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  • How do I make changes to /proc/acpi/wakeup permanent?

    - by Jolan
    I had a problem with my Ubuntu 12.04 waking up immediately after going into suspend. I solved the problem by changing the settings in /proc/acpi/wakeup, as suggested in this question: How do I prevent immediate wake up from suspend?. After changing the settings, the system goes flawlessly into suspend and stays suspended, but after I wake it back up, the settings in /proc/acpi/wakeup are different from what I set them to. Before going to suspend: cat /proc/acpi/wakeup Device S-state Status Sysfs node SMB0 S4 *disabled pci:0000:00:03.2 PBB0 S4 *disabled pci:0000:00:09.0 HDAC S4 *disabled pci:0000:00:08.0 XVR0 S4 *disabled pci:0000:00:0c.0 XVR1 S4 *disabled P0P5 S4 *disabled P0P6 S4 *disabled pci:0000:00:15.0 GLAN S4 *enabled pci:0000:03:00.0 P0P7 S4 *disabled pci:0000:00:16.0 P0P8 S4 *disabled P0P9 S4 *disabled USB0 S3 *disabled pci:0000:00:04.0 USB2 S3 *disabled pci:0000:00:04.1 US15 S3 *disabled pci:0000:00:06.0 US12 S3 *disabled pci:0000:00:06.1 PWRB S4 *enabled SLPB S4 *enabled I tell the system to suspend, and it works as it should. But later after waking it up, the settings are changed to either: USB0 S3 *disabled pci:0000:00:04.0 USB2 S3 *enabled pci:0000:00:04.1 US15 S3 *disabled pci:0000:00:06.0 US12 S3 *enabled pci:0000:00:06.1 or USB0 S3 *enabled pci:0000:00:04.0 USB2 S3 *enabled pci:0000:00:04.1 US15 S3 *enabled pci:0000:00:06.0 US12 S3 *enabled pci:0000:00:06.1 Any ideas? Thank you for your response. Unfortunately it did not solve my problem. all of /sys/bus/usb/devices/usb1/power/wakeup /sys/bus/usb/devices/usb2/power/wakeup /sys/bus/usb/devices/usb3/power/wakeup /sys/bus/usb/devices/usb4/power/wakeup as well as /sys/bus/usb/devices/3-1/power/wakeup are set to disabled, and the notebook still wakes up by itself right after going to sleep. The only thing it seems to react to are the settings in /proc/acpi/wakeup, which keep changing (resetting) every time i power off/restart my notebook.

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  • FairSearch : Nokia et Oracle rejoignent la coalition anti-Google, qui porte sa lutte contre l'abus de position dominante aux mobiles

    FairSearch : Nokia et Oracle rejoignent la coalition anti-Google Qui l'accuse d'abus de position dominante FairSearch, l'organisation vouée d'après ses membres à défendre la concurrence sur internet, compte désormais dans ses rangs le fabricant de téléphones mobiles Nokia, l'éditeur de solutions d'entreprise Oracle et le site d'enchères en ligne Allegro. [IMG]http://idelways.developpez.com/news/images/google-problem.jpg[/IMG] En alliance avec d'autres entreprises, dont Microsoft, ces membres accusent Google d'abus de position dominante et portent leur combat sur le terrain du mobile avec l...

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  • Resolving bounding box collision detection

