Here’s a direct “LINK” to the patch that should resolve your issue.  Please download and install the patch via the instructions (included with the link) and let me know if it does, in fact, resolve your issue!”Example2 is available to you!  All you need to do is to “Opt-In” for the direct email updates.  The default is for the indirect update as seen in Example1.  To turn on “Service Request Details in Email” simply follow these instructions (aided by the screenshot below):1.    Log into MOS, and click on your name in the upper right corner.  Select “My Account.”2.    Make sure “My Account” is highlighted in bold on the left.3.    Turn ON, “Service Request Details in Email” That’s it!  You will now receive the SR Updates, directly in your email account without having to log into MOS, click the SR, scroll down to the updates, etc.  That’s better than Fried Chicken!  (Well; almost better....).

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  • Arcball Problems with UDK

    - by opdude
    I'm trying to re-create an arcball example from a Nehe, where an object can be rotated in a more realistic way while floating in the air (in my game the object is attached to the player at a distance like for example the Physics Gun) however I'm having trouble getting this to work with UDK. I have created an LGArcBall which follows the example from Nehe and I've compared outputs from this with the example code. I think where my problem lies is what I do to the Quaternion that is returned from the LGArcBall. Currently I am taking the returned Quaternion converting it to a rotation matrix. Getting the product of the last rotation (set when the object is first clicked) and then returning that into a Rotator and setting that to the objects rotation. If you could point me in the right direction that would be great, my code can be found below. class LGArcBall extends Object; var Quat StartRotation; var Vector StartVector; var float AdjustWidth, AdjustHeight, Epsilon; function SetBounds(float NewWidth, float NewHeight) { AdjustWidth = 1.0f / ((NewWidth - 1.0f) * 0.5f); AdjustHeight = 1.0f / ((NewHeight - 1.0f) * 0.5f); } function StartDrag(Vector2D startPoint, Quat rotation) { StartVector = MapToSphere(startPoint); } function Quat Update(Vector2D currentPoint) { local Vector currentVector, perp; local Quat newRot; //Map the new point to the sphere currentVector = MapToSphere(currentPoint); //Compute the vector perpendicular to the start and current perp = startVector cross currentVector; //Make sure our length is larger than Epsilon if (VSize(perp) > Epsilon) { //Return the perpendicular vector as the transform newRot.X = perp.X; newRot.Y = perp.Y; newRot.Z = perp.Z; //In the quaternion values, w is cosine (theta / 2), where //theta is the rotation angle newRot.W = startVector dot currentVector; } else { //The two vectors coincide, so return an identity transform newRot.X = 0.0f; newRot.Y = 0.0f; newRot.Z = 0.0f; newRot.W = 0.0f; } return newRot; } function Vector MapToSphere(Vector2D point) { local float x, y, length, norm; local Vector result; //Transform the mouse coords to [-1..1] //and inverse the Y coord x = (point.X * AdjustWidth) - 1.0f; y = 1.0f - (point.Y * AdjustHeight); length = (x * x) + (y * y); //If the point is mapped outside of the sphere //( length > radius squared) if (length > 1.0f) { norm = 1.0f / Sqrt(length); //Return the "normalized" vector, a point on the sphere result.X = x * norm; result.Y = y * norm; result.Z = 0.0f; } else //It's inside of the sphere { //Return a vector to the point mapped inside the sphere //sqrt(radius squared - length) result.X = x; result.Y = y; result.Z = Sqrt(1.0f - length); } return result; } DefaultProperties { Epsilon = 0.000001f } I'm then attempting to rotate that object when the mouse is dragged, with the following update code in my PlayerController. //Get Mouse Position MousePosition.X = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.X; MousePosition.Y = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.Y; newQuat = ArcBall.Update(MousePosition); rotMatrix = MakeRotationMatrix(QuatToRotator(newQuat)); rotMatrix = rotMatrix * LastRot; LGMoveableActor(movingPawn.CurrentUseableObject).SetPhysics(EPhysics.PHYS_Rotating); LGMoveableActor(movingPawn.CurrentUseableObject).SetRotation(MatrixGetRotator(rotMatrix));

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  • Why won't my Broadcom BCM4312 LP-PHY work with the STA driver?

