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  • Top/left edges of screen, in Virtualbox, act like bottom/right edges

    - by Ken
    I have Virtualbox running on Windows Vista, and Debian running inside Virtualbox. Everything's running great, for the most part. Everything looks correct. But when I'm in full-screen mode, the top edge seems to act (to the mouse) like it's the bottom edge, and the left edge seems to act like the right edge. For example, if I click in the middle of the desktop and drag left, as if to select some icons, when I hit the very leftmost pixel of the screen, the selection (but not the mouse pointer) jumps to the far right edge of the screen). For the left edge, it's not such a big deal, but not having the top edge is kind of annoying: it means I can't select things from the menu in my top panel by slamming the mouse against the top of the screen. Anyone seen this before? Is there some way to make this work? Thanks!

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  • Teach Your Kid to Code (&hellip;and Vote early!)

    - by Steve Michelotti
    Next Tuesday I will be at the CMAP main meeting presenting Teach Your Kid to Code. Next Tuesday is of course Election Day so you have to make sure you vote early in order to get over to CMAP for the 7:00PM presentation. I will be co-presenting this talk with my 5th grade son. Here is the abstract: Have you ever wanted a way to teach your kid to code? For that matter, have you ever wanted to simply be able to explain to your kid what you do for a living? Putting things in a context that a kid can understand is not as easy as it sounds. If you are someone curious about these concepts, this is a “can’t miss” presentation that will be co-presented by Justin Michelotti (5th grader) and his father. Bring your kid with you to CMAP for this fun and educational session. We will show tools you may not have been aware of like SmallBasic and Kodu – we’ll even throw in a little Visual Studio and Windows 8! Concepts such as variables, conditionals, loops, and functions will be covered while we introduce object oriented concepts without any of the confusing words. Kids are not required for entry! I promise this will be an entertaining presentation! We hope to see you (and your kids) there. Click here for details.

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  • SharePoint 2007 Parser Error after updating master page

    - by Kelly Jones
    A few weeks ago I was updating the master page for a SharePoint 2007 (WSS) site.  The client wanted the site updated to reflect the new look and feel that is being applied to another set of sites in the organization. I created a new theme and master page, which I already wrote about here and here.  It worked well, except for a few pages on a subsite.  On those pages, I got the following error: Server Error in '/' Application. Parser Error Description: An error occurred during the parsing of a resource required to service this request. Please review the following specific parse error details and modify your source file appropriately. Parser Error Message: Code blocks are not allowed in this file.   I decided to go comb through my new master page and compare it to the existing master page that was already working.  After going through them line by line several times, I had no clue what would be causing the error because they were basically the same! It turns out, it was a combination of two things.  First, on a few of the pages in the site, there was some include code (basically an <% EVAL()%> snippet).  This was the code that was triggering my error “Code blocks are not allowed in this file”. However, this code was working fine with the previous master page. I decided to then try doing a full deployment of the site with the new master page, and it worked fine!  Apparently, if the master page is deployed using a Feature, then it is granted permission to allow code blocks, but if you upload pages either using web UI or SharePoint Designer, then the pages won’t be able to use code blocks. I haven’t been able to pin down the rules or official info about this, but I thought others might find it useful anyway.

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  • MS Exchange -- running code against outbound email

    - by user32680
    I would like to know if using MS Exchange there is a way to run code against outbound emails. The code would need to trigger on emails sent to a specific domain, connect to a database, check for an email related to the email sent, and Carbon-copy that email to the related email. What I'm trying to do: When [email protected] gets an email, his auditor [email protected] gets CC'd. Jack is in a MSSQL DB table related to his auditor's email. Are there any samples of things like this being done?