    - by ndg
    I'm working on a simple collision detection and resolution method for a 2d tile-based bounding box system. Collision appears to work correctly, but I'm having issues with resolving a collision after it has happened. Essentially what I'm attempting to do is very similar to this approach. The problem I'm experiencing is that because objects can be traveling with both horizontal and vertical velocity, my resolution code causes the object to jump incorrectly. I've drawn the following annotation to explain my issue. In this example, because my object has both horizontal and vertical velocity, my object (which is heading upwards and collides with the bottom of a tile) has it's position altered twice: To correctly adjust it's vertical position to be beneath the tile. To incorrectly adjust it's horizontal position to be to the left of the tile. Below is my collision/resolution code in full: function intersects(x1, y1, w1, h1, x2, y2, w2, h2) { w2 += x2; w1 += x1; if (x2 > w1 || x1 > w2) return false; h2 += y2; h1 += y1; if (y2 > h1 || y1 > h2) return false; return true; } for(var y = 0; y < this.game.level.tiles.length; y++) { for(var x = 0; x < this.game.level.tiles[y].length; x++) { var tile = this.game.level.getTile(x, y); if(tile) { if( this.velocity.x > 0 && intersects(this.position.x+dx+this.size.w, this.position.y+dy, 1, this.size.h, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.x = ((x*tileSize)-this.size.w); hitSomething = true; break; } else if( this.velocity.x < 0 && intersects(this.position.x+dx, this.position.y+dy, 1, this.size.h, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.x = ((x*tileSize)+tileSize); hitSomething = true; break; } if( this.velocity.y > 0 && intersects(this.position.x+dx, this.position.y+dy+this.size.h, this.size.w, 1, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.y = ((y*tileSize)-this.size.h); hitSomething = true; break; } else if( this.velocity.y < 0 && intersects(this.position.x+dx, this.position.y+dy, this.size.w, 1, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.y = ((y*tileSize)+tileSize); hitSomething = true; break; } } } } if(hitSomething) { this.velocity.x = this.velocity.y = 0; dx = dy = 0; this.setJumping(false); }

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  • Camera Projection back Into 3D world, offset error

    - by Anthony
    I'm using XNA to simulate a robot in a 3D world and then do image analysis on what the camera sees. I have my camera looking down in front of the direction that the robot is going, and I have the robot detecting white pixels. I'm trying to take the white pixels that it finds and project them back into the 3D world so that I can see if it is actually detecting the correct pixels. I almost have it working, but there is an offset between where the white is in in the World and were I put my orange triangles (which represent what the robot things is white). /// <summary> /// Takes a bool map of and makes vertex positions based on the map. /// </summary> /// <param name="c"> The bool map</param> private void ProjectBoolMapOnGroundAnthony2(bool[,] c) { float triangleSize = 0.04f; // Point of interest in World W cordinate system. Vector3 pointOfInterest_W = Vector3.Zero; // Point of interest in Robot Cordinate system R Vector3 pointOfInterest_R = Vector3.Zero; // alpha is the angle from the robot camera to where it is looking in the center. //double alpha = Math.Atan(1.8f / 1); /// Matrix representation of the view determined by the position, target, and updirection. Matrix View = ((SimulationMain)Game).mainRobot.robotCameraView.View; /// Matrix representation of the view determined by the angle of the field of view (Pi/4), aspectRatio, nearest plane visible (1), and farthest plane visible (1200) Matrix Projection = ((SimulationMain)Game).mainRobot.robotCameraView.Projection; /// Matrix representing how the real world cordinates differ from that of the rendering by the camera. Matrix World = ((SimulationMain)Game).mainRobot.robotCameraView.World; Plane groundPlan = new Plane(Vector3.UnitZ, 0.0f); for (int x = 0; x < this.screenWidth; x++) { for (int y = 0; y < this.screenHeight; ) { if (c[x, y] == true && this.count1D < 62000) { int j = 1; Vector3 nearPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 0), Projection, View, World); Vector3 farPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 1), Projection, View, World); //Vector3 pointOfInterest_W = Vector3.in Ray ray = new Ray(nearPlanePoint, farPlanePoint); pointOfInterest_W = ray.Position + ray.Direction * (float) ray.Intersects(groundPlan); this.vertexArray2[this.count1D + 0].Position.X = pointOfInterest_W.X - triangleSize; this.vertexArray2[this.count1D + 0].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 0].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 0].Color = Color.DarkOrange; // Put another vertex a the position but +1 in the X direction triangleSize //this.vertexArray2[this.count1D + 1].Position.X = pointOnGroud.X + 3; //this.vertexArray2[this.count1D + 1].Position.Y = pointOnGroud.Y + j; this.vertexArray2[this.count1D + 1].Position.X = pointOfInterest_W.X; this.vertexArray2[this.count1D + 1].Position.Y = pointOfInterest_W.Y + triangleSize * j; this.vertexArray2[this.count1D + 1].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 1].Color = Color.Red; // Put another vertex a the position but +1 in the X direction //this.vertexArray2[this.count1D + 0].Position.X = pointOnGroud.X; //this.vertexArray2[this.count1D + 0].Position.Y = pointOnGroud.Y + 3 + j; this.vertexArray2[this.count1D + 2].Position.X = pointOfInterest_W.X + triangleSize; this.vertexArray2[this.count1D + 2].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 2].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 2].Color = Color.Orange; this.count1D += 3; y += j; } else { y++; } } } } The world is a grass texture with lines on it. The world plane is normal at (0,0,1). Any ideas on why there is an offset? Any Ideas? Thanks for the help, Anthony G.