    - by Jackson Taylor
    I tried the steps here for a 4312: https://help.ubuntu.com/community/WifiDocs/Driver/bcm43xx Both of these: sudo modprobe -r b43 ssb wl sudo modprobe wl return: FATAL: Module wl not found. FATAL: Error running install command for wl (this one is only for the second one actually) I tried the broadcom-sta, didn't work. What's confusing is down below in the next steps for STA with internet access it says to use the bcmwl one. So I install that and it succeeds but with some errors: sudo apt-get install bcmwl-kernel-source Reading package lists... Done Building dependency tree Reading state information... Done The following package was automatically installed and is no longer required: module-assistant Use 'apt-get autoremove' to remove it. The following NEW packages will be installed: bcmwl-kernel-source 0 upgraded, 1 newly installed, 0 to remove and 0 not upgraded. Need to get 0 B/1,181 kB of archives. After this operation, 3,609 kB of additional disk space will be used. Selecting previously unselected package bcmwl-kernel-source. (Reading database ... 168005 files and directories currently installed.) Unpacking bcmwl-kernel-source (from .../bcmwl-kernel-source_5.100.82.112+bdcom-0ubuntu3_amd64.deb) ... Setting up bcmwl-kernel-source (5.100.82.112+bdcom-0ubuntu3) ... Loading new bcmwl-5.100.82.112+bdcom DKMS files... Building only for 3.5.0-21-generic Building for architecture x86_64 Module build for the currently running kernel was skipped since the kernel source for this kernel does not seem to be installed. ERROR: Module b43 does not exist in /proc/modules ERROR: Module b43legacy does not exist in /proc/modules ERROR: Module ssb does not exist in /proc/modules ERROR: Module bcm43xx does not exist in /proc/modules ERROR: Module brcm80211 does not exist in /proc/modules ERROR: Module brcmfmac does not exist in /proc/modules ERROR: Module brcmsmac does not exist in /proc/modules ERROR: Module bcma does not exist in /proc/modules FATAL: Module wl not found. FATAL: Error running install command for wl update-initramfs: deferring update (trigger activated) Processing triggers for initramfs-tools ... update-initramfs: Generating /boot/initrd.img-3.5.0-21-generic jtaylor991@jtaylor991-whiteHP:~$ sudo modprobe wl FATAL: Module wl not found. FATAL: Error running install command for wl Then I do the modprobe wl commands listed above and it gives the above listed errors. It didn't work with the broadcom-sta driver either. I installed the b43 ones but nothing happened, and I don't know why so those are still installed. firmware-b43legacy-installer, b43-fwcutter and firmware-b43-lpphy-installer (yes it is a LP-PHY) are currently installed. If I go into System Settings Software Sources Additional Drivers it says "Using Broadcom 802.11 Linux STA wireless driver source from bcmwl-kernel-source (proprietary) But bcmwl-kernel-source isn't installed. I could try again but I remember rebooting and it still said this. What's funny is it found wireless networks during the Ubuntu setup/installation, I don't remember if I got it to connect or not though. I think it kept asking for a password when I put it in (yes it was right I showed password and looked at it) so I just ignored it. But right now the Enable Wireless option in the top right is just gone, it's just Enable Networking and I'm on ethernet on this HP Pavilion dv4-1435dx right here. If I run rfkill list it shows: 0: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: no It was hard blocked at the beginning but unblocking it makes no change. Also it's a touch sensitive button, and it appears to be always orange no matter if it's enabled or not because when I touch it the hard blocked changes between yes and no in rfkill list. I think it was blue for a minute at one point. What is going on?!?! Help me! Lol, thanks for any and all of your time guys. Oh yeah this is Ubuntu 12.10 fresh install.

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  • E-Business Suite : Role of CHUNK_SIZE in Oracle Payroll

    - by Giri Mandalika
    Different batch processes in Oracle Payroll flow have the ability to spawn multiple child processes (or threads) to complete the work in hand. The number of child processes to fork is controlled by the THREADS parameter in APPS.PAY_ACTION_PARAMETERS view. THREADS parameter The default value for THREADS parameter is 1, which is fine for a single-processor system but not optimal for the modern multi-core multi-processor systems. Setting the THREADS parameter to a value equal to or less than the total number of [virtual] processors available on the system may improve the performance of payroll processing. However on the down side, since multiple child processes operate against the same set of payroll tables in HR schema, database may experience undesired consequences such as buffer busy waits and index contention, which results in giving up some of the gains achieved by using multiple child processes/threads to process the work. Couple of other action parameters, CHUNK_SIZE and CHUNK_SHUFFLE, help alleviate the database contention. eg., Set a value for THREADS parameter as shown below. CONNECT APPS/APPS_PASSWORD UPDATE PAY_ACTION_PARAMETERS SET PARAMETER_VALUE = DESIRED_VALUE WHERE PARAMETER_NAME = 'THREADS'; COMMIT; (I am not aware of any maximum value for THREADS parameter) CHUNK_SIZE parameter The size of each commit unit for the batch process is controlled by the CHUNK_SIZE action parameter. In other words, chunking is the act of splitting the assignment actions into commit groups of desired size represented by the CHUNK_SIZE parameter. The default value is 20, and each thread processes one chunk at a time -- which means each child process inserts or processes 20 assignment actions at any time. When multiple threads are configured, each thread picks up a chunk to process, completes the assignment actions and then picks up another chunk. This is repeated until all the chunks are exhausted. It is possible to use different chunk sizes in different batch processes. During the initial phase of processing, CHUNK_SIZE number of assignment actions are inserted into relevant table(s). When multiple child processes are inserting data at the same time into the same set of tables, as explained earlier, database may experience contention. The default value of 20 is mostly optimal in such a case. Experiment with different values for the initial phase by +/-10 for CHUNK_SIZE parameter and observe the performance impact. A larger value may make sense during the main processing phase. Again experimentation is the key in finding the suitable value for your environment. Start with a large value such as 2000 for the chunk size, then increment or decrement the size by 500 at a time until an optimal value is found. eg., Set a value for CHUNK_SIZE parameter as shown below. CONNECT APPS/APPS_PASSWORD UPDATE PAY_ACTION_PARAMETERS SET PARAMETER_VALUE = DESIRED_VALUE WHERE PARAMETER_NAME = 'CHUNK_SIZE'; COMMIT; CHUNK_SIZE action parameter accepts a value that is as low as 1 or as high as 16000. CHUNK SHUFFLE parameter By default, chunks of assignment actions are processed sequentially by all threads - which may not be a good thing especially given that all child processes/threads performing similar actions against the same set of tables almost at the same time. By saying not a good thing, I mean to say that the default behavior leads to contention in the database (in data blocks, for example). It is possible to relieve some of that database contention by randomizing the processing order of chunks of assignment actions. This behavior is controlled by the CHUNK SHUFFLE action parameter. Chunk processing is not randomized unless explicitly configured. eg., Set chunk shuffling as shown below. CONNECT APPS/APPS_PASSWORD UPDATE PAY_ACTION_PARAMETERS SET PARAMETER_VALUE = 'Y' WHERE PARAMETER_NAME = 'CHUNK SHUFFLE'; COMMIT; Finally I recommend checking the following document out for additional details and additional pay action tunable parameters that may speed up the processing of Oracle Payroll.     My Oracle Support Doc ID: 226987.1 Oracle 11i & R12 Human Resources (HRMS) & Benefits (BEN) Tuning & System Health Checks Also experiment with different combinations of parameters and values until the right set of action parameters and values are found for your deployment.

