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  • Block IPs if they access a resource

    - by Victor Oliva
    I own a server that it's costantly being attacked by scripts (that try to access to phpMyAdmin's setup file's and stuff like this). I've heard that many people get this kinds of attacks, but I'm starting to worry since they are getting more common (last month I got 2 attacks, and on november 7th there are 3 attempts already (1st, 4th and 6th of nov). I'm not really concerned about it, since I don't have any database. All the info i have on that server is absolutely public, but I'm worried about that attacking-rate increase. So I thought I could -temporarily- block the IPs that come from those attackers, or something that could make my server ignore requests that ask for phpMyAdmin, pma, xamp, etc. Is there something like that? my server is Linux+Apache+Php

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  • PMDB Block Size Choice

    - by Brian Diehl
    Choosing a block size for the P6 PMDB database is not a difficult task. In fact, taking the default of 8k is going to be just fine. Block size is one of those things that is always hotly debated. Everyone has their personal preference and can sight plenty of good reasons for their choice. To add to the confusion, Oracle supports multiple block sizes withing the same instance. So how to decide and what is the justification? Like most OLTP systems, Oracle Primavera P6 has a wide variety of data. A typical table's average row size may be less than 50 bytes or upwards of 500 bytes. There are also several tables with BLOB types but the LOB data tends not to be very large. It is likely that no single block size would be perfect for every table. So how to choose? My preference is for the 8k (8192 bytes) block size. It is a good compromise that is not too small for the wider rows, yet not to big for the thin rows. It is also important to remember that database blocks are the smallest unit of change and caching. I prefer to have more, individual "working units" in my database. For an instance with 4gb of buffer cache, an 8k block will provide 524,288 blocks of cache. The following SQL*Plus script returns the average, median, min, and max rows per block. column "AVG(CNT)" format 999.99 set verify off select avg(cnt), median(cnt), min(cnt), max(cnt), count(*) from ( select dbms_rowid.ROWID_RELATIVE_FNO(rowid) , dbms_rowid.ROWID_BLOCK_NUMBER(rowid) , count(*) cnt from &tab group by dbms_rowid.ROWID_RELATIVE_FNO(rowid) , dbms_rowid.ROWID_BLOCK_NUMBER(rowid) ) Running this for the TASK table, I get this result on a database with an 8k block size. Each activity, on average, has about 19 rows per block. Enter value for tab: task AVG(CNT) MEDIAN(CNT) MIN(CNT) MAX(CNT) COUNT(*) -------- ----------- ---------- ---------- ---------- 18.72 19 3 28 415917 I recommend an 8k block size for the P6 transactional database. All of our internal performance and scalability test are done with this block size. This does not mean that other block sizes will not work. Instead, like many other parameters, this is the safest choice.

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  • Data Structure for Small Number of Agents in a Relatively Big 2D World

    - by Seçkin Savasçi
    I'm working on a project where we will implement a kind of world simulation where there is a square 2D world. Agents live on this world and make decisions like moving or replicating themselves based on their neighbor cells(world=grid) and some extra parameters(which are not based on the state of the world). I'm looking for a data structure to implement such a project. My concerns are : I will implement this 3 times: sequential, using OpenMP, using MPI. So if I can use the same structure that will be quite good. The first thing comes up is keeping a 2D array for the world and storing agent references in it. And simulate the world for each time slice by checking every cell in each iteration and further processing if an agents is found in the cell. The downside is what if I have 1000x1000 world and only 5 agents in it. It will be an overkill for both sequential and parallel versions to check each cell and look for possible agents in them. I can use quadtree and store agents in it, but then how can I get the information about neighbor cells then? Please let me know if I should elaborate more.

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  • Refactor instance declaration from try block to above try block in a method

    - by dotnetdev
    Hi, Often I find myself coming across code like this: try { StreamWriter strw = new StreamWriter(); } However, there is no reference to the object outside the scope of the try block. How could I refactor (extract to field in Visual Studio says there is no field or something) the statement in the try block so that it is declared above the try block so I can use it anywhere in the method? Thanks

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  • Block specific IP block from my website in PHP

    - by iTayb
    I'd like, for example, block every IP from base 89.95 (89.95..). I don't have .htaccess files on my server, so I'll have to do it with PHP. if ($_SERVER['REMOTE_ADDR'] == "89.95.25.37") die(); Would block specific IP. How can I block entire IP blocks? Thank you very much.

