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  • drawRect in actionscript3

    - by NativeCoder
    var blockGraphics : Graphics = null; blockGraphics.clear(); blockGraphics.beginFill(255); blockGraphics.drawRect(10,10,10,10); I am trying to simply draw a rectangle but nothing appears on the screen. What am i missing?

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  • Resize an 8bpp bitmap in GDI+

    - by harry
    I've just noticed that GDI+ doesn't like the Graphics.FromImage() method to be called with an image that is 1bpp, 4bpp, or 8bpp. Is there any way of resizing an 8bpp image without changing from 8bpp to 24bpp, resizing, and then changing it back to 8bpp?

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  • Stack Info button above UIView in Utility App

    - by bgw
    I've started creating a iPhone Utility app (main view and flip view). I want to draw some graphics in the Main view, so I dragged a UIView object onto it. This works, but I find that if I resize the UIView to fill the Main view, it covers the Info button that invokes the Flip view. Is there any way to get the Info button to appear on top of the UIView? In IB? In code?

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • Update View at runtime in Android

    - by seretur
    The example is pretty straightforward: i want to let the user know about what the app is doing by just showing a text (canvas.drawText()). Then, my first message appears, but not the other ones. I mean, i have a "setText" method but it doesn't updates. onCreate(Bundle bundle) { super.onCreate(bundle); setContentView(splash); // splash is the view class loadResources(); splash.setText("this"); boundWebService(); splash.setText("that"): etc(); splash.setText("so on"); } The view's text drawing works by doing just a drawText in onDraw();, so setText changes the text but doesn't show it. Someone recommended me replacing the view with a SurfaceView, but it would be alot of trouble for just a couple of updates, SO... how the heck can i update the view dinamically at runtime? It should be quite simple, just showing a text for say 2 seconds and then the main thread doing his stuff and then updating the text... Thanks! Update: I tried implementing handler.onPost(), but is the same story all over again. Let me put you the code: package coda.tvt; import android.app.Activity; import android.graphics.Canvas; import android.graphics.Paint; import android.os.Bundle; import android.view.View; import android.widget.TextView; import android.widget.Toast; public class ThreadViewTestActivity extends Activity { Thread t; Splash splash; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); splash = new Splash(this); t = new Thread(splash); t.start(); splash.setTextow("OA"); try { Thread.sleep(4000); } catch (InterruptedException e) { } splash.setTextow("LALA"); } } And: public class Splash implements Runnable { Activity activity; final Handler myHandler = new Handler(); public Splash(Activity activity) { this.activity=activity; } @Override public void run() { // TODO Auto-generated method stub } public synchronized void setTextow(final String textow) { // Wrap DownloadTask into another Runnable to track the statistics myHandler.post(new Runnable() { @Override public void run() { TextView t = (TextView)activity.findViewById(R.id.testo); t.setText(textow); t.invalidate(); } }); } } Although splash is in other thread, i put a sleep on the main thread, i use the handler to manage UI and everything, it doesn't changes a thing, it only shows the last update.

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  • Flickering Image in Java?

    - by Noah Cagle
    OK so I am coding a game right now to prepair for Ludum Dare SharkJam, and I am using a new method for programming, because the last method I had crashes my PC, so this one should work. Well it does work and all, better too, but the images that I put in it flicker. Here is the whole main class (where the images are drawn) package me.NoahCagle.watermaze; import java.awt.Color; import java.awt.Graphics; import java.awt.Image; import java.awt.image.BufferedImage; import javax.swing.JFrame; import me.NoahCagle.watermaze.entity.EntityShark; import me.NoahCagle.watermaze.entity.Player; import me.NoahCagle.watermaze.input.Keys; import me.NoahCagle.watermaze.map.Map; public class Game extends JFrame { private static final long serialVersionUID = 1L; Map map = new Map(0, 0); Player player = new Player(50, 30); static EntityShark shark = new EntityShark(400, 400); public Image dbImage; public Game() { setSize(800, 600); setDefaultCloseOperation(EXIT_ON_CLOSE); setLocationRelativeTo(null); setVisible(true); setTitle("Water Maze"); setResizable(false); setBackground(Color.blue); addKeyListener(new Keys()); } public static void main(String[] args) { new Game(); Thread s = new Thread(shark); s.start(); } public void paint(Graphics g) { dbImage = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB); g.drawImage(dbImage, map.x, map.y, null); g.drawImage(player.player, player.x, player.y, this); g.drawImage(shark.shark, shark.x, shark.y, this); repaint(); } } What this code does for me is makes the Images work correctly, just flickering, alot. Can anyone help me with my issue? EDIT: I think it has something to do with where I call the repaint method in the paint method, so look there.