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  • IDC and Becham Research: New analyst reports and webcast

    - by terrencebarr
    Embedded Java is getting a lot of attention in the analyst community these days. Check out these new analyst reports and a webcast by IDC as well as Beecham Research. IDC published a White Paper titled “Ghost in the Machine: Java for Embedded Development”, and an accompanying webcast recording. Highlights of the White Paper: The embedded systems industry is projected to continue to expand rapidly, reaching $2.1 trillion in 2015 The market for intelligent systems, where Java’s rich set of services are most needed, is projected to grow to 78% of all embedded systems in 2015  Java is widely used in embedded systems and is expected to continue to gain traction in areas where devices present an application platform for developers The free IDC webcast and White Paper can be accessed here. Beecham Research published a report titled “Designing an M2M Platform for the Connected World”. Highlights of the report: The total revenue for M2M Services is projected to double, from almost $15 billion in 2012 to over $30 billion in 2016 The primary driver for M2M solutions is now enabling new services Important trends that are developing are: Enterprise integration – more data and using the data more strategically, new markets in the Internet of Things (IoT), processing large amounts of data in real time (complex event processing) Using the same software development environment for all parts of an M2M solution is a major advantage if the software can be optimized for each part of the solution The free Beecham Research report can be accessed here. Cheers, – Terrence Filed under: Mobile & Embedded Tagged: iot, Java Embedded, M2M, research, webcast

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  • Ubuntu Won't Load Up

    - by Russ
    I'm having trouble with Ubuntu. It was working fine on Weds 24/08/12. Fired up my laptop yesterday and came up with the Grub screen. What I basically want to know is how do I get back to normal service? I'm pretty illiterate when it comes to Ubuntu/Linux systems. I think I'm running the latest version of Ubuntu. Currently using the 11.10 trial which I burnt to disc to use my laptop at the minute to post this question. This is the first screen I get come up. 'http://img.photobucket.com/albums/v419/R1187/20121025_173033.jpg' Following the first option it just takes me to a black screen with a flashing underscore. Pretty sure it doesn't allow me to enter any text. When I follow the second option I get this screen: I've tried following the advice on this question, but it hasn't done the trick. It keeps asking me if it's mounted. Any help will be appreciated. Ideally I'd like to get things back to normal. Failing that copying my data from the hard drive to an external one and reinstalling Ubuntu would be fine.

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  • Approaches to timed puzzle elements

    - by ndg
    I'm working on a side scrolling game that has a number of timed puzzle elements. As a simple example: I have a number of moving platforms that have been setup to transition in a pattern. Ideally I'd like to ensure that as the player first approaches them, they are in an ideal state -- whereby the player can witness the full transition and more experienced players (i.e: speedrunners) can complete the puzzle immediately without having to wait for the current transition to complete. The issue here, in a nutshell, is that because these platforms begin transitioning at the start of the level, it's impossible to correctly calculate when the player is likely to stumble upon them. I've done a fair bit of Googling but haven't managed to turn up any decent resources with regards to solving a problem like this. The obvious solution is to only begin updating the objects when the player (or more likely: the camera) first encounters them. But this becomes difficult when you consider more complicated situations. It seems like potentially the easiest way of handling this is to have an invisible trigger volume that will tell any puzzle elements located inside of it that the player has 'arrived' upon first colliding with the player. But this would mean I'd have to logically group puzzle elements, which could become fairly messy in a hurry. Take, for instance, a puzzle that appears to the right of the screen. It may take the player a number of seconds to reach it. It would look strange if the elements involved were to remain stationary. But by the time the player arrives, it's likely things will be 'out of sync'. I wanted to post here in the hopes that others know of, or have implemented, a decent solution to this problem?

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  • Changing memory allocator to Jemalloc Centos 6

    - by Brian Lovett
    After reading this blog post about the impact of memory allocators like jemalloc on highly threaded applications, I wanted to test things on a larger scale on some of our cluster of servers. We run sphinx, and apache using threads, and on 24 core machines. Installing jemalloc was simple enough. We are running Centos 6, so yum install jemalloc jemalloc-devel did the trick. My question is, how do we change everything on the system over to using jemalloc instead of the default malloc built into Centos. Research pointed me at this as a potential option: LD_PRELOAD=$LD_PRELOAD:/usr/lib64/libjemalloc.so.1 Would this be sufficient to get everything using jemalloc?

