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  • RiverTrail - JavaScript GPPGU Data Parallelism

    - by JoshReuben
    Where is WebCL ? The Khronos WebCL working group is working on a JavaScript binding to the OpenCL standard so that HTML 5 compliant browsers can host GPGPU web apps – e.g. for image processing or physics for WebGL games - http://www.khronos.org/webcl/ . While Nokia & Samsung have some protype WebCL APIs, Intel has one-upped them with a higher level of abstraction: RiverTrail. Intro to RiverTrail Intel Labs JavaScript RiverTrail provides GPU accelerated SIMD data-parallelism in web applications via a familiar JavaScript programming paradigm. It extends JavaScript with simple deterministic data-parallel constructs that are translated at runtime into a low-level hardware abstraction layer. With its high-level JS API, programmers do not have to learn a new language or explicitly manage threads, orchestrate shared data synchronization or scheduling. It has been proposed as a draft specification to ECMA a (known as ECMA strawman). RiverTrail runs in all popular browsers (except I.E. of course). To get started, download a prebuilt version https://github.com/downloads/RiverTrail/RiverTrail/rivertrail-0.17.xpi , install Intel's OpenCL SDK http://www.intel.com/go/opencl and try out the interactive River Trail shell http://rivertrail.github.com/interactive For a video overview, see  http://www.youtube.com/watch?v=jueg6zB5XaM . ParallelArray the ParallelArray type is the central component of this API & is a JS object that contains ordered collections of scalars – i.e. multidimensional uniform arrays. A shape property describes the dimensionality and size– e.g. a 2D RGBA image will have shape [height, width, 4]. ParallelArrays are immutable & fluent – they are manipulated by invoking methods on them which produce new ParallelArray objects. ParallelArray supports several constructors over arrays, functions & even the canvas. // Create an empty Parallel Array var pa = new ParallelArray(); // pa0 = <>   // Create a ParallelArray out of a nested JS array. // Note that the inner arrays are also ParallelArrays var pa = new ParallelArray([ [0,1], [2,3], [4,5] ]); // pa1 = <<0,1>, <2,3>, <4.5>>   // Create a two-dimensional ParallelArray with shape [3, 2] using the comprehension constructor var pa = new ParallelArray([3, 2], function(iv){return iv[0] * iv[1];}); // pa7 = <<0,0>, <0,1>, <0,2>>   // Create a ParallelArray from canvas.  This creates a PA with shape [w, h, 4], var pa = new ParallelArray(canvas); // pa8 = CanvasPixelArray   ParallelArray exposes fluent API functions that take an elemental JS function for data manipulation: map, combine, scan, filter, and scatter that return a new ParallelArray. Other functions are scalar - reduce  returns a scalar value & get returns the value located at a given index. The onus is on the developer to ensure that the elemental function does not defeat data parallelization optimization (avoid global var manipulation, recursion). For reduce & scan, order is not guaranteed - the onus is on the dev to provide an elemental function that is commutative and associative so that scan will be deterministic – E.g. Sum is associative, but Avg is not. map Applies a provided elemental function to each element of the source array and stores the result in the corresponding position in the result array. The map method is shape preserving & index free - can not inspect neighboring values. // Adding one to each element. var source = new ParallelArray([1,2,3,4,5]); var plusOne = source.map(function inc(v) {     return v+1; }); //<2,3,4,5,6> combine Combine is similar to map, except an index is provided. This allows elemental functions to access elements from the source array relative to the one at the current index position. While the map method operates on the outermost dimension only, combine, can choose how deep to traverse - it provides a depth argument to specify the number of dimensions it iterates over. The elemental function of combine accesses the source array & the current index within it - element is computed by calling the get method of the source ParallelArray object with index i as argument. It requires more code but is more expressive. var source = new ParallelArray([1,2,3,4,5]); var plusOne = source.combine(function inc(i) { return this.get(i)+1; }); reduce reduces the elements from an array to a single scalar result – e.g. Sum. // Calculate the sum of the elements var source = new ParallelArray([1,2,3,4,5]); var sum = source.reduce(function plus(a,b) { return a+b; }); scan Like reduce, but stores the intermediate results – return a ParallelArray whose ith elements is the results of using the elemental function to reduce the elements between 0 and I in the original ParallelArray. // do a partial sum var source = new ParallelArray([1,2,3,4,5]); var psum = source.scan(function plus(a,b) { return a+b; }); //<1, 3, 6, 10, 15> scatter a reordering function - specify for a certain source index where it should be stored in the result array. An optional conflict function can prevent an exception if two source values are assigned the same position of the result: var source = new ParallelArray([1,2,3,4,5]); var reorder = source.scatter([4,0,3,1,2]); // <2, 4, 5, 3, 1> // if there is a conflict use the max. use 33 as a default value. var reorder = source.scatter([4,0,3,4,2], 33, function max(a, b) {return a>b?a:b; }); //<2, 33, 5, 3, 4> filter // filter out values that are not even var source = new ParallelArray([1,2,3,4,5]); var even = source.filter(function even(iv) { return (this.get(iv) % 2) == 0; }); // <2,4> Flatten used to collapse the outer dimensions of an array into a single dimension. pa = new ParallelArray([ [1,2], [3,4] ]); // <<1,2>,<3,4>> pa.flatten(); // <1,2,3,4> Partition used to restore the original shape of the array. var pa = new ParallelArray([1,2,3,4]); // <1,2,3,4> pa.partition(2); // <<1,2>,<3,4>> Get return value found at the indices or undefined if no such value exists. var pa = new ParallelArray([0,1,2,3,4], [10,11,12,13,14], [20,21,22,23,24]) pa.get([1,1]); // 11 pa.get([1]); // <10,11,12,13,14>

