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  • Problems Allocating Objects of Derived Class Where Base Class has Abstract Virtual Functions

    - by user1743901
    I am trying to get this Zombie/Human agent based simulation running, but I am having problems with these derived classes (Human and Zombie) who have parent class "Creature". I have 3 virtual functions declared in "Creature" and all three of these are re-declared AND DEFINED in both "Human" and "Zombie". But for some reason when I have my program call "new" to allocate memory for objects of type Human or Zombie, it complains about the virtual functions being abstract. Here's the code: definitions.h #ifndef definitions_h #define definitions_h class Creature; class Item; class Coords; class Grid { public: Creature*** cboard; Item*** iboard; int WIDTH; int HEIGHT; Grid(int WIDTHVALUE, int HEIGHTVALUE); void FillGrid(); //initializes grid object with humans and zombies void Refresh(); //calls Creature::Die(),Move(),Attack(),Breed() on every square void UpdateBuffer(char** buffer); bool isEmpty(int startx, int starty, int dir); char CreatureType(int xcoord, int ycoord); char CreatureType(int startx, int starty, int dir); }; class Random { public: int* rptr; void Print(); Random(int MIN, int MAX, int LEN); ~Random(); private: bool alreadyused(int checkthis, int len, int* rptr); bool isClean(); int len; }; class Coords { public: int x; int y; int MaxX; int MaxY; Coords() {x=0; y=0; MaxX=0; MaxY=0;} Coords(int X, int Y, int WIDTH, int HEIGHT) {x=X; y=Y; MaxX=WIDTH; MaxY=HEIGHT; } void MoveRight(); void MoveLeft(); void MoveUp(); void MoveDown(); void MoveUpRight(); void MoveUpLeft(); void MoveDownRight(); void MoveDownLeft(); void MoveDir(int dir); void setx(int X) {x=X;} void sety(int Y) {y=Y;} }; class Creature { public: bool alive; Coords Location; char displayletter; Creature() {Location.x=0; Location.y=0;} Creature(int i, int j) {Location.setx(i); Location.sety(j);} virtual void Attack() =0; virtual void AttackCreature(Grid G, int attackdirection) =0; virtual void Breed() =0; void Die(); void Move(Grid G); int DecideSquare(Grid G); void MoveTo(Grid G, int dir); }; class Human : public Creature { public: bool armed; //if armed, chances of winning fight increased for next fight bool vaccinated; //if vaccinated, no chance of getting infected int bitecount; //if a human is bitten, bite count is set to a random number int breedcount; //if a human goes x steps without combat, will breed if next to a human int starvecount; //if a human does not eat in x steps, will die Human() {displayletter='H';} Human(int i, int j) {displayletter='H';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed(Grid G); //will breed after x steps and next to human int DecideAttack(Grid G); }; class Zombie : public Creature { public: Zombie() {displayletter='Z';} Zombie(int i, int j) {displayletter='Z';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed() {} //does nothing int DecideAttack(Grid G); void AttackCreature(Grid G, int attackdirection); }; class Item { }; #endif definitions.cpp #include <cstdlib> #include "definitions.h" Random::Random(int MIN, int MAX, int LEN) //constructor { len=LEN; rptr=new int[LEN]; //allocate array of given length for (int i=0; i<LEN; i++) { int random; do { random = rand() % (MAX-MIN+1) + MIN; } while (alreadyused(random,LEN,rptr)); rptr[i]=random; } } bool Random::alreadyused(int checkthis, int len, int* rptr) { for (int i=0; i<len; i++) { if (rptr[i]==checkthis) return 1; } return 0; } Random::~Random() { delete rptr; } Grid::Grid(int WIDTHVALUE, int HEIGHTVALUE) { WIDTH = WIDTHVALUE; HEIGHT = HEIGHTVALUE; //builds 2d array of creature pointers cboard = new Creature**[WIDTH]; for(int i=0; i<WIDTH; i++) { cboard[i] = new Creature*[HEIGHT]; } //builds 2d array of item pointers iboard = new Item**[WIDTH]; for (int i=0; i<WIDTH; i++) { iboard[i] = new Item*[HEIGHT]; } } void Grid::FillGrid() { /* For each creature pointer in grid, randomly selects whether to initalize as zombie, human, or empty square. This methodology can be changed to initialize different creature types with different probabilities */ int random; for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { Random X(1,100,1); //create a single random integer from [1,100] at X.rptr random=*(X.rptr); if (random < 20) cboard[i][j] = new Human(i,j); else if (random < 40) cboard[i][j] = new Zombie(i,j); else cboard[i][j] = NULL; } } //at this point every creature pointer should be pointing to either //a zombie, human, or NULL with varying probabilities } void Grid::UpdateBuffer(char** buffer) { for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { if (cboard[i][j]) buffer[i][j]=cboard[i][j]->displayletter; else buffer[i][j]=' '; } } } bool Grid::isEmpty(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; } return 1; } char Grid::CreatureType(int xcoord, int ycoord) { if (cboard[xcoord][ycoord]) //if there is a creature at location xcoord,ycoord return (cboard[xcoord][ycoord]->displayletter); else //if pointer at location xcoord,ycoord is null, return null char return '\0'; } char Grid::CreatureType(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); } //if function hasn't returned by now, square being looked at is pointer to null return '\0'; //return null char } void Coords::MoveRight() {(x==MaxX)? (x=0):(x++);} void Coords::MoveLeft() {(x==0)? (x=MaxX):(x--);} void Coords::MoveUp() {(y==0)? (y=MaxY):(y--);} void Coords::MoveDown() {(y==MaxY)? (y=0):(y++);} void Coords::MoveUpRight() {MoveUp(); MoveRight();} void Coords::MoveUpLeft() {MoveUp(); MoveLeft();} void Coords::MoveDownRight() {MoveDown(); MoveRight();} void Coords::MoveDownLeft() {MoveDown(); MoveLeft();} void Coords::MoveDir(int dir) { switch(dir) { case 1: MoveUp(); break; case 2: MoveUpRight(); break; case 3: MoveRight(); break; case 4: MoveDownRight(); break; case 5: MoveDown(); break; case 6: MoveDownLeft(); break; case 7: MoveLeft(); break; case 8: MoveUpLeft(); break; case 0: break; } } void Creature::Move(Grid G) { int movedir=DecideSquare(G); MoveTo(G,movedir); } int Creature::DecideSquare(Grid G) { Random X(1,8,8); //X.rptr now points to 8 unique random integers from [1,8] for (int i=0; i<8; i++) { int dir=X.rptr[i]; if (G.isEmpty(Location.x,Location.y,dir)) return dir; } return 0; } void Creature::MoveTo(Grid G, int dir) { Coords OldLocation=Location; Location.MoveDir(dir); G.cboard[Location.x][Location.y]=this; //point new location to this creature G.cboard[OldLocation.x][OldLocation.y]=NULL; //point old location to NULL } void Creature::Die() { if (!alive) { delete this; this=NULL; } } void Human::Breed(Grid G) { if (!breedcount) { Coords BreedLocation=Location; Random X(1,8,8); for (int i=0; i<8; i++) { BreedLocation.MoveDir(X.rptr[i]); if (!G.cboard[BreedLocation.x][BreedLocation.y]) { G.cboard[BreedLocation.x][BreedLocation.y])=new Human(BreedLocation.x,BreedLocation.y); return; } } } } int Human::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': break; case 'Z': return attackdir; case '\0': break; default: break; } } return 0; //no zombies! } int AttackRoll(int para1, int para2) { //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten Random X(1,100,1); int roll= *(X.rptr); if (roll < para1) return 1; else if (roll < para2) return 2; else return 3; } void Human::AttackCreature(Grid G, int attackdirection) { Coords AttackLocation=Location; AttackLocation.MoveDir(attackdirection); int para1=33; int para2=33; if (vaccinated) para2=101; //makes attackroll > para 2 impossible, never gets infected if (armed) para1-=16; //reduces chance of zombie winning fight int roll=AttackRoll(para1,para2); //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten switch(roll) { case 1: alive=0; //human (this) dies return; case 2: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; return; //zombie dies case 3: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; //zombie dies Random X(3,7,1); //human is bitten bitecount=*(X.rptr); return; } } int Zombie::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': return attackdir; case 'Z': break; case '\0': break; default: break; } } return 0; //no zombies! } void Zombie::AttackCreature(Grid G, int attackdirection) { int reversedirection; if (attackdirection < 9 && attackdirection>0) { (attackdirection<5)? (reversedirection=attackdirection+4):(reversedirection=attackdirection-4); } else reversedirection=0; //this should never happen //when a zombie attacks a human, the Human::AttackZombie() function is called //in the "reverse" direction, utilizing that function that has already been written Coords ZombieLocation=Location; Coords HumanLocation=Location; HumanLocation.MoveDir(attackdirection); if (G.cboard[HumanLocation.x][HumanLocation.y]) //if there is a human there, which there should be G.cboard[HumanLocation.x][HumanLocation.y]->AttackCreature(G,reversedirection); } void Zombie::Attack(Grid G) { int attackdirection=DecideAttack(G); AttackCreature(G,attackdirection); } main.cpp #include <cstdlib> #include <iostream> #include "definitions.h" using namespace std; int main(int argc, char *argv[]) { Grid G(500,500); system("PAUSE"); return EXIT_SUCCESS; }