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  • Writing a SQL Azure Book - Notes

    - by Herve Roggero
    Over the last few months I have had the opportunity to ramp up significantly on SQL Azure.  In fact I will be the co-author of Pro SQL Azure, published by Apress. This is going to be a book on how to best leverage SQL Azure, both from a technology and design standpoint. Talking about design, one of the things I realized is that understanding the key limitations and boundary parameters of Azure in general, and more specifically SQL Azure, will play an important role in making sounds design decisions that both meet reasonable performance requirements and minimize the costs associated with running a cloud computing solution.   The book touches on many design considerations including link encryption, pricing model, design patterns, and also some important performance techniques that need to be leveraged when developing in Azure, including Caching, Lazy Properties and more.   Finally I started working with Shards and how to implement them in Azure to ensure database scalability beyond the current size limitations. Implementing shards is not simple, and the book will address how to create a shard technology within your code to provide a scale-out mechanism for your SQL Azure databases.   As you can see, there are many factors to consider when designing a SQL Azure database. While we can think of SQL Azure as a cloud version of SQL Server, it is best to look at it as a new platform to make sure you don’t make any assumptions on how to best leverage it.

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  • Issue with user having a gmail account and Google Apps account using same email/username

    - by Joshua
    Greetings! We have a user in our organization that had been using her email address at our domain at her username for gmail.com We recently moved our folks on to Google Apps, and have just moved our email server over to Google (IMAP/SMTP). I'm having all kinds of trouble only with this user's account with her sending and receiving email via the new Google mail server and wondering if it's because of her existing Gmail account. So her email address with us is [email protected], which is her login/user id with us on our Google Apps site. She still has her gmail identity tied to that same [email protected]. She's ok with deleting her old Gmail account...if I do so however will it goof things up for her going forward with us on the Google Apps site? Will she not be able to receive email? Thanks! Joshua

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  • XNA Required information to represent 2D Sprite graphically

    - by Fire-Dragon-DoL
    I was thinking about dividing my game engine into 2 threads: render thread and update thread (I can't come up on how to divide update thread from physic thread at the moment). That said, I have to duplicate all Sprite informations, what do I really need to represents a 2D Sprite graphically? Here are my ideas (I'll mark with ? things that I'm not sure): Vector2 Position float Rotation ? Vector2 Pivot ? Rectangle TextureRectangle Texture2D Texture Vector2 ImageOrigin ? (is it tracked somewhere else?) If you have any suggestion about using different types for datas, it's appreciated Last part of the question: isn't this a lot of data to copy in a buffer?what should I really copy in the buffer?I'm following this tutorial: http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/3/ Thanks UPDATE 1: Newer values at the moment: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color byte Facing (can be left or right, I'll do it with an enum) I re-read the tutorial, what I was doing wrong is not that I need to pass all those values, I need to pass only changed values as messages. UPDATE 2: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color bool Flip uint DrawOrder Vector2 Scale bool Visible ? Mhhh, should Visibile be included?

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  • Windows 7 won't read from NAS on LAN

    - by Alfy
    I've got a Linkstation NAS drive on a local network. Having just got a new laptop with Windows 7 Home Professional, I can no longer read anything of the drive. I've tried accessing the drive using \192.168.1.55\share, using ftp programs such as WinSCP, filezilla and even using firefox to hit ftp://192.168.1.55. The really annoying thing is that through these methods I can see the files on the drive, counting out any kind of connection issues. I can navigate through the NAS file system, but as soon as I try and copy a file off the NAS, things just stop working. Accessing the drive through a WindowsXP machine works fine. So far I've tried: Disabling firewalls Adding the LmCompatibilityLevel key to HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Lsa Using the 40 - 56 bit encryption instead of the 128 bit. Has anyone got any suggestions of what I can check or try. This is driving me crazy and I'm totally out of ideas? Thanks

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  • How do I stop someone using my domain for Spam emails?

