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  • can't install psycopg2 in my env on mac os x lion

    - by Alexander Ovchinnikov
    I tried install psycopg2 via pip in my virtual env, but got this error: ld: library not found for -lpq (full log here: http://pastebin.com/XdmGyJ4u ) I tried install postgres 9.1 from .dmg and via port, (gksks)iMac-Alexander:~ lorddaedra$ locate libpq /Developer/SDKs/MacOSX10.7.sdk/usr/include/libpq /Developer/SDKs/MacOSX10.7.sdk/usr/include/libpq/libpq-fs.h /Developer/SDKs/MacOSX10.7.sdk/usr/include/libpq-events.h /Developer/SDKs/MacOSX10.7.sdk/usr/include/libpq-fe.h /Developer/SDKs/MacOSX10.7.sdk/usr/include/postgresql/internal/libpq /Developer/SDKs/MacOSX10.7.sdk/usr/include/postgresql/internal/libpq/pqcomm.h /Developer/SDKs/MacOSX10.7.sdk/usr/include/postgresql/internal/libpq-int.h /Developer/SDKs/MacOSX10.7.sdk/usr/include/postgresql/server/libpq /Developer/SDKs/MacOSX10.7.sdk/usr/include/postgresql/server/libpq/auth.h /Developer/SDKs/MacOSX10.7.sdk/usr/include/postgresql/server/libpq/be-fsstubs.h /Developer/SDKs/MacOSX10.7.sdk/usr/include/postgresql/server/libpq/crypt.h /Developer/SDKs/MacOSX10.7.sdk/usr/include/postgresql/server/libpq/hba.h /Developer/SDKs/MacOSX10.7.sdk/usr/include/postgresql/server/libpq/ip.h /Developer/SDKs/MacOSX10.7.sdk/usr/include/postgresql/server/libpq/libpq-be.h /Developer/SDKs/MacOSX10.7.sdk/usr/include/postgresql/server/libpq/libpq-fs.h /Developer/SDKs/MacOSX10.7.sdk/usr/include/postgresql/server/libpq/libpq.h /Developer/SDKs/MacOSX10.7.sdk/usr/include/postgresql/server/libpq/md5.h /Developer/SDKs/MacOSX10.7.sdk/usr/include/postgresql/server/libpq/pqcomm.h /Developer/SDKs/MacOSX10.7.sdk/usr/include/postgresql/server/libpq/pqformat.h /Developer/SDKs/MacOSX10.7.sdk/usr/include/postgresql/server/libpq/pqsignal.h /Developer/SDKs/MacOSX10.7.sdk/usr/lib/libpq.5.3.dylib /Developer/SDKs/MacOSX10.7.sdk/usr/lib/libpq.5.dylib /Developer/SDKs/MacOSX10.7.sdk/usr/lib/libpq.a /Developer/SDKs/MacOSX10.7.sdk/usr/lib/libpq.dylib /Library/PostgreSQL/9.1/doc/postgresql/html/install-windows-libpq.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-async.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-build.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-cancel.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-connect.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-control.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-copy.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-envars.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-events.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-example.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-exec.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-fastpath.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-ldap.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-misc.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-notice-processing.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-notify.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-pgpass.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-pgservice.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-ssl.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-status.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq-threading.html /Library/PostgreSQL/9.1/doc/postgresql/html/libpq.html /Library/PostgreSQL/9.1/include/libpq /Library/PostgreSQL/9.1/include/libpq/libpq-fs.h /Library/PostgreSQL/9.1/include/libpq-events.h /Library/PostgreSQL/9.1/include/libpq-fe.h /Library/PostgreSQL/9.1/include/postgresql/internal/libpq /Library/PostgreSQL/9.1/include/postgresql/internal/libpq/pqcomm.h /Library/PostgreSQL/9.1/include/postgresql/internal/libpq-int.h /Library/PostgreSQL/9.1/include/postgresql/server/libpq /Library/PostgreSQL/9.1/include/postgresql/server/libpq/auth.h /Library/PostgreSQL/9.1/include/postgresql/server/libpq/be-fsstubs.h /Library/PostgreSQL/9.1/include/postgresql/server/libpq/crypt.h /Library/PostgreSQL/9.1/include/postgresql/server/libpq/hba.h /Library/PostgreSQL/9.1/include/postgresql/server/libpq/ip.h /Library/PostgreSQL/9.1/include/postgresql/server/libpq/libpq-be.h /Library/PostgreSQL/9.1/include/postgresql/server/libpq/libpq-fs.h /Library/PostgreSQL/9.1/include/postgresql/server/libpq/libpq.h /Library/PostgreSQL/9.1/include/postgresql/server/libpq/md5.h /Library/PostgreSQL/9.1/include/postgresql/server/libpq/pqcomm.h /Library/PostgreSQL/9.1/include/postgresql/server/libpq/pqformat.h /Library/PostgreSQL/9.1/include/postgresql/server/libpq/pqsignal.h /Library/PostgreSQL/9.1/lib/libpq.5.4.dylib /Library/PostgreSQL/9.1/lib/libpq.5.dylib /Library/PostgreSQL/9.1/lib/libpq.a /Library/PostgreSQL/9.1/lib/libpq.dylib /Library/PostgreSQL/9.1/lib/postgresql/libpqwalreceiver.so /Library/PostgreSQL/9.1/pgAdmin3.app/Contents/Frameworks/libpq.5.dylib /Library/PostgreSQL/psqlODBC/lib/libpq.5.4.dylib /Library/PostgreSQL/psqlODBC/lib/libpq.5.dylib /Library/PostgreSQL/psqlODBC/lib/libpq.dylib /Library/WebServer/Documents/postgresql/html/install-windows-libpq.html /Library/WebServer/Documents/postgresql/html/libpq-async.html /Library/WebServer/Documents/postgresql/html/libpq-build.html /Library/WebServer/Documents/postgresql/html/libpq-cancel.html /Library/WebServer/Documents/postgresql/html/libpq-connect.html /Library/WebServer/Documents/postgresql/html/libpq-control.html /Library/WebServer/Documents/postgresql/html/libpq-copy.html /Library/WebServer/Documents/postgresql/html/libpq-envars.html /Library/WebServer/Documents/postgresql/html/libpq-events.html /Library/WebServer/Documents/postgresql/html/libpq-example.html /Library/WebServer/Documents/postgresql/html/libpq-exec.html /Library/WebServer/Documents/postgresql/html/libpq-fastpath.html /Library/WebServer/Documents/postgresql/html/libpq-ldap.html /Library/WebServer/Documents/postgresql/html/libpq-misc.html /Library/WebServer/Documents/postgresql/html/libpq-notice-processing.html /Library/WebServer/Documents/postgresql/html/libpq-notify.html /Library/WebServer/Documents/postgresql/html/libpq-pgpass.html /Library/WebServer/Documents/postgresql/html/libpq-pgservice.html /Library/WebServer/Documents/postgresql/html/libpq-ssl.html /Library/WebServer/Documents/postgresql/html/libpq-status.html /Library/WebServer/Documents/postgresql/html/libpq-threading.html /Library/WebServer/Documents/postgresql/html/libpq.html /opt/local/include/postgresql90/internal/libpq /opt/local/include/postgresql90/internal/libpq/pqcomm.h /opt/local/include/postgresql90/internal/libpq-int.h /opt/local/include/postgresql90/libpq /opt/local/include/postgresql90/libpq/libpq-fs.h /opt/local/include/postgresql90/libpq-events.h /opt/local/include/postgresql90/libpq-fe.h /opt/local/include/postgresql90/server/libpq /opt/local/include/postgresql90/server/libpq/auth.h /opt/local/include/postgresql90/server/libpq/be-fsstubs.h /opt/local/include/postgresql90/server/libpq/crypt.h /opt/local/include/postgresql90/server/libpq/hba.h /opt/local/include/postgresql90/server/libpq/ip.h /opt/local/include/postgresql90/server/libpq/libpq-be.h /opt/local/include/postgresql90/server/libpq/libpq-fs.h /opt/local/include/postgresql90/server/libpq/libpq.h /opt/local/include/postgresql90/server/libpq/md5.h /opt/local/include/postgresql90/server/libpq/pqcomm.h /opt/local/include/postgresql90/server/libpq/pqformat.h /opt/local/include/postgresql90/server/libpq/pqsignal.h /opt/local/lib/postgresql90/libpq.5.3.dylib /opt/local/lib/postgresql90/libpq.5.dylib /opt/local/lib/postgresql90/libpq.a /opt/local/lib/postgresql90/libpq.dylib /opt/local/lib/postgresql90/libpqwalreceiver.so /opt/local/var/macports/sources/rsync.macports.org/release/tarballs/ports/databases/libpqxx /opt/local/var/macports/sources/rsync.macports.org/release/tarballs/ports/databases/libpqxx/Portfile /opt/local/var/macports/sources/rsync.macports.org/release/tarballs/ports/databases/libpqxx26 /opt/local/var/macports/sources/rsync.macports.org/release/tarballs/ports/databases/libpqxx26/Portfile /usr/include/libpq /usr/include/libpq/libpq-fs.h /usr/include/libpq-events.h /usr/include/libpq-fe.h /usr/include/postgresql/internal/libpq /usr/include/postgresql/internal/libpq/pqcomm.h /usr/include/postgresql/internal/libpq-int.h /usr/include/postgresql/server/libpq /usr/include/postgresql/server/libpq/auth.h /usr/include/postgresql/server/libpq/be-fsstubs.h /usr/include/postgresql/server/libpq/crypt.h /usr/include/postgresql/server/libpq/hba.h /usr/include/postgresql/server/libpq/ip.h /usr/include/postgresql/server/libpq/libpq-be.h /usr/include/postgresql/server/libpq/libpq-fs.h /usr/include/postgresql/server/libpq/libpq.h /usr/include/postgresql/server/libpq/md5.h /usr/include/postgresql/server/libpq/pqcomm.h /usr/include/postgresql/server/libpq/pqformat.h /usr/include/postgresql/server/libpq/pqsignal.h /usr/lib/libpq.5.3.dylib /usr/lib/libpq.5.dylib /usr/lib/libpq.a /usr/lib/libpq.dylib How to tell pip to use this lib in /Library/PostgreSQL/9.1/lib/ (or may be in /usr/lib)? or may be install this lib again in my env (i try keep my env isolated from mac as possible)