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  • Access block level storage via kernel

    - by N 1.1
    How to access block level storage via the kernel (w/o using scsi libraries)? My intent is to implement a block level storage protocol over network for learning purpose, almost the same way SCSI works. Requests will be generated by initiator and sent to target (both userspace program) which makes call to kernel module and returns the data using TCP protocol to initiator. So far, I have managed to build a simple "Hello" module and run it (I am new at kernel programming), but unable to proceed with block access. After searching a lot, I found struct buffer_head * bread(int dev,int block) in linux/fs.h, but the compiler throws error. error: implicit declaration of function ‘bread’ Please help, also feel free to advice on starting with kernel programming. Thank you!

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  • HowTo check whether Exception Block is available for the main PLSQL block or routine

    - by user1297211
    I am trying to think of a validator that checks for Exception block available in PL/SQL block or any routine for the main body ( Highlighted in Bold). Eg : DECLARE some data Procedure xyx IS BEGIN .... EXCEPTION .. END; BEGIN some data BEGIN .... EXCEPTION .. END; **EXCEPTION** some data BEGIN .... EXCEPTION .. END; END; This is a simple example there can be many other scenarios but my need id to find that Exception block is avaialble for the main block of PL/SQL code. Please let me know if you have any suggestion. Thanks

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  • Attaching two objects and changing their world matrices accordingly

    - by A-Type
    I'm having a hard time wrapping my head around the transformations required to bind two objects together in either a two-way or one-way relationship. I will need to implement both types. For the first case, I want to be able to 'couple' two ships together in space. The ships have different mass, of course. Forces applied to either ship will use combined mass and moment of inertia to calculate and move both ships. The trick is, being sure that the point at which they are coupled remains the same, and they don't move at all relative to each other. The second case is similar: I want a ship to be able to enter the atmosphere of a planet and move relative to the planet. The planet will be orbiting the sun, which is fixed at 0,0,0. Essentially, when the ship is sitting still outside of the atmosphere, the planet will move past it on its course-- but when the ship is sitting still inside the atmosphere, it moves and rotates with the planet, so that it is always relative to the horizon. Essentially, the vertices which make up the ship are now transformed just like the ones that make up the planet, except that the ship can move itself around relative to the planet. I get the feeling I can implement both of these with the same code. Essentially, I am thinking of giving each object (which I call Fixtures) a list of "slave" Fixtures onto which that Fixture's world matrix is imposed. So, this would be the planet imposing its world on any contained ships. In the case of coupling, I would simply make each ship a slave of the other, somehow. Obviously I can't just multiply the ship's world matrix by the planet's, or each ship by the others. What I'd like some help with is what calculations to make in order to get a nice, seamless relative world to the other object. I was thinking maybe I could just multiply the world of the slave by the inverse of the master, but then when you couple two ships you would lose all that world data. So, perhaps I need an intermediate "world" which is the absolute world, but use a secondary "final world" to actually transform the objects?

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  • block certain websites from browser

    - by phunehehe
    Hello there, A friend of mine (who is not a geek) asks me how to stop her little brother from playing web games on her computer. She is currently using Chrome and IE, and I have never done that before, even on FF. I would prefer a solution that is simple and does not require additional applications. Although it seems unlikely, is there a solution that works for all browsers (i.e. do it once and I never have to fix it for a new browser)? Thanks.

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  • iptables to block non-VPN-traffic if not through tun0