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  • OTRS upgrade 3.0 to 3.1 fails

    - by Valentin0S
    Today I've started upgrading OTRS from version 2.3 to 2.4 , 2.4 to 3.0 and 3.0 to 3.1. Everything went smoothly except the upgrade from 3.0 to 3.1 OTRS provides a few perl scripts which make the upgrade easier. I've used these scripts for each upgrade step. The upgrade from 3.0 to 3.1 fails at the following after using the upgrade script. scripts/DBUpdate-to-3.1.pl The error is : root@tickets:/opt/otrs# su - otrs $ scripts/DBUpdate-to-3.1.pl Migration started... Step 1 of 24: Refresh configuration cache... If you see warnings about 'Subroutine Load redefined', that's fine, no need to worry! Subroutine Load redefined at /opt/otrs/Kernel/Config/Files/ZZZAAuto.pm line 5. Subroutine Load redefined at /opt/otrs/Kernel/Config/Files/ZZZAuto.pm line 4. done. Step 2 of 24: Check framework version... done. Step 3 of 24: Creating DynamicField tables (if necessary)... done. DBD::mysql::db do failed: Cannot add or update a child row: a foreign key constraint fails (`pp_otrs`.`dynamic_field`, CONSTRAINT `FK_dynamic_field_create_by_id` FOREIGN KEY (`create_by`) REFERENCES `users` (`id`)) at /opt/otrs-3.1.10/Kernel/System/DB.pm line 478. ERROR: OTRS-DBUpdate-to-3.1-10 Perl: 5.14.2 OS: linux Time: Wed Sep 5 15:36:20 2012 Message: Cannot add or update a child row: a foreign key constraint fails (`pp_otrs`.`dynamic_field`, CONSTRAINT `FK_dynamic_field_create_by_id` FOREIGN KEY (`create_by`) REFERENCES `users` (`id`)), SQL: 'INSERT INTO dynamic_field (name, label, field_order, field_type, object_type, config, valid_id, create_time, create_by, change_time, change_by) VALUES (?, ?, ?, 'Text', 'Ticket', '--- {} ', 1, '2012-09-05 15:36:20' , 1, '2012-09-05 15:36:20' , 1)' Traceback (20405): Module: main::_DynamicFieldCreation (v1.85) Line: 466 Module: scripts/DBUpdate-to-3.1.pl (v1.85) Line: 95 Could not create new DynamicField TicketFreeKey1 at scripts/DBUpdate-to-3.1.pl line 477. Step 4 of 24: Create new dynamic fields for free fields (text, key, date)... $ Did anyone else face the same issue? Thanks in advance

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  • Error when restoring database (Windows 7 test environment)

    - by Undh
    I have a windows 7 operating system as a test environment. I have SQL Server EE installed with two instances, named as test and production. I took a full backup from AdventureWorks database from test instance and I tried to restore it into the production instance: RESTORE DATABASE [testikanta] FROM DISK = N'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008TESTI\MSSQL\Backup\AdventureWorks.bak' WITH FILE = 1, NOUNLOAD, REPLACE, STATS = 10 GO I got an error saying: Msg 3634, Level 16, State 1, Line 1 The operating system returned the error '32(failed to retrieve text for this error. Reason: 15105)' while attempting 'RestoreContainer::ValidateTargetForCreation' on 'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008TESTI\MSSQL\DATA\AdventureWorks_Data.mdf'. Msg 3156, Level 16, State 8, Line 1 File 'AdventureWorks_Data' cannot be restored to 'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008TESTI\MSSQL\DATA\AdventureWorks_Data.mdf'. Use WITH MOVE to identify a valid location for the file. Msg 3634, Level 16, State 1, Line 1 The operating system returned the error '32(failed to retrieve text for this error. Reason: 15105)' while attempting 'RestoreContainer::ValidateTargetForCreation' on 'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008TESTI\MSSQL\DATA\AdventureWorks_Log.ldf'. Msg 3156, Level 16, State 8, Line 1 File 'AdventureWorks_Log' cannot be restored to 'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008TESTI\MSSQL\DATA\AdventureWorks_Log.ldf'. Use WITH MOVE to identify a valid location for the file. Msg 3119, Level 16, State 1, Line 1 Problems were identified while planning for the RESTORE statement. Previous messages provide details. Msg 3013, Level 16, State 1, Line 1 RESTORE DATABASE is terminating abnormally. Where's the problem? I'm running these instances as on local machine adminstrator (SQL Server services are running with the same account).

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  • Unable to initialize gitosis-init

    - by aunghn
    I was tried to setup git and gitosis for our projects. For the gitosis setup, I'm following this article http://scie.nti.st/2007/11/14/hosting-git-repositories-the-easy-and-secure-way as this is first time using git. I got an issue when I run the gitosis-init. I don't know what happen or how to check. Please help me on what I need to check or do. In fact, I don't even know whether this is a problem as I just started using Linux, git and etc. Reinitialized existing Git repository in /home/git/repositories/gitosis-admin.git/ Reinitialized existing Git repository in /home/git/repositories/gitosis-admin.git/ Traceback (most recent call last): File "/usr/bin/gitosis-init", line 8, in <module> load_entry_point('gitosis==0.2', 'console_scripts', 'gitosis-init')() File "/usr/lib/python2.5/site-packages/gitosis-0.2-py2.5.egg/gitosis/app.py", line 24, in run return app.main() File "/usr/lib/python2.5/site-packages/gitosis-0.2-py2.5.egg/gitosis/app.py", line 38, in main self.handle_args(parser, cfg, options, args) File "/usr/lib/python2.5/site-packages/gitosis-0.2-py2.5.egg/gitosis/init.py", line 140, in handle_args run_hook.post_update(cfg=cfg, git_dir=admin_repository) File "/usr/lib/python2.5/site-packages/gitosis-0.2-py2.5.egg/gitosis/run_hook.py", line 40, in post_update path=os.path.join(generated, 'projects.list'), File "/usr/lib/python2.5/site-packages/gitosis-0.2-py2.5.egg/gitosis/gitweb.py", line 109, in generate_project_list f = file(tmp, 'w') IOError: [Errno 13] Permission denied: '/home/git/gitosis/projects.list.30470.tmp' Thanks in advance.

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  • ADSL to T1, Is it worth it for us?

    - by Jack Hickerson
    The company I work for has roughly 45-55 simultaneous users (local and remote/VPN) logged in at a given time. We currently subscribe to an ADSL connection but we have been experiencing slower upload/download speeds as our number of users increase. So, I have a few questions with regards to upgrading our connection to a t1 line. I am aware that the number of channels on a t1 line are much greater then that of our current ADSL connection, but I have heard that the number of active users on a t1 line should be no greater than ~30 for optimal performance. I would think this statement is dependent on what each user was using the connection for and could change depending on this variable. That being said, I have tried to break down how the line would be used in our organization based on our major departments: Sales (~60% of total users) - Everyday surfing, email, research, occasional streaming media Marketing (~15% of total users) - Heavy reliance on uploading/downloading, streaming media, file sharing Other (~25% of total users) - email, rare use of any connection intensive activities. I have considered keeping the ADSL for our local users and dedicating the t1 to our remote users (or vice versa) but the cost is significantly higher then what we had hoped for. All factors being equal (# of users, frequency of downloads/uploads from our current activities) Would you suspect a significant performance increase in making the transition to a t1 line from our current ADSL line? What are your thoughts or recommendations?

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  • Unable to write DVD-R(Blank DVD's)