    - by Vizioz Limited
    Hi Blog Readers,Every now and then I seem to have one of those low life Viagra sellers using my domain for spam emailing people.I have done everything I can think of to try and prevent then from doing this, but they seem to keep doing it. I just wondered if anyone out there new of a way to stop them?The headers from one of the bounce backs look like this:Return-Path: <[email protected]>Received: from rctp.telecomitalia.it (host49-133-dynamic.52-82-r.retail.telecomitalia.it[82.52.133.49]) by mx.google.com with SMTP id o8si307731weq.161.2010.07.23.05.33.53; Fri, 23 Jul 2010 05:33:59 -0700 (PDT)Received-SPF: fail (google.com: domain of [email protected] does not designate 82.52.133.49 as permitted sender) client-ip=82.52.133.49;Authentication-Results: mx.google.com; spf=hardfail (google.com: domain of [email protected] does not designate 82.52.133.49 as permitted sender) [email protected]: <[email protected]>Date: Fri, 23 Jul 2010 14:33:52 +0200From: Garnett Mckinnie <[email protected]>MIME-Version: 1.0To: NAME REMOVE <[email protected]>Subject: Where we are well established we areAs you can see from the headers, I have setup the SPF record and it is receiving a "hardfail"We are using Google Apps for our email hosting, so you'd kinda hope that they have got things pretty much secured down, so what I am missing? Or is it always going to be possible for other people to fake sending emails using another domain?

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  • How to get tilemap transparency color working with TiledLib's Demo implementation?

    - by Adam LaBranche
    So the problem I'm having is that when using Nick Gravelyn's tiledlib pipeline for reading and drawing tmx maps in XNA, the transparency color I set in Tiled's editor will work in the editor, but when I draw it the color that's supposed to become transparent still draws. The closest things to a solution that I've found are - 1) Change my sprite batch's BlendState to NonPremultiplied (found this in a buried Tweet). 2) Get the pixels that are supposed to be transparent at some point then Set them all to transparent. Solution 1 didn't work for me, and solution 2 seems hacky and not a very good way to approach this particular problem, especially since it looks like the custom pipeline processor reads in the transparent color and sets it to the color key for transparency according to the code, just something is going wrong somewhere. At least that's what it looks like the code is doing. TileSetContent.cs if (imageNode.Attributes["trans"] != null) { string color = imageNode.Attributes["trans"].Value; string r = color.Substring(0, 2); string g = color.Substring(2, 2); string b = color.Substring(4, 2); this.ColorKey = new Color((byte)Convert.ToInt32(r, 16), (byte)Convert.ToInt32(g, 16), (byte)Convert.ToInt32(b, 16)); } ... TiledHelpers.cs // build the asset as an external reference OpaqueDataDictionary data = new OpaqueDataDictionary(); data.Add("GenerateMipMaps", false); data.Add("ResizetoPowerOfTwo", false); data.Add("TextureFormat", TextureProcessorOutputFormat.Color); data.Add("ColorKeyEnabled", tileSet.ColorKey.HasValue); data.Add("ColorKeyColor", tileSet.ColorKey.HasValue ? tileSet.ColorKey.Value : Microsoft.Xna.Framework.Color.Magenta); tileSet.Texture = context.BuildAsset<Texture2DContent, Texture2DContent>( new ExternalReference<Texture2DContent>(path), null, data, null, asset); ... I can share more code as well if it helps to understand my problem. Thank you.

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  • Security vulnerability and nda's [closed]

    - by Chris
    I want to propose a situation and gain insight from the communities thoughts. A customer, call them Customer X has a contract with a vendor, Vendor Y to provide an application and services. Customer X discovers a serious authentication vulnerability in Vendor Y's software. Vendor Y and Customer X has a discussion. Vendor Y acknowledges/confirms flaw. Vendor Y confirms they will put effort to fix. Customer X requests Vendor Y to inform all customers impacted by this. Vendor agrees. Fast forward 2 months, and the flaw has not been fixed. Patches were applied to mitigate but the flaw still exists. However, no customers were informed of issue. At this point customer X contacts Vendor Y to determine the status and understand why customer's were not informed. The vendor nicely reminds the customer they are under an NDA and are still working on the issue. A few questions/discussion pieces out of this. By discussing a software flaw with a vendor, does this imply you have agreed to any type of NDA disclosure? Additionally, what rights as does Customer X have to inform other customers of this vulnerability if vendor does not appear willing to comply? I (the op) am under the impression that when this situation occurs, you are supposed to notify vendor of issue, provide them with ample time to respond and if no response you are able to do what you wish with the information. I am thinking back to the MIT/subway incident where they contacted transit authorities, transit authorities didn't respond in a timely fashion so the students disclosed the information publicly on their own. Few things to note about this: I am not the customer in above situation, also lets assume for purposes of keeping discussion inline that customer X has no intentions of disclosing information, they are merely concerned and interested in making sure other customers are aware until it is fixed so they do not expierence a major security breach. (More information can be supplied if needed to add context to question. )