    - by dacrow
    I have a dedicated Webserver running Debian 6 and some Apache, Tomcat, Asterisk and Mail-stuff. Now we needed to add VPN support for a special program. We installed OpenVPN and registered with a VPN provider. The connection works well and we have a virtual tun0 interface for tunneling. To archive the goal for only tunneling a single program through VPN, we start the program with sudo -u username -g groupname command and added a iptables rule to mark all traffic coming from groupname iptables -t mangle -A OUTPUT -m owner --gid-owner groupname -j MARK --set-mark 42 Afterwards we tell iptables to to some SNAT and tell ip route to use special routing table for marked traffic packets. Problem: if the VPN failes, there is a chance that the special to-be-tunneled program communicates over the normal eth0 interface. Desired solution: All marked traffic should not be allowed to go directly through eth0, it has to go through tun0 first. I tried the following commands which didn't work: iptables -A OUTPUT -m owner --gid-owner groupname ! -o tun0 -j REJECT iptables -A OUTPUT -m owner --gid-owner groupname -o eth0 -j REJECT It might be the problem, that the above iptable-rules didn't work due to the fact, that the packets are first marked, then put into tun0 and then transmitted by eth0 while they are still marked.. I don't know how to de-mark them after in tun0 or to tell iptables, that all marked packet may pass eth0, if they where in tun0 before or if they going to the gateway of my VPN provider. Does someone has any idea to a solution? Some config infos: iptables -nL -v --line-numbers -t mangle Chain OUTPUT (policy ACCEPT 11M packets, 9798M bytes) num pkts bytes target prot opt in out source destination 1 591K 50M MARK all -- * * 0.0.0.0/0 0.0.0.0/0 owner GID match 1005 MARK set 0x2a 2 82812 6938K CONNMARK all -- * * 0.0.0.0/0 0.0.0.0/0 owner GID match 1005 CONNMARK save iptables -nL -v --line-numbers -t nat Chain POSTROUTING (policy ACCEPT 393 packets, 23908 bytes) num pkts bytes target prot opt in out source destination 1 15 1052 SNAT all -- * tun0 0.0.0.0/0 0.0.0.0/0 mark match 0x2a to:VPN_IP ip rule add from all fwmark 42 lookup 42 ip route show table 42 default via VPN_IP dev tun0

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  • iptables to block VPN-traffic if not through tun0

    - by dacrow
    I have a dedicated Webserver running Debian 6 and some Apache, Tomcat, Asterisk and Mail-stuff. Now we needed to add VPN support for a special program. We installed OpenVPN and registered with a VPN provider. The connection works well and we have a virtual tun0 interface for tunneling. To archive the goal for only tunneling a single program through VPN, we start the program with sudo -u username -g groupname command and added a iptables rule to mark all traffic coming from groupname iptables -t mangle -A OUTPUT -m owner --gid-owner groupname -j MARK --set-mark 42 Afterwards we tell iptables to to some SNAT and tell ip route to use special routing table for marked traffic packets. Problem: if the VPN failes, there is a chance that the special to-be-tunneled program communicates over the normal eth0 interface. Desired solution: All marked traffic should not be allowed to go directly through eth0, it has to go through tun0 first. I tried the following commands which didn't work: iptables -A OUTPUT -m owner --gid-owner groupname ! -o tun0 -j REJECT iptables -A OUTPUT -m owner --gid-owner groupname -o eth0 -j REJECT It might be the problem, that the above iptable-rules didn't work due to the fact, that the packets are first marked, then put into tun0 and then transmitted by eth0 while they are still marked.. I don't know how to de-mark them after in tun0 or to tell iptables, that all marked packet may pass eth0, if they where in tun0 before or if they going to the gateway of my VPN provider. Does someone has any idea to a solution? Some config infos: iptables -nL -v --line-numbers -t mangle Chain OUTPUT (policy ACCEPT 11M packets, 9798M bytes) num pkts bytes target prot opt in out source destination 1 591K 50M MARK all -- * * 0.0.0.0/0 0.0.0.0/0 owner GID match 1005 MARK set 0x2a 2 82812 6938K CONNMARK all -- * * 0.0.0.0/0 0.0.0.0/0 owner GID match 1005 CONNMARK save iptables -nL -v --line-numbers -t nat Chain POSTROUTING (policy ACCEPT 393 packets, 23908 bytes) num pkts bytes target prot opt in out source destination 1 15 1052 SNAT all -- * tun0 0.0.0.0/0 0.0.0.0/0 mark match 0x2a to:VPN_IP ip rule add from all fwmark 42 lookup 42 ip route show table 42 default via VPN_IP dev tun0

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  • Hello World bootloader not working!

