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  • Router slowing my connection?

    - by Roberto
    I have a Linksys WRT54G and I pay for a 12Mbps connection. I've been testing my connection using speedtest.net for many days and always get 8Mbps. I called the support and they told me to bypass the router and test. I did it and got 16Mbps (much more than I pay for), so I thought "this guy just changed my speed so can he blame my router", and he blamed it. But to my surprise, everytime I bypass the router I get 16Mbps and when I use the router I get 8Mbps. Is this guy trolling me somehow (configuring the VOIP-modem-stuff to different profiles depending o the MAC address connecting to it) or is my router a POS? How can I find out? I don't know what's the thing the router connects to, it's a kind of VOIP adapter; the link is this one, but unfortunately I don't think you'll understand because it's in Portuguese. I know they can remotely connect to it, that's the origin of my conspiracy theory :) I just tested wired to the router and got 10Mbps (and still 8Mbps on wifi and 16Mbps without router) O_o I'm 5cm away from my router, so no obstacles to interfere, right? ------ UPDATE ------- It's a WRT54G V8, I'm using firmware v8.00.7 (will install 8.00.8 tomorrow, but I saw that it's only a minor fix to UPnP denial of service security vulnerability). Results: IPerf LAN-LAN: 80Mbps IPerf LAN-WLAN: 19Mbps (therefore we can ignore wireless issues/settings) I wasn't able to make the (W)LAN-WAN NAT-enabled test with IPerf, I get a connection refused error. I'm not sure if did it right: ran in server mode, configured router to forward that port to my IP and tried to connect to my internet IP that got from this site. I don't think there is a way to disable NAT using this firmware. Question: Let's suppose it's an underpowered hardware issue. Is it right to assume that custom firmwares could resolve the issue because they are possibly better implemented and would make better use of the router resources? I couldn't find any references pointing to wired performance improvements with the use of custom firmware.

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  • Love2D engine for Lua; What about 3D?

    - by shadowprotocol
    Lua has been really awesome to learn, it's so simple. I really enjoy scripting languages, and I had an equally enjoyable time learning Python. The Love engine, http://love2d.org/, is really awesome, but I'm looking for something that can handle 3D as well. Is there anything that accommodates 3D in Lua? I'm still intrigued by the particle system of LOVE anyway and may just turn my idea into a 2D project with Particle lighting :) EDIT: I removed comments about Python - I want this to be a Lua topic. Thanks

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  • How can i run my .LÖVE game directly from the lua interpreter?

    - by jonathan
    I've just started with LOVE and LUA , i'm interested in LOVE because i want to play around with something different from my dayjob(i'm a webdeveloper) and since it uses LUA and is interpreted , i though it would be a great way to try out the API. but i couldn't find how to run my .LÖVE game directly from the lua interpreter? i'm finding it bothersome to package the game each time i make a little test with the API. since i couldn't find the answer i'm asking, but maybe i'm serching for the wrong terms, if this it is a simple matter like "import the library" or set the global, i'll gladly remove my question.

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  • How can I link to callback functions in Lua such that the callbacks will be updated when the scripts are reloaded?

    - by Raptormeat
    I'm implementing Lua scripting in my game using LuaBind, and one of the things I'm not clear on is the logistics of reloading the scripts live ingame. Currently, using the LuaBind C++ class luabind::object, I save references to Lua callbacks directly in the classes that use them. Then I can use luabind::call_function using that object in order to call the Lua code from the C++ code. I haven't tested this yet, but my assumption is that if I reload the scripts, then all the functions will be redefined, BUT the references to the OLD functions will still exist in the form of the luabind::object held by the C++ code. I would like to be able to swap out the old for the new without manually having to manage this for every script hook in the game. How best to change this so the process works? My first thought is to not save a reference to the function directly, but maybe save the function name instead, and grab the function by name every time we want to call it. I'm looking for better ideas!

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  • Connection to SQL Server 2008 R2 Database Server is SLOW

    - by AbeP
    The database server is a VM running SQL Server 2008 R2 on top of Windows Server 2012, 24GB RAM allocated and 2TB of disk space. Overall, the database connections are very slow and one thing that stands out is that the connection to the database server via SSMS takes 5-10 seconds. On other much less powerful servers, it takes 1-2 seconds. The VM is technically way more powerful than other machines, but the connection to the server is too slow. So, my guess is the issue is network related, but any clues on where I should be looking? Thanks!