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  • Move files and resize partition automatically?

    - by Rob
    I'm in a bit of an odd situation. I've recently been working on switching from debian to arch, and I've got my home partition for both pointing to the same partition (different usernames, so that's not an issue). What I want to do is one of two things, either: Set up user on arch with same username and group as debian, and have everything just sort of work! OR Move files I'd like to share between home folders to their own partition, and mount it with fstab. For the second one, I have around 150gb of files that would need moved to their own partition, and i've got about 15gb of free space on my home partition. So what I'd want to do is somehow make a 10gb ext4 partition, move 10gb-ish of files, expand the partition again, move files again, etc until all the files are moved to their own partition. I can do it manually, but it'd be easier if I could say "Move 10GB-ish of files from here to there, and then resize it and repeat until I'm out of files". Is that even possible?

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  • Writing cross-platforms Types, Interfaces and Classes/Methods in C++

    - by user827992
    I'm looking for the best solution to write cross-platform software, aka code that I write and that I have to interface with different libraries and platforms each time. What I consider the easiest part, correct me if I'm wrong, is the definition of new types, all I have to do is to write an hpp file with a list of typedefs, I can keep the same names for each new type across the different platforms so my codebase can be shared without any problem. typedefs also helps me to redefine a better scope for my types in my code. I will probably end up having something like this: include |-windows | |-types.hpp |-linux | |-types.hpp |-mac |-types.hpp For the interfaces I'm thinking about the same solution used for the types, a series of hpp files, probably I will write all the interfaces only once since they rely on the types and all "cross-platform portability" is ensured by the work done on the types. include | |-interfaces.hpp | |-windows | |-types.hpp |-linux | |-types.hpp |-mac | |-types.hpp For classes and methods I do not have a real answer, I would like to avoid 2 things: the explicit use of pointers the use of templates I want to avoid the use of the pointers because they can make the code less readable for someone and I want to avoid templates just because if I write them, I can't separate the interface from the definition. What is the best option to hide the use of the pointers? I would also like some words about macros and how to implement some OS-specifics calls and definitions.

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  • Introduction to LinqPad Driver for StreamInsight 2.1