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  • Using Toshiba 22EL833 as PC display through HDMI input

    - by Oleg V. Volkov
    I had another Toshiba TV - 19SL738 - connected to this same PC and video card (GTX 8800) through DVI<-HDMI (DVI on PC side, HDMI on TV) before, that was working perfectly at it's native resolution 1360x768. Some time ago I had to change to 22EL833 and immediately faced problem with Windows 7 control panel and NVIDIA control panel both reporting native resolution for new TV as 1080i, 1920x1280, despite TV documentation saying that it have same 1360x768 as previous one. Practical tests confirmed that true native resolution is indeed 1360x768, because plugging in through DVI<-VGA and setting custom resolution through NVIDIA panel shown clear colors and crisp image, while setting anything different with either DVI<-VGA or DVI<-HDMI produced horribly distorted or squished images, with almost unreadable slim lines (as in letters, for example). Now, my problem is that there's no drivers for this TV and I'm unable to get good image while connecting it through DVI<-HDMI directly. The best I've achieved is editing EDID/driver manually, to persuade system that native resolution should be 1360x768, and while image became mostly clear, colors turned to some strange washed out effect, with pools of pure yellow, cyan and magenta there and there filling place of other colors. Gradients also became noticeably stripped as well. Somehow it looks like dithering gone bad and makes me suspect that image is still down/upscaled several times internally somewhere along the line. How can I connect this TV to DVI output of my video card to get best possible clear image, correct colors and correct native resolution?

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  • Cropped thumbnails in WordPress

    - by codethief
    Quote from Wordpress' image editor: The thumbnail image can be cropped differently. For example it can be square or contain only a portion of the original image to showcase it better. Here you can select whether to apply changes to all image sizes or make the thumbnail different. This is exactly what I'd like to do, except for the fact that I don't want Wordpress to scale it down to 150x150 pixels (or another predefined resolution). I'd just like to display a cropped (and therefore smaller) version of the picture which is then linked to the (uncropped) original. I also tried to set the thumbnails' width and height to 0 in the preferences. Then, however, I don't even get the chance to assign a cropped version as thumbnail in the editor. Could you tell me how to achieve that? Or isn't it possible at all?

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  • Dell Synaptics touchpad's middle mouse button gets mapped as normal click

    - by Henrik
    How do I make the middle touchpad's button work? xinput --test 11 yields button press 1 button press 1 For pressing both the left and the middle button. I have tried to do xinput set-button-map 11 1 4 2 and so on, but as the --test shows that button 1 is being depressed, then probably the issue is at a lower level than with X11's perception of what mouse buttons I'm pressing (or assigning button-map 11 1 2 3 and clicking the right button in firefox, wouldn't trigger the middle-click on the link)

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  • Why doesn't lsof show localhost TCP connections in 14.04?