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  • How to attach a line to a moving object?

    - by snow-spur
    Hello i have designed a maze and i want to draw a path between the cells as the 'person' moves from one cell to the next. So each time i move the cell a line is drawn I have done this so far but do not want to show my full code However i get an error saying Circle has no attribute center my circle which is my cell center = Point(15, 15) c = Circle(center, 12) c.setFill('blue') c.setOutline('yellow') c.draw(win) p1 = Point(c.center().getx(), c.center().gety()) this bit is in my loop p2 = Point(getx(), gety()) line = graphics.Line(p1, p2)

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  • A simple, clean web layout

    - by Shaun_web
    Ok, so I hate CSS/HTML graphic design... What do you guys recommend as a sample template or website that you think has great CSS and html layout? From my past experience it's best to get a page that has a white background and little dependency on graphics -- that's clean, and easy to modify ;-).

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  • Operations on Java Swing

    - by gustavo
    In my project,I will get the coordinates of some points from an XML file,and create some visual components using this information ? I am planning to give these components to a Java swing frame or panel. However,The users are supposed to click on the figure(which I will construct using Graphics 2d libraries) and select two points and give a label to the points between those two points ? How can i get the clicks clicked on JFrame or JPanel(i.e events for this kind of actions) ?

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  • please tell me how i can paint the whole screen in a rimlet?

    - by user188391
    i am developing a blackberry app. i want to paint the screen. i have implemented this VerticalFieldManager hfmBg = new VerticalFieldManager(Field.USE_ALL_HEIGHT ) { protected void paint(Graphics g) { g.setBackgroundColor(Color.SILVER); g.clear(); super.paint(g); }//end of paint method };//end of vertical field manager but tell me is there any other approach to paint the whole screen?