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  • I used a 301 Permanent Redirect to a 3rd party site by mistake! Can I stop the redirection?

    - by Dees
    Oh Noes! I've been parking a domain name for a friend/client of mine on my hosting provider (Dreamhost, FWIW) for a while, and they eventually asked me to redirect their domain to a 3rd party website which is currently featuring some relevant promotional content. Once this period ends, we will probably go ahead and set up a proper website for the domain on my hosting account. I used Dreamhost's "redirect" hosting option in their domain configuration panel, not realizing that it would implement a 301 Permanent redirect, or what the implications were. Now it seems that for any client that has visited the site anytime recently, the 301 redirect is still cached/in effect, although I have changed the domain settings back to regular Dreamhost full site hosting. It seems that the only thing that can be done is to wait out the TTL/cache expiration for the redirect. I have no idea how long that might be, so I'm wondering if there is any good way to cache-bust the redirect or otherwise undo its long-term effects. I put a simple html meta refresh in the domain folder to replace the 301 to keep the intended functionality in place, but I'm still not able to access the domain's other content normally, even via FTP, etc. Isn't there anything I can do? Otherwise, how long does it take for a cached redirect to expire? It's gonna be a bummer if it's really permanent.

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  • JavaScript 'contenteditable' -- Getting/Setting Caret Position

    - by OneNerd
    I have read a few posts on positioning the caret, but none seem to answer my particular issue. I have 2 divs (div1 and div2) div1 = noneditable div div2 = contenteditable div both divs contain exact same contents when user clicks on div1, it gets hidden, and div2 appears in exact location and user can edit The problem: I want the caret to appear in exact location on div2 as div1 So, I need some way to READ the location where the user clicks on div1, and then when div2 appears place the cursor/caret in that same location, so a getCaretLocation(in_div_id) and setCaretLocation(in_div_id) set of functions. Any way to do that? Thanks -

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  • iTextSharp: How to position and wrap long text?