    - by FrozenKing
    I have a problem in dvd drive i.e. It can read CD/DVD and can write CD and all CD/DVD-RW but cannot write DVD DVD drive model is SH-S203B Samsung; I also have a log file created by nero burning rom 11. Actually the fact is no Blank DVD's are being read in my dvd drive only previously written dvd's can be read! Is this the problem of OS or should I try cleaning the dvd drive or my DVD drive is 4yrs old so is it going to spoil now, since it is showing this type of symptoms! OS = WinXP AV = KIS 2012 DVD Drive = Samsung SH-S203B (Also tried latest firmware and downgrade versions also) IA32 Nero Version: 11.2.4.100 Internal Version: 11,2,4,100 Recorder: <TSSTcorp CDDVDW SH-S203B>Version: SB04 - HA 1 TA 0 - 11.2.4.100 Adapter driver: <Serial ATA> HA 1 Drive buffer : 2048kB Bus Type : via Inquiry data CD-ROM: <TSSTcorp CDDVDW SH-S203B >Version: SB04 - HA 1 TA 0 - 11.2.4.100 Adapter driver: <Serial ATA> HA 1 18:58:10 #37 SPTI -1511 File SCSIPassThrough.cpp, Line 224 CdRom0: SCSIStatus(x02) WinError(0) NeroError(-1511) CDB Data: 0x28 00 00 00 00 00 00 00 10 00 Sense Key: 0x04 (KEY_HARDWARE_ERROR) Sense Code: 0x3E Sense Qual: 0x02 Sense Area: 0x70 00 04 00 00 00 00 0A 00 00 00 00 3E 02 Buffer x08047340: Len x8000 18:58:10 #38 SectorVerify 20 File Cdrdrv.cpp, Line 12057 Read errors from sector 0 to 14 <Padding> 18:58:19 #39 SPTI -1511 File SCSIPassThrough.cpp, Line 224 CdRom0: SCSIStatus(x02) WinError(0) NeroError(-1511) CDB Data: 0x28 00 00 00 00 10 00 00 10 00 Sense Key: 0x04 (KEY_HARDWARE_ERROR) Sense Code: 0x3E Sense Qual: 0x02 Sense Area: 0x70 00 04 00 00 00 00 0A 00 00 00 00 3E 02 Buffer x08047340: Len x8000 18:58:19 #40 SectorVerify 21 File Cdrdrv.cpp, Line 12057 Read error at sector 15 <Virtual Multisession Info> 18:58:19 #41 SectorVerify 20 File Cdrdrv.cpp, Line 12057 Read errors from sector 16 to 18 <Volume Structure Descriptor Sequence> 18:58:28 #42 SPTI -1511 File SCSIPassThrough.cpp, Line 224 CdRom0: SCSIStatus(x02) WinError(0) NeroError(-1511) CDB Data: 0x28 00 00 00 00 20 00 00 10 00 Sense Key: 0x04 (KEY_HARDWARE_ERROR) Sense Code: 0x3E Sense Qual: 0x02 Sense Area: 0x70 00 04 00 00 00 00 0A 00 00 00 00 3E 02 Buffer x08047340: Len x8000

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  • Pip installs on Archlinux fails to build egg

    - by stmfunk
    I was trying to install nltk on my Archlinux server but it repeatedly fails with the following error output /usr/lib/python3.3/distutils/dist.py:257: UserWarning: Unknown distribution option: 'entry_points' warnings.warn(msg) /usr/lib/python3.3/distutils/dist.py:257: UserWarning: Unknown distribution option: 'zip_safe' warnings.warn(msg) /usr/lib/python3.3/distutils/dist.py:257: UserWarning: Unknown distribution option: 'test_suite' warnings.warn(msg) usage: setup.py [global_opts] cmd1 [cmd1_opts] [cmd2 [cmd2_opts] ...] or: setup.py --help [cmd1 cmd2 ...] or: setup.py --help-commands or: setup.py cmd --help error: invalid command 'bdist_egg' /tmp/pip_build_root/nltk/distribute-0.6.21-py3.3.egg Traceback (most recent call last): File "./distribute_setup.py", line 143, in use_setuptools raise ImportError ImportError During handling of the above exception, another exception occurred: Traceback (most recent call last): File "", line 16, in File "/tmp/pip_build_root/nltk/setup.py", line 23, in distribute_setup.use_setuptools() File "./distribute_setup.py", line 145, in use_setuptools return _do_download(version, download_base, to_dir, download_delay) File "./distribute_setup.py", line 125, in _do_download _build_egg(egg, tarball, to_dir) File "./distribute_setup.py", line 116, in _build_egg raise IOError('Could not build the egg.') OSError: Could not build the egg. ---------------------------------------- Cleaning up... Command python setup.py egg_info failed with error code 1 in /tmp/pip_build_root/nltk Storing complete log in /root/.pip/pip.log This error is also occurring for matplotlib buts thats the only other library I found it to fail on so far. pyyaml installs fine. The install works perfectly under virtualenv on my mac which is using python 2.7 but the server is using python 3.3. Any help is appreciated.

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  • How to create a new background process in a KSH "while read" loop?

    - by yael
    The following test script has a problem. When I add the line (sleep 5 ) & in the script then the "while read" loop does not read all lines from the file, but only prints the first line. But when I remove the ( sleep 5 ) & from the script, then the script prints all lines as defined in the file. Why the ( sleep 5 ) & causes this? And how to solve the problem? I want to create a new process (for which the sleep is just an example) in the while loop: $ more test #!/bin/ksh while read -r line ; do echo Read a line: echo $line ( sleep 5 )& RESULT=$! echo Started background sleep with process id $RESULT sleep 1 echo Slept for a second kill $RESULT echo Killed background sleep with process id $RESULT done < file echo Completed On my Linux, when using the following contents of file: $ more file 123 aaa 234 bbb 556 ccc ...running ./test just gives me: Read a line: 123 aaa Started background sleep with process id 4181 Slept for a second Killed background sleep with process id 4181 Completed

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  • web.config file changings guide

    - by Student
    Hi experts how are you all? i am student, and learning asp.net c# visual studio 2010 with using sql server 2005. I have developed a website which has database. I developed this website with self studies taking help from internet. the website is completed and working perfectly in my computer. I have hosting server and domain name registered already. the problem is when I upload my website it doesn't work there the following error displays: Server Error in '/' Application. Configuration Error Description: An error occurred during the processing of a configuration file required to service this request. Please review the specific error details below and modify your configuration file appropriately. Parser Error Message: Unrecognized attribute 'targetFramework'. Note that attribute names are case-sensitive. Source Error: Line 11: <system.web> Line 12: <customErrors mode="Off" /> Line 13: <compilation debug="false" targetFramework="4.0"/> Line 14: </system.web> Line 15: </configuration> Source File: C:\Inetpub\vhosts\urdureport.com\httpdocs\web.config Line: 13 Version Information: Microsoft .NET Framework Version:2.0.50727.5472; ASP.NET Version:2.0.50727.5474 I don't know what should I do to get it work on hosting server please help me in this regard that what should I do with this. Thank you in advance

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  • Why is cron mailing me program output even though I've redirected to /dev/null?

    - by Server Fault
    I'm trying to restart a system process through cron and getting emailed the startup output of the process. I thought redirecting STDOUT and SDTERR to /dev/null would "silence" the output but alas, this has not work. How can I get cron to silently restart this service? crontab entry: 0 6 * * * service sympa stop &>/dev/null; service sympa start &> /dev/null sample output from restart email: Stopping Sympa bounce manager bounced ...done. * Stopping Sympa task manager task_manager ...done. * Stopping Sympa mailing list archive manager archived ...done. * Stopping Sympa mailing list manager sympa ...done. ... waiting Prototype mismatch: sub Lock::LOCK_SH () vs none at /home/sympa/bin/Lock.pm line 38. Constant subroutine LOCK_SH redefined at /home/sympa/bin/Lock.pm line 38. Prototype mismatch: sub Lock::LOCK_EX () vs none at /home/sympa/bin/Lock.pm line 39. Constant subroutine LOCK_EX redefined at /home/sympa/bin/Lock.pm line 39. Prototype mismatch: sub Lock::LOCK_NB () vs none at /home/sympa/bin/Lock.pm line 40. Constant subroutine LOCK_NB redefined at /home/sympa/bin/Lock.pm line 40.

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  • SSH Keys Authentication keeps asking for password

    - by Rhyuk
    Im trying to set access from ServerA(SunOS) to ServerB(Some custom Linux with Keyboard Interactive login) with SSH Keys. As a proof of concept I was able to do it between 2 virtual machines. Now in my real life scenario it isnt working. I created the keys in ServerA, copied them to ServerB, chmod'd .ssh folders to 700 on both ServerA,B. Here is the log of what I get. debug1: SSH2_MSG_KEXINIT sent debug1: SSH2_MSG_KEXINIT received debug1: kex: server->client aes128-ctr hmac-md5 none debug1: kex: client->server aes128-ctr hmac-md5 none debug1: Peer sent proposed langtags, ctos: debug1: Peer sent proposed langtags, stoc: debug1: We proposed langtags, ctos: en-US debug1: We proposed langtags, stoc: en-US debug1: SSH2_MSG_KEX_DH_GEX_REQUEST sent debug1: expecting SSH2_MSG_KEX_DH_GEX_GROUP debug1: dh_gen_key: priv key bits set: 125/256 debug1: bits set: 1039/2048 debug1: SSH2_MSG_KEX_DH_GEX_INIT sent debug1: expecting SSH2_MSG_KEX_DH_GEX_REPLY debug1: Host 'XXX.XXX.XXX.XXX' is known and matches the RSA host key. debug1: Found key in /XXX/.ssh/known_hosts:1 debug1: bits set: 1061/2048 debug1: ssh_rsa_verify: signature correct debug1: newkeys: mode 1 debug1: set_newkeys: setting new keys for 'out' mode debug1: SSH2_MSG_NEWKEYS sent debug1: expecting SSH2_MSG_NEWKEYS debug1: newkeys: mode 0 debug1: set_newkeys: setting new keys for 'in' mode debug1: SSH2_MSG_NEWKEYS received debug1: done: ssh_kex2. debug1: send SSH2_MSG_SERVICE_REQUEST debug1: got SSH2_MSG_SERVICE_ACCEPT debug1: Authentications that can continue: publickey,keyboard-interactive debug1: Next authentication method: publickey debug1: Trying private key: /XXXX/.ssh/identity debug1: Trying public key: /xxx/.ssh/id_rsa debug1: Authentications that can continue: publickey,keyboard-interactive debug1: Trying private key: /xxx/.ssh/id_dsa debug1: Next authentication method: keyboard-interactive Password: Password: ServerB has pretty limited actions since its a custom propietary linux. What could be happening? EDIT WITH ANSWER: Problem was that I didnt have those settings enabled in the sshd_config (Refer to accepted answer) AND that while pasting the key from ServerA to ServerB it would interpret the key as 3 separate lines. What I did was, in case you cant use ssh-copy-id like I couldnt. Paste the first line of your key in your "ServerB" authorized_keys file WITHOUT the last 2 characters, then type yourself the missing characters from line 1 and the first one from line 2, this will prevent adding a "new line" between the first and second line of the key. Repeat with the 3d line.

