Search Results

Search found 8406 results on 337 pages for 'platform independent'.

Page 34/337 | < Previous Page | 30 31 32 33 34 35 36 37 38 39 40 41  | Next Page >

  • How to create a cross-plataform application, doing the interface modules (Mac/Qt/GTK+) in a totally

    - by Somebody still uses you MS-DOS
    I'm amazed at Transmission, a BT client. It has a Mac, a GTK+, a QT, a Web Client and a CLI interface to it. I tried reading some of it's source to understand how he creates all these interfaces, but no luck. Does the developer creates them using a single ide? Or does he create the interface logic in each specific environment (specially mac), "exports" this window code and integrates with the main logic? Is it possible to create that mac interface in another OS using an IDE? How did the developers create this software with so many interfaces, in a independent way?

    Read the article

  • How to get available memory C++/g++ ?

    - by Agito
    I want to allocate my buffers according to memory available. Such that, when I do processing and memory usage goes up, but still remains in available memory limits. Is there a way to get available memory (I don't know will virtual or physical memory status will make any difference ?). And method has to be platform Independent as its going to be used on Windows, OS X, Linux and AIX. (And if possible then I would also like to allocate some of available memory for my application, someone it doesn't change during the execution).

    Read the article

  • How to get available memmory C++/g++ ?

    - by Agito
    I want to allocate my buffers according to memory available. Such that, when I do processing and memory usage goes up, but still remains in available memory limits. Is there a way to get available memory (I don't know will virtual or physical memory status will make any difference ?). And method has to be platform Independent as its going to be used on Windows, OS X, Linux and AIX. (And if possible then I would also like to allocate some of available memory for my application, someone it doesn't change during the execution).

    Read the article

  • Variable size encrypted container

    - by Cray
    Is there an application similar to TrueCrypt, but the one that can make variable size containers opposed to fixed-size or only-growing-to-certain-amount containers which can be made by TrueCrypt? I want this container to be able to be mounted to a drive/folder, and the size of the outer container not be much different from the total size of all the files that I put into the mounted folder, while still providing strong encryption. If to put it in other words, I want a program like truecrypt, which not only automatically grows the container if I put in new files, but also decreases it's size if some files are deleted. I know there are some issues of course, and it would not work 100% as truecrypt, because it basically works on the sector level of the disk, giving all the filesystem-control to the OS, and so when I remove a file, it might as well be left there, or there might be some fragmentation issues that would stop just truncating the volume from working, but perhaps a program can be built in some other way? Instead of providing sector-level interface, it would provide filesystem-level interface? A filesystem inside a file which would support shrinking when files are deleted?

    Read the article

  • What is the correct way to deal with similar but independent features?

    - by Koviko
    Let's say we have a feature request come in and we begin work on it, which we'll call feature-1. It introduces some new logic to the application, which we'll call logic-A and logic-B. A programmer branches from the release branch and begins work on the feature. Soon after, we get another feature request, which we'll call feature-2. It will implement logic-A and logic-C into the application. The logic A being implemented by this feature is the same logic-A as was implemented in feature-1. Let's also say that given logic-B, logic-A might be implemented slightly differently than it would have been given logic-C, and also differently given both logic-B and logic-C (eg. with only one feature, the code would be less flexible than with both). How should this situation be handled? Concrete Example (to help with any confusion in my wording) feature-1 is a feed from programmers.stackexchange.com. feature-2 is a feed from gaming.stackexchange.com. logic-A is the implementation of a feed at all (assuming the application currently has no feeds), which links to the content as well and gives related information. logic-B is that the feed's source is from programmers.stackexchange.com. Adds to logic-A that the related programming language is displayed. logic-C is that the feed's source is from gaming.stackexchange.com. Adds to logic-A that the related game's name and box art is displayed.

    Read the article

  • Recommend Online password manager [closed]

    - by Dmitriy Nagirnyak
    Possible Duplicate: online password manager with sharing capabilities Hi, I am looking for a good online password manager with the following requirements: Single click login from browser. Single click form saving from the browser. Not attached to a single PC. Offline version (so I can use it if there is no internet, for example plug USB and have last sync-ed data). Ability to store plain text (notes, for example). Should work on Windows, Linux and Mac. So far I have been happy with RoboForm, but its offline USB version is not available on Linux. Please recommend. Thanks, Dmitriy.