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  • Rotating a cube using jBullet collisions

    - by Kenneth Bray
    How would one go about rotating/flipping a cube with the physics of jBullet? Here is my Draw method for my cube object: public void Draw() { // center point posX, posY, posZ float radius = .25f;//size / 2; glPushMatrix(); glBegin(GL_QUADS); //top { glColor3f(5.0f,1.0f,5.0f); // white glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } //bottom { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } //right side { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } //left side { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } //front side { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } //back side { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); Update(); } This is my update method for the cube position: public void Update() { Transform trans = new Transform(); cubeRigidBody.getMotionState().getWorldTransform(trans); posX = trans.origin.x; posY = trans.origin.y; posZ = trans.origin.z; Quat4f outRot = new Quat4f(); trans.getRotation(outRot); rotX = outRot.x; rotY = outRot.y; rotZ = outRot.z; rotW = outRot.w; } I am assuming I need to use glrotatef, but it does not seem to work at all when I try that.. this is how I have tried to rotate the cubes: GL11.glRotatef(rotW, rotX, 0.0f, 0.0f); GL11.glRotatef(rotW, 0.0f, rotY, 0.0f); GL11.glRotatef(rotW, 0.0f, 0.0f, rotZ);

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  • Why googling by keycaptcha gives results on reCAPTCHA? [closed]

    - by vgv8
    EDIT: I'd like to change this title to: How to STOP Google's manipulation of Google search engine presented to general public? I am frequently googling and more and more frequently bump when searching by one software product I am given instead the results on Google's own products. For ex., if I google by keyword keycaptcha for the "Past 24 hours" (after clicking on "Show search tools" -- "Past 24 hours" on the left sidebar of a browser) I am getting the Google's search results show only results on reCAPTCHA. Image uploaded later: Though, if confine keycaptcha in quotes the results are "correct" (well, kind of since they are still distorted in comparison with other search engines). I checked this during few months from different domains at different ISPs, different operating systems and from a dozen of browsers. The results are the same. Why is it and how can it be possibly corrected? My related posts: "How Gmail spam filter works?" IP adresses blacklisting Update: It is impossible for me to directly start using google.com as I am always redirected to google.ru (from google.com) by my ip-address "auto-detect location" google's "convenience". The google's help tells that it is impossible to switch off my location auto-detection because it is very helpful feature. There is a work-around to use google.com/ncr (to get google.com) (?anybody know what does it mean) to prevent redirection from google.com but even. But all results are exactly the same OK, I can search by quoted "keycaptcha", I am already accustomed to these google's quirks, but the question arises why the heck to burn time promoting someone's product if GOOGLE uses other product brands for showing its own interests/brands (reCAPTCHA) instead and what can be done with it? The general user will not understand that he was cheated and just will pick up the first (wrong) results Update2: Note that this googling behaviour: is independent on whether I am logged-in (or log-out-ed of) a google account, which account, on browser (I tried Opera, Chrome, FireFox, IE of different versions, Safari), OS or even domain; there are many such cases but I just targeted one concrete restricted example speciffically to to prevent wandering between unrelated details and peculiarities; @Michael, first it is not true and this text contains 2 links for real and significant results.. I also wrote that this is just one concrete example from many and based on many-month exp. These distortions happen upon clicking on: Past 24 hours, Past week, Past month, Past year in many other keywords, occasions/configurations of searches, etc. Second, the absence of the results is the result and there is no point to sneakingly substitute it by another unsolicited one. It is the definition of spam and scam. 3d, the question is not abt workarounds like how to write search queries or use another searching engines. The question is how to straighten the googling's results in order to stop disorienting general public about. Update: I could not understand: nobody reproduces the described by me behavior (i.e. when I click "Past 24 hours" link in google search searching for keycaptcha, the presented results are only on reCAPTCHA presented)? Update: And for the "Past week":

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  • Problem with sprite direction and rotation

    - by user2236165
    I have a sprite called Tool that moves with a speed represented as a float and in a direction represented as a Vector2. When I click the mouse on the screen the sprite change its direction and starts to move towards the mouseclick. In addition to that I rotate the sprite so that it is facing in the direction it is heading. However, when I add a camera that is suppose to follow the sprite so that the sprite is always centered on the screen, the sprite won't move in the given direction and the rotation isn't accurate anymore. This only happens when I add the Camera.View in the spriteBatch.Begin(). I was hoping anyone could maybe shed a light on what I am missing in my code, that would be highly appreciated. Here is the camera class i use: public class Camera { private const float zoomUpperLimit = 1.5f; private const float zoomLowerLimit = 0.1f; private float _zoom; private Vector2 _pos; private int ViewportWidth, ViewportHeight; #region Properties public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < zoomLowerLimit) _zoom = zoomLowerLimit; if (_zoom > zoomUpperLimit) _zoom = zoomUpperLimit; } } public Rectangle Viewport { get { int width = (int)((ViewportWidth / _zoom)); int height = (int)((ViewportHeight / _zoom)); return new Rectangle((int)(_pos.X - width / 2), (int)(_pos.Y - height / 2), width, height); } } public void Move(Vector2 amount) { _pos += amount; } public Vector2 Position { get { return _pos; } set { _pos = value; } } public Matrix View { get { return Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(ViewportWidth * 0.5f, ViewportHeight * 0.5f, 0)); } } #endregion public Camera(Viewport viewport, float initialZoom) { _zoom = initialZoom; _pos = Vector2.Zero; ViewportWidth = viewport.Width; ViewportHeight = viewport.Height; } } And here is my Update and Draw-method: protected override void Update (GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; TouchCollection touchCollection = TouchPanel.GetState (); foreach (TouchLocation tl in touchCollection) { if (tl.State == TouchLocationState.Pressed || tl.State == TouchLocationState.Moved) { //direction the tool shall move towards direction = touchCollection [0].Position - toolPos; if (direction != Vector2.Zero) { direction.Normalize (); } //change the direction the tool is moving and find the rotationangle the texture must rotate to point in given direction toolPos += (direction * speed * elapsed); RotationAngle = (float)Math.Atan2 (direction.Y, direction.X); } } if (direction != Vector2.Zero) { direction.Normalize (); } //move tool in given direction toolPos += (direction * speed * elapsed); //change cameracentre to the tools position Camera.Position = toolPos; base.Update (gameTime); } protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear (Color.Blue); spriteBatch.Begin (SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, Camera.View); spriteBatch.Draw (tool, new Vector2 (toolPos.X, toolPos.Y), null, Color.White, RotationAngle, originOfToolTexture, 1, SpriteEffects.None, 1); spriteBatch.End (); base.Draw (gameTime); }