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  • How to correctly set GNU Screen to display currently running program in hardstatus

    - by johnny_bgoode
    I posted this question on SuperUser but it's hardly getting any views, so I thought I'd ask here as well. In bash, to display the name of the current program in the GNU Screen hardstatus line takes only two configuration lines. First, tell screen what the end of your prompt normally looks like, and supply a default title for a window when you are sitting at in the shell: shelltitle "$ |bash" Next, place this escape sequence in the PS1 variable, before the characters that normally terminate the prompt '$ ' in this case: \033k\033\\\ This technique works, to a point. The hardstatus window title is updated to the name of the currently running program, and then switches back to the default title shortly after execution is finished. One major problem, however, is that this escape string is not escaped itself, causing line-wrapping problems with commands longer than the initial line. This was annoying, so I set out looking for a solution. Turns out, simply escaping the previous escape sequence corrects line wrapping: [\033k]\[\033\\\] Great! My hardstatus window title still updates to the name of the currently running program, and now my longer commands wrap to the second line correctly. However, with this new escape sequence in my PS1, screen updates the window title to the actual command I am typing, not simply the name of the current program once it is executed. I am wondering, has anyone gotten this working correctly - i.e. line wrapping and proper updating of the hardstatus window title? Thanks!

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  • How to correctly set GNU Screen to display currently running program in hardstatus

    - by johnny_bgoode
    In bash, to display the name of the current program in the GNU Screen hardstatus line takes only two configuration lines. First, tell screen what the end of your prompt normally looks like, and supply a default title for a window when you are sitting at in the shell: shelltitle "$ |bash" Next, place this escape sequence in the PS1 variable, before the characters that normally terminate the prompt '$ ' in this case: \033k\033\\ This technique works, to a point. The hardstatus window title is updated to the name of the currently running program, and then switches back to the default title shortly after execution is finished. One major problem, however, is that this escape string is not escaped itself, causing line-wrapping problems with commands longer than the initial line. This was annoying, so I set out looking for a solution. Turns out, simply escaping the previous escape sequence corrects line wrapping: \[\033k\]\[\033\\\] Great! My hardstatus window title still updates to the name of the currently running program, and now my longer commands wrap to the second line correctly. However, with this new escape sequence in my PS1, screen updates the window title to the actual command I am typing, not simply the name of the current program once it is executed. I am wondering, has anyone gotten this working correctly - i.e. line wrapping and proper updating of the hardstatus window title?

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  • Determine which user initiated call in Asterisk

    - by adaptive
    I had the following code in my extensions.conf file: [local] exten => _NXXNXXXXXX,1,Set(CALLERID(name)=${OUTGOING_NAME}) exten => _NXXNXXXXXX,n,Set(CALLERID(num)=${OUTGOING_NUMBER}) Now I want to change this code to set the CallerID and number based on the user/extension that is making the call. In fact I have four(4) users/extensions in my sip.conf and only one of them (the one I use for business) is supposed to send a different caller id/number. Everything is in the same context (for simplicity) since all lines need to be able to pick up an incoming call. The only difference is when line1 needs to make a call, it has to send a different caller id/number and use a different provider. This is what I have so far: [local] exten => _NXXNXXXXXX,1,Set(line=${SIP_HEADER(From)}) exten => _NXXNXXXXXX,n,Verbose(line variable is <${line}>) exten => _NXXNXXXXXX,n,Set(CALLERID(name)=${IF($[ ${line} = line1 ]?${COMPANY_NAME}:${FAMILY_NAME})}) exten => _NXXNXXXXXX,n,Set(CALLERID(num)=${IF($[ ${line} = line1 ]?${COMPANY_NUMBER}:${FAMILY_NUMBER})}) exten => _NXXNXXXXXX,n,Dial(${IF($[ ${line} = line1]?SIP/${EXTEN}@${COMPANY_PROVIDER}:SIP/${EXTEN}@${FAMILY_PROVIDER})}) I really don't know if this is correct and I'm afraid to commit these changes to my extensions.conf before validating. Any help will be greatly appreciated.

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  • Javascript or CSS hover not working in Safari and Chrome