    Read the article

  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

    Read the article

  • Sync my files across multiple computers

    - by EnderMB
    I do a lot of work on my home computer, ranging from programming, writing stored procedures and writing documentation and reporting. A lot of this work is university related and constantly swapping files across several computers is annoying at best. I have a large final-year project coming up and I'm going to be sharing this work amongst home and university and require some kind of online storage that provides version control for my programs, as well as my Word documents, PDF's and saved academic papers. Are there any good solutions for my problem?

    Read the article

  • Where may I get the EDX platform, the LMS open source project? [closed]

    - by Ramón Girona
    Possible Duplicate: Where can I download edx opensource learning platform? What other learning platforms are opensource? I have just found a query on the edx platform in which I am interested, being a significant piece of Learning Management System open source. I assume superuser platform cares about computer software, and therefore I don't see the question irrelevant. Besides I would like to know why a question is closed with a vague argument as "doesn't fit with the FAQ". Thanks very much, Ramón Girona

    Read the article

  • Le meilleur langage pour le développement cross-platform est-il le C++ ? Embarcadero prévoit une résurgence du C++ dans le mobile

    Le meilleur langage pour le développement cross-platform est-il le C++ ? Embarcadero prévoit une résurgence du C++ dans le mobile Lorsqu'il s'agit de développement mobile, les langages mis en avant pour la création d'applications multiplateformes sont couramment HTML et JavaScript. Pour le développement natif, en fonction des écosystèmes, les développeurs s'orientent le plus souvent vers objective-c ou Java. Pourtant, ceux qui cherchent à créer des applications cross-platform tout en bénéficiant d'une approche efficace pour la réduction des couts peuvent trouver leur bonheur au sein du C++. C'est en tout cas ce que pense John Thomas, directeur de gestion ...

    Read the article

  • How do multi-platform games usually store save data?

    - by PixelPerfect3
    I realize this is a bit of a broad question, but I was wondering if there is a "standard" in the industry when it comes to storing save data for games (and is it different across platforms - Xbox/PS/PC/Mac/Android/iOS?) For example for a game like Assassin's Creed or The Walking Dead: They are on multiple platforms and they usually have to save enough information about the player and their actions. Do they use something like XML files, databases, or just straight binary dumps? How much does it differ from platform to platform? I would appreciate it if someone with experience in the game industry would answer this.

    Read the article

  • Is there a shell-independent search tool like the Unity's Dash?

    - by Bucic
    The only thing I will miss after moving to LXDE from Unity will be the Unity Dash. Its functionality, not the piss-poor performance that is. So here's my question. I know there is synapse but AFAIK it only returns text, without multiple large-sized thumbnails of files etc. ** I'm looking for a tool with thumb ailing capability. Immediate presentation of recently used files and apps is also a must.** Please don't be afraid of the NO answer. Related question: Any search tool for LXDE menu?

    Read the article

  • Is there an 'off the shelf' platform for making a new website similar to Elance?

    - by user17747
    I am interested in developing a website that is similar to 'elance' but for a particular vertical. Is there an 'off the shelf' platform you can recommend for getting started with this, or would I need to develop this web service from scratch? When I write 'platform' I am referring to things such as 'shopify' for e-commerce sites, or 'ning' for social websites. I want to create a multi-merchant professional services site. The site would need to support functionality such as: allowing merchants to open and manage their own profile. merchants would accept payments from customers through the site. file transfers between merchants and customers. merchant ratings by customers.

    Read the article

  • Cross OS data recover question, USB drive involved.

    - by Moshe
    Here's the story: A MacBook had OS X 10.4 and Windows XP dual booting using rEFIt. Then the Windows partition gets corrupted and it won't boot. Presumably a virus. There were sensitive files there and those were successfully copied to a USB drive and then 10.5 was installed on the hard drive, formatting the drive in the process. The USB drive's contacts cracked and he data is lost from there, unless it can be resoldered. The issues is that there is too much solder there already. So, how can the data in question be recovered? The files were Microsoft Money (not the latest version) files for the Windows version of the program. Right now, only OS X is installed on the MacBook. Is there Mac based program that can recover the Windows data or am I better off trying to resolder the drive? Does anyone know how to best resolder a USB drive more than once, where the first solder is ther, but detached from the silicon? Also, what format (extension) are Microsoft Money files? In need of help!