    - by aximili
    The PDF I can produce at the moment: I want the text to fill up the space in the lower left. How can I do that? Thanks! This is my code: private static void CreatePdf4(string pdfFilename, string heading, string text, string[] photos, string emoticon) { Document document = new Document(PageSize.A4.Rotate(), 26, 36, 0, 0); PdfWriter writer = PdfWriter.GetInstance(document, new FileStream(pdfFilename, FileMode.Create)); document.Open(); // Heading Paragraph pHeading = new Paragraph(new Chunk(heading, FontFactory.GetFont(FontFactory.HELVETICA, 54, Font.NORMAL))); document.Add(pHeading); // Photo 1 Image img1 = Image.GetInstance(HttpContext.Current.Server.MapPath("/uploads/photos/" + photos[0])); img1.ScaleAbsolute(350, 261); img1.SetAbsolutePosition(46, 220); img1.Alignment = Image.TEXTWRAP; document.Add(img1); // Photo 2 Image img2 = Image.GetInstance(HttpContext.Current.Server.MapPath("/uploads/photos/" + photos[1])); img2.ScaleAbsolute(350, 261); img2.SetAbsolutePosition(438, 220); img2.Alignment = Image.TEXTWRAP; document.Add(img2); // Text //Paragraph pText = new Paragraph(new Chunk(text, FontFactory.GetFont(FontFactory.HELVETICA, 18, Font.NORMAL))); //pText.SpacingBefore = 30; //pText.IndentationLeft = 20; //pText.IndentationRight = 366; //document.Add(pText); PdfContentByte cb = writer.DirectContent; cb.BeginText(); cb.SetFontAndSize(BaseFont.CreateFont(BaseFont.HELVETICA, BaseFont.CP1252, false), 18); cb.SetTextMatrix(46, 175); cb.ShowText(text); cb.EndText(); // Photo 3 Image img3 = Image.GetInstance(HttpContext.Current.Server.MapPath("/uploads/photos/" + photos[2])); img3.ScaleAbsolute(113, 153); img3.SetAbsolutePosition(556, 38); document.Add(img3); // Emoticon Image imgEmo = Image.GetInstance(HttpContext.Current.Server.MapPath("/Content/images/" + emoticon)); imgEmo.ScaleToFit(80, 80); imgEmo.SetAbsolutePosition(692, 70); document.Add(imgEmo); document.Close(); }

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  • UIActionSheet position on landscape and portrait

    - by Dave
    UIActionSheet positioning is not centered when I open it in landscape mode. If I set bounds or change the frame. The contents inside the UIActionSheet which is a subview changes but the actual sheet remains in the same place which looks very awkward. How do I move the UIActionSheet along with it's subview to the center of the screen?

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  • WPF ListView Insert Item at Given Position when using ItemsSource

    - by ViNull
    I have a ListView who's ItemsSource is set to an ObservableCollection. The user can soft and filter the ListView, done by using the CollectionViewSource.GetDefaultView and altering the ICollectionView Filter and SortDescriptions. When the user right-clicks a row, they can add an item to the collection. I want this new row to appear below the row right clicked. So far all the methods I've found for something like this are done with ListView.Items which I can't use because I'm setting the ItemsSource property.

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  • Pan point on Google Map to specific pixel position on screen (API v3)

    - by Jake
    When overlay is a Google maps overlay and offsetx, offsety is the pixel distance from the maps center that I want to pan latlong to, the following works. var projection = overlay.getProjection(); var pxlocation = projection.fromLatLngToContainerPixel(latlong); map.panTo(projection.fromContainerPixelToLatLng(new google.maps.Point(pxlocation.x+offsetx,pxlocation.y+offsety))); However, I don't always have an overlay on the map and map.getProjection() returns a projection, not a MapCanvasProjection which does not have the methods I need. Is there a way to do this without making an overlay specificaly for it?

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  • How do I change the frame position for a custom MKAnnotationView?

    - by andrei
    I am trying to make a custom annotation view by subclassing MKAnnotationView and overriding the drawRect method. I want the view to be drawn offset from the annotation's position, somewhat like MKPinAnnotationView does it, so that the point of the pin is at the specified coordinates, rather than the middle of the pin. So I set the frame position and size as shown below. However, it doesn't look like I can affect the position of the frame at all, only the size. The image ends up being drawn centered over the annotation position. Any tips on how to achieve what I want? MyAnnotationView.h: @interface MyAnnotationView : MKAnnotationView { } MyAnnotationView.m: - (id)initWithAnnotation:(id <MKAnnotation>)annotation reuseIdentifier:(NSString *)reuseIdentifier { if (self = [super initWithAnnotation:annotation reuseIdentifier:reuseIdentifier]) { self.canShowCallout = YES; self.backgroundColor = [UIColor clearColor]; // Position the frame so that the bottom of it touches the annotation position self.frame = CGRectMake(0, -16, 32, 32); } return self; } - (void)drawRect:(CGRect)rect { [[UIImage imageNamed:@"blue-dot.png"] drawInRect:rect]; }

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  • Setting the position within a spinner