    - by Roman Schindlauer
    We are announcing the availability of the LinqPad driver for StreamInsight 2.1. The purpose of this blog post is to offer a quick introduction into the new features that we added to the StreamInsight LinqPad driver. We’ll show you how to connect to a remote server, how to inspect the entities present of that server, how to compose on top of them and how to manage their lifetime. Installing the driver Info on how to install the driver can be found in an earlier blog post here. Establishing connections As you click on the “Add Connection” link in the left pane you will notice that now it’s possible to build the data context automatically. The new driver appears as an option in the upper list, and if you pick it you will open a connection dialog that lets you connect to a remote StreamInsight server. The connection dialog lets you specify the address of the remote server. You will notice that it’s possible to pick up the binding information from the configuration file of the LinqPad application (which is normally in the same folder as LinqPad.exe and is called LinqPad.exe.config). In order for the context to be generated you need to pick an application from the server. The control is editable hence you can create a new application if you don’t want to make changes to an existing application. If you choose a new application name you will be prompted for confirmation before this gets created. Once you click OK the connection is created and you can start issuing queries against the remote server. If there’s any connectivity error the connection is marked with a red X and you can see the error message informing you what went wrong (i.e., the remote server could not be reached etc.). The context for remote servers Let’s take a look at what happens after we are connected successfully. Every LinqPad query runs inside a context – think of it as a class that wraps all the code that you’re writing. If you’re connecting to a live server the context will contain the following: The application object itself. All entities present in this application (sources, sinks, subjects and processes). The picture below shows a snapshot of the left pane of LinqPad after a successful connection. Every entity on the server has a different icon which will allow users to figure out its purpose. You will also notice that some entities have a string in parentheses following the name. It should be interpreted as such: the first name is the name of the property of the context class and the second name is the name of the entity as it exists on the server. Not all valid entity names are valid identifier names so in cases where we had to make a transformation you see both. Note also that as you hover over the entities you get IntelliSense with their types – more on that later. Remoting is not supported As you play with the entities exposed by the context you will notice that you can’t read and write directly to/from them. If for instance you’re trying to dump the content of an entity you will get an error message telling you that in the current version remoting is not supported. This is because the entity lives on the remote server and dumping its content means reading the events produced by this entity into the local process. ObservableSource.Dump(); Will yield the following error: Reading from a remote 'System.Reactive.Linq.IQbservable`1[System.Int32]' is not supported. Use the 'Microsoft.ComplexEventProcessing.Linq.RemoteProvider.Bind' method to read from the source using a remote observer. This basically tells you that you can call the Bind() method to direct the output of this source to a sink that has to be defined on the remote machine as well. You can’t bring the results to the LinqPad window unless you write code specifically for that. Compose queries You may ask – what's the purpose of all that? After all the same information is present in the EventFlowDebugger, why bother with showing it in LinqPad? First of all, What gets exposed in LinqPad is not what you see in the debugger. In LinqPad we have a property on the context class for every entity that lives on the server. Because LinqPad offers IntelliSense we in fact have much more information about the entity, and more importantly we can compose with that entity very easily. For example, let’s say that this code creates an entity: using (var server = Server.Connect(...)) {     var a = server.CreateApplication("WhiteFish");     var src = a         .DefineObservable<int>(() => Observable.Range(0, 3))         .Deploy("ObservableSource"); If later we want to compose with the source we have to fetch it and then we can bind something to     a.GetObservable<int>("ObservableSource)").Bind(... This means that we had to know a bunch of things about this: that it’s a source, that it’s an observable, it produces a result with payload Int32 and it’s named “ObservableSource”. Only the second and last bits of information are present in the debugger, by the way. As you type in the query window you see that all the entities are present, you get IntelliSense support for them and it’s much easier to make sense of what’s available. Let’s look at a scenario where composition is plausible. With the new programming model it’s possible to create “cold” sources that are parameterized. There was a way to accomplish that even in the previous version by passing parameters to the adapters, but this time it’s much more elegant because the expression declares what parameters are required. Say that we hover the mouse over the ThrottledSource source – we will see that its type is Func<int, int, IQbservable<int>> - this in effect means that we need to pass two int parameters before we can get a source that produces events, and the type for those events is int – in the particular case of my example I had the source produce a range of integers and the two parameters were the start and end of the range. So we see how a developer can create a source that is not running yet. Then someone else (e.g. an administrator) can pass whatever parameters appropriate and run the process. Proxy Types Here’s an interesting scenario – what if someone created a source on a server but they forgot to tell you what type they used. Worse yet, they might have used an anonymous type and even though they can refer to it by name you can’t figure out how to use that type. Let’s walk through an example that shows how you can compose against types you don’t need to have the definition of. This is how we can create a source that returns an anonymous type: Application.DefineObservable(() => Observable.Range(1, 10).Select(i => new { I = i })).Deploy("O1"); Now if we refresh the connection we can see the new source named O1 appear in the list. But what’s more important is that we now have a type to work with. So we can compose a query that refers to the anonymous type. var threshold = new StreamInsightDynamicDriver.TypeProxies.AnonymousType1_0<int>(5); var filter = from i in O1              where i > threshold              select i; filter.Deploy("O2"); You will notice that the anonymous type defined with this statement: new { I = i } can now be manipulated by a client that does not have access to it because the LinqPad driver has generated another type in its stead, named StreamInsightDynamicDriver.TypeProxies.AnonymousType1_0. This type has all the properties and fields of the type defined on the server, except in this case we can instantiate values and use it to compose more queries. It is worth noting that the same thing works for types that are not anonymous – the test is if the LinqPad driver can resolve the type or not. If it’s not possible then a new type will be generated that approximates the type that exists on the server. Control metadata In addition to composing processes on top of the existing entities we can do other useful things. We can delete them – nothing new here as we simply access the entities through the Entities collection of the application class. Here is where having their real name in parentheses comes handy. There’s another way to find out what’s behind a property – dump its expression. The first line in the output tells us what’s the name of the entity used to build this property in the context. Runtime information So let’s create a process to see what happens. We can bind a source to a sink and run the resulting process. If you right click on the connection you can refresh it and see the process present in the list of entities. Then you can drag the process to the query window and see that you can have access to process object in the Processes collection of the application. You can then manipulate the process (delete it, read its diagnostic view etc.). Regards, The StreamInsight Team