    - by sfussenegger
    I have two servers running 12.04.4 and 14.04.1 respectively. Both have nginx (port 80) and a Java process (port 8080). As expected, the lsof output for the Java process on the 12.04 machine shows a couple of established connections for port 8080 (e.g. TCP 127.0.0.1:8080->127.0.0.1:58067 (ESTABLISHED)) The 14.04 machine however does not. It only shows the listening port (TCP *:8080 (LISTEN)). I'm sure there are active connections though (confirmed by access logs, Java process status output, etc). What has changed from 12.04 to result in this behavior? Can this change be the cause for the "Too many open files" errors I'm getting since moving from 12.04 to 14.04? 12.04: $ dpkg -l lsof linux-image-virtual openjdk-7-jre nginx ||/ Name Version +++-===========================================-=========================================== ii linux-image-virtual 3.2.0.59.70 ii lsof 4.81.dfsg.1-1build1 ii nginx 1.6.1-1~precise ii openjdk-7-jre 7u65-2.5.1-4ubuntu1~0.12.04.1 14.04: $ dpkg -l lsof linux-image-virtual openjdk-7-jre nginx-full ||/ Name Version Architecture Description +++-=====================================-=======================-======================= ii linux-image-virtual 3.13.0.32.38 amd64 ii lsof 4.86+dfsg-1ubuntu2 amd64 ii nginx-full 1.4.6-1ubuntu3 amd64 ii openjdk-7-jre:amd64 7u65-2.5.1-4ubuntu1~0.1 amd64

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  • Writing an internal disk from IMG, what XP software to use?

    - by Andrew Swift
    I am trying to install the Chromium OS on an EEE PC 901, and I have succeeded in using Image Writer for Windows 0.2r23 to copy the IMG file to an SDHC card. Since the OS speed is limited by slow card access, I'd like to install the Chromium OS on the second, unused, internal SSD Drive, D:. However, Image Writer doesn't allow me to restore an internal drive from an IMG file. To be clear: I boot in XP on C: then run Image Writer to install the Chromium OS. Does anyone know how I can either convince Image Writer that D: is a removable drive or know of alternative program that will let me restore D: from an IMG file (non-windows file system)?

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  • It it possible to have multiple ReWrite rules that all do the same Action, for an IIS7.5 webserver?

    - by Pure.Krome
    I've got rewrite module working great for my IIS7.5 site. Now, I wish to add a number of urls that all goto an HTTP 410-Gone status. Eg. <rule name="Old Site = image1" patternSyntax="ExactMatch" stopProcessing="true"> <match url="image/loading_large.gif"/> <match url="image/aaa.gif"/> <match url="image/bbb.gif"/> <match url="image/ccc.gif"/> <action type="CustomResponse" statusCode="410" statusReason="Gone" statusDescription="The requested resource is no longer available" /> </rule> but that's invalid - the website doesn't start saying there's a rewrite config error. Is there another way I can do this? I don't particularly want define a single URL and ACTION for each url.

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  • Install Chromium OS to SECOND internal drive on EEE 901?

    - by Andrew Swift
    I am trying to install the Chromium OS on an EEE PC 901, and I have succeeded in using Image Writer for Windows 0.2r23 to copy the IMG file to an SDHC card. Since the OS speed is limited by slow card access, I'd like to install the Chromium OS on the second, unused, internal SSD Drive, D:. However, Image Writer doesn't allow me to restore an internal drive from an IMG file. To be clear: I boot in XP on C: then run Image Writer to install the Chromium OS. Does anyone know how I can either convince Image Writer that D: is a removable drive or know of alternative program that will let me restore D: from an IMG file (non-windows file system)?

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  • Mapping a 3D texture to a standard hollow-hull 3D model

    - by John
    I have 3D models which are typical hollow hulls. If such a model also had a 3D volumetric/voxel texture map then given a point P inside such a model, I'd like to be able to find its uvw coordinates within the 3D texture. Is this possible by simply setting 3D texcoords on my existing mesh or does it have to be broken up into polyhedra? Is there a way to map a 3D texture onto a mesh without doing this?

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  • Using Toshiba 22EL833 as PC display with GTX8800

    - by Oleg V. Volkov
    I had another Toshiba TV - 19SL738 - connected to this same PC and video card (GTX 8800) through DVI<-HDMI (DVI on PC side, HDMI on TV) before, that was working perfectly at it's native resolution 1360x768. Some time ago I had to change to 22EL833 and immediately faced problem with Windows 7 control panel and NVIDIA control panel both reporting native resolution for new TV as 1080i, 1920x1280, despite TV documentation saying that it have same 1360x768 as previous one. Practical tests confirmed that true native resolution is indeed 1360x768, because plugging in through DVI<-VGA and setting custom resolution through NVIDIA panel shown clear colors and crisp image, while setting anything different with either DVI<-VGA or DVI<-HDMI produced horribly distorted or squished images, with almost unreadable slim lines (as in letters, for example). Now, my problem is that there's no drivers for this TV and I'm unable to get good image while connecting it through DVI<-HDMI directly. The best I've achieved is editing EDID/driver manually, to persuade system that native resolution should be 1360x768, and while image became mostly clear, colors turned to some strange washed out effect, with pools of pure yellow, cyan and magenta there and there filling place of other colors. Gradients also became noticeably stripped as well. Somehow it looks like dithering gone bad and makes me suspect that image is still down/upscaled several times internally somewhere along the line. How can I connect this TV to DVI output of my video card to get best possible clear image, correct colors and correct native resolution?