    - by eric
    Good Afternoon, I have a spinner array containing 3 spinners. Each spinner is populated via a res string array. Each array contains the numbers 1-100. When the activity starts each spinner contains a string array of 1-100 and when you click on a spinner the first choice is 1. Say a user picks 25 on the first spinner. I'd like the 2nd spinner to show 25 as the starting point for scrolling when the spinner is clicked but not fire the spinner. The 2nd spinner would still contain the array 1-100 though so a user could scroll down to a lessor number if the wanted to. I've tried using setSelection but that causes the 2nd spinner to fire causing undesirable effects (an edit box is populated with the 2nd number even though the user hasn't clicked the 2nd spinner). I would like the 2nd spinner to just show 25 as the starting point. How do I do this?

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  • CSS Position Absolute constant top margin

    - by Brian
    This question sounds simple but I'm an expert with CSS and I'm thinking it's impossible (a RARE thing). Is it possible to use CSS to give a a page a constant top margin if that div has no background (e.g. you can see through it)? Basically, I want the background image to be visible in the top 100px of a site, so that even when scrolling down, that top-margin remains in place. You can look at some live code here: http://cl.ly/40oY Here's a little infographic of what I'm attempting to do: http://cl.ly/40xt Thanks!

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  • setAnimationRepeatAutoreverses not behaved as I expected

    - by danielkwan
    I am starting to learn to use UIView animation. So I wrote the following lines: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:2.0]; [UIView setAnimationRepeatCount:2]; [UIView setAnimationRepeatAutoreverses:YES]; CGPoint position = greenView.center; position.y = position.y + 100.0f; position.x = position.x + 100.0f; greenView.center = position; [UIView commitAnimations]; In this case, the UIView (a green box) moved back and fore 2 times. So far so good, BUT I found out that after the moving twice, the green box ended up jumped to the "new position" (position.x + 100.0f, position.y + 100.0f) instead of going back to the original position (position.x, position.y). That makes the animation look pretty odd (like after the box swing back to the original position caused by setAnimationRepeatAutoreverses, it jumps back to the new position in the last microsecond!) What is the best way to make the green box NOT jump to the new position at the very last minute?

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  • C# datagrid click position

    - by user1112111
    Hi, Does anybody know how can I determine where the user clicked in a DataGrid control ? I'm using .NET CF with Windows Mobile 6. What I need to know is whether the user clicked on the selected cell or on an empty area (not covered by columns or rows). Is there a way to retrieve it from EventArgs ? Thanks.

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  • How to automatically scroll ScrollViewer - only if the user did not change scroll position

    - by Elad
    I would like to create the following behaviour in a ScrollViewer that wraps ContentControl: When the ContentControl height grows , the ScrollViewer should automatically scroll to the end. This is easy to achive by using ScrollViewer.ScrollToEnd(). However, if the user uses the scroll bar, the automatic scrolling shouldn't happen anymore. This is similar to what happens in VS output window for example. The problem is to know when a scrolling has happened because of user scrolling and when it happened because the content size changed. I tried to play with the ScrollChangedEventArgsof ScrollChangedEvent, but couldn't get it to work. Ideally, I do not want to handle all possible Mouse and keyboard events.

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  • Remove linebreak at specific position in textfile

    - by williamx
    I have a large textfile, which has linebreaks at column 80 due to console width. Many of the lines in the textfile are not 80 characters long, and are not affected by the linebreak. In pseudocode, this is what I want: Iterate through lines in file If line matches this regex pattern: ^(.{80})\n(.+) Replace this line with a new string consisting of match.group(1) and match.group(2). Just remove the linebreak from this line. If line doesn't match the regex, skip! Maybe I don't need regex to do this?

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  • Establish draggable content constraints depending on position

    - by drukelly
    Asking all jQuery experts! How would I go about setting up constraints for a draggable element depending on its positioning? I have a basic example here. I thought it would be as simple as adding an option, containment. Ideally, I want it to drag within the following box: top: 0px left: 0px top: -263px left: -272px top: 0px left: -272px top: -263px left: 0px Is there a way to drag the element within the parameters above so you don't the extra white space? I appreciate the help!