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  • Compiling NETGEAR WNR2000v3 firmware under 12.04.1 LTS

    - by Madmanguruman
    I'm trying to compile the GPL NETGEAR firmware for the WNR2000v3 router using Ubuntu 12.04.1 LTS. I've downloaded and extracted the source, installed everything I think I need, yet there are two build dependencies that I cannot resolve: > make menuconfig .... Build dependency: Please install ncurses. (Missing libncurses.so or ncurses.h) Build dependency: Please install zlib. (Missing libz.so or zlib.h) I've tried apt-getting all of the following packages: libncurses5 libncurses5:i386 libncurses5-dev zlib1g zlib1g-dev zlib1g-dbg The missing libs seem 'real': the target .so files aren't in /usr/lib, although the .h files are in /usr/include. EDIT: some Googling told me of broken or missing symlinks. I found the following: /lib/i386-linux-gnu/libncurses.so.5 -> libncurses.so.5.9 /lib/i386-linux-gnu/libncurses.so.5.9 /lib/i386-linux-gnu/libncursesw.so.5 -> libncursesw.so.5.9 /lib/i386-linux-gnu/libncursesw.so.5.9 /lib/i386-linux-gnu/libz.so.1 -> libz.so.1.2.3.4 /lib/i386-linux-gnu/libz.so.1.2.3.4 so I tried to symlink these to /usr/lib: /usr/lib/libncurses.so -> /lib/i386-linux-gnu/libncurses.so.5 /usr/lib/libz.so -> /lib/i386-linux-gnu/libz.so.1 but the project still complains about missing libncurses and zlib. EDIT: I was able to get the dependencies to work under 8.04. Need to cross-reference things now. Does anyone have some tips on how to debug this sort of issue?

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  • Recommended main loop style

    - by Frootmig-H
    I've just begun attempting an FPS with JMonkeyEngine, but I'm currently stuck as to the best way to implement the main loop - especially with regards to non-instantaneous user actions. By that, I mean things like reloading a weapon. The user starts the action, and it continues for a while with an animation and some sound, and when it completes, game state updates. (I should mention that it's not technically a loop, it's an update method, called as often as possible. Is that different? Me no understand terminology). So, far I've considered : Animation driven Player presses reload Start reload animation If user stars another action, abort animation, start new action. When the animation_complete event is received (JMonkeyEngine provides this), update ammo counters. Event driven Player presses reload Start reload animation Queue up a out-of-thread method to be called at time t + (duration of reload animation) If user starts another action, cancel both animation and queued method. When queued method executes, update ammo. This avoids relying on the animation event (JMonkeyEngine has a particular quirk), but brings in the possibility of thread problems. 'Blocking' (not sure of the correct term) Player presses reload Start reloading animation reloading = true reloadedStartTime = now while (reloading && ((now - reloadingStartTime) < reloadingDuration)) { If user starts another action, break and cancel reloading. } Update ammo counters reloading = false My main concern is that actions can interrupt each other. Reloading can be interrupted by firing, or by dropping or changing weapon, crouching can be interrupted by running, etc. What's the recommended way to handle this? What are the advantages and disadvantages of each method? I'm leaning towards event-driven, even though it requires more care; failing that, blocking.