    - by PAZtech
    I have a problem with a script for a image gallery. The problem seems to only occur on Safari and Chrome, but if I refresh the page I get it to work correctly - weird! Correct function: The gallery has a top bar, which if you hover over it, it will display a caption. Below sits the main image. At the bottom there is another bar that is a reversal of the top bar. When you hover over it, it will display thumbnails of the gallery. The problem: In Safari and Chrome, the thumbnail holder will not display. In fact, it doesn't even show it as an active item (or a rollover). But oddly enough, if you manually refresh the page it begins to work correctly for the rest of the time you view the page. Once you have left the page and return the same error occurs again and you have to go through the same process. Here's one of the pages to look at: link text Here's the CSS: #ThumbsGutter { background: url(../Images/1x1.gif); background: url(/Images/1x1.gif); height: 105px; left: 0px; position: absolute; top: 0px; width: 754px; z-index: 2; } #ThumbsHolder { display: none; } #ThumbsTable { left: 1px; } #Thumbs { background-color: #000; width: 703px; } #Thumbs ul { list-style: none; margin: 0; padding: 0; } #Thumbs ul li { display: inline; } .Thumbs ul li a { border-right: 1px solid #fff; border-top: 1px solid #fff; float: left; left: 1px; } .Thumbs ul li a img { filter: alpha(opacity=50); height: 104px; opacity: .5; width: 140px; } .Thumbs ul li a img.Hot { filter: alpha(opacity=100); opacity: 1; } Here is the javascript: //Variables var globalPath = ""; var imgMain; var gutter; var holder; var thumbs; var loadingImage; var holderState; var imgCount; var imgLoaded; var captionHolder; var captionState = 0; var captionHideTimer; var captionHideTime = 500; var thumbsHideTimer; var thumbsHideTime = 500; $(document).ready(function() { //Load Variables imgMain = $("#MainImage"); captionHolder = $("#CaptionHolder"); gutter = $("#ThumbsGutter"); holder = $("#ThumbsHolder"); thumbs = $("#Thumbs"); loadingImage = $("#LoadingImageHolder"); //Position Loading Image loadingImage.centerOnObject(imgMain); //Caption Tab Event Handlers $("#CaptionTab").mouseover(function() { clearCaptionHideTimer(); showCaption(); }).mouseout(function() { setCaptionHideTimer(); }); //Caption Holder Event Handlers captionHolder.mouseenter(function() { clearCaptionHideTimer(); }).mouseleave(function() { setCaptionHideTimer(); }); //Position Gutter if (jQuery.browser.safari) { gutter.css("left", imgMain.position().left + "px").css("top", ((imgMain.offset().top + imgMain.height()) - 89) + "px"); } else { gutter.css("left", imgMain.position().left + "px").css("top", ((imgMain.offset().top + imgMain.height()) - 105) + "px"); } //gutter.css("left", imgMain.position().left + "px").css("top", ((imgMain.offset().top + imgMain.height()) - 105) + "px"); //gutter.css("left", imgMain.offset().left + "px").css("top", ((imgMain.offset().top + imgMain.height()) - gutter.height()) + "px"); //Thumb Tab Event Handlers $("#ThumbTab").mouseover(function() { clearThumbsHideTimer(); showThumbs(); }).mouseout(function() { setThumbsHideTimer(); }); //Gutter Event Handlers gutter.mouseenter(function() { //showThumbs(); clearThumbsHideTimer(); }).mouseleave(function() { //hideThumbs(); setThumbsHideTimer(); }); //Next/Prev Button Event Handlers $("#btnPrev").mouseover(function() { $(this).attr("src", globalPath + "/Images/GalleryLeftButtonHot.jpg"); }).mouseout(function() { $(this).attr("src", globalPath + "/Images/GalleryLeftButton.jpg"); }); $("#btnNext").mouseover(function() { $(this).attr("src", globalPath + "/Images/GalleryRightButtonHot.jpg"); }).mouseout(function() { $(this).attr("src", globalPath + "/Images/GalleryRightButton.jpg"); }); //Load Gallery //loadGallery(1); }); function loadGallery(galleryID) { //Hide Holder holderState = 0; holder.css("display", "none"); //Hide Empty Gallery Text $("#EmptyGalleryText").css("display", "none"); //Show Loading Message $("#LoadingGalleryOverlay").css("display", "inline").centerOnObject(imgMain); $("#LoadingGalleryText").css("display", "inline").centerOnObject(imgMain); //Load Thumbs thumbs.load(globalPath + "/GetGallery.aspx", { GID: galleryID }, function() { $("#TitleHolder").html($("#TitleContainer").html()); $("#DescriptionHolder").html($("#DescriptionContainer").html()); imgCount = $("#Thumbs img").length; imgLoaded = 0; if (imgCount == 0) { $("#LoadingGalleryText").css("display", "none"); $("#EmptyGalleryText").css("display", "inline").centerOnObject(imgMain); } else { $("#Thumbs img").load(function() { imgLoaded++; if (imgLoaded == imgCount) { holder.css("display", "inline"); //Carousel Thumbs thumbs.jCarouselLite({ btnNext: "#btnNext", btnPrev: "#btnPrev", mouseWheel: true, scroll: 1, visible: 5 }); //Small Image Event Handlers $("#Thumbs img").each(function(i) { $(this).mouseover(function() { $(this).addClass("Hot"); }).mouseout(function() { $(this).removeClass("Hot"); }).click(function() { //Load Big Image setImage($(this)); }); }); holder.css("display", "none"); //Load First Image var img = new Image(); img.onload = function() { imgMain.attr("src", img.src); setCaption($("#Image1").attr("alt")); //Hide Loading Message $("#LoadingGalleryText").css("display", "none"); $("#LoadingGalleryOverlay").css("display", "none"); } img.src = $("#Image1").attr("bigimg"); } }); } }); } function showCaption() { if (captionState == 0) { $("#CaptionTab").attr("src", globalPath + "/Images/CaptionTabHot.jpg"); captionHolder.css("display", "inline").css("left", imgMain.position().left + "px").css("top", imgMain.position().top + "px").css("width", imgMain.width() + "px").effect("slide", { "direction": "up" }, 500, function() { captionState = 1; }); } } function hideCaption() { if (captionState == 1) { captionHolder.toggle("slide", { "direction": "up" }, 500, function() { $("#CaptionTab").attr("src", globalPath + "/Images/CaptionTab.jpg"); captionState = 0; }); } } function setCaptionHideTimer() { captionHideTimer = window.setTimeout(hideCaption,captionHideTime); } function clearCaptionHideTimer() { if(captionHideTimer) { window.clearTimeout(captionHideTimer); captionHideTimer = null; } } function showThumbs() { if (holderState == 0) { $("#ThumbTab").attr("src", globalPath + "/Images/ThumbTabHot.jpg"); holder.effect("slide", { "direction": "down" }, 500, function() { holderState = 1; }); } } function hideThumbs() { if (holderState == 1) { if (jQuery.browser.safari) { holder.css("display", "none"); $("#ThumbTab").attr("src", globalPath + "/Images/ThumbTab.jpg"); holderState = 0; } else { holder.toggle("slide", { "direction": "down" }, 500, function() { $("#ThumbTab").attr("src", globalPath + "/Images/ThumbTab.jpg"); holderState = 0; }); } } } function setThumbsHideTimer() { thumbsHideTimer = window.setTimeout(hideThumbs,thumbsHideTime); } function clearThumbsHideTimer() { if(thumbsHideTimer) { window.clearTimeout(thumbsHideTimer); thumbsHideTimer = null; } } function setImage(image) { //Show Loading Image loadingImage.css("display", "inline"); var img = new Image(); img.onload = function() { //imgMain.css("background","url(" + img.src + ")").css("display","none").fadeIn(250); imgMain.attr("src", img.src).css("display", "none").fadeIn(250); setCaption(image.attr("alt")); //Hide Loading Image loadingImage.css("display", "none"); }; img.src = image.attr("bigimg"); } function setCaption(caption) { $("#CaptionText").html(caption); //alert($("#CaptionText").html()); /* if (caption.length 0) { $("#CaptionText") .css("display", "inline") .css("left", imgMain.position().left + "px") .css("top", imgMain.position().top + "px") .css("width", imgMain.width() + "px") .html(caption); $("#CaptionOverlay").css("display", "inline") .css("height", $("#CaptionText").height() + 36 + "px") .css("left", imgMain.position().left + "px") .css("top", imgMain.position().top + "px") .css("width", imgMain.width() + "px"); } else { $("#CaptionText").css("display", "none"); $("#CaptionOverlay").css("display", "none"); } */ } Please if anyone could help, it would be greatly appreciated! Thanks in advance. Justin

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  • Div not floating left

    - by Davey
    Can't seem to get this div to move to the left. Using wordpress. I tried a lot of things but am at a loss. Here is the css for the div: #portfolio li img { position: absolute; float: left; margin: 34px 50px 0 0; width: 942px; } Here is the header.php: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <!-- Design by Davey Whitney [email protected] --> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=<?php bloginfo('charset'); ?>" /> <link rel="stylesheet" type="text/css" href="wp-content/themes/zenlite/layout.css" media="screen" /> <link rel="stylesheet" type="text/css" href="<?php bloginfo('template_directory'); ?>/print.css" media="print" /> <link rel="stylesheet" type="text/css" href="wp-content/themes/zenlite/color.css" /> <script type="text/javascript" src="js/jquery.js"></script> <script type="text/javascript" src="js/jquery.kwicks-1.5.1.js"></script> <script type="text/javascript" src="js/jquery.innerfade.js"></script> <script type="text/javascript" src="js/custom.js"></script> <title> Wildfire </title> <script type="text/javascript" src="http://wfithaca.com/js/jquery.lavalamp.js"></script> <script type="text/javascript" src="http://wfithaca.com/js/jquery.easing.1.1.js"></script> <script type="text/javascript" src="http://wfithaca.com/js/jquery.cycle.all.min.js"></script> <script type="text/javascript"> function my_kwicks(){ $('.kwicks').kwicks({ duration: 300, max: 200, spacing: 0 }); } $(document).ready(function(){ my_kwicks(); }); </script> <script type="text/javascript"> $(document).ready( function(){ $('ul#portfolio').innerfade({ speed: 1000, timeout: 5000, type: 'sequence', }); }); </script> </script> <script type="text/javascript"> $(document).ready(function(){ $('li.headlink').hover( function() { $('ul', this).css('display', 'block'); }, function() { $('ul', this).css('display', 'none'); }); }); </script> </head> <body> <div id="wrapper"> <div id="header"> <ul id="portfolio"> <li> <img src="http://wfithaca.com/images/banner1.png" /> </li> <li> <img src="http://wfithaca.com/images/banner1.png" /> </li> <li> <img src="http://wfithaca.com/images/banner1.png" /> </li> </ul> </div> <div id="navigation"> <div id="kwickbar"> <ul class="kwicks"> <li id="kwick1"><a href="#">Home</a></li> <li id="kwick2"><a href="#">Menu</a></li> <li id="kwick3"><a href="#">Events</a></li> <li id="kwick4"><a href="#">Friends</a></li> <li id="kwick5"><a href="#">Contact</a></li> </ul> </div> </div> Here is the stylesheet: html,body { font-family:Tahoma, Verdana,Arial, Helvetica, sans-serif; font-size:100%; padding:0; color:#fff; border-style:none; } a { text-decoration:none; } a:hover,a:active,a:focus { text-decoration:none; } ul li { list-style-type:none; } ul.dbem_events_list a:link {color: #A32725; text-decoration: underline; } ul.dbem_events_list a:visited {color: #A32725; text-decoration: underline; } ul.dbem_events_list a:hover {color: #ffffff; text-decoration: none; } ul.dbem_events_list{text-decoration:none; list-style-type:none;} ul li ul li { list-style-type:none; } ul li ul li ul li { list-style-type: none; } q:before, q:after { content:""; } #wrapper { width:986px; margin: 0 auto; } #header { background-image:url('images/headframe.png'); width:986px; height:271px; } #kwickbar { padding: 25px 0 0 25px; } #navigation { width:984px; height: 100px; background-color: #000000; text-decoration:none; margin-left:1px; } .update-post { float:left; width:100px; } #content { float:left; height:100%; width:984px; background-color: #000000; text-decoration:none; margin-left:1px; } #postcontent{ height:100%; width:100%; } #content .post { float:left; width:90px; } #content .page,#content .attachment,.postcontent { color:#fff; width:720px; margin-top:15px; margin-left:30px; float:left; text-decoration:none; } .photo { width: 250px; height:700px; background-color:#000000; margin:0 0 0 880px; } .slideshow { height: 232px; width: 232px; margin:0 0 0 880px; } .slideshow img { border: 5px solid #000; } .post-title { margin:0; padding:0; } .post-title a { text-decoration:none; } .post-title a:hover,.post-title a:active,.post-title a:focus { text-decoration:underline; } #content .meta li,#content .prevnext li,#content .gallery li { list-style-image:none; list-style:none; } .meta { margin:5px 0 0; padding:0; font-size:.85em; } .meta ul,.meta li { margin:0; padding:0; } .meta ul { display:inline; } .meta li li { display:inline; padding-right:.3em; } .postfoot { clear:both; margin-bottom:20px; padding-bottom:10px; line-height:1.2em; } .author .posts-by { padding-top:10px; } #footer { clear:both; margin:0; padding:0 0 5px; text-align:center; font-size:.8em; border: 0; width:960px; } #footer ul { clear:both; margin:0; padding:0; } #footer li { display:inline; margin:0; padding:0 5px; } #footer li.rss { position:relative; top:3px; } .copyright { padding:50px 0 0 0; font-family:verdana; color:#ffffff; text-align:left; width:800px; font-size:0.8em; } .copyright a { text-decoration:none; color:#7E0000; font-weight:600; } .copyright a:hover { color:#C0D341; } . .postcontent p { text-decoration:none; border:0; border-style:none; } .postcontent p a:hover { color:#fff; } .kwicks { list-style-type: none; list-style-position:outside; position: relative; margin: 0; padding: 0; } .kwicks li{ display: block; overflow: hidden; padding: 0; cursor: pointer; float: left; width: 125px; height: 40px; margin-right: 0px; background-image:url('http://wfithaca.com/images/kwicks.jpg'); background-repeat:no-repeat; } .kwicks a{ display:block; height:40px; text-indent:-9999px; outline:none; } #kwick1 { background-position:0px 0px; } #kwick2 { background-position:-200px 0px; } #kwick3 { background-position:-400px 0px; } #kwick4 { background-position:-600px 0px; } #kwick5 { background-position:-800px 0px; } #kwick1.active, #kwick1:hover { background-position: 0 bottom; } #kwick2.active, #kwick2:hover{ background-position: -200px bottom; } #kwick3.active, #kwick3:hover { background-position: -400px bottom; } #kwick4.active, #kwick4:hover { background-position: -600px bottom; } #kwick5.active, #kwick5:hover { background-position: -800px bottom; } #portfolio li img { position: absolute; float: left; margin: 34px 50px 0 0; width: 942px; } Just want the #portfolio li img div to move to the left a bit. any help would be greatly appreciated.