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  • XSLT: Splitting none continues Elements/Grouping continues Elements

    - by Gerald
    Hi! Need some help with this problem in implementing with Xslt, I had already implemented a java code of this one using sax parser but it is a troublesome due to customer request to change something... so we are doing it now using an XSLT with don't need to be compiled and deployed to a web server. I have an xml like the one below Example 1: <ShotRows> <ShotRow row="3" col="3" bit="1" position="1"/> <ShotRow row="3" col="4" bit="1" position="2"/> <ShotRow row="3" col="5" bit="1" position="3"/> <ShotRow row="3" col="6" bit="1" position="4"/> <ShotRow row="3" col="7" bit="1" position="5"/> <ShotRow row="3" col="8" bit="1" position="6"/> <ShotRow row="3" col="9" bit="1" position="7"/> <ShotRow row="3" col="10" bit="1" position="8"/> <ShotRow row="3" col="11" bit="1" position="9"/> </ShotRows> Output 1: <ShotRows> <ShotRow row="3" colStart="3" colEnd="11" /> </ShotRows> -- Be cause the col is continues from 3 to 11 Example 2: <ShotRows> <ShotRow row="3" col="3" bit="1" position="1"/> <ShotRow row="3" col="4" bit="1" position="2"/> <ShotRow row="3" col="6" bit="1" position="3"/> <ShotRow row="3" col="7" bit="1" position="4"/> <ShotRow row="3" col="8" bit="1" position="5"/> <ShotRow row="3" col="10" bit="1" position="6"/> <ShotRow row="3" col="11" bit="1" position="7"/> <ShotRow row="3" col="15" bit="1" position="8"/> <ShotRow row="3" col="19" bit="1" position="9"/> </ShotRows> Output 2: <ShotRows> <ShotRow row="3" colStart="3" colEnd="4" /> <ShotRow row="3" colStart="6" colEnd="8" /> <ShotRow row="3" colStart="10" colEnd="11" /> <ShotRow row="3" colStart="15" colEnd="15" /> <ShotRow row="3" colStart="19" colEnd="19" /> </ShotRows> -- Basic idea is to group any continues col into one element, like the col 3 to 4, col 6 to 8, col 10 to 11, col 15 is only one, and col 19 is only one. Thanks in advance. Sincerely, Gerald

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  • How to detect the position of window in vim

    - by Yogesh Arora
    I am trying to customize the mappings for vimdiff and make them similar to winmerge In a vertical 2 way split, I want to map alt-left <a-left> to move current diff to left side and alt-right <a-right> to move current diff to right side. For merging i can use :diffg and :diffp. But I need to know which split i am in so that i can use :diffg/:diffp in that. Is there any way by which i can detect which split i am in. Specifically is there is any way by which i can know whether the cursor is in left split or right split

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  • named groups splitting regardless of position of match

    - by jeremy
    Having a hard time explaining what I mean, so here is what I want to do I want any sentenced to be parsed along the pattern of text #something a few words [someothertext] for this, the matching sentence would be Jeremy is trying #20 times to [understand this] And I would name 4 groups, as text, time, who, subtitle However, I could also write #20 Jeremy is trying [understand this] times to and still get the tokens #20 Jeremy is trying times to understand this corresponding to the right groups As long as the delimited tokens can separate the 2 text only tokens, I'm fine. Is this even possible? I've tried a few regex's and failed miserably (am still experimenting but finding myself spending way too much time learning it)

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  • One position right barrel shift using ALU Operators?

    - by Tomek
    I was wondering if there was an efficient way to perform a shift right on an 8 bit binary value using only ALU Operators (NOT, OR, AND, XOR, ADD, SUB) Example: input: 00110101 output: 10011010 I have been able to implement a shift left by just adding the 8 bit binary value with itself since a shift left is equivalent to multiplying by 2. However, I can't think of a way to do this for shift right. The only method I have come up with so far is to just perform 7 left barrel shifts. Is this the only way?

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