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  • Security question pertaining web application deployment

    - by orokusaki
    I am about to deploy a web application (in a couple months) with the following set-up (perhaps anyways): Ubuntu Lucid Lynx with: IP Tables firewall (white-list style with only 3 ports open) Custom SSH port (like 31847 or something) No "root" SSH access Long, random username (not just "admin" or something) with a long password (65 chars) PostgreSQL which only listens to localhost 256 bit SSL Cert Reverse proxy from NGINX to my application server (UWSGI) Assume that my colo is secure (Physical access isn't my concern for the time being) Application-level security (SQL injection, XSS, Directory Traversal, CSRF, etc) Perhaps IP masquerading (but I don't really understand this yet) Does this sound like a secure setup? I hear about people's web apps getting hacked all the time, and part of me thinks, "maybe they're just neglecting something", but the other part of me thinks, "maybe there's nothing you can do to protect your server, and those things are just measures to make it a little harder for script kiddies to get in". If I told you all of this, gave you my IP address, and told you what ports were available, would it be possible for you to get in (assuming you have a penetration testing tool), or is this really protected well.

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • MySQL & tmpfs : performance

    - by Serty Oan
    I was wondering if, and how much, using tmpfs could improve MySQL performance and how it should be done ? My guess would be to do mount -t tmpfs -o size=256M /path/to/mysql/data/DatabaseName, and to use the database normally but maybe I'm wrong (I'm using MyISAM tables only). Will a hourly rsync between the tmpfs /path/to/mysql/data/DatabaseName and /path/to/mysql/data/DatabaseName_backup penalize performances ? If so, how should I make the backup of the tmpfs database ? So, is it a good way to do things, is there a better way or am I losing my time ?

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  • How to work around a possible XNA Game Studio or Windows Phone SDK install failure on Windows 8

    - by Laurent Bugnion
    I am not sure if you guys know Aaron Stebner. Aaron works at Microsoft, and has pulled thorns from my side many many times already. His blog is at http://blogs.msdn.com/b/astebner and it is a gold mine of tips and tricks to debug and solve many cryptic issues happening during installation and removal of programs. For example, Aaron taught me how to remove programs that do not appear in the Programs and Features list, amongst many other things. The last nugget I used from Aaron’s blog saved my butt just before a presentation where I had to run both Visual Studio 10 with the Windows Phone SDK, and Visual Studio 11 for WinRT development. Of course this had to be on Windows 8. Unfortunately when you install the Windows Phone SDK on Windows 8, you may (or may not, I saw both scenarios) encounter an issue with XNA, and the installation fails. Unfortunately, even if you don’t use XNA in your apps, this will prevent even normal Windows Phone app development. Fortunately, Aaron has a fix for that. I hope that this helps spread the word, and increase Aaron’s blog’s visibility! Happy coding, Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • How do you enable syslogd to accept incoming connections on Snow Leopard from remote loggers?

    - by Emmel
    How do I get syslogd to accept incoming connections from remote hosts on Snow Leopard? I'd like to centralize logging such that various devices and systems send logs to Snow Leopard's syslogd, which normally hangs out on UDP 514. However, I'm unable to get them to successfully be accepted by good ole syslogd. I tcpdumped on the Snow Leopard box to verify that packets are being spouted to port 514 -- they are. I checked that syslogd is listening on 514 -- it's not. Googling around told me that, on older versions of OSX (don't you love the way things change so rapidly on OSX), one just had to add a flag to the syslogd daemon to allow remote; one did this in com.apple.syslogd.plist. However the syslogd daemon has no flags (at least in its man page) that suggests any remote anything. What's the solution to this? Secondary, less import but relevant question: What's 'newsyslog'? I see a plist file but it's not running (apparently). Thanks

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