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  • XNA WP7 Texture memory and ContentManager

    - by jlongstreet
    I'm trying to get my WP7 XNA game's memory under control and under the 90MB limit for submission. One target I identified was UI textures, especially fullscreen ones, that would never get unloaded. So I moved UI texture loads to their own ContentManager so I can unload them. However, this doesn't seem to affect the value of Microsoft.Phone.Info.DeviceExtendedProperties.GetValue("ApplicationCurrentMemoryUsage"), so it doesn't look like the memory is actually being released. Example: splash screens. In Game.LoadContent(): Application.Instance.SetContentManager("UI"); // set the current content manager for (int i = 0; i < mSplashTextures.Length; ++i) { // load the splash textures mSplashTextures[i] = Application.Instance.Content.Load<Texture2D>(msSplashTextureNames[i]); } // set the content manager back to the global one Application.Instance.SetContentManager("Global"); When the initial load is done and the title screen starts, I do: Application.Instance.GetContentManager("UI").Unload(); The three textures take about 6.5 MB of memory. Before unloading the UI ContentManager, I see that ApplicationCurrentMemoryUsage is at 34.29 MB. After unloading the ContentManager (and doing a full GC.Collect()), it's still at 34.29 MB. But after that, I load another fullscreen texture (for the title screen background) and memory usage still doesn't change. Could it be keeping the memory for these textures allocated and reusing it? edit: very simple test: protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); PrintMemUsage("Before texture load: "); // TODO: use this.Content to load your game content here red = this.Content.Load<Texture2D>("Untitled"); PrintMemUsage("After texture load: "); } private void PrintMemUsage(string tag) { Debug.WriteLine(tag + Microsoft.Phone.Info.DeviceExtendedProperties.GetValue("ApplicationCurrentMemoryUsage")); } protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here if (count++ == 100) { GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("Before CM unload: "); this.Content.Dispose(); GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("After CM unload: "); red = null; spriteBatch.Dispose(); GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("After SpriteBatch Dispose(): "); } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here if (red != null) { spriteBatch.Begin(); spriteBatch.Draw(red, new Vector2(0,0), Color.White); spriteBatch.End(); } base.Draw(gameTime); } This prints something like (it changes every time): Before texture load: 7532544 After texture load: 10727424 Before CM unload: 9875456 After CM unload: 9953280 After SpriteBatch Dispose(): 9953280

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  • Upgrade to Xubuntu 13.10 - Saucy Salamander

    As a common 'fashion' it is possible to upgrade an existing installation of Ubuntu or one of its derivates every six months. Of course, you might opt-in for the adventure and directly keep your system always on the latest version (including alphas and betas), or you might like to play safe and stay on the long-term support (LTS) versions which are updated every two years only. As for me, I'd like to jump from release to release on my main desktop machine. And since 17th October Saucy Salamander or also known as Ubuntu 13.10 has been released for general use. The following paragraphs document the steps I went in order to upgrade my system to the recent version. Don't worry about the fact that I'm actually using Xubuntu. It's mainly a flavoured version of Ubuntu running Xfce 4.10 as default X Window manager. Well, I have Gnome and LXDE on the same system... just out of couriosity. Preparing the system Before you think about upgrading you have to ensure that your current system is running on the latest packages. This can be done easily via a terminal like so: $ sudo apt-get update && sudo apt-get -y dist-upgrade --fix-missing Next, we are going to initiate the upgrade itself: $ sudo update-manager As a result the graphical Software Updater should inform you that a newer version of Ubuntu is available for installation. Ubuntu's Software Updater informs you whether an upgrade is available Running the upgrade After clicking 'Upgrade...' you will be presented with information about the new version. Details about Ubuntu 13.10 (Saucy Salamander) Simply continue with the procedure and your system will be analysed for the next steps. Analysing the existing system and preparing the actual upgrade to 13.10 Next, we are at the point of no return. Last confirmation dialog before having a coffee break while your machine is occupied to download the necessary packages. Not the best bandwidth at hand after all... yours might be faster. Are you really sure that you want to start the upgrade? Let's go and have fun! Anyway, bye bye Raring Ringtail and Welcome Saucy Salamander! In case that you added any additional repositories like Medibuntu or PPAs you will be informed that they are going to be disabled during the upgrade and they might require some manual intervention after completion. Ubuntu is playing safe and third party repositories are disabled during the upgrade Well, depending on your internet bandwidth this might take something between a couple of minutes and some hours to download all the packages and then trigger the actual installation process. In my case I left my PC unattended during the night. Time to reboot Finally, it's time to restart your system and see what's going to happen... In my case absolutely nothing unexpected. The system booted the new kernel 3.11.0 as usual and I was greeted by a new login screen. Honestly, 'same' system as before - which is good and I love that fact of consistency - and I can continue to work productively. And also Software Updater confirms that we just had a painless upgrade: System is running Ubuntu 13.10 - Saucy Salamander - and up to date See you in six months again... ;-) Post-scriptum In case that you would to upgrade to the latest development version of Ubuntu, run the following command in a console: $ sudo update-manager -d And repeat all steps as described above.