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  • "Meld requires pygtk 2.8.0 or higher."

    - by Lynx
    I got this error after installing Meld on a new Karmic installation: ~$ meld No module named pygtk Meld requires pygtk 2.8.0 or higher. I installed the latest version of python-gtk with aptitude but I'm not sure what version is actually installed. My python version is 2.6. This is weird because I have another machine that runs Karmic and Meld without a problem. Any ideas?

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  • Having problems install py2app 0.5.2

    - by Francis Young
    Hi there, I am a beginner at python so please excuse me for silly comments or rookie mistakes that i make. I was trying to install py2app 0.5.2 and i hit an error: $Best match: altgraph 0.7.1 $Downloading http://pypi.python.org/packages/source/a/altgraph/altgraph-$0.7.1.tar.gz#md5=f65988bf153410a8514bcdad6a3a8ba6 $Processing altgraph-0.7.1.tar.gz $Running altgraph-0.7.1/setup.py -q bdist_egg --dist-dir /tmp/easy_install-GGBuKJ/altgraph-$\0.7.1/egg-dist-tmp-NdWVjC $error: doc/changelog.rst: No such file or directory I was wondering what the solution to this problem is?

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  • How can I enable http auth in lighttpd for all directories except one?

    - by Nuri Hodges
    I am trying to authenticate access to everything in webroot (/) except anything that resides in a particular directory (/directory/) and I've tried both of these options to no avail: $HTTP["url"] =~ "^(?!(/directory))" { auth.require = ( "" => ( "method" => "basic", "realm" => "auth to this area", "require" => "user=username" ) ) } $HTTP["url"] != "/directory" { auth.require = ( "" => ( "method" => "basic", "realm" => "auth to this area", "require" => "user=username" ) ) }

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  • Openerp wIth Ubuntu 9.04

    - by agbrand
    I had Ubuntu 8.10. I upgrade it to 9.04. I have Openerp5.0 server/client/web. It worked on 8.10 but not with 9.04. Now when I try to launch my server using: ./openerp-server.py I have this error: ERROR: Import xpath module ERROR: Try to install the old python-xml package It seems that this version of openerp doesn't work with python2.6. Can I redirect openerp to use old version of Python?