    - by Newbie
    Hello. I've been working through the tutorials on this webpage which progressively creates a bootloader that displays Hello World. The 2nd tutorial (where we attempt to get an "A" to be output) works perfectly, and yet the 1st tutorial doesn't work for me at all! (The BIOS completely ignores the floppy disk and boots straight into Windows). This is less of an issue, although any explanations would be appreciated. The real problem is that I can't get the 3rd tutorial to work. Instead on outputting "Hello World", I get an unusual character (and blinking cursor) in the bottom-left corner of the screen. It looks a bit like a smiley face inside a rounded rectangle. Does anyone know how to get Hello World to display as it should?

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  • Deep Cloning C++ class that inherits CCNode in Cocos2dx

    - by A Devanney
    I stuck with something in Cocos2dx ... I'm trying to deep clone one of my classes that inherits CCNode. Basically i have.... GameItem* pTemp = new GameItem(*_actualItem); // loops through all the blocks in gameitem and updates their position pTemp->moveDown(); // if in boundary or collision etc... if (_gameBoard->isValidMove(pTemp)) { _actualItem = pTemp; // display the position CCLog("pos (1) --- (X : %d,Y : %d)", _actualItem->getGridX(),_actualItem->getGridY()); } Then doesn't work, because the gameitem inherits CCNode and has the collection of another class that also inherits CCNode. its just creating a shallow copy and when you look at children of the gameitem node in the copy, just point to the original? class GameItem : public CCNode { // maps to the actual grid position of the shape CCPoint* _rawPosition; // tracks the current grid position int _gridX, _gridY; // tracks the change if the item has moved CCPoint _offset; public: //constructors GameItem& operator=(const GameItem& item); GameItem(Shape shape); ... } then in the implementation.... GameItem& GameItem::operator=(const GameItem& item) { _gridX = item.getGridX(); _gridY = item.getGridY(); _offset = item.getOffSet(); _rawPosition = item.getRawPosition(); // how do i copy the node? return *this; } // shape contains an array of position for the game character GameItem::GameItem(Shape shape) { _rawPosition = shape.getShapePositions(); //loop through all blocks in position for (int i = 0; i < 7; i++) { // get the position of the first block in the shape and add to the position of the first block int x = (int) (getRawPosition()[i].x + getGridX()); int y = (int) (getRawPosition()[i].y + getGridY()); //instantiate a block with the position and type Block* block = Block::blockWithFile(x,y,(i+1), shape); // add the block to the this node this->addChild(block); } } And for clarity here is the block class class Block : public CCNode{ private: // using composition over inheritance CCSprite* _sprite; // tracks the current grid position int _gridX, _gridY; // used to store actual image number int _blockNo; public: Block(void); Block(int gridX, int gridY, int blockNo); Block& operator=(const Block& block); // static constructor for the creation of a block static Block* blockWithFile(int gridX, int gridY,int blockNo, Shape shape); ... } The blocks implementation..... Block& Block::operator=(const Block& block) { _sprite = new CCSprite(*block._sprite); _gridX = block._gridX; _gridY = block._gridY; _blockNo = block._blockNo; //again how to clone CCNode? return *this; } Block* Block::blockWithFile(int gridX, int gridY,int blockNo, Shape shape) { Block* block = new Block(); if (block && block->initBlockWithFile(gridX, gridY,blockNo, shape)) { block->autorelease(); return block; } CC_SAFE_DELETE(block); return NULL; } bool Block::initBlockWithFile(int gridX, int gridY,int blockNo, Shape shape) { setGridX(gridX); setGridY(gridY); setBlockNo(blockNo); const char* characterImg = helperFunctions::Format(shape.getFileName(),blockNo); // add to the spritesheet CCTexture2D* gameArtTexture = CCTextureCache::sharedTextureCache()->addImage("Character.pvr.ccz"); CCSpriteBatchNode::createWithTexture(gameArtTexture); // block settings _sprite = CCSprite::createWithSpriteFrameName(characterImg); // set the position of the block and add it to the layer this->setPosition(CONVERTGRIDTOACTUALPOS_X_Y(gridX,gridY)); this->addChild(_sprite); return true; } Any ideas are welcome at this point!! thanks

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  • Screen space to world space