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  • Using Perl WWW::Facebook::API to Publish To Facebook Newsfeed

    - by Russell C.
    We use Facebook Connect on our site in conjunction with the WWW::Facebook::API CPAN module to publish to our users newsfeed when requested by the user. So far we've been able to successfully update the user's status using the following code: use WWW::Facebook::API; my $facebook = WWW::Facebook::API->new( desktop => 0, api_key => $fb_api_key, secret => $fb_secret, session_key => $query->cookie($fb_api_key.'_session_key'), session_expires => $query->cookie($fb_api_key.'_expires'), session_uid => $query->cookie($fb_api_key.'_user') ); my $response = $facebook->stream->publish( message => qq|Test status message|, ); However, when we try to update the code above so we can publish newsfeed stories that include attachments and action links as specified in the Facebook API documentation for Stream.Publish, we have tried about 100 different ways without any success. According to the CPAN documentation all we should have to do is update our code to something like the following and pass the attachments & action links appropriately which doesn't seem to work: my $response = $facebook->stream->publish( message => qq|Test status message|, attachment => $json, action_links => [@links], ); For example, we are passing the above arguments as follows: $json = qq|{ 'name': 'i\'m bursting with joy', 'href': ' http://bit.ly/187gO1', 'caption': '{*actor*} rated the lolcat 5 stars', 'description': 'a funny looking cat', 'properties': { 'category': { 'text': 'humor', 'href': 'http://bit.ly/KYbaN'}, 'ratings': '5 stars' }, 'media': [{ 'type': 'image', 'src': 'http://icanhascheezburger.files.wordpress.com/2009/03/funny-pictures-your-cat-is-bursting-with-joy1.jpg', 'href': 'http://bit.ly/187gO1'}] }|; @links = ["{'text':'Link 1', 'href':'http://www.link1.com'}","{'text':'Link 2', 'href':'http://www.link2.com'}"]; The above, nor any of the other representations we tried seem to work. I'm hoping some other perl developer out there has this working and can explain how to create the attachment and action_links variables appropriately in Perl for posting to the Facebook news feed through WWW::Facebook::API. Thanks in advance for your help!

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  • How to use multiple DisplayName attribute using Entity Framework and ASP.Net Mvc 2

    - by Picflight
    Depending on where I use my Class, I want to be able to show a different DisplayName. I have the following class: [MetadataType(typeof(PortalMetaData))] [System.Web.Mvc.Bind(Exclude = "PortalId")] public partial class Portal { public Portal() { this.Created = DateTime.Now; } } public class PortalMetaData { [Required(ErrorMessage = "Portal name is required")] [StringLength(50, ErrorMessage = "Portal name must be under 50 characters")] public object PortalName { get; set; } [Required(ErrorMessage = "Description is required")] public object Description { get; set; } } I have a corresponding Table in the database Portal I use the Portal table with a PortalController for the Site Admin to update the records in the Portal Table. I want another user with a different Role (AsstAdmin) to be able to update this table as well. To facilitate that I am thinking of creating a separate partial class that somehow links back to the Portal Model. This would allow me to display limited Fields for update by the AsstAdmin and I can display a different name for the Field as well. How can I accomplish this task? If I add the following class which inherits from Portal than I get an exception: Unable to cast object of type 'Project1.Mvc.Models.Portal' to type 'Prpject1.Mvc.Models.Site'. [MetadataType(typeof(SiteMetaData))] public class Site : Portal { public Site() { } } public class SiteMetaData { [Required(DisplayName = "Site Description")] public object Description { get; set; } }

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  • ConcurrentDictionary and updating values

    - by rboarman
    Hello, After searching via Google and coming up empty, I decided to ask the gurus here on StackOverflow. I am trying to update entries in a ConcurrentDictionary something like this: class Class1 { public int Counter { get; set; } } class Test { private ConcurrentDictionary<int, Class1> dict = new ConcurrentDictionary<int, Class1>(); public void TestIt() { foreach (var foo in dict) { foo.Value.Counter = foo.Value.Counter + 1; // Simplified example } } } Essentially I need to iterate over the dictionary and update a field on each Value. I understand from the documentation that I need to avoid using the Value property. Instead I think I need to use TryUpdate except that I don’t want to replace my whole object. Instead, I want to update a field on the object. After reading this: http://blogs.msdn.com/b/pfxteam/archive/2010/01/08/9945809.aspx Perhaps I need to use AddOrUpdate and simply do nothing in the add delegate. Does anyone have any insight as to how to do this? Thank you, Rick

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  • Loading GeckoWebBrowser Exceptions