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  • Can't make Dovecot communicate with Postfix using SASL (warning: SASL: Connect to private/auth failed: No such file or directory)

    - by Fred Rocha
    Solved. I will leave this as a reference to other people, as I have seen this error reported often enough on line. I had to change the path smtpd_sasl_path = private/auth in my /etc/postfix/main.cf to relative, instead of absolute. This is because in Debian Postfix runs chrooted (and how does this affect the path structure?! Anyone?) -- I am trying to get Dovecot to communicate with Postfix for SMTP support via SASL. the master plan is to be able to host multiple e-mail accounts on my (Debian Lenny 64 bits) server, using virtual users. Whenever I test my current configuration, by running telnet server-IP smtp I get the following error on mail.log warning: SASL: Connect to /var/spool/postfix/private/auth failed: No such file or directory Now, Dovecot is supposed to create the auth socket file, yet it doesn't. I have given the right privileges to the directory private, and even tried creating a auth file manually. The output of postconf -a is cyrus dovecot Am I correct in assuming from this that the package was compiled with SASL support? My dovecot.conf also holds client { path = /var/spool/postfix/private/auth mode = 0660 user = postfix group = postfix } I have tried every solution out there, and am pretty much desperate after a full day of struggling with the issue. Can anybody help me, pretty please?

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  • Is virtualenv suitable for a production server?

    - by gnufs
    I'm planning to set up a Python app (Pyblosxom) on my server and considering to run it in its own virtualenv sandbox with --no-site-packages. I'm hoping that such a setup would be easily portable and maintainable over the years. However, I've only used virtualenv for development environments that recreate a certain server setup locally, and most sources about virtualenv seem to also mention virtualenv for such a use. Is there any drawback to running a Python app from a virtualenv on a live server?

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  • How come Win+R prompt can open Python when it's not in my path?

    - by houbysoft
    When I use the run prompt in Windows XP Professional (Win+R), and type python.exe or python, it works and greets me with the python prompt. However, when I start a cmd window, and then type python.exe or python, it doesn't find it. This is what I expect, as the Python directory (for me, I:\Python31\) is not in my PATH. How come, then, that if I type python.exe in the Win+R prompt, it works? Edit: here is a partial output of SET, I removed most irrelevant entries, I'm not sure why is it useful, apart from the PATH variable which I already said doesn't include the Python directory. If you need a particular variable other than these, please ask. CLIENTNAME=Console CommonProgramFiles=I:\Program Files\Common Files ComSpec=I:\WINDOWS\system32\cmd.exe FP_NO_HOST_CHECK=NO OS=Windows_NT Path=I:\WINDOWS\system32;I:\WINDOWS;I:\WINDOWS\system32\WBEM;I:\WINDOWS\system32\WindowsPowerShell\v1.0;I:\Qt\2010.05\mingw\bin;I:\Program Files\CMake 2.8\bin PATHEXT=.COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.PSC1 ProgramFiles=I:\Program Files PROMPT=$P$G SESSIONNAME=Console SystemDrive=I: SystemRoot=I:\WINDOWS VBOX_INSTALL_PATH=I:\Program Files\Oracle\VirtualBox\ windir=I:\WINDOWS

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  • How do I reset my PYTHONPATH?

    - by Underyx
    Somehow my PYTHONPATH environment variable got emptied, and now I can't import some downloaded modules. I've tried running the following command to reinstall all Python packages, but it didn't set the variable back to its original value: dpkg-query -W -f '${package}\n' | grep python | xargs -I % sudo apt-get install % --reinstall How do I reinstall the packages so that this gets sorted out? The (Vagrant) box is running Ubuntu 12.04.

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  • for x in y, type iteration in python. Can I find out what iteration I'm currently on?