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  • Extremely slow internet-connection?

    - by Martti Laine
    Hello Few days ago I opened my computer as I always do after school, and got pretty amazed about my 1.27kb/s download-speed. It has continued for few days already. We have a wireless network, which is used by 3 computers. Normally I've gotten 200kb/s (I think we have a 2mb-connection) but now it just suddenly slowed down. My friends have the same service-provider, but no problem. So, is there any kind of program, which would show me all the programs using connection and how much. It must be a program open which just takes all speed off. Any help is appreciated, Martti Laine

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  • mysql connection is slow (5seconds)

    - by acidzombie24
    After building my webapp on a first boot i create 2 connections to mysql on debian then 1-2 (r/w) for every page after that. The connection consistently take 5.2 seconds to connect. Debian is in a VM running in my OS. Why is the connection taking this long? At times it will take < 0.1 seconds which is great but 5.2 x2-3 on every run is to much. Has anyone experience this problem? how do i solve it? note: I am using .NET to connect. Not that it matters. and its mysql v5

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  • Scite Lua - escaping right bracket in regex?

    - by ~sd-imi
    Hi all, Bumped into a somewhat weird problem... I want to turn the string: a\left(b_{d}\right) into a \left( b_{d} \right) in Scite using a Lua script. So, I made the following Lua script for Scite: function SpaceTexEquations() editor:BeginUndoAction() local sel = editor:GetSelText() local cln3 = string.gsub(sel, "\\left(", " \\left( ") local cln4 = string.gsub(cln3, "\\right)", " \\right) ") editor:ReplaceSel(cln4) editor:EndUndoAction() end The cln3 line works fine, however, cln4 crashes with: /home/user/sciteLuaFunctions.lua:49: invalid pattern capture >Lua: error occurred while processing command I think this is because bracket characters () are reserved characters in Lua; but then, how come the cln3 line works without escaping? By the way I also tried: -- using backslash \ as escape char: local cln4 = string.gsub(cln3, "\\right\)", " \\right) ") -- crashes all the same -- using percentage sign % as escape chare local cln4 = string.gsub(cln3, "\\right%)", " \\right) ") -- does not crash, but does not match either Could anyone tell me what would be the correct way to do this? Thanks, Cheers!

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  • Compact web server with Lua support?

    - by OverTheRainbow
    Hello, I need to find a very compact, cross-platform web server that can run Lua scripts, ie. either a regular web server like Mongoose that will forward queries to a Lua program in eg. FastCGI, or a web server itself written in Lua which will save the need to provide a separate web server. I recently started learning about Lua so am still in the dark about what is available out there, save for the three I came accross: Barracuda Embedded Web Server http://barracudaserver.com/ba/doc/ Xavante - Lua HTTP 1.1 Web server http://keplerproject.github.com/xavante/ Haserl http://haserl.sourceforge.net/ If someone's already done this recently, what solution would you recommend along with any tutorial/article that would get me started? Thank you.

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  • Pass C++ object to Lua function

    - by peterdemin
    Hello there. I have a C++ project, where 1 method of a 1 class changes very often. So I want to take that code from C++ to Lua. Note, I'm novice to Lua. The whole task: Bind some class methods to Lua state machine; Pass reference to class object to a function, written in Lua; Operate with passed C++ object in Lua function. I've found how to make first step with Lunar, and can't cope with second and third. I can't use SWIG and boost.