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  • Create Pivot collections much faster than DeepZoomTools CollectionCreator class

    - by John Conwell
    I've been playing with Microsoft Live Labs Pivot to create a hierarchy of collections all linked together to allow someone to explore a hierarchy of data visually. The problem has been the generation time of the entire hierarchy. I end up creating 500 - 600 collections total and it takes hours and hours using the CollectionCreator class that comes with the DeepZoomTools.  So digging around I found a way to make the actual DeepZoom collection creation wicked fast. Dont use the CollectionCreator!  Turns out Pivot doesnt actually use the image pyramid generated by the CollectionCreator. Or if it does, its only when you open a new collection it shows all the images zooming in. But once the zoom in is complete, Pivot uses the individual DeepZoom images. What Pivot does need is the xml generated by the CollectionCreator, which is in a very simple format.  So what i did was manually generate the xml for the collection image pyramid, and then create the folder structure required (one folder per level of the pyramid), and put a single pixel png file in each folder.  Now, I can create the required files and folders for 500 collections in about 10 seconds. Sweet! Now you still have to use the ImageCreator to create a DeepZoom image for each image in the collection and that still takes some time, but at least the total processing time is way better.

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  • Pygame: Save a list of objects/classes/surfaces

    - by Sam Tubb
    I am working on a game, in which you can create mazes. You place blocks on a 16x16 grid, while choosing from a variety of block to make the level with. Whenever you create a block, it adds this class: class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) to a list called instances. I tried shelving it to a .bin file, but it returns some error dealing with surfaces. How can I go about saving and loading levels? Any help is appreciated! :) Here is the whole code for reference: import pygame from pygame.locals import * #initstuff pygame.init() screen=pygame.display.set_mode((640,480)) pygame.display.set_caption('PiMaze') instances=[] #loadsprites menuspr=pygame.image.load('images/menu.png').convert() b1spr=pygame.image.load('images/b1.png').convert() b2spr=pygame.image.load('images/b2.png').convert() currentbspr=b1spr curspr=pygame.image.load('images/curs.png').convert() curspr.set_colorkey((0,255,0)) #menu menuspr.set_alpha(185) menurect=menuspr.get_rect(x=-260,y=4) class MenuItem(object): def __init__(self,pos,spr): self.x=pos[0] self.y=pos[1] self.sprite=spr self.pos=(self.x,self.y) self.rect=self.sprite.get_rect(x=self.x,y=self.y) class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) while True: #menu items b1menu=b1spr.get_rect(x=menurect.left+32,y=48) b2menu=b2spr.get_rect(x=menurect.left+64,y=48) menuitems=[MenuItem(b1menu,b1spr),MenuItem(b2menu,b2spr)] screen.fill((20,30,85)) mse=pygame.mouse.get_pos() key=pygame.key.get_pressed() placepos=((mse[0]/16)*16,(mse[1]/16)*16) if key[K_q]: if mse[0]<260: if menurect.right<255: menurect.right+=1 else: if menurect.left>-260: menurect.left-=1 else: if menurect.left>-260: menurect.left-=1 for e in pygame.event.get(): if e.type==QUIT: exit() if menurect.right<100: if e.type==MOUSEBUTTONUP: if e.button==1: to_remove = [i for i in instances if i.rect.collidepoint(placepos)] for i in to_remove: instances.remove(i) if not to_remove: instances.append(Block(placepos[0],placepos[1],currentbspr)) for i in instances: screen.blit(i.sprite,i.rect) if not key[K_q]: screen.blit(curspr,placepos) screen.blit(menuspr,menurect) for item in menuitems: screen.blit(item.sprite,item.pos) if item.rect.collidepoint(mse): if pygame.mouse.get_pressed()==(1,0,0): currentbspr=item.sprite pygame.draw.rect(screen, ((255,0,0)), item, 1) pygame.display.flip()

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  • Hybrid drive not booting faster than a normal HD

    - by Nigel Trotter
    I have used Windows 7 to create an image of my existing standard 160GB HD and copied this image back to a bigger 500GB Seagate hybrid drive. After copying the image to the hybrid I had to resize the partition, which was fine but after rebooting a few times to "teach" the hybrid, I have no increase in boot speed. It still takes 20-25 seconds to close down and then over a minute to start up. Is this something to do with the way the image lays itself on the drive indiscriminately? Do I need to load the OS on the drive from scratch to get the benefits? My PC with an i5 processor, is using AHCI mode.