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  • Php code works on every browser but not on IE8, help please

    - by DomingoSL
    I think the error has to be in a incompatibility with IE8 and the cookies manipulation, cuz in IE8 you can see the password and login asking screen but when you enter the data and send it the browser seems to do nothing, this is a url you were you can try my code: http://200.8.27.127/tiempo/teacher.php and this is the code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta content="it" http-equiv="Content-Language" /> <meta content="text/html; charset=utf-8" http-equiv="Content-Type" /> <title>Formulario</title> <style type="text/css"> h1 { font: 50px Tahoma, Helvetica, Arial, Sans-Serif; text-align: center; color: #111; text-shadow: 0px 2px 3px #555; } h2 { font: 14px Tahoma, Helvetica, Arial, Sans-Serif; text-align: center; color: #CCC; text-shadow: 0px 1px 2px #555; } h3 { font: 10px Tahoma, Helvetica, Arial, Sans-Serif; text-align: center; color: #CCC; } b1 { font: 16px Tahoma, Helvetica, Arial, Sans-Serif; color: #DDD; } b2 { font: 10px Tahoma, Helvetica, Arial, Sans-Serif; color: #F9F7ED; } .caja { width: 690px; height: 40px; background-color: transparent; border: 0px solid #000000; font-size:x-large; color: #222; font-family: 'Trebuchet MS', 'Lucida Sans Unicode', 'Lucida Grande', 'Lucida Sans', Arial, sans-serif; font-weight: bold;" size="299"; } .style1 { text-align: right; } </style> </head> <body style="background-image: url('IMG/bg.png')"> <script type="text/javascript" src="JS/jquery-1.4.2.min.js"></script> <script type="text/javascript" src="JS/jquery.notifications-1.1.min.js"></script> <link rel="stylesheet" type="text/css" href="JS/jquery.notifications.css" /> <script> function checkCharCount(textfield) { if(textfield.value.length > 300) textfield.value = textfield.value.substr(0, 300); document.getElementById("charCounter").innerHTML = 300 - textfield.value.length; } </script> <?php include("/LIB/HeadSQL.php"); include("/LIB/error.php"); if (isset($_COOKIE['ID_tablon'])) { $username = $_COOKIE['ID_tablon']; $pass = $_COOKIE['Key_tablon']; $check = mysql_query("SELECT * FROM usuarios WHERE nombre = '$username'") or die(mysql_error()); while($info = mysql_fetch_array( $check )) { if ($pass != $info['clave']) { login(); } else { entro($info['email'],$username); } } } else { login(); } function login() { if (isset($_POST['quiere'])) { if(!$_POST['username'] | !$_POST['pass']) { include("LIB/login.php"); error('Debes llenar todos los campos.',0); } else { $check = mysql_query("SELECT * FROM usuarios WHERE nombre = '".$_POST['username']."'") or die(mysql_error()); $check2 = mysql_num_rows($check); if ($check2 == 0) { include("LIB/login.php"); error('Ese usuario no existe.',0); } while($info = mysql_fetch_array( $check )) { $_POST['pass'] = stripslashes($_POST['pass']); $info['clave'] = stripslashes($info['clave']); //$_POST['pass'] = md5($_POST['pass']); if ($_POST['pass'] != $info['clave']) { include("LIB/login.php"); error('La clave es incorrecta.',0); } else { $_POST['username'] = stripslashes($_POST['username']); $hour = time() + 3600; setcookie("ID_tablon", $_POST['username'], $hour); setcookie("Key_tablon", $_POST['pass'], $hour); entro($info['email'],$_POST['username']); } } } } else { include("LIB/login.php"); } exit; } function entro($email,$username) { ?> <div id="todo" align="center" > <div id="cabeza" style="width:850px;height:100px"> </div> <div id="contenido" style="width:850px;height:420px;background-image: url(IMG/cuadro.png)" > <div id="titulo" style="width:765px;height:75px;padding-top: 18px;margin: auto;text-align: left;"> <b1>Bienvenido <b><?php echo($username); ?></b></b1><br> <?php $check = mysql_query("SELECT * FROM sms WHERE ref = '".$username."' ORDER BY fecha DESC LIMIT 0, 1") or die(mysql_error()); while($info = mysql_fetch_array( $check )) { echo("<b1> Tu ultimo mensaje enviado fue: </b1><b2>" . $info['texto'] . " enviado el " . $info['fecha'] . "</b2>"); } ?> </div> <form method="post"> <div id="formulario" style="width:850px;height:255px;margin-top: 10px"> <div id="foto" align="right" style="width:725px; height:40px;padding-top: 11px;margin: auto"> <?php $size = 60; $grav_url = "http://www.gravatar.com/avatar/" . md5( strtolower( $email ) ) . "?size=" . $size; $size = 256; $grav_urlB = "http://www.gravatar.com/avatar/" . md5( strtolower( $email ) ) . "?size=" . $size; echo('<img alt="Image" src="' . $grav_url . '" />'); ?> </div> <div id="texto" style="width:850px;height:29px; margin-top: 38px;margin-left: 4px"> <input name="sms" type="text" onKeyUp="checkCharCount(this)" class="caja" /> </div> <div id="botones" style="width:725px;height:27px; margin-top: 15px" class="style1"> <input name="usuario" type="hidden" value="<?php echo($username); ?>" /> <input name="Submit1" type="image" value="submit" src="IMG/envia.png" /> </div> <div id="resta" style="width:850px;height:29px; margin-top: 53px;margin-left: 4px"> <h2><span id="charCounter">300</span> caracteres restantes.</h2> <h3><a href=logout.php>Cerrar Sesion</a></h3> </div> </div> </form> </div> </div> </body> </html> <?php session_start(); if (isset($_POST['Submit1'])) { if (isset($_SESSION['token']) && (time() - $_SESSION['token']) < 5) { error('Debes esperar 5 segundos para poder enviar otra informacion.',0); } else { $_SESSION['token'] = time(); include("/LIB/HeadSQL.php"); include("/LIB/comprueba.php"); $insert = "INSERT INTO sms (ref, texto, fecha) VALUES ('" . addslashes($_POST['usuario']) . "', '" . addslashes($_POST['sms']) . "', NOW() )"; $add_member = mysql_query($insert); error("Tu mensage ha sido enviado con exito.",1); } } exit; } ?> do you think the isuue can be on the javascript? try the code firts with Firefox or google chrome, then try in IE8.

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • drop down menu will not display outside containing div in IE7..