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  • Embedding Lua functions as member variables in Java

    - by Zarion
    Although the program I'm working on is in Java, answering this from a C perspective is also fine, considering that most of this is either language-agnostic, or happens on the Lua side of things. In the outline I have for the architecture of a game I'm programming, individual types of game objects within a particular class (eg: creatures, items, spells, etc.) are loaded from a data file. Most of their properties are simple data types, but I'd like a few of these members to actually contain simple scripts that define, for example, what an item does when it's used. The scripts will be extremely simple, since all fundamental game actions will be exposed through an API from Java. The Lua is simply responsible for stringing a couple of these basic functions together, and setting arguments. The question is largely about the best way to store a reference to a specific Lua function as a member of a Java class. I understand that if I store the Lua code as a string and call lua_dostring, Lua will compile the code fresh every time it's called. So the function needs to be defined somehow, and a reference to this specific function wrapped in a Java function object. One possibility that I've considered is, during the data loading process, when the loader encounters a script definition in a data file, it extracts this string, decorates the function name using the associated object's unique ID, calls lua_dostring on the string containing a full function definition, and then wraps the generated function name in a Java function object. A function declared in script run with lua_dostring should still be added to the global function table, correct? I'm just wondering if there's a better way of going about this. I admit that my knowledge of Lua at this point is rather superficial and theoretical, so it's possible that I'm overlooking something obvious.

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  • MYOB odbc connection problem

    - by Inam Jameel
    Hi guys, i recently got a prebuild application which uses MYOB odbc connection to myob file. the odbc connection works perfectly in that application i uses the same odbc connection string in other application but it failed to open in that application. the connection string is perfectly identical but it wont works the new application. Server explorer in the visual studio 2008 connects as well with the same connection string. is it a trusted application issue? because my new application is digitally signed at the moment OdbcConnection odbc = new OdbcConnection("Driver=MYOAU0901;TYPE=MYOB; UID=Administrator; PWD=; DATABASE=C:\\Premier125\\Clearwtr.MYO; NETWORK_PROTOCOL=NONET; DRIVER_COMPLETION=DRIVER_NOPROMPT;;KEY=****"); odbc.Open(); the key used in the connection string is also valid for sure kindly help me i have to deliver a prototype in 2 days the same connection string is works in one application but not in other application whats the problem?

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  • Internet Connection not working - USB LAN connection - from particular modem

    - by Paul
    I am trying to fix Internet connection on a friends Dell inspiron 1720 with XP service pack 3. It has an integrated network card that stopped working, after powering down/up the modem still didnt work I brought it back to my place to try a few things ie check cable, update driver etc... still didnt work. So I bought a USB LAN connector. It didnt work straight away but I went to configure the properties and changed the ConnectionType from AutoSense to 100 BaseT 10BaseT Full_Duplex, I basically just tried them all. From my place when connected to my desktop - 10 BaseT and 10BaseT Full_Duplex worked. From my place When connected to their laptop - 10 BaseT and 10BaseT Full_Duplex worked. Happy I went back to my friends house confident it would all work, and it didnt. Brought it back to mine and it did. While there, in Network Connections the connection is there recognized, enabled, 'working properly' it just says not connected. Also there is no led on the USB connector While at mine as above except there is an led on the USB connector and it says connected. Other difference I can think of is they have a cable modem, I'm plugged into the back of a Belkin wireless router - would this make a difference? Any other ideas what to try? (Would getting the model of the cable modem help anyone?) The USB connector is "DM9601 USB to Fast Ethernet"

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  • What is the recommended library for using Lua from C++?

    - by DevilWithin
    I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this (if it helps you help): http://lua-users.org/wiki/BindingCodeToLua If you have a better scripting language to recomend, go for it ;D All help is welcome, i need to pickup the best solution to start implementing Thanks

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  • What is the recommended library for using Lua from C++?

    - by DevilWithin
    I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this (if it helps you help): http://lua-users.org/wiki/BindingCodeToLua If you have a better scripting language to recomend, go for it ;D All help is welcome, i need to pickup the best solution to start implementing Thanks

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  • Internet Connection Sharing/FTP issues

    - by SirSkidmore
    I am currently using a Linux Mint desktop along with a Windows 8 netbook running Internet Connection Sharing to my desktop. On my desktop, I can't access FTP sites, but my laptop can, so I think it might be a porting issue. I can ping the server from Mint, so I know it's up and running, but I can't access it via telnet. On my Windows 8 netbook, I have every protocol checked, including FTP. Originally, the FTP server indicated that "Scotty" (my netbook) was hosting the service, so I tried inputting the IP of my router, 192.168.1.1 to no avail. Any ideas?