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  • How to encrypt a folder in Mac OS X

    - by Mr. Man
    How do you encrypt a single folder on Mac OS X without using a Disk Image? I have heard you can use a Disk Image to do this but I don't want a giant Disk Image just sitting there which I will probably never fill up. Thanks in advance!

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  • adding tagged / dynamic pages in sitemap

    - by sam
    ive got a blog thats been running for about a year ive made about 200 posts, and there should be about 220 pages to index (additional pages for about / contact ect). When i go to crawl the site i get 1900 pages because of all the pages that are related to tags ive used in my blogs these 70% of these pages only contain one blog post. When submitting my site map to google should i exclude all pages with /tagged/ in the url so ill only be submitting unqiue pages, or should i submit the full site map ?

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  • In a state machine, is it a good idea to separate states and transitions?

    - by codablank1
    I have implemented a small state machine in this way (in pseudo code): class Input {} class KeyInput inherits Input { public : enum { Key_A, Key_B, ..., } } class GUIInput inherits Input { public : enum { Button_A, Button_B, ..., } } enum Event { NewGame, Quit, OpenOptions, OpenMenu } class BaseState { String name; Event get_event (Input input); void handle (Event e); //event handling function } class Menu inherits BaseState{...} class InGame inherits BaseState{...} class Options inherits BaseState{...} class StateMachine { public : BaseState get_current_state () { return current_state; } void add_state (String name, BaseState state) { statesMap.insert(name, state);} //raise an exception if state not found BaseState get_state (String name) { return statesMap.find(name); } //raise an exception if state or next_state not found void add_transition (Event event, String state_name, String next_state_name) { BaseState state = get_state(state_name); BaseState next_state = get_state(next_state_name); transitionsMap.insert(pair<event, state>, next_state); } //raise exception if couple not found BaseState get_next_state(Event event, BaseState state) { return transitionsMap.find(pair<event, state>); } void handle(Input input) { Event event = current_state.get_event(input) current_state.handle(event); current_state = get_next_state(event, current_state); } private : BaseState current_state; map<String, BaseState> statesMap; //map of all states in the machine //for each couple event/state, this map stores the next state map<pair<Event, BaseState>, BaseState> transitionsMap; } So, before getting the transition, I need to convert the key input or GUI input to the proper event, given the current state; thus the same key 'W' can launch a new game in the 'Menu' state or moving forward a character in the 'InGame' state; Then I get the next state from the transitionsMap and I update the current state Does this configuration seem valid to you ? Is it a good idea to separate states and transitions ? And I have some kind of trouble to represent a 'null state' or a 'null event'; What initial value can I give to the current state and which one should be returned by get_state if it fails ?

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  • rel="nofollow" SEO impact

    - by Torez
    I saw a technique used where there was a block with three parts: 1. Image (wrapped in an anchor tag) 2. Heading (anchor tag with heading text) 3. Paragraph (regular p tag with synopsis content) e.g. <li class="block"> <a rel="nofollow" class="thumb" href="#"><img src="images/placeholder_service_thumbnail.jpg" alt="" /></a> <a class="h3" href="#"Good SEO Heading</a> <pPellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Vestibulum tortor quam, feugiat vitae, ultricies eget, tempor sit amet, ante. Donec eu...</p> </li> With the image tag there was a rel="nofollow" on the wrapped anchor tag. So the idea is that the users still has the ability to click the image and go to the details page, but the image link does not rank. When users click on the heading text, that is only what ranks for that specific page. Q: Is this the correct approach? Does this even do anything? What is the best practice?