    - by playahabana
    I am tearing my hair out over this, I have a dropdown menu using CSS and jQuery (thanks to Soh Tanaka) and it works perfectly in Firefox, Safari, Google chrome and I.E. 8, but in IE 7 it will not drop down outside the 'Banner div'. It drops below the nav div however. I have moved the nav div higher in the banner the result is the same, menu drops until it reaches the border of the banner div and then vanishes.... Below is the css. This is my first website and I have some limited understanding of what I am doing. The drop down menu includes transparent png's as links (I know, I know...but it's what the Boss wants...) please could someone take a quick scan at the below CSS and let me know what is wroong? Is this some form of the IE z-index bug? i have tried all different combinations of z-index and still I can't get a different result. . The html is below as well. Thankyou in advance #banner { position: relative; width: 62.5em; height: 12em; background-color: #46280A; background-image: url('images/includes/banner2.jpg'); background-repeat: no-repeat; background-position: center; -moz-box-shadow: -4px 6px 8px #000; -webkit-box-shadow: -4px 6px 8px #000; box-shadow: -4px 6px 8px #000; /* For IE 8 */ -ms-filter: "progid:DXImageTransform.Microsoft.Shadow(Strength=8, Direction=225, Color='#000000')"; /* For IE 5.5 - 7 */ filter: progid:DXImageTransform.Microsoft.Shadow(Strength=8, Direction=225, Color='#000000'); z-index: 1; } /*------------------------------------SCROLLER---------------------------------------------*/ #headlines{ position: absolute; top: 1.3em; right: 2.75em; overflow: hidden; height: 2.5em; width: 24em; background-color: #000000; display: block; z-index: 3; } #news{ position: relative; height: 3.1em; line-height: 2.5em; font-size: 0.8em color: #FFFF99; white-space: nowrap; overflow: hidden; font-family: Georgia,Arial; } #scrollerglass{ position: absolute; top: 0.95em; right: 2em; height: 52px; width: 410px; border: none; padding: 0.2em 0em 0em 0em; line-height: 0.7em; text-align: center; background-image: url('images/includes/scrollerglass.png'); background-color: transparent; background-repeat: no-repeat; background-position: center; opacity: 20; z-index: 10; } #scrollerglass a i { visibility: hiddn ; } /-------------------------------------NAVIGATION-----------------------------------------/ #nav { position: absolute; top: 5.8em; left: 0.2em; font-family: trebuchet, sans-serif; font-size: 1em; line-height: 3.75em; text-align: center; color: #FFFF00; z-index: 3; } ul.navlist { list-style: none; padding: 0em; margin: 1em; float: left; width: 62.5em; background: transparent; font-size: 1em; } ul.navlist li { position: relative; /*--Declare X and Y axis base for sub navigation--*/ float: left; margin: 0em 1.4em; padding: 0em 0.7em 0em 0em; z-index: 1; } ul.navlist li a{ display: block; text-decoration: none; float: left; border: 0px solid; } ul.navlist li img{ border: 0px solid; } ul.navlist li span { trigger styles--*/ width: 1.2em; height: 5.25em; float: left; background: url(images/links/downlogo.png) no-repeat center top; } ul.navlist li span.subhover { background-position: center bottom; cursor: pointer; } ul.navlist li ul.navdrop { list-style: none; position: absolute; float: left; top: 5.3em; left: -2.4em; height: 15.0em; width: 11.25em; margin: 0; padding: 0.5em 0em 0em 0em; display: none; background-position: center; background-image: url('images/includes/slider.jpg'); background-color: transparent; background-repeat: no-repeat; -moz-box-shadow: -4px 6px 8px #000; -webkit-box-shadow: -4px 6px 8px #000; box-shadow: -4px 6px 8px #000; /* For IE 8 */ -ms-filter: "progid:DXImageTransform.Microsoft.Shadow(Strength=8, Direction=225, Color='#000000')"; /* For IE 5.5 - 7 */ filter: progid:DXImageTransform.Microsoft.Shadow(Strength=8, Direction=225, Color='#000000'); z-index:1; } ul.navlist li ul.navdrop li{ margin: 0em 2.3em 0em 0em; padding: 1em 0em 0em 0em; width: 8em; clear: both; } html ul.navlist li ul.navdrop li a { border: 0px solid; width: 11.25em; } html ul.navlist li ul.navdrop li a:hover { background: transparent; } <div id="banner"> <div id="headlines"> <div id="news"> Whatever we want to promote </div> </div> <div id="scrollerglass"> <a href="vintagecigars.php"> <i>------s-c-r-o-l-l-e-r - - - -l-i-n-k-s--------<br /> <br>------s-c-r-o-l-l-e-r - - - -l-i-n-k-s------</i></a> </div> <div id="nav"> <ul class="navmenu"> <li><a href="index.php"><img src="images/links/home.png" alt="Home" ></a></li> <li><a href="ourbar.php"><img src="images/links/ourbar.png" alt="Our Bar" ></a> <ul class="navdrop"> <li ><a href="ourcocktails.php"><img src="images/links/cockteles.png" alt="Our Cocktails" ></a></li> <li ><a href="celebrate.php"><img src="images/links/celebrate.png" alt="Celebrate in Style" ></a></li> </ul> </li> <li><a href="ourcigars.php"><img src="images/links/ourcigars.png" alt="Our Cigars" ></a> <ul class="navdrop"> <li ><a href="edicioneslimitadas.php"><img src="images/links/edicioneslimitadas.png" alt="Edition Limitadas" ></a></li> <li ><a href="cigartasting.php"><img src="images/links/cigartasting.png" alt="Cigar Tastings" ></a></li> </ul> </li> <li><a href="personalroller.php"><img src="images/links/personalcigar.png" alt="Personal Cigar Roller" ></a></li> <li><a href="galleryentrance.php"><img src="images/links/photogallery.png" alt="Photo Gallery" ></a></li> <li><a href="contactus.php"><img src="images/links/contactus.png" alt="Contact Us" ></a></li> </ul></div></div><!--end banner-->

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  • Black Screen: How to set Projection/View Matrix

    - by Lisa
    I have a Windows Phone 8 C#/XAML with DirectX component project. I'm rendering some particles, but each particle is a rectangle versus a square (as I've set the vertices to be positions equally offset from each other). I used an Identity matrix in the view and projection matrix. I decided to add the windows aspect ratio to prevent the rectangles. But now I get a black screen. None of the particles are rendered now. I don't know what's wrong with my matrices. Can anyone see the problem? These are the default matrices in Microsoft's project example. View Matrix: XMVECTOR eye = XMVectorSet(0.0f, 0.7f, 1.5f, 0.0f); XMVECTOR at = XMVectorSet(0.0f, -0.1f, 0.0f, 0.0f); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up))); Projection Matrix: void CubeRenderer::CreateWindowSizeDependentResources() { Direct3DBase::CreateWindowSizeDependentResources(); float aspectRatio = m_windowBounds.Width / m_windowBounds.Height; float fovAngleY = 70.0f * XM_PI / 180.0f; if (aspectRatio < 1.0f) { fovAngleY /= aspectRatio; } XMStoreFloat4x4(&m_constantBufferData.projection, XMMatrixTranspose(XMMatrixPerspectiveFovRH(fovAngleY, aspectRatio, 0.01f, 100.0f))); } I've tried modifying them to use cocos2dx's WP8 example. XMMATRIX identityMatrix = XMMatrixIdentity(); float fovy = 60.0f; float aspect = m_windowBounds.Width / m_windowBounds.Height; float zNear = 0.1f; float zFar = 100.0f; float xmin, xmax, ymin, ymax; ymax = zNear * tanf(fovy * XM_PI / 360); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; XMMATRIX tmpMatrix = XMMatrixPerspectiveOffCenterRH(xmin, xmax, ymin, ymax, zNear, zFar); XMMATRIX projectionMatrix = XMMatrixMultiply(tmpMatrix, identityMatrix); // View Matrix float fEyeX = m_windowBounds.Width * 0.5f; float fEyeY = m_windowBounds.Height * 0.5f; float fEyeZ = m_windowBounds.Height / 1.1566f; float fLookAtX = m_windowBounds.Width * 0.5f; float fLookAtY = m_windowBounds.Height * 0.5f; float fLookAtZ = 0.0f; float fUpX = 0.0f; float fUpY = 1.0f; float fUpZ = 0.0f; XMMATRIX tmpMatrix2 = XMMatrixLookAtRH(XMVectorSet(fEyeX,fEyeY,fEyeZ,0.f), XMVectorSet(fLookAtX,fLookAtY,fLookAtZ,0.f), XMVectorSet(fUpX,fUpY,fUpZ,0.f)); XMMATRIX viewMatrix = XMMatrixMultiply(tmpMatrix2, identityMatrix); XMStoreFloat4x4(&m_constantBufferData.view, viewMatrix); Vertex Shader cbuffer ModelViewProjectionConstantBuffer : register(b0) { //matrix model; matrix view; matrix projection; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; PixelInputType main(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; //===================================== // TODO: ADDED for testing input.position.z = 0.0f; //===================================== // Calculate the position of the vertex against the world, view, and projection matrices. //output.position = mul(input.position, model); output.position = mul(input.position, view); output.position = mul(output.position, projection); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Store the particle color for the pixel shader. output.color = input.color; return output; } Before I render the shader, I set the view/projection matrices into the constant buffer void ParticleRenderer::SetShaderParameters() { ViewProjectionConstantBuffer* dataPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; DX::ThrowIfFailed(m_d3dContext->Map(m_constantBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)); dataPtr = (ViewProjectionConstantBuffer*)mappedResource.pData; dataPtr->view = m_constantBufferData.view; dataPtr->projection = m_constantBufferData.projection; m_d3dContext->Unmap(m_constantBuffer.Get(), 0); // Now set the constant buffer in the vertex shader with the updated values. m_d3dContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf() ); // Set shader texture resource in the pixel shader. m_d3dContext->PSSetShaderResources(0, 1, &m_textureView); } Nothing, black screen... I tried so many different look at, eye, and up vectors. I tried transposing the matrices. I've set the particle center position to always be (0, 0, 0), I tried different positions too, just to make sure they're not being rendered offscreen.