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  • Lua, game state and game loop

    - by topright
    Call main.lua script at each game loop iteration - is it good or bad design? How does it affect on the performance (relatively)? Maintain game state from a. C++ host-program or b. from Lua scripts or c. from both and synchronise them? (Previous question on the topic: http://stackoverflow.com/questions/2674462/lua-and-c-separation-of-duties)

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  • call/cc in Lua - Possible?

    - by Pessimist
    The Wikipedia article on Continuation says: "In any language which supports closures, it is possible to write programs in continuation passing style and manually implement call/cc." Either that is true and I need to know how to do it or it is not true and that statement needs to be corrected. If this is true, please show me how to implement call/cc in Lua because I can't see how. I think I'd be able to implement call/cc manually if Lua had the coroutine.clone function as explained here. If closures are not enough to implement call/cc then what else is needed? The text below is optional reading. P.S.: Lua has one-shot continuations with its coroutine table. A coroutine.clone function would allow me to clone it to call it multiple times, thus effectively making call/cc possible (unless I misunderstand call/cc). However that cloning function doesn't exist in Lua. Someone on the Lua IRC channel suggested that I use the Pluto library (it implements serialization) to marshal a coroutine, copy it and then unmarshal it and use it again. While that would probably work, I am more interested in the theoretical implementation of call/cc and in finding what is the actual minimum set of features that a language needs to have in order to allow for its manual implementation.

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  • Lua task scheduling

    - by Martin
    I've been writing some scripts for a game, the scripts are written in Lua. One of the requirements the game has is that the Update method in your lua script (which is called every frame) may take no longer than about 2-3 milliseconds to run, if it does the game just hangs. I solved this problem with coroutines, all I have to do is call Multitasking.RunTask(SomeFunction) and then the task runs as a coroutine, I then have to scatter Multitasking.Yield() throughout my code, which checks how long the task has been running for, and if it's over 2 ms it pauses the task and resumes it next frame. This is ok, except that I have to scatter Multitasking.Yield() everywhere throughout my code, and it's a real mess. Ideally, my code would automatically yield when it's been running too long. So, Is it possible to take a Lua function as an argument, and then execute it line by line (maybe interpreting Lua inside Lua, which I know is possible, but I doubt it's possible if all you have is a function pointer)? In this way I could automatically check the runtime and yield if necessary between every single line.

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  • Debugging embedded Lua

    - by Caspin
    How do you debug lua code embedded in a c++ application? From what I gather, either I need to buy a special IDE and link in their special lua runtime (ugh). Or I need to build a debug console in to the game engine, using the lua debug API calls. I am leaning toward writing my own debug console, but it seems like a lot of work. Time that I could better spend polishing the other portions of the game.

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  • What's a good Lua IDE for linux?

    - by Brendan Abel
    I'm looking for a lua IDE on linux. The majority of suggestions I've seen so far are windows only. I would have liked to use one of the Eclipse plugins for lua, but both of them -- LuaEclipse and LunarEclipse -- haven't been updated in nearly two years, and don't seem to work with Eclipse 3.5. If you have had any luck in getting lua working in Eclipse, I would be very interested.

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  • How to handle unknown initializer functions in lua?

    - by oofoe
    I want to load data written in a variant of lua (eyeonScript). However, the data is peppered with references to initialization functions that are not in plain lua: Redden = BrightnessContrast { Inputs = { Red = Input { Value = 0, }, }, } Standard lua gives "attempt to call a nil value" or "unexpected symbol" errors. Is there any way to catch these and pass it to some sort of generic initializer? I want to wind up with a nested table data structure. Thanks!

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  • Ruby vs Lua as scripting language for C++

    - by bl00dshooter
    I am currently building a game server (not an engine), and I want it to be extendable, like a plugin system. The solution I found is to use a scripting language. So far, so good. I'm not sure if I should use Ruby or Lua. Lua is easier to embed, but Ruby has a larger library, and better syntax (in my opinion). The problem is, there is no easy way I found to use Ruby as scripting language with C++, whereas it's very easy with Lua. Toughs about this? Suggestions for using Ruby as scripting language (I tried SWIG, but it isn't nearly as neat as using Lua)? Thanks.

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