    - by foo
    Hi, I have a question about the loop construct in Python in the form of: for x in y: In my case y is a line read from a file and x is separate characters. I would like to put a space after every pair of characters in the output, like this: aa bb cc dd etc. So, I would like to know the current iteration. Is it possible, or do I need to use a more traditional C style for loop with an index?

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  • Google App Engine - How to implement the activity stream in a social network

    - by spidee
    I want some ideas on the best practice to implement an activity stream for a social network im building in app engine (PYTHON) I first want to keep a log for all activities of each user - so that we have a history. i.e. someone became a friend, added a picture, changed their address etc. This way we have a users history available should we need it. Also mean we can remove friendship joins, change user data but have a historical log. I also want to stream a users activity to their friends. for this only the last X activities need to be kept - that is in the scenario that messages are sent to friends when an activity occurs. Its pretty straight forward designing a history log - ie: when, what, where. The complication comes as to how we notify friends of a user as to their activity. In our app friendships are not mutual - ie they are based on the twitter following model. Some accounts could have thousands of followers. What is the best approach to model this. using a many to many join table and doing a costly query - using a feed class that fired a copy of the activity to all the subscribers - maybe into mcache? As their maybe a need to fire thousands of messages i would imagine a cron job would need to be used. Any help ideas thoughts on this Thx

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  • Social Networking & Network Affiliations

    - by Code Sherpa
    Hi. I am in the process of planning a database for a social networking project and stumbled upon this url which is a (crude) reverse engineered guess at facebook's schema: http://www.flickr.com/photos/ikhnaton2/533233247/ What is of interest to me is the notion of "Affiliations" and I am trying to fully understand how they work, technically speaking. Where I am somewhat confused is the NetworkID column in the FacebookGroups", "FacebookEvent", and "Affiliations" tables (NID in Affiliations). How are these network affiliations interconnected? In my own project, I have a simple profile table: CREATE TABLE [dbo].[Profiles]( [profileid] [int] IDENTITY(1,1) NOT NULL, [userid] [uniqueidentifier] NOT NULL, [username] [varchar](255) COLLATE Latin1_General_CI_AI NOT NULL, [applicationname] [varchar](255) COLLATE Latin1_General_CI_AI NOT NULL, [isanonymous] [bit] NULL, [lastactivity] [datetime] NULL, [lastupdated] [datetime] NULL, CONSTRAINT [PK__Profiles__1DB06A4F] PRIMARY KEY CLUSTERED ( [profileid] ASC )WITH (IGNORE_DUP_KEY = OFF) ON [PRIMARY], CONSTRAINT [PKProfiles] UNIQUE NONCLUSTERED ( [username] ASC, [applicationname] ASC )WITH (IGNORE_DUP_KEY = OFF) ON [PRIMARY] ) ON [PRIMARY] One profile can have many affiliations. And one affiliation can have many profiles. And I would like to design it in such a way that relationships between affiliations tells me something about the associated profiles. In fact, based on the affiliations that users select, I would like to know how to infer as many things as possible about that person. My question is, how should I be designing my network affiliation tables and how do they operate per my above requirements? A rough SQL schema would be appreciated in your response. Thanks in advance...

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  • python challenge, but for C++

    - by davidthepsycho
    Does anyone know any site or book that presents problems like python challenge, but for C++? When I think python challenge, I do not mean only a set of problems to be solved with C++ (for that I could probably use the same problems of python challenge), but rather problems that will probably be best solved using C++ STL, special features of the language, etc. For example, there is one python challenge that is specifically designed to teach you how to use pickle, a serializing library for python. Until now, I only know programming contests problems, but they could also be solved with C, java or other languages.

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  • Which programming idiom to choose for this open source library?