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  • OSS4 on Debian Squeeze

    - by mit
    Hi, I am trying to get OSS4 to work on a Debian Squeeze 64 bit machine with an usb sound adapter. There is no sound from this adapter at the present, although it worked just before on the previous installation. You can see the output of some commands here: $ sudo /etc/init.d/oss4-base restart Stopping Open Sound System: SNDCTL_MIX_EXTINFO: No such device or address done. Starting Open Sound System: done (OSS is already loaded). $ sudo /etc/init.d/oss4-base stop Stopping Open Sound System: SNDCTL_MIX_EXTINFO: No such device or address done. $ sudo /etc/init.d/oss4-base start Starting Open Sound System: done (OSS is already loaded). $ ossinfo Version info: OSS 4.2 (b 2002/201001250441) (0x00040100) GPL Platform: Linux/x86_64 2.6.32-5-xen-amd64 #1 SMP Fri Dec 10 17:41:50 UTC 2010 (pc11) Number of audio devices: 2 Number of audio engines: 2 Number of MIDI devices: 0 Number of mixer devices: 2 Device objects 0: osscore0 OSS core services 1: oss_hdaudio0 ATI HD Audio interrupts=0 (613) HD Audio controller ATI HD Audio Vendor ID 0x10024383 Subvendor ID 0x10192816 Codec 0: Not present 2: oss_usb0 USB audio core services 3: usb0d8c0126-0 USB sound device 4: usb0d8c0126-1 USB sound device 5: usb0d8c0126-2 USB sound device 6: usb0d8c0126-3 USB sound device MIDI devices (/dev/midi*) Mixer devices 0: (USB sound device )(Mixer 0 of device object 3) 1: USB sound device (Mixer 0 of device object 5) Audio devices (USB sound device play /dev/oss/usb0d8c0126-1/pcm0 ) (device index 0) USB sound device play /dev/oss/usb0d8c0126-3/pcm0 (device index 1) Nodes /dev/dsp -> /dev/oss/usb0d8c0126-1/pcm0 /dev/dsp_out -> /dev/oss/usb0d8c0126-1/pcm0 /dev/dsp_mmap -> /dev/oss/usb0d8c0126-1/pcm0 $ osstest Sound subsystem and version: OSS 4.2 (b 2002/201001250441) (0x00040100) Platform: Linux/x86_64 2.6.32-5-xen-amd64 #1 SMP Fri Dec 10 17:41:50 UTC 2010 *** Scanning sound adapter #-1 *** /dev/oss/usb0d8c0126-1/pcm0 (audio engine 0): USB sound device play - Device not present - Skipping *** Scanning sound adapter #-1 *** /dev/oss/usb0d8c0126-3/pcm0 (audio engine 1): USB sound device play - Performing audio playback test... /dev/oss/usb0d8c0126-3/pcm0: No such file or directory Can't open the device *** Some errors were detected during the tests *** $ ossxmix /dev/oss/usb0d8c0126-2/mix0: No such file or directory No mixers could be opened $ ossmix SNDCTL_MIX_EXTINFO: No such device or address ad@pc11:~$ man ossmix ad@pc11:~$ ossmix -a SNDCTL_MIX_EXTINFO: No such device or address ad@pc11:~$ man ossmix ad@pc11:~$ ossmix -D SNDCTL_MIX_EXTINFO: No such device or address ad@pc11:~$ ossmix -D 0 SNDCTL_MIX_EXTINFO: No such device or address ad@pc11:~$ man ossmix ad@pc11:~$ ossxmix /dev/oss/usb0d8c0126-2/mix0: No such file or directory No mixers could be opened How can I make oss sound work? I can add more information if necessary.

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  • How to setup a static multicast ARP entry with Cisco SG300?

    - by Fredrik Hedberg
    We're running a Microsoft NLB cluster in multicast mode as a loadbalancer. Using our old Cisco IOS switches we propagate access to the cluster to our branches using a static ARP entry in the core router: arp 10.20.1.226 03bf.0a14.01e2 ARPA But how does one solve this using non-IOS based Cisco hardware such as the SG300 series? Adding a static ARP entry results in an error message telling the user that the hardware address needs to be a valid unicast MAC address.

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  • ESXI Crash need help to understand log and support about nexentastor on virtual machine