    - by Mostafa Mahdieh
    I get a strange exception when a window containing a GeckoWebBrowser is loaded. This is the exception message: An unhandled exception of type System.Runtime.InteropServices.COMException occurred in Skybound.Gecko.dll Additional information: Class not registered (Exception from HRESULT: 0x80040154 (REGDB_E_CLASSNOTREG)) This is the windows code: public partial class AddContents : Form { String path; public AddContents(String path) { this.path = path; InitializeComponent(); } private void exitToolStripMenuItem_Click(object sender, EventArgs e) { this.Close(); } private void AddContents_Load(object sender, EventArgs e) { geckoWebBrowser1.Navigate(path); } private int selId = 1; private bool updateMode = false; private void timer1_Tick(object sender, EventArgs e) { if (updateMode) update(); } private void geckoWebBrowser1_DocumentCompleted(object sender, EventArgs e) { timer1.Enabled = true; updateMode = true; } private void treeView1_AfterSelect(object sender, TreeViewEventArgs e) { geckoWebBrowser1.Navigate("javascript:scrollToBookmark(" + treeView1.SelectedNode.Tag + ")"); TreeNode selected = treeView1.SelectedNode; TreeNode prev = selected.PrevNode; TreeNode next = selected.PrevNode; if (prev == null) upButton.Enabled = false; if (next == null) downButton.Enabled = false; } private void update() { geckoWebBrowser1.Navigate("javascript:updateSelText()"); GeckoElement el = geckoWebBrowser1.Document.GetElementById("sel_result_991231"); if (el != null) { textBox1.Text = el.InnerHtml; addButton.Enabled = !textBox1.Text.Trim().Equals(String.Empty); } } private void textBox1_Enter(object sender, EventArgs e) { updateMode = false; } private void geckoWebBrowser1_DomMouseDown(object sender, GeckoDomMouseEventArgs e) { updateMode = true; update(); } private void geckoWebBrowser1_DomMouseUp(object sender, GeckoDomMouseEventArgs e) { updateMode = false; } private void addButton_Click(object sender, EventArgs e) { geckoWebBrowser1.Navigate("javascript:addIdToSel()"); TreeNode t = new TreeNode(textBox1.Text); t.Tag = selId; treeView1.Nodes.Add(t); selId++; } }

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  • Add new item to UITableView and Core Data as data source?

    - by David.Chu.ca
    I have trouble to add new item to my table view with core data. Here is the brief logic in my codes. In my ViewController class, I have a button to trigle the edit mode: - (void) toggleEditing { UITableView *tv = (UITableView *)self.view; if (isEdit) // class level flag for editing { self.newEntity = [NSEntityDescription insertNewObjectForEntityName:@"entity1" inManagedObjectContext:managedObjectContext]; NSArray *insertIndexPaths = [NSArray arrayWithObjects: [NSInextPath indexPathForRow:0 inSection:0], nil]; // empty at beginning so hard code numbers here. [tv insertRowsAtIndexPaths:insertIndexPaths withRowAnimation:UITableViewRowAnimationFade]; [self.tableView setEditing:YES animated:YES]; // enable editing mode } else { ...} } In this block of codes, I added a new item to my current managed object context first, and then I added a new row to my tv. I think that both the number of objects in my data source or context and the number of rows in my table view should be 1. However, I got an exception in the event of tabView:numberOfRowsInSection: Invalid update: invalid number of rows in section 0. The number of rows contained in an existing section after the update (0) must be equal to the number of rows contained in that section before the update (0), plus or minus the number of rows inserted or deleted from that section (1 inserted, 0 deleted). The exception was raised right after the delegate event: - (NSInteger) tableView:(UITableView *) tableView numberOfRawsInSection:(NSInteger) section { // fetchedResultsController is class member var NSFetchedResultsController id <NSFechedResultsSectionInfo> sectionInfo = [[fetchedResultsController sections] objectAtIndex: section]; NSInteger rows = [sectionInfo numberOfObjects]; return rows; } In debug mode, I found that the rows was still 0 and the event invoked after the the even of toggleEditing. It looks like that sectionInfo obtained from fetchedResultsController did not include the new entity object inserted. Not sure if I miss anything or steps? I am not sure how it works: to get the fetcedResultsController notified or reflect the change when a new entity is inserted into the current managed object context?

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  • EF 4, POCO and AddOrUpdate

    - by Eric J.
    I'm trying to create a method on an EF 4 POCO repository called AddOrUpdate. The idea is that the business layer can pass in a POCO object and the persistence framework will add the object if it is new (not yet in the database), else will update the database (once SaveChanges() is called) with the new value. This is similar to some other questions I have asked about EF, but I'm only about 80% there in understanding this so please forgive partial duplication. The part I'm missing is how to update the object graph in my ObjectContext/associated ObjectSet for the passed-in business object once I have determined that the business object indeed already exists in the database (and now has been loaded thanks to TryGetObjectByKey). ApplyCurrentValues sounds sort of like what I want, but it only copies scalar values and doesn't seem intended to update the object graph in the ObjectContext/ObjectSet. Because of my particular use case I don't care about concurrency right now. public void AddOrUpdate(BO biz) { object obj; EntityKey ek = Ctx.CreateEntityKey(mySetName, biz); bool found = Ctx.TryGetObjectByKey(ek, out obj); if (found) { // How do I do what this method name implies? Biz is a parent with children. mySet.TellTheSetToUpdateThisObject(biz); } else { mySet.AddObject(biz); } Ctx.DetectChanges(); }

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  • nhibernate : a different object with the same identifier value was already associated with the sessi