    - by Walkman
    I have an interesting question about which programming idiom is easier to use for beginner developers writing concrete file parsing classes. I'm developing an open source library, which one of the main functionality is to parse plain text files and get structured information from them. All of the files contains the same kind of information, but can be in different formats like XML, plain text (each of them is structured differently), etc. There are a common set of information pieces which is the same in all (e.g. player names, table names, some id numbers) There are formats which are very similar to each other, so it's possible to define a common Base class for them to facilitate concrete format parser implementations. So I can clearly define base classes like SplittablePlainTextFormat, XMLFormat, SeparateSummaryFormat, etc. Each of them hints the kind of structure they aim to parse. All of the concrete classes should have the same information pieces, no matter what. To be useful at all, this library needs to define at least 30-40 of these parsers. A couple of them are more important than others (obviously the more popular formats). Now my question is, which is the best programming idiom to choose to facilitate the development of these concrete classes? Let me explain: I think imperative programming is easy to follow even for beginners, because the flow is fixed, the statements just come one after another. Right now, I have this: class SplittableBaseFormat: def parse(self): "Parses the body of the hand history, but first parse header if not yet parsed." if not self.header_parsed: self.parse_header() self._parse_table() self._parse_players() self._parse_button() self._parse_hero() self._parse_preflop() self._parse_street('flop') self._parse_street('turn') self._parse_street('river') self._parse_showdown() self._parse_pot() self._parse_board() self._parse_winners() self._parse_extra() self.parsed = True So the concrete parser need to define these methods in order in any way they want. Easy to follow, but takes longer to implement each individual concrete parser. So what about declarative? In this case Base classes (like SplittableFormat and XMLFormat) would do the heavy lifting based on regex and line/node number declarations in the concrete class, and concrete classes have no code at all, just line numbers and regexes, maybe other kind of rules. Like this: class SplittableFormat: def parse_table(): "Parses TABLE_REGEX and get information" # set attributes here def parse_players(): "parses PLAYER_REGEX and get information" # set attributes here class SpecificFormat1(SplittableFormat): TABLE_REGEX = re.compile('^(?P<table_name>.*) other info \d* etc') TABLE_LINE = 1 PLAYER_REGEX = re.compile('^Player \d: (?P<player_name>.*) has (.*) in chips.') PLAYER_LINE = 16 class SpecificFormat2(SplittableFormat): TABLE_REGEX = re.compile(r'^Tournament #(\d*) (?P<table_name>.*) other info2 \d* etc') TABLE_LINE = 2 PLAYER_REGEX = re.compile(r'^Seat \d: (?P<player_name>.*) has a stack of (\d*)') PLAYER_LINE = 14 So if I want to make it possible for non-developers to write these classes the way to go seems to be the declarative way, however, I'm almost certain I can't eliminate the declarations of regexes, which clearly needs (senior :D) programmers, so should I care about this at all? Do you think it matters to choose one over another or doesn't matter at all? Maybe if somebody wants to work on this project, they will, if not, no matter which idiom I choose. Can I "convert" non-programmers to help developing these? What are your observations? Other considerations: Imperative will allow any kind of work; there is a simple flow, which they can follow but inside that, they can do whatever they want. It would be harder to force a common interface with imperative because of this arbitrary implementations. Declarative will be much more rigid, which is a bad thing, because formats might change over time without any notice. Declarative will be harder for me to develop and takes longer time. Imperative is already ready to release. I hope a nice discussion will happen in this thread about programming idioms regarding which to use when, which is better for open source projects with different scenarios, which is better for wide range of developer skills. TL; DR: Parsing different file formats (plain text, XML) They contains same kind of information Target audience: non-developers, beginners Regex probably cannot be avoided 30-40 concrete parser classes needed Facilitate coding these concrete classes Which idiom is better?

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  • Google Apps Email for new Primary Youtube Email

    - by MLM
    I have a YouTube account that I want to change the primary email for but every time I try to add a alternate address it says it is already associated with another google account. The email is a google apps user because I want to manage my domains email through gmail. I have already tried deleting the account and re-creating it to make sure it is not associated with anything. The only way I can add it is if I delete the google apps account but then I can not verify since I need to access the verification email.