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  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

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  • Git: Removing carriage returns from source-controlled files

    - by Blixt
    I've got a Git repository that has some files with DOS format (\r\n line endings). I would like to just run the files through dos2unix (which would change all files to UNIX format, with \n line endings), but how badly would this affect history, and is it recommended at all? I assume that the standard is to always use UNIX line endings for source-controlled files, and optionally switch to OS-specific line endings locally?

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  • Mail not being sent when using phpmailer

    - by mithunmo
    I am using the following code to send mail to a smtp server . <?php // example on using PHPMailer with GMAIL include("PHPMailer/class.phpmailer.php"); include("PHPMailer/class.smtp.php"); // note, this is optional - gets called from main class if not already loaded $mail = new PHPMailer(); $mail->IsSMTP(); $mail->SMTPAuth = true; // enable SMTP authentication $mail->Host = "mucse491.eu.xxxxx.com"; // sets GMAIL as the SMTP server $mail->Port = 143; // set the SMTP port $mail->Username = "[email protected]"; // GMAIL username $mail->Password = "xxxx"; // GMAIL password $mail->From = "[email protected]"; $mail->FromName = "mithun"; $mail->Subject = "This is the subject"; $mail->AltBody = "This is the body when user views in plain text format"; //Text Body $mail->WordWrap = 50; // set word wrap $mail->AddAddress("[email protected]","First Last"); $mail->IsHTML(true); // send as HTML if(!$mail->Send()) { echo "Mailer Error: " . $mail->ErrorInfo; } else { echo "Message has been sent"; } ?> When I run it from the command line I get the following error PHP Deprecated: Function eregi() is deprecated in C:\wamp\www\phpmailer\class.p hpmailer.php on line 593 Deprecated: Function eregi() is deprecated in C:\wamp\www\phpmailer\class.phpmai ler.php on line 593 PHP Warning: fputs() expects parameter 1 to be resource, integer given in C:\wa mp\www\phpmailer\class.smtp.php on line 213 Warning: fputs() expects parameter 1 to be resource, integer given in C:\wamp\ww w\phpmailer\class.smtp.php on line 213 Mailer Error: SMTP Error: Could not connect to SMTP host. When i run from the browser I get the following error Deprecated: Function eregi() is deprecated in C:\wamp\www\phpmailer\class.phpmailer.php on line 593 Warning: fsockopen() [function.fsockopen]: php_network_getaddresses: getaddrinfo failed: This is usually a temporary error during hostname resolution and means that the local server did not receive a response from an authoritative server. in C:\wamp\www\phpmailer\class.smtp.php on line 122 Warning: fsockopen() [function.fsockopen]: unable to connect to mucse491.xx.xxxxx.com:143 (php_network_getaddresses: getaddrinfo failed: This is usually a temporary error during hostname resolution and means that the local server did not receive a response from an authoritative server. ) in C:\wamp\www\phpmailer\class.smtp.php on line 122 Mailer Error: SMTP Error: Could not connect to SMTP host. Please someone guide me .

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  • cakephp bake view Errors

    - by James
    I have previously baked a controller for a model that I have created. When attempting to bake the view using cakephp I get the following errors: Interactive Bake Shell --------------------------------------------------------------- [D]atabase Configuration [M]odel [V]iew [C]ontroller [P]roject [Q]uit What would you like to Bake? (D/M/V/C/P/Q) > v --------------------------------------------------------------- Bake View Path: /Applications/MAMP/htdocs/app/views/ --------------------------------------------------------------- Possible Controllers based on your current database: 1. Dealers 2. Products 3. Users Enter a number from the list above, type in the name of another controller, or 'q' to exit [q] > 2 Would you like to create some scaffolded views (index, add, view, edit) for this controller? NOTE: Before doing so, you'll need to create your controller and model classes (including associated models). (y/n) [n] > y Would you like to create the views for admin routing? (y/n) [y] > n Warning: mysql_query() expects parameter 2 to be resource, boolean given in /Applications/MAMP/htdocs/cake/libs/model/datasources/dbo/dbo_mysql.php on line 500 Warning: mysql_errno() expects parameter 1 to be resource, boolean given in /Applications/MAMP/htdocs/cake/libs/model/datasources/dbo/dbo_mysql.php on line 576 Warning: Invalid argument supplied for foreach() in /Applications/MAMP/htdocs/cake/libs/model/datasources/dbo/dbo_mysql.php on line 102 Warning: array_keys() expects parameter 1 to be array, boolean given in /Applications/MAMP/htdocs/cake/console/libs/tasks/view.php on line 263 Warning: mysql_query() expects parameter 2 to be resource, boolean given in /Applications/MAMP/htdocs/cake/libs/model/datasources/dbo/dbo_mysql.php on line 500 Warning: mysql_errno() expects parameter 1 to be resource, boolean given in /Applications/MAMP/htdocs/cake/libs/model/datasources/dbo/dbo_mysql.php on line 576 Warning: Invalid argument supplied for foreach() in /Applications/MAMP/htdocs/cake/libs/model/datasources/dbo/dbo_mysql.php on line 102 Warning: array_keys() expects parameter 1 to be array, boolean given in /Applications/MAMP/htdocs/cake/console/libs/tasks/view.php on line 382 Creating file /Applications/MAMP/htdocs/app/views/products/index.ctp Wrote /Applications/MAMP/htdocs/app/views/products/index.ctp Creating file /Applications/MAMP/htdocs/app/views/products/view.ctp Wrote /Applications/MAMP/htdocs/app/views/products/view.ctp Creating file /Applications/MAMP/htdocs/app/views/products/add.ctp Wrote /Applications/MAMP/htdocs/app/views/products/add.ctp Creating file /Applications/MAMP/htdocs/app/views/products/edit.ctp Wrote /Applications/MAMP/htdocs/app/views/products/edit.ctp --------------------------------------------------------------- View Scaffolding Complete. Anybody know why? Google hasn't been a whole lot of help. cakephp 1.2.6 under MAMP on OSX 10.6.2

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  • Configuration problems with django and mod_wsgi

    - by Jimbo
    Hi, I've got problems on getting django to work on apache 2.2 with mod_wsgi. Django is installed and mod_wsgi too. I can even see a 404 page when accessing the path and I can login to django admin. But if I want to install the tagging module I get the following error: Traceback (most recent call last): File "setup.py", line 49, in <module> version_tuple = __import__('tagging').VERSION File "/home/jim/django-tagging/tagging/__init__.py", line 3, in <module> from tagging.managers import ModelTaggedItemManager, TagDescriptor File "/home/jim/django-tagging/tagging/managers.py", line 5, in <module> from django.contrib.contenttypes.models import ContentType File "/usr/lib/python2.5/site-packages/django/contrib/contenttypes/models.py", line 1, in <module> from django.db import models File "/usr/lib/python2.5/site-packages/django/db/__init__.py", line 10, in <module> if not settings.DATABASE_ENGINE: File "/usr/lib/python2.5/site-packages/django/utils/functional.py", line 269, in __getattr__ self._setup() File "/usr/lib/python2.5/site-packages/django/conf/__init__.py", line 40, in _setup self._wrapped = Settings(settings_module) File "/usr/lib/python2.5/site-packages/django/conf/__init__.py", line 75, in __init__ raise ImportError, "Could not import settings '%s' (Is it on sys.path? Does it have syntax errors?): %s" % (self.SETTINGS_MODULE, e) ImportError: Could not import settings 'mysite.settings' (Is it on sys.path? Does it have syntax errors?): No module named mysite.settings My httpd.conf: Alias /media/ /home/jim/django/mysite/media/ <Directory /home/jim/django/mysite/media> Order deny,allow Allow from all </Directory> Alias /admin/media/ "/usr/lib/python2.5/site-packages/django/contrib/admin/media/" <Directory "/usr/lib/python2.5/site-packages/django/contrib/admin/media/"> Order allow,deny Allow from all </Directory> WSGIScriptAlias /dj /home/jim/django/mysite/apache/django.wsgi <Directory /home/jim/django/mysite/apache> Order deny,allow Allow from all </Directory> My django.wsgi: import sys, os sys.path.append('/home/jim/django') sys.path.append('/home/jim/django/mysite') os.chdir('/home/jim/django/mysite') os.environ['DJANGO_SETTINGS_MODULE'] = 'mysite.settings' import django.core.handlers.wsgi application = django.core.handlers.wsgi.WSGIHandler() I try to get this to work since a few days and have read several blogs and answers here on so but nothing worked.

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