    - by Bgnt44
    If i understand right, the following core dump means that the cpu4 has crashed the Host if i read the next line it seem that at the time the CPU 4 was assigned to the NexentaStore Vm ... SO if im right i can say that NexentaStor Vm crash my esxi Am i right ? Does that core dump can provide me some more informations ? 2012-11-14T03:48:01.046Z cpu4:6089)0x41221f25ba08:[0x41803007abff]PanicvPanicInt@vmkernel#nover+0x56 stack: 0x3000000008, 0x41221f25ba 2012-11-14T03:48:01.046Z cpu4:6089)0x41221f25bae8:[0x41803007b4a7]Panic@vmkernel#nover+0xae stack: 0x2e067c00000010, 0x0, 0x1f25bb38, 2012-11-14T03:48:01.047Z cpu4:6089)0x41221f25bc18:[0x4180300a7823]TLBDoInvalidate@vmkernel#nover+0x45a stack: 0xca, 0x0, 0x0, 0x0, 0x0 2012-11-14T03:48:01.047Z cpu4:6089)0x41221f25bc68:[0x418030489e17]UserMem_CartelFlush@<None>#<None>+0xce stack: 0xcaa0b, 0x0, 0x0, 0x4 2012-11-14T03:48:01.047Z cpu4:6089)0x41221f25bd78:[0x41803048ab91]UserMemUnmapStateCleanup@<None>#<None>+0x58 stack: 0x0, 0x41221f25bd 2012-11-14T03:48:01.047Z cpu4:6089)0x41221f25be58:[0x41803048b97d]UserMemUnmap@<None>#<None>+0x104 stack: 0x41221f267000, 0x41221f25bf 2012-11-14T03:48:01.048Z cpu4:6089)0x41221f25be98:[0x41803048bf20]UserMem_Unmap@<None>#<None>+0xe3 stack: 0x426, 0x0, 0x41221f25bef8, 2012-11-14T03:48:01.048Z cpu4:6089)0x41221f25beb8:[0x4180304a5985]UW64VMKSyscallUnpackReleasePhysMemMap@<None>#<None>+0x18 stack: 0x10 2012-11-14T03:48:01.048Z cpu4:6089)0x41221f25bef8:[0x418030476791]User_LinuxSyscallHandler@<None>#<None>+0x17c stack: 0x41803004cc70, 2012-11-14T03:48:01.048Z cpu4:6089)0x41221f25bf18:[0x4180300a82be]User_LinuxSyscallHandler@vmkernel#nover+0x19 stack: 0x3ffe63bed80, 0 2012-11-14T03:48:01.049Z cpu4:6089)0x41221f25bf28:[0x418030110064]gate_entry@vmkernel#nover+0x63 stack: 0x10b, 0x0, 0x0, 0x426, 0xcf76 2012-11-14T03:48:01.049Z cpu4:6089)VMware ESXi 5.1.0 [Releasebuild-799733 x86_64] PCPU 1 locked up. Failed to ack TLB invalidate (total of 1 locked up, PCPU(s): 1). 2012-11-14T03:48:01.050Z cpu4:6089)cr0=0x80010031 cr2=0xcaa0b750 cr3=0x197d7b000 cr4=0x42768 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:0 world:6111 name:"vmm0:Windows_2012_-_SQL" (V) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:1 world:6032 name:"vmm0:Windows_2012_-_AD" (V) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:2 world:6098 name:"vmm0:Windows_2012_-_App" (V) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:3 world:4099 name:"idle3" (IS) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:4 world:6089 name:"vmx-vcpu-0:NexentaStor" (U) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:5 world:6134 name:"vmm0:Ubuntu_-_NGINX" (V) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:6 world:4102 name:"idle6" (IS) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:7 world:4103 name:"idle7" (IS) 2012-11-14T03:48:01.050Z cpu4:6089)@BlueScreen: PCPU 1 locked up. Failed to ack TLB invalidate (total of 1 locked up, PCPU(s): 1).

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  • Does "Noctua NH-U12-DX 1366" mount on Asus p6t 1366?

    - by Andrea Ambu
    On Noctua site they state: Caution: The NH-U12DX 1366 can only be used on mainboards that have a backplate with screw threads for CPU cooler installation (such as the Intel reference backplate for Xeon 5500). The cooler is thus incompatible with Xeon 3500 and Core i7 mainboards that don’t have such a backplate. How do I know if Asus p6t has it?

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  • ACPI Throttling in Ubuntu

    - by Evan
    I'm looking to throttle my cpu through the ACPI. I've read up on it, but I keep receiving permission denied statements. I have 8 available throttling states. Here are the outcomes of my atttempts: evan@evan-laptop:/proc/acpi/processor/CPU0$ echo 3 /proc/acpi/processor/CPU0/throttling bash: /proc/acpi/processor/CPU0/throttling: Permission denied evan@evan-laptop:/proc/acpi/processor/CPU0$ sudo echo 3 /proc/acpi/processor/CPU0/throttling bash: /proc/acpi/processor/CPU0/throttling: Permission denied EDIT: For reference, I am running Ubuntu Karmic with Intel Core Duo T2500 with ACPI enabled

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  • Virtual PC on Windows 7 - Hardware-assisted virtualization is disabled

    - by DLux
    I am running a Lenovo Thinkpad T61 with an Intel Core 2 Duo T7300 processor. When I run Virtual PC in Windows 7, I get the following error: Unable to start Windows Virtual PC because hardware-assisted virtualization is disabled. When running the Hardware-Assisted Virtualization Detection Tool from Microsoft says: Hardware-assited virtualization is not enabled on this computer. Now, in the BIOS, I do have virtualization enabled and according to Intel this processor supports Intel-VT. What am I missing here?