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  • Making nginx withstand flood attacks

    - by Tiffany Walker
    How can I make it stand stand against attacks better? Are their plugins. Looking for a way to RATE LIMIT and remain up and not slow down. My Setup: user nobody; # no need for more workers in the proxy mode worker_processes 4; worker_cpu_affinity 0001 0010 0100 1000; worker_priority -2; error_log /var/log/nginx/error.log info; worker_rlimit_nofile 40480; events { worker_connections 5120; # increase for busier servers use epoll; # you should use epoll here for Linux kernels 2.6.x } http { server_name_in_redirect off; server_names_hash_max_size 10240; server_names_hash_bucket_size 1024; include mime.types; default_type application/octet-stream; server_tokens off; disable_symlinks if_not_owner; sendfile on; tcp_nopush on; tcp_nodelay on; keepalive_timeout 5; gzip on; gzip_vary on; gzip_disable "MSIE [1-6]\."; gzip_proxied any; gzip_http_version 1.1; gzip_min_length 1000; gzip_comp_level 9; gzip_buffers 16 8k; # You can remove image/png image/x-icon image/gif image/jpeg if you have slow CPU gzip_types text/plain text/xml text/css application/x-javascript application/xml image/png image/x-icon image/gif image/jpeg application/xml+rss text/javascript application/atom+xml; ignore_invalid_headers on; client_header_timeout 3m; client_body_timeout 3m; send_timeout 3m; reset_timedout_connection on; connection_pool_size 256; client_header_buffer_size 256k; large_client_header_buffers 4 256k; client_max_body_size 200M; client_body_buffer_size 128k; request_pool_size 32k; output_buffers 4 32k; postpone_output 1460; proxy_temp_path /tmp/nginx_proxy/; client_body_in_file_only on; log_format bytes_log "$msec $bytes_sent ."; include "/etc/nginx/vhosts/*"; } vhost file: server { error_log /var/log/nginx/vhost-error_log warn; listen 194.145.208.19:80; server_name ipxnow.in www.ipxnow.in; access_log /usr/local/apache/domlogs/ipxnow.in-bytes_log bytes_log; access_log /usr/local/apache/domlogs/ipxnow.in combined; root /home/ipxnowin/public_html; location / { location ~.*\.(3gp|gif|jpg|jpeg|png|ico|wmv|avi|asf|asx|mpg|mpeg|mp4|pls|mp3|mid|wav|swf|flv|html|htm|txt|js|css|exe|zip|tar|rar|gz|tgz|bz2|uha|7z|doc|docx|xls|xlsx|pdf|iso)$ { expires 7d; try_files $uri @backend; } error_page 405 = @backend; add_header X-Cache "HIT from Backend"; proxy_pass http://194.145.208.19:8081; include proxy.inc; } location @backend { internal; proxy_pass http://194.145.208.19:8081; include proxy.inc; } location ~ .*\.(php|jsp|cgi|pl|py)?$ { proxy_pass http://194.145.208.19:8081; include proxy.inc; } location ~ /\.ht { deny all; } } and proxy.inc: proxy_connect_timeout 59s; proxy_send_timeout 600; proxy_read_timeout 600; proxy_buffer_size 64k; proxy_buffers 16 32k; proxy_busy_buffers_size 64k; proxy_temp_file_write_size 64k; proxy_pass_header Set-Cookie; proxy_redirect off; proxy_hide_header Vary; proxy_set_header Accept-Encoding ''; proxy_ignore_headers Cache-Control Expires; proxy_set_header Referer $http_referer; proxy_set_header Host $host; proxy_set_header Cookie $http_cookie; proxy_set_header X-Real-IP $remote_addr; proxy_set_header X-Forwarded-Host $host; proxy_set_header X-Forwarded-Server $host; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;

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  • Now Shipping! NetAdvantage for .NET 2010 Volume 3!