    - by user13414
    I am writing a 2D game where my game world has x axis running left to right, y axis running top to bottom, and z axis out of the screen: Whilst my game world is top-down, the game is rendered on a slight tilt: I'm working on projecting from world space to screen space, and vice-versa. I have the former working as follows: var viewport = new Viewport(0, 0, this.ScreenWidth, this.ScreenHeight); var screenPoint = viewport.Project(worldPoint.NegateY(), this.ProjectionMatrix, this.ViewMatrix, this.WorldMatrix); The NegateY() extension method does exactly what it sounds like, since XNA's y axis runs bottom to top instead of top to bottom. The screenshot above shows this all working. Basically, I have a bunch of points in 3D space that I then render in screen space. I can modify camera properties in real time and see it animate to the new position. Obviously my actual game will use sprites rather than points and the camera position will be fixed, but I'm just trying to get all the math in place before getting to that. Now, I am trying to convert back the other way. That is, given an x and y point in screen space above, determine the corresponding point in world space. So if I point the cursor at, say, the bottom-left of the green trapezoid, I want to get a world space reading of (0, 480). The z coordinate is irrelevant. Or, rather, the z coordinate will always be zero when mapping back to world space. Essentially, I want to implement this method signature: public Vector2 ScreenPointToWorld(Vector2 point) I've tried several things to get this working but am just having no luck. My latest thinking is that I need to call Viewport.Unproject twice with differing near/far z values, calculate the resultant Ray, normalize it, then calculate the intersection of the Ray with a Plane that basically represents ground-level of my world. However, I got stuck on the last step and wasn't sure whether I was over-complicating things. Can anyone point me in the right direction on how to achieve this?

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  • C# Enterprise Block Application Settings and Settings.Settings designer

    - by Tab
    I am working with v4 of the Enterprise Application block and I am trying to learn how to access the Application Settings that I have added using the Enterprise Library Configuration tool. It's as if the code does not recognize the settings even though I can see them in the app.config. I DO have a Settings.Settings designer added and I CAN get to those settings the standard way even though the settings added in that designer do NOT show up in the app.config like they normally would if I am NOT using the Enterprise Block How do I access the App Settings that I added with the Enterprise Block?

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  • Set Static block in Right side in Magento site

    - by yogs
    Hi I am new for Magento and don't much knowledge of programing what i want to do is i heve three categories on my site and created three static blocks for it and set it up on middle of each category page with their related block all working fine but now i want to move it in Right Sidebar in My site so pls. suggest how and where do i change to display my Static block in Right sidebar Example : I have three Categories and three static block for each category : Womens,Mens,Kids - Static Bloks : womens_block,mens_block,kids_block now pls. suggest how can i move it to Right side of my page Above Shopping cart. Any help is appreciated Thanks in Advance.

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  • Centering An Inline-Block DIV

    - by Aaron Brewer
    Does anybody know how to center align a DIV that has the display set to inline-block? I cannot set the display to block because I have a background image that needs to be repeated, and it needs to expand based on the content. It sits inside of a parent div, in which is larger when it comes to width. So all in all. Does anyone have a fix to center align a div with the display set to inline-block? And no, text-align: center; does not work, nor does margin: 0 auto; jsFiddle: http://jsfiddle.net/HkvzM/ Thank you!

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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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  • Switching my collision detection to array lists caused it to stop working

    - by Charlton Santana
    I have made a collision detection system which worked when I did not use array list and block generation. It is weird why it's not working but here's the code, and if anyone could help I would be very grateful :) The first code if the block generation. private static final List<Block> BLOCKS = new ArrayList<Block>(); Random rnd = new Random(System.currentTimeMillis()); int randomx = 400; int randomy = 400; int blocknum = 100; String Title = "blocktitle" + blocknum; private Block block; public void generateBlocks(){ if(blocknum > 0){ int offset = rnd.nextInt(250) + 100; //500 is the maximum offset, this is a constant randomx += offset;//ofset will be between 100 and 400 int randomyoff = rnd.nextInt(80); //500 is the maximum offset, this is a constant randomy = platformheighttwo - 6 - randomyoff;//ofset will be between 100 and 400 block = new Block(BitmapFactory.decodeResource(getResources(), R.drawable.block2), randomx, randomy); BLOCKS.add(block); blocknum -= 1; } The second is where the collision detection takes place note: the block.draw(canvas); works perfectly. It's the blocks that don't work. for(Block block : BLOCKS) { block.draw(canvas); if (sprite.bottomrx < block.bottomrx && sprite.bottomrx > block.bottomlx && sprite.bottomry < block.bottommy && sprite.bottomry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } // bottom left touching block? if (sprite.bottomlx < block.bottomrx && sprite.bottomlx > block.bottomlx && sprite.bottomly < block.bottommy && sprite.bottomly > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } // top right touching block? if (sprite.toprx < block.bottomrx && sprite.toprx > block.bottomlx && sprite.topry < block.bottommy && sprite.topry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } //top left touching block? if (sprite.toprx < block.bottomrx && sprite.toprx > block.bottomlx && sprite.topry < block.bottommy && sprite.topry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } } The values eg bottomrx are in the block.java file..