    - by frosty
    I am getting the following error when i tried and save my "Company" entity in my mvc application a different object with the same identifier value was already associated with the session: 2, of entity: I am using an IOC container private class EStoreDependencies : NinjectModule { public override void Load() { Bind<ICompanyRepository>().To<CompanyRepository>().WithConstructorArgument("session", NHibernateHelper.OpenSession()); } } My CompanyRepository public class CompanyRepository : ICompanyRepository { private ISession _session; public CompanyRepository(ISession session) { _session = session; } public void Update(Company company) { using (ITransaction transaction = _session.BeginTransaction()) { _session.Update(company); transaction.Commit(); } } } And Session Helper public class NHibernateHelper { private static ISessionFactory _sessionFactory; const string SessionKey = "MySession"; private static ISessionFactory SessionFactory { get { if (_sessionFactory == null) { var configuration = new Configuration(); configuration.Configure(); configuration.AddAssembly(typeof(UserProfile).Assembly); configuration.SetProperty(NHibernate.Cfg.Environment.ConnectionStringName, System.Environment.MachineName); _sessionFactory = configuration.BuildSessionFactory(); } return _sessionFactory; } } public static ISession OpenSession() { var context = HttpContext.Current; //.GetCurrentSession() if (context != null && context.Items.Contains(SessionKey)) { //Return already open ISession return (ISession)context.Items[SessionKey]; } else { //Create new ISession and store in HttpContext var newSession = SessionFactory.OpenSession(); if (context != null) context.Items[SessionKey] = newSession; return newSession; } } } My MVC Action [HttpPost] public ActionResult Edit(EStore.Domain.Model.Company company) { if (company.Id > 0) { _companyRepository.Update(company); _statusResponses.Add(StatusResponseHelper.Create(Constants .RecordUpdated(), StatusResponseLookup.Success)); } else { company.CreatedByUserId = currentUserId; _companyRepository.Add(company); } var viewModel = EditViewModel(company.Id, _statusResponses); return View("Edit", viewModel); }

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  • JQuery BlockUI with UpdatePanel Viewstate Issue

    - by Chris
    I am using BlockUI to show a modal. Within the blocked modal I have an update panel. Within the update panel I have a textbox and a button that submits the content back to the server. Everything works fine up to this point (the blockUI is called, the modal appears, and the button performs the postback). However, when the button's click event is fired the value for the textbox is consistently empty even if text was entered. When the update panel updates the textbox shows up blank. It appears that this may be some sort of viewstate issue and I haven't turned off viewstate. <a href="javascript:$.blockUI({ message: $('#divTest') });">SHOW MODAL</a> <div id="divTest" style="display: none;"> <asp:UpdatePanel ID="upTest" UpdateMode="Conditional" runat="server"> <ContentTemplate> <asp:TextBox ID="txtTestVS" runat="server" /><br /> <asp:Button ID="cmdTest" Text="TEST" OnClick="cmdTest_Click" UseSubmitBehavior="false" runat="server" /> </ContentTemplate> </asp:UpdatePanel> SERVER-SIDE: protected void cmdTest_Click(object sender, EventArgs e) { string x = txtTestVS.Text; } String "x" always equal "".

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  • Problem with ScriptManager.RegisterStartupScript in WebControl nested in UpdatePanel

    - by Chris
    Hello, I am having what I believe should be a fairly simple problem, but for the life of me I cannot see my problem. The problem is related to ScriptManager.RegisterStartupScript, something I have used many times before. The scenario I have is that I have a custom web control that has been inserted into a page. The control (and one or two others) are nested inside an UpdatePanel. They are inserted onto the page onto a PlaceHolder: <asp:UpdatePanel ID="pnlAjax" runat="server"> <ContentTemplate> <asp:PlaceHolder ID="placeholder" runat="server"> </asp:PlaceHolder> ... protected override void OnInit(EventArgs e){ placeholder.Controls.Add(Factory.CreateControl()); base.OnInit(e); } This is the only update panel on the page. The control requires some initial javascript be run for it to work correctly. The control calls: ScriptManager.RegisterStartupScript(this, GetType(), Guid.NewGuid().ToString(), script, true); and I have also tried: ScriptManager.RegisterStartupScript(Page, Page.GetType(), Guid.NewGuid().ToString(), script, true); The problem is that the script runs correctly when the page is first displayed, but does not re-run after a partial postback. I have tried the following: Calling RegisterStartupScript from CreateChildControls Calling RegisterStartupScript from OnLoad / OnPreRender Using different combinations of parameters for the first two parameters (in the example above the Control is Page and Type is GetType(), but I have tried using the control itself, etc). I have tried using persistent and new ids (not that I believe this should have a major impact either way). I have used a few breakpoints and so have verified that the Register line is being called correctly. The only thing I have not tried is using the UpdatePanel itself as the Control and Type, as I do not believe the control should be aware of the update panel (and in any case there does not seem to be a good way of getting the update panel?). Can anyone see what I might be doing wrong in the above? Thanks :)

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  • Force Postback from code behind? Or reload JavaScript from an Asynchronous Postback?

    - by sah302
    Hi all, I've got a Jquery UI dialog that pops up to confirm the creation of an item after filling out a form. I have the form in an update panel due to various needs of the form, and especially because I want validation being done on the form without reloading the page. JavaScript appears to not reload on an asynchronoous postback. This means when the form is a success and I change the variable 'formSubmitPass' to true, it does not get passed to the Javascript via <%= formSubmitPass %. If I add a trigger to the submit button to do a full postback, it works. However I don't want the submit button to do a full postback as I said so I can validate the form within the update panel. How can I have this so my form validates asynchronously, but my javaScript will properly reload when the form is completed successfully and the item is saved to the database? Javascript: var formSubmitPass = '<%= formSubmitPass %>'; var redirectUrl = '<%= redirectUrl %>'; function pageLoad() { $('#formPassBox').dialog({ autoOpen: false, width: 400, resizable: false, modal: true, draggable: false, buttons: { "Ok": function() { window.location.href = redirectUrl; } }, open: function(event, ui) { $(".ui-dialog-titlebar-close").hide(); var t = window.setTimeout("goToUrl()", 5000); } }); if(formSubmitPass == 'True') { $('#formPassBox').dialog({ autoOpen: true }); } So how can I force a postback from the code behind, or reload the JavaScript on an Asynchronous Postback, or do this in a way that will work such that I can continue to do Async form validation? Edit: I change formSubmitPass at the very end of the code behind: If errorCount = 0 Then formSubmitPass = True upForm.Update() Else formSubmitPass = False End If So on a full postback, the value does change.