    The new NetAdvantage Ultimate includes all four Line of Business user interface control sets for ASP .NET, Windows Forms, WPF and Silverlight plus two advanced Data Visualization UI control sets for WPF and Silverlight. With six NetAdvantage products in one robust package, Infragistics® gives you hundreds of controls and infinite development possibilities. Unified XAML Product Strategy-Share Code, Get More Controls In the 10.3 release, Infragistics continues to deliver code parity between the XAML platforms, WPF and Silverlight. In the line of business toolsets, Infragistics introduces the new xamSchedule™, full-featured, Outlook® 2010-style schedule controls, and the new xamDataTree™, a data bound tree view that comfortably handles tens of thousands of tree nodes. Mimicking our Silverlight Drag and Drop Framework, the WPF Drag and Drop Framework CTP empowers you to add your own rich touches to your applications. Track Users' Behaviors New to all NetAdvantage Silverlight controls is the Infragistics Analytics Framework (IGAF), which empowers you to track user behavior in RIAs running on Silverlight 4. Building on the Microsoft® Silverlight Analytics Framework, with IGAF you can analyze the user's behaviors to ensure the experience you want to deliver. NetAdvantage for Windows Forms--New Office® 2010 Ribbon and Application Menu 2010 Create new experiences with Windows Forms. Now with Office 2010 styling, NetAdvantage for Windows Forms has new features such as Microsoft® Office 2010 ribbon and enhanced Infragistics.Excel to export the contents of the high performance WinGrid™ into Microsoft Excel® 2010. The new Windows Message Support enables Infragistics standalone editor controls to process numerous Windows® OS messages, allowing them to respond just like native controls to changes in the Windows environment. Create Faster Web 2.0 Experiences with NetAdvantage for ASP .NET Infragistics continues to push the envelope to deliver the fastest ASP .NET WebForms controls available on the market. Our lightning fast ASP .NET grids are now enhanced with XPS/PDF Exporting and Summary Rows. This release also includes support for jQuery Templating (as a CTP) within our WebDataGrid™ and WebDataTree™ controls allowing you to quickly cut down overall page size. Deliver Business Intelligence with Power, Flexibility and the Office 2010 Experience NetAdvantage for WPF Data Visualization and NetAdvantage for Silverlight Data Visualization help you deliver flexible, powerful and usable end user experiences in Business Intelligence applications. Both suites include the Pivot Grid that delivers the full power of online analytical processing (OLAP) to present multi-dimensional data, sliced and diced in cross-tabulated form for end users to drill down into, interact with and easily extract meaning from the data. Mapping Made Easy 10.3 marks the official release of the WPF Data Visualization xamMap™ control to map anything and everything from geographic to geo-spacial mapping data. Map layers allow you to add successive levels of detail, navigational panes for panning in all directions, color swatch panes that facilitate value scales like Choropleth shading, and scale panes allowing users to zoom-in and out. Both toolsets introduce the first of many relationship maps! With the xamOrgChart™ CTP you can map out organizational charts of up to 50K employees, competitive brackets (think World Cup) and any other relational, organizational map your application needs. http://www.infragistics.com span.fullpost {display:none;}

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  • (Unity)Getting a mirrored mesh from my data structure

    - by Steve
    Here's the background: I'm in the beginning stages of an RTS game in Unity. I have a procedurally generated terrain with a perlin-noise height map, as well as a function to generate a river. The problem is that the graphical creation of the map is taking the data structure of the map and rotating it by 180 degrees. I noticed this problem when i was creating my rivers. I would set the River's height to flat, and noticed that the actual tiles that were flat in the graphical representation were flipped and mirrored. Here's 3 screenshots of the map from different angles: http://imgur.com/a/VLHHq As you can see, if you flipped (graphically) the river by 180 degrees on the z axis, it would fit where the terrain is flattened. I have a suspicion it is being caused by a misunderstanding on my part of how vertices work. Alas, here is a snippet of the code that is used: This code here creates a new array of Tile objects, which hold the information for each tile, including its type, coordinate, height, and it's 4 vertices public DTileMap (int size_x, int size_y) { this.size_x = size_x; this.size_y = size_y; //Initialize Map_Data Array of Tile Objects map_data = new Tile[size_x, size_y]; for (int j = 0; j < size_y; j++) { for (int i = 0; i < size_x; i++) { map_data [i, j] = new Tile (); map_data[i,j].coordinate.x = (int)i; map_data[i,j].coordinate.y = (int)j; map_data[i,j].vertices[0] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -j * GTileMap.TileMap.tileSize); map_data[i,j].vertices[1] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[2] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[3] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); } } This code sets the river tiles to height 0 foreach (Tile t in map_data) { if (t.realType == "Water") { t.vertices[0].y = 0f; t.vertices[1].y = 0f; t.vertices[2].y = 0f; t.vertices[3].y = 0f; } } And below is the code to generate the actual graphics from the data: public void BuildMesh () { DTileMap.DTileMap map = new DTileMap.DTileMap (size_x, size_z); int numTiles = size_x * size_z; int numTris = numTiles * 2; int vsize_x = size_x + 1; int vsize_z = size_z + 1; int numVerts = vsize_x * vsize_z; // Generate the mesh data Vector3[] vertices = new Vector3[ numVerts ]; Vector3[] normals = new Vector3[numVerts]; Vector2[] uv = new Vector2[numVerts]; int[] triangles = new int[ numTris * 3 ]; int x, z; for (z=0; z < vsize_z; z++) { for (x=0; x < vsize_x; x++) { normals [z * vsize_x + x] = Vector3.up; uv [z * vsize_x + x] = new Vector2 ((float)x / size_x, 1f - (float)z / size_z); } } for (z=0; z < vsize_z; z+=1) { for (x=0; x < vsize_x; x+=1) { if (x == vsize_x - 1 && z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z - 1].vertices [3]; } else if (z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z - 1].vertices [2]; } else if (x == vsize_x - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z].vertices [1]; } else { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [0]; vertices [z * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [1]; vertices [(z+1) * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [2]; vertices [(z+1) * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [3]; } } } } for (z=0; z < size_z; z++) { for (x=0; x < size_x; x++) { int squareIndex = z * size_x + x; int triOffset = squareIndex * 6; triangles [triOffset + 0] = z * vsize_x + x + 0; triangles [triOffset + 2] = z * vsize_x + x + vsize_x + 0; triangles [triOffset + 1] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 3] = z * vsize_x + x + 0; triangles [triOffset + 5] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 4] = z * vsize_x + x + 1; } } // Create a new Mesh and populate with the data Mesh mesh = new Mesh (); mesh.vertices = vertices; mesh.triangles = triangles; mesh.normals = normals; mesh.uv = uv; // Assign our mesh to our filter/renderer/collider MeshFilter mesh_filter = GetComponent<MeshFilter> (); MeshCollider mesh_collider = GetComponent<MeshCollider> (); mesh_filter.mesh = mesh; mesh_collider.sharedMesh = mesh; calculateMeshTangents (mesh); BuildTexture (map); } If this looks familiar to you, its because i got most of it from Quill18. I've been slowly adapting it for my uses. And please include any suggestions you have for my code. I'm still in the very early prototyping stage.