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  • 500 internal server error on certain page after a few hours

    - by Brian Leach
    I am getting a 500 Internal Server Error on a certain page of my site after a few hours of being up. I restart uWSGI instance with uwsgi --ini /home/metheuser/webapps/ers_portal/ers_portal_uwsgi.ini and it works again for a few hours. The rest of the site seems to be working. When I navigate to my_table, I am directed to the login page. But, I get the 500 error on my table page on login. I followed the instructions here to set up my nginx and uwsgi configs. That is, I have ers_portal_nginx.conf located i my app folder that is symlinked to /etc/nginx/conf.d/. I start my uWSGI "instance" (not sure what exactly to call it) in a Screen instance as mentioned above, with the .ini file located in my app folder My ers_portal_nginx.conf: server { listen 80; server_name www.mydomain.com; location / { try_files $uri @app; } location @app { include uwsgi_params; uwsgi_pass unix:/home/metheuser/webapps/ers_portal/run_web_uwsgi.sock; } } My ers_portal_uwsgi.ini: [uwsgi] #user info uid = metheuser gid = ers_group #application's base folder base = /home/metheuser/webapps/ers_portal #python module to import app = run_web module = %(app) home = %(base)/ers_portal_venv pythonpath = %(base) #socket file's location socket = /home/metheuser/webapps/ers_portal/%n.sock #permissions for the socket file chmod-socket = 666 #uwsgi varible only, does not relate to your flask application callable = app #location of log files logto = /home/metheuser/webapps/ers_portal/logs/%n.log Relevant parts of my views.py data_modification_time = None data = None def reload_data(): global data_modification_time, data, sites, column_names filename = '/home/metheuser/webapps/ers_portal/app/static/' + ec.dd_filename mtime = os.stat(filename).st_mtime if data_modification_time != mtime: data_modification_time = mtime with open(filename) as f: data = pickle.load(f) return data @a bunch of authentication stuff... @app.route('/') @app.route('/index') def index(): return render_template("index.html", title = 'Main',) @app.route('/login', methods = ['GET', 'POST']) def login(): login stuff... @app.route('/my_table') @login_required def my_table(): print 'trying to access data table...' data = reload_data() return render_template("my_table.html", title = "Rundata Viewer", sts = sites, cn = column_names, data = data) # dictionary of data I installed nginx via yum as described here (yesterday) I am using uWSGI installed in my venv via pip I am on CentOS 6 My uwsgi log shows: Wed Jun 11 17:20:01 2014 - uwsgi_response_writev_headers_and_body_do(): Broken pipe [core/writer.c line 287] during GET /whm-server-status (127.0.0.1) IOError: write error [pid: 9586|app: 0|req: 135/135] 127.0.0.1 () {24 vars in 292 bytes} [Wed Jun 11 17:20:01 2014] GET /whm-server-status => generated 0 bytes in 3 msecs (HTTP/1.0 404) 2 headers in 0 bytes (0 switches on core 0) When its working, the print statement in the views "my_table" route prints into the log file. But not once it stops working. Any ideas?

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  • IIS on localhost is very slow

    - by Nyla Pareska
    I am using IIS7 on Windows Vista dual core cpu. The first time hit on a WCF service or an ASP.NET webform sometimes takes way longer than a minute which is not really acceptable for me. I configured the application to use the Classic .NET application pool and tried playing with the Maximum worker processes, first setting it to 4 but put it back to 1 as it did not have the expected result. Are there any other things that I can try?

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