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  • Faster way to transfer table data from linked server

    - by spender
    After much fiddling, I've managed to install the right ODBC driver and have successfully created a linked server on SQL Server 2008, by which I can access my PostgreSQL db from SQL server. I'm copying all of the data from some of the tables in the PgSQL DB into SQL Server using merge statements that take the following form: with mbRemote as ( select * from openquery(someLinkedDb,'select * from someTable') ) merge into someTable mbLocal using mbRemote on mbLocal.id=mbRemote.id when matched /*edit*/ /*clause below really speeds things up when many rows are unchanged*/ /*can you think of anything else?*/ and not (mbLocal.field1=mbRemote.field1 and mbLocal.field2=mbRemote.field2 and mbLocal.field3=mbRemote.field3 and mbLocal.field4=mbRemote.field4) /*end edit*/ then update set mbLocal.field1=mbRemote.field1, mbLocal.field2=mbRemote.field2, mbLocal.field3=mbRemote.field3, mbLocal.field4=mbRemote.field4 when not matched then insert ( id, field1, field2, field3, field4 ) values ( mbRemote.id, mbRemote.field1, mbRemote.field2, mbRemote.field3, mbRemote.field4 ) WHEN NOT MATCHED BY SOURCE then delete; After this statement completes, the local (SQL Server) copy is fully in sync with the remote (PgSQL server). A few questions about this approach: is it sane? it strikes me that an update will be run over all fields in local rows that haven't necessarily changed. The only prerequisite is that the local and remote id field match. Is there a more fine grained approach/a way of constraining the merge statment to only update rows that have actually changed?

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  • Stuck in itunesconnect submission version number limbo...

    - by Kevin Beimers
    I did a very very stupid thing. I was uploading an update to my app on itunesconnect, but typed in the wrong version number. The version number I typed (1.02) was smaller than the one that's already up there (1.1). Apple accepted the submission, and planned to upload binary later. Went to upload the binary (also 1.02), but only AFTER uploading did Apple inform me that it can't accept my binary because it's a smaller number than the current version. BUT I CAN'T CHANGE THE VERSION NUMBER IN THE SUBMISSION FORM. AND I CAN'T CANCEL THE UPDATE. [string of profanity symbols] So now, Apple is waiting for an update that it will never accept. Surely I'm not the only dope who's done this. I've written to the Contact Us form, but is there anything else I can do? Anyone else had to deal with this, if so, how long did it take to sort out? Thanks for anything on this, even if it's just moral support, -k.

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  • How to correctly calculate FPS in XNA?

    - by Tomek Tarczynski
    I wrote a component to display current FPS. The most important part of it is: public override void Update(GameTime gameTime) { elapseTime += (float)gameTime.ElapsedRealTime.TotalSeconds; frameCounter++; if (elapseTime > 1) { FPS = frameCounter; frameCounter = 0; elapseTime = 0; } base.Update(gameTime); } In most cases it works ok, but recently I had a problem. When I put following code into Update method of game strange thing starts to happen. if (threadPath == null || threadPath.ThreadState != ThreadState.Running) { ThreadStart ts = new ThreadStart(current.PathFinder.FindPaths); threadPath = new Thread(ts); threadPath.Priority = ThreadPriority.Highest; threadPath.Start(); } Main idea of this code is to run pathFinding algorithm in different thread all the time. By strange things I mean that sometimes FPS drasticly decreases, this is obvious, but displayed FPS changes more often than once a second. If I understand this code FPS can't change more often than once a second. Can someone explain me what's going on?

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  • Ruby - Feedzirra and updates

    - by mplacona
    Hi, trying to get my head around Feedzirra here. I have it all setup and everything, and can even get results and updates, but something odd is going on. I came up with the following code: def initialize(feed_url) @feed_url = feed_url @rssObject = Feedzirra::Feed.fetch_and_parse(@feed_url) end def update_from_feed_continuously() @rssObject = Feedzirra::Feed.update(@rssObject) if @rssObject.updated? puts @rssObject.new_entries.count else puts "nil" end end Right, what I'm doing above, is starting with the big feed, and then only getting updates. I'm sure I must be doing something stupid, as even though I'm able to get the updates, and store them on the same instance variable, after the first time, I'm never able to get those again. Obviously this happens because I'm overwriting my instance variable with only updates, and lose the full feed object. I then thought about changing my code to this: def update_from_feed_continuously() feed = Feedzirra::Feed.update(@rssObject) if feed.updated? puts feed.new_entries.count else puts "nil" end end Well, I'm not overwriting anything and that should be the way to go right? WRONG, this means I'm doomed to always try to get updates to the same static feed object, as although I get the updates on a variable, I'm never actually updating my "static feed object", and newly added items will be appended to my "feed.new_entries" as they in theory are new. I'm sure I;m missing a step here, but I'd really appreciate if someone could shed me a light on it. I've been going through this code for hours, and can't get to grips with it. Obviously it should work fine, if I did something like: if feed.updated? puts feed.new_entries.count @rssObject = initialize(@feed_url) else Because that would reinitialize my instance variable with a brand new feed object, and the updates would come again. But that also means that any new update added on that exact moment would be lost, as well as massive overkill, as I'd have to load the thing again. Thanks in advance!

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