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  • Feedback on "market manipulation", a peripheral game mechanic for a satirical MMO

    - by BerndBrot
    This question asks for feedback on a specific game-mechanic. Since there is not one right feedback on a game mechanic, I tried to provide enough context and guidelines to still make it possible for users to rate answers and to accept an answer as the best answer (following these criteria from Writer.SE's meta website). Please comment if you have any suggestions on how I could improve the question in that regard. So, let's begin with the game itself and some of its elements which are relevant for this question. Context I'm working on a satirical, text-based multiplayer adventure and role-playing game set in modern-day London. The game resolves around the concept of sin and features a myriad of (venomous) allusions to all the things that go wrong in this world. Players can choose between character classes like bullshit artist (consultant), bankster, lawyer, mobster, celebrity, politician, etc. In order to complete the game, the player has to live so sinfully with regard to any of the seven deadly sins that a demon is willing to offer them a contract of sponsorship. On their quest to live a sinful live, characters explore more and more locations of modern-day London (on a GoogleMap), fight "monsters" like insurance sales agents or Jehovah's Witnesses, and complete quests, like building a PowerPoint presentation out of marketing buzz words or keeping up a number of substance abuse effects in order to progress on the gluttony path. Battles are turn based with both combatants having a deck of cards, with which they try to make their enemy give in to temptations of all sorts. Tempted enemies sometimes become contacts (an item drop mechanic), which can be exploited for various benefits, depending on their area of influence (finance, underworld, bureaucracy, etc.), level of influence, and kind of sway that the player has over them (bribed, seduced, threatened, etc.) Once a contract has been exploited, the player loses that contact. Most actions require turns. Turns are limited, but refill each day. Criteria A number of peripheral game mechanics are supposed to represent real world abuses and mischief in a humorous way integrate real world data and events to strengthen the feeling of relevance of the game's humor with regard to real world problems add fun ways of interacting with other players add ways for players to express themselves through game-play Market manipulation is one such peripheral game mechanic and should fulfill all of these goals. Market manipulation This is my initial design of the mechanic: Players can enter the London Stock Exchange (LSE) (without paying a turn) LSE displays the stock prices of a number of companies in industries like weapons or tobacco as well as some derivatives based on wheat and corn. The stock prices are calculated based on the actual stock prices of these companies and derivatives (in real time) any market manipulations that were conducted by the players any market corrections of the system Players can buy and sell shares with cash, a resource in the game, at current in-game market value (without paying a turn). Players can manipulate the market, i.e. let the price of a share either rise or fall, by some amount, over a certain period of time. Manipulating the market requires 1 turn A contact in the financial sector (see above). The higher the level of influence of the contact, the stronger the effect of the manipulation on the stock price, and/or the shorter it takes for the manipulation to manifest itself. Market manipulation also adds a crime to the player's record. (There are a multitude of ways to take care of that, but it is still another "cost" of market manipulations.) The system continuously corrects market manipulations by letting the in-game prices converge towards their real world counterparts at a rate of 2% of the difference between the two per hour. Because of this market correction mechanism, pushing up prices (and screwing down prices) becomes increasingly difficult the higher (lower) the price already is. Whenever food prices reach a certain level, in-game stories are posted about hunger catastrophes happening somewhere far, far away (maybe with links to real world news stories). Whenever a player sells a certain number of shares with a sufficiently high margin, they are mentioned in that day's in-game financial news. Since the number of stock options is very limited, players will inevitably collide in their efforts to manipulate the market in their favor. Hopefully, it will also be a fun side-arena for guilds and covenants to fight each other. Question(s) What do you think of this mechanism given the criteria for peripheral game mechanics that I specified for my game? Do you have any ideas how the mechanic could be improved with regard to these criteria (or otherwise)? Could it be improved to allow for more expressive game-play, or involve an allusion to some other real world madness (like short selling, leveraging, or some other banking magic)? Are there any game-theoretic problems with this mechanic, like maybe certain dominant individual strategies that, collectively, lead to every player profiting and thus eliminating the idea of market manipulation PVP? Also, if you like (or dislike) this question, feel free to participate in the discussion on GDSE meta: "Should we be more lax with regard to SE's question/answer format to make game design questions possible?"