    Read the article

  • Is there a remote desktop management tool that I can email to people?

    - by Matt 'Trouble' Esse
    I often need to remotely manage PC and Macs for desktop support. I'm after a remote desktop management support tool that I could email (or send a url) that the customer could click on (or run) and I could then remotely manage their PC/Mac A tool that could work on both operating systems would be great but not mandatory (a separate tool for both/either will suffice) A tool that has an iPhone App would be fantastic too but this would just be very much a 'wish list' Looking forward to your suggestion!

    Read the article

  • Set Folder Icon for all Os

    - by Am1rr3zA
    Hi, I want set icon to my folder in My external hard drive but when I change it (by right click on it and -> properties -> customize -> change icon (i address the icon from my extenal hard drive)) it just change in my windows and when plug my extenarnal-hard to another windows it's don't show my icon! how should fix this? P.S: is there a way to set icon for folder show in all os (linux, windows, OSX, ..) note: I don't want set icon to 1 drive I want set icon to all my folder in my drive.

    Read the article

  • Is there a shell-independent HUD-like menu search tool for Xfce/GNOME/Cinnamon?

    - by Redsandro
    The Ubuntu Heads-Up Display (HUD) - you love it or you hate it. Personally I rather like a classic desktop, so I use Xfce or GNOME-fork Cinnamon, and I'd like to keep those menu's where they are. But the HUD is pretty awesome when your menus are complex and you forgot where an option sits. This makes that search trick very interesting. I know the HUD is Unity specific. I am looking for a HUD-like tool to complement the menu in shells other than Unity. There is Appmenu Runner for KDE that does this. There is also appmenu-qt for KDE. Problem with the above is that it uses KDE libs, and it only works for KDE apps. This is Linux, there aught to be something like this for GNOME/GTK apps, right? Looking for any tool that can search the menus. I already use(d) Synapse, Kupfer and GNOME Do, but those are simply app-launchers (with some tricks). Something like that would suffice if only they included searching the menus for the currently focused application. The HUD allows users to activate menu items by typing part of the name. It uses a fuzzy search algorithm that will highlight partial matches. It can match menu items that are multiple layers deep in an application's menu hierarchy. The feature, which replaces traditional menu accelerators, is activated by pressing the alt key. Similar questions: Is there a way to search a menu bar in Debian? - Unix.StackExchange How can I access menu bar items alike hud (unity)? - Unix.StackExchange HUD in other window managers (especially xmonad) - AskUbuntu

    Read the article

  • git in non-distributed, independent, lone programming ...best practice(s) ?

    - by explorest
    I am currently studying the git documentation to get a hang of distributed version control workflow and use of git command line. I want to first start using git with small, personal, pet projects so to gain experience before doing it on large scale (i.e., bigger projects, team dev). What areas of the git system should I, as a lone player, devote most of my study time to... what parts should I leave for the larger scale work later on. In other words what features of the git system will fully be grasped in team work only, and therefore should not be too involved with at an individual level?

    Read the article

  • Any board-like platform but only for files instead of text posts? [on hold]

    - by Janwillhaus
    I am looking for a (best open-source or free but also commercially available) CMS platform that is built similarly to bulletin boards (for example phpBB) but instead of text posts, registered users can upload files that can be rated, commented etc.) I am aware of the number of board CMSes that have file-database plugins, but that is not what I want. I want to have a system that focuses on the files rather than on the postings. Or do you have any alternative ideas on solutions to the problem? I need the following functions CMS focused on file management Files that can be categorized (in a tree-like view for example) Comments and ratings can be added to files Users that can be provided various rights around the platform (moderation, commenting, exclusion of non-registered users, etc.) Users can upload files themselves (for further moderation

    Read the article

  • Which Large File System Format to use for USB Flash drive compatible with Ubuntu/Mac/Windows?