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  • How do i rotate a 2D picturebox according to my mouse

    - by Gwenda.T
    I would want to rotate my picturebox which contains an image. The image will just spin around following the mouse, but the position of the image is fixed. Any idea on how it should be done? Btw using Visual Studio 2012 C# Windows phone application for Windows Phone 8. I've did a little research on google but the other codes were from VS2012 using a WinForm But it's different now I'm not able to use their code. So I was hoping I could find some answer at here! Currently now I have this private void arrowHead_Tap(object sender, System.Windows.Input.GestureEventArgs e) { Duration Time_duration = new Duration(TimeSpan.FromSeconds(0.5)); Storyboard MyStory = new Storyboard(); MyStory.Duration = Time_duration; DoubleAnimation My_Double = new DoubleAnimation(); My_Double.Duration = Time_duration; MyStory.Children.Add(My_Double); RotateTransform MyTransform = new RotateTransform(); Storyboard.SetTarget(My_Double, MyTransform); Storyboard.SetTargetProperty(My_Double, new PropertyPath("Angle")); My_Double.To = 15; arrowHead.RenderTransform = MyTransform; arrowHead.RenderTransformOrigin = new Point(0.5, 0.5); //stackPanel1.Children.Add(image1); MyStory.Begin(); } This is my only way of tilting the image however now I want it to follow my mouse! Thanks!

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  • How can I show a texture in a separate window in an XNA game?

    - by John
    I'm playing around with random map generation and what I want to do is: Input a command to generate a random map. A texture will be created resembling the generation, each pixel resembling each tile. A new window will pop-up, without removing the original one, that will contain the texture. I know how to do this except for the last part. Would someone please tell me how to create a new window and draw a texture to this window?

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  • windows 7 Libraries corruption

    - by Pablo
    I've provided an image to show the issue that im currently having. So basically the libraries work fine on windows explorer works fine, but trying to access from a browser, to upload file for example, the libraries just don't work they seem to be empty. Looking at the image, the window on the left is from the chrome browser and the windows on the right is from windows explorer. Image Link *Can't post images yet Any ideas? i've also tried creating new libraries with no luck.

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  • Load balancing without a load balancer?

    - by Tom
    I have 4 nginx-powered image servers on their own subdomains which users would access at random. I decided to put them all behind a HAProxy load balancer to improve the reliability and to see the traffic statistics from a single location. It seemed like a no-brainer. Unfortunately, the move was a complete failure as the load balancer's 100mbit port was completely saturated with all requests now going through it. I was wondering what to do about this - I could get a port upgrade ($$) or return to 4 separate image servers that are randomly accessed. I thought about putting HAProxy on each image server which would in turn route to another image server if that server's nginx service was having trouble. What would you do? I would like to not have to spend too much additional money.

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