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Programming logic to group a users activities like facebook. E.g. Chris is now friends with A, B and C

    - by Chris Dowdeswell
    So I am trying to develop an activity feed for my site, Basically If I UNION a bunch of activities into a feed I would end up with something like the following. Chris is now friends with Mark Chris is now friends with Dave What I want though is a neater way of grouping these similar posts so the feed doesn't give information overload... E.g. Chris is now friends with Mark, Dave and 4 Others Any ideas on how I can approach this logically? I am using Classic ASP on SQL server. Here is the UNION statement I have so far... SELECT U.UserID As UserID, L.UN As UN,Left(U.UID,13) As ProfilePic,U.Fname + ' ' + U.Sname As FullName, 'said ' + WP.Post AS Activity, WP.Ctime FROM Users AS U LEFT JOIN Logins L ON L.userID = U.UserID LEFT OUTER JOIN WallPosts AS WP ON WP.userID = U.userID WHERE WP.Ctime IS NOT NULL UNION SELECT U.UserID As UserID, L.UN As UN,Left(U.UID,13) As ProfilePic,U.Fname + ' ' + U.Sname As FullName, 'commented ' + C.Comment AS Activity, C.Ctime FROM Users AS U LEFT JOIN Logins L ON L.userID = U.UserID LEFT OUTER JOIN Comments AS C ON C.UserID = U.userID WHERE C.Ctime IS NOT NULL UNION SELECT U.UserID As UserID, L.UN As UN,Left(U.UID,13) As ProfilePic, U.Fname + ' ' + U.Sname As FullName, 'connected with <a href="/profile.asp?un='+(SELECT Logins.un FROM Logins WHERE Logins.userID = Cn.ToUserID)+'">' + (SELECT Users.Fname + ' ' + Users.Sname FROM Users WHERE userID = Cn.ToUserID) + '</a>' AS Activity, Cn.Ctime FROM Users AS U LEFT JOIN Logins L ON L.userID = U.UserID LEFT OUTER JOIN Connections AS Cn ON Cn.UserID = U.userID WHERE CN.Ctime IS NOT NULL

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  • How can I resize pixel art in Pyglet without making it blurry?

    - by Renold
    I have a tileset of 8x8 pixel images, and I want to resize them in my game so they'd be double that (16x16 pixels, e.g. turning each pixel into a 2x2 block.) What I'm trying to achieve is a Minecraft-like effect, where you have small pixel images scale to larger blockier pixels. In Pyglet, the sprite's scale property blurs the pixels. Is there some other way? Update: So I changed my code, but I'm still having the same issue (nothing changed.) Of course, the GL commands are kind of mysterious to me: gl.glEnable(gl.GL_TEXTURE_2D) image = resource.image('tileset.png') texture = image.get_texture() gl.glBindTexture(gl.GL_TEXTURE_2D, texture.id) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST) texture.width = 16 # resize from 8x8 to 16x16 texture.height = 16 image.blit(100, 30) # draw Is there something else I should try?

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  • Installing Ubuntu One on Ubuntu 11.10 server

    - by Yar
    I have installed "Ubuntu One" on an Ubuntu server 11.10 based on these instructions: How do I configure Ubuntu one on a 11.10 server? Everything went smooth during installation. However when I try the command: u1sdtool --start to get the server up, I get the following stack error: u1sdtool --start /usr/lib/python2.7/dist-packages/gtk-2.0/gtk/init.py:57: GtkWarning: could not open display warnings.warn(str(e), _gtk.Warning) Unhandled Error Traceback (most recent call last): dbus.exceptions.DBusException: org.freedesktop.DBus.Error.NotSupported: Unable to autolaunch a dbus-daemon without a $DISPLAY for X11 Does anyone have a clue how to solve this issue?

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  • Installing Ubuntu One on Ubuntu 11.10 server

    - by Yaron
    I have installed "Ubuntu One" on an Ubuntu server 11.10 based on these instructions: How do I configure Ubuntu one on a 11.10 server? Everything went smooth during installation. However when I try the command: u1sdtool --start to get the server up, I get the following stack error: u1sdtool --start /usr/lib/python2.7/dist-packages/gtk-2.0/gtk/init.py:57: GtkWarning: could not open display warnings.warn(str(e), _gtk.Warning) Unhandled Error Traceback (most recent call last): dbus.exceptions.DBusException: org.freedesktop.DBus.Error.NotSupported: Unable to autolaunch a dbus-daemon without a $DISPLAY for X11 Does anyone have a clue how to solve this issue?

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