    - by wajiw
    I've had this problem for a long time and can't find a solution. I switch between the 3 OSes all the time and use a 1TB USB Drive to do so. I can't seem to find a format that is compatible across all systems that handles large files (at least 8-9 GB). Does anyone have a solution for this? Recently I've tried exFat but that messes up the filesystem when trying to read on windows after adding files from Ubuntu (using the fuse driver). The OSes currently I'm using are Windows Vista/7, Mac OS X (10.6.5) and Ubuntu 10.10

    Read the article

  • Is there a cross-platform special directory I can use for game save files?

    - by Suds
    I'm developing with LWJGL and Java on a Windows 7 laptop. I've successfully set up saving to the %appdata%\gamename\saves\ or long form c:\users\user\appdata\roaming\gamename\saves\ folder by using File dir = new File(System.getenv("APPDATA") + "\\gamename\\saves\\");. I have hobbyist level experience with Linux, and zero experience with OSX. My game will be fully cross platform. Is System.getenv("APPDATA"); cross platform? If so, where does it point to on Linux or OSX? Is there a best practices alternative that I should use?

    Read the article

  • How to create a filesystem mountable by windows in linux?

    - by wcoenen
    I have attached an external USB disk to my debian gnu/linux system. The disk showed up as device /dev/sdc, and I prepared it like this: created a single partition with fdisk /dev/sdc (and some more commands in the interactive session that follows) formatted the partition with mkfs.msdos /dev/sdc1 If I then attach the USB disk to a Windows XP or Vista system, then no new drive becomes available. The disk and its partition show up fine in the disk managment tool under "computer management", but apparently the file system in the partition is not recognized. How do I create a FAT32 file system which can actually be used in windows? edit: I've given up on this and went with a NTFS file system created by windows. In debian lenny this can be mounted read-write but apparently it requires you to install the "ntfs-3g" package and explicitly pass the -t ntfs-3g option to the mount command.

    Read the article

  • Is there a shell-independent HUD-like menu search tool for Gnome?

    - by Redsandro
    The Ubuntu HUD - you love it or you hate it. Personally I rather like a classic desktop, so I use Xfce and Cinnamon, and I don't want to lose my menu in applications. But the HUD is pretty awesome when your menus are complex and you forgot where an option sits. This makes that search trick very interesting. I know the HUD is Unity specific. I am looking for a HUD-like tool to complement the menu in shells other than Unity. There is Appmenu Runner for KDE that does this. There is also appmenu-qt for KDE. Problem with the above is that it uses KDE libs, and it only works for KDE apps. This is Linux, there aught to be something like this for GNOME/GTK apps, right? Looking for any tool that can search the menus. I already use(d) Kupfer and Gnome-do, something like that would suffice if only it includes searching the menus for the currently focussed application.

    Read the article

  • SQLite DB borked when opened on a different machine

    - by pruefsumme
    Hello, I'm using SQLite to store some data. The primary database is on a NAS (Debian Lenny, 2.6.15, armv4l) since the NAS runs a script which updates the data every day. A typical "select * from tableX" looks like this: 2010-12-28|20|62.09|25170.0 2010-12-28|21|49.28|23305.7 2010-12-28|22|48.51|22051.1 2010-12-28|23|47.17|21809.9 When I copy the DB to my main computer (Mac OS X) and run the same SQL query, the output is: 2010-12-28|20|1.08115035175016e-160|25170.0 2010-12-28|21|2.39343503830763e-259|-9.25596535779558e+61 2010-12-28|22|-1.02951149572792e-86|1.90359837597183e+185 2010-12-28|23|-1.10707273937033e-234|-2.35343828462275e-185 The 3rd and 4th column have the type REAL. Interesting fact: When the numbers are integer (i.e. they end with ".0"), there is no difference between the two databases. In all other cases, the differences are ... hm ... surprising? I can't seem to find a pattern. If someone's got a clue - please share!

    Read the article

  • Is it possible install one instance of Trac for multiple independent projects?

    - by grigy
    I want to set up an SVN/Trac environment for multiple projects, something like the GitHub. It will host multiple projects with multiple developers in each. For simplicity the developers can be independent from other projects. I want to setup this environment for every project automatically, from a registration page. What would be your recommendation? Particularly is it possible to do with Trac?

    Read the article

< Previous Page | 30 31 32 33 34 35 36 37 38 39 40 41  | Next Page >