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  • Stretching width correctly to 100% of an inline-block element in IE6 and IE7

    - by Simon Lieschke
    I have the following markup, where I am attempting to get the right hand side of the second table to align with the right hand side of the heading above it. This works in IE8, Firefox and Chrome, but in IE6/7 the table is incorrectly stretched to fill the width of the page. I'm using the Trip Switch hasLayout trigger to apply inline-block in IE6/7. Does anyone know how (or even if) I can get the table only to fill the natural width of the wrapper element displayed with inline-block in IE6/7? You can see the code running live at http://jsbin.com/uyuva. <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <title>Test</title> <style> .wrapper { display: inline-block; border: 1px solid green; } /* display: inline-block triggers the wrapper element to have layout for IE 6/7. The trip switch then provides the inline component of the display behaviour. See http://www.brunildo.org/test/InlineBlockLayout.html for more details. */ .wrapper { *display: inline; } table { border: 1px solid red; } </style> </head> <body> <h1>No width on table:</h1> <div class="wrapper"> <h2>The right hand side of the table doesn't stretch to the end of this heading</h2> <table><tr><td>foo</td></tr></table> </div> text <h1>Width on table:</h1> <div class="wrapper"> <h2>The right hand side of the table should stretch to the end of this heading</h2> <table style="width: 100%"><tr><td>foo</td></tr></table> </div> text </body> </html>

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  • Drupal: assign block to a specific content type

    - by bert
    I made a customized template called node-mynode.tpl.php Whenever a node of type mynode is requested, then node-mynode.tpl.php is automatically used. However, now user wants to see a specific menu block in this case. Question: How can I assign a block to a specific content type? Hint: I have started to look at URL aliases with Pathauto. I suspect one solution may lie in this direction.

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  • How to calculate the maximum block length in C of a binary number

    - by user1664272
    I want to reiterate the fact that I am not asking for direct code to my problem rather than wanting information on how to reach that solution. I asked a problem earlier about counting specific integers in binary code. Now I would like to ask how one comes about counting the maximum block length within binary code. I honestly just want to know where to get started and what exactly the question means by writing code to figure out the "Maximum block length" of an inputted integers binary representation. Ex: Input 456 Output: 111001000 Number of 1's: 4 Maximum Block Length: ? Here is my code so far for reference if you need to see where I'm coming from. #include <stdio.h> int main(void) { int integer; // number to be entered by user int i, b, n; unsigned int ones; printf("Please type in a decimal integer\n"); // prompt fflush(stdout); scanf("%d", &integer); // read an integer if(integer < 0) { printf("Input value is negative!"); // if integer is less than fflush(stdout); return; // zero, print statement } else{ printf("Binary Representation:\n", integer); fflush(stdout);} //if integer is greater than zero, print statement for(i = 31; i >= 0; --i) //code to convert inputted integer to binary form { b = integer >> i; if(b&1){ printf("1"); fflush(stdout); } else{ printf("0"); fflush(stdout); } } printf("\n"); fflush(stdout); ones = 0; //empty value to store how many 1's are in binary code while(integer) //while loop to count number of 1's within binary code { ++ones; integer &= integer - 1; } printf("Number of 1's in Binary Representation: %d\n", ones); // prints number fflush(stdout); //of ones in binary code printf("Maximum Block Length: \n"); fflush(stdout); printf("\n"); fflush(stdout); return 0; }//end function main

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