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  • How can I switch off the insertion of wiki references automatically in OO Writer

    - by cscsaba242
    Hello, I have a pure text and it is inserted into open office writer. After the insertion the openoffice writer replaces the text with wiki references. I could not find where I can switch of this annoying feature. (I have already switched 'autocorrection - url recognition' off) see the pic below http://img143.imageshack.us/img143/402/clipboard02qzn.jpg Thanks the tips in advance. csaba

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  • How to combine twill and python into one code that could be run on "Google App Engine"?

    - by brilliant
    Hello everybody!!! I have installed twill on my computer (having previously installed Python 2.5) and have been using it recently. Python is installed on disk C on my computer: C:\Python25 And the twill folder (“twill-0.9”) is located here: E:\tmp\twill-0.9 Here is a code that I’ve been using in twill: go “some website’s sign-in page URL” formvalue 2 userid “my login” formvalue 2 pass “my password” submit go “URL of some other page from that website” save_html result.txt This code helps me to log in to one website, in which I have an account, record the HTML code of some other page of that website (that I can access only after logging in), and store it in a file named “result.txt” (of course, before using this code I firstly need to replace “my login” with my real login, “my password” with my real password, “some website’s sign-in page URL” and “URL of some other page from that website” with real URLs of that website, and number 2 with the number of the form on that website that is used as a sign-in form on that website’s log-in page) This code I store in “test.twill” file that is located in my “twill-0.9” folder: E:\tmp\twill-0.9\test.twill I run this file from my command prompt: python twill-sh test.twill Now, I also have installed “Google App Engine SDK” from “Google App Engine” and have also been using it for awhile. For example, I’ve been using this code: import hashlib m = hashlib.md5() m.update("Nobody inspects") m.update(" the spammish repetition ") print m.hexdigest() This code helps me transform the phrase “Nobody inspects the spammish repetition” into md5 digest. Now, how can I put these two pieces of code together into one python script that I could run on “Google App Engine”? Let’s say, I want my code to log in to a website from “Google App Engine”, go to another page on that website, record its HTML code (that’s what my twill code does) and than transform this HTML code into its md5 digest (that’s what my second code does). So, how can I combine those two codes into one python code? I guess, it should be done somehow by importing twill, but how can it be done? Can a python code - the one that is being run by “Google App Engine” - import twill from somewhere on the internet? Or, perhaps, twill is already installed on “Google App Engine”?

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  • Can anyone get app-engine plugin working with Grails on mac os x?

    - by tim
    I have been trying for 4 days to get app-engine and grails working together on my mac to no avail. I am using latest groovy/grails and appengine sdk versions. Im following the app-engine plugin step by step on the grails site.. http://grails.org/plugin/app-engine Groovy Version: 1.7.1 JVM: 1.5.0_22 Grails 1.3.0.RC1 echo $APPENGINE_HOME reveals /Users/markstim/appengine-java-sdk-1.3.2 I perform the following steps 1. grails create-app myapp 2. cd myapp; grails list-plugins reveals hibernate 1.3.0.RC1 -- Hibernate for Grails tomcat 1.3.0.RC1 -- Apache Tomcat plugin for Grails add the following line to Config.groovy google.appengine.application="myapp" install the plugin for app-engine grails install-plugin app-engine and answer 'jpa' when asked (no errors yet) installed plugins list now looks like app-engine 0.8.9 -- Grails AppEngine plugin gorm-jpa 0.7.1 -- GORM-JPA Plugin then grails run-app and get this error as the server is coming up... [java] WARNING: Nested in org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'pluginManager' defined in ServletContext resource [/WEB-INF/applicationContext.xml]: Invocation of init method failed; nested exception is org.codehaus.groovy.grails.exceptions.NewInstanceCreationException: Could not create a new instance of class [GormJpaGrailsPlugin]!: [java] java.lang.NoClassDefFoundError: org.grails.jpa.JpaPluginSupport then if i navigate to localhost:8080 I get HTTP ERROR: 503 Problem accessing /myapp. Reason: SERVICE_UNAVAILABLE Powered by Jetty://

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  • Good Open souce game engines for making MMO game

    - by Call Me Dummy
    I am interested in making a MMO game but I am not sure where to start. I am looking for an open source game engine which is simple to use and allows me to concentrate on the game design and architecture. I have some basic C,C++,C# knowledge. After lots of searching in google I was going to start out with Ogre3D but soon realized that it is a rendering engine and does not include physics engine. I have not tried it yet since in many forums it says they don't have a good documentation. So is there any good open source game engine good for fast game developing ? Some key features I want include basic requirements like collision detection, object to object collision detection, physics etc.

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  • Creating a Wiki site in SharePoint 2010

    - by Ben
    I have a SharePoint 2010 site set up and would like to add a Wiki site to it. Normally, to add a subsite to a parent site you would click "Site Actions" - "New Site" and choose the site type (e.g. Team Site) and it would work fine. In the case of adding a Wiki site, I choose "Enterprise Wiki", and get "Error An Unexpected Error has occured Correlation Id:...". So i took the CorrelationId and checked in the ULS files to see what the error is, and the first bad sign seems to be: SharePoint Foundation Feature Infrastructure " The element of type 'ContentTypeBinding' for feature 'EnterpriseWiki' (id: 76d688ad-c16e-4cec-9b71-7b7f0d79b9cd) threw an exception during activation: Specified argument was out of the range of valid values. Parameter name: Content type not found (Id: '0x010100C568DB52D9D0A14D9B2FDCC96666E9F2007948130EC3DB064584E219954237AF39004C1F8B46085B4D22B1CDC3DE08CFFB9C')." There are more errors in the log, but this seems to be the first one. Any ideas on whats going on? Thanks

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  • Dokuwiki: Moving Just the data directory on other server

    - by amit
    I have installed dokuwiki on IIS7. As per my teams requirement we have to move just the Data directory to other server location. e.g - IIS7 installed Dokuwiki location: C:\inetpub\wwwroot\dokuwiki\conf - data location on the other server we want: U:\Archive\LP_Archive\SH_Systems\DEV01\dokuwiki So for doing that I followed pointers on dokuwiki install iis7 As per the above link, I tried adding IUSR to data folder permissions but its failing due to my insufficient privileges. And without that IUSR permission set on data folder I am getting an error as "The datadir ('pages') at is not found, isn't accessible or writable". Is there any other way to make it work? Is there any other account than IUSR I can use?

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  • Do 2D games have a future? [closed]

    - by Griffin
    I'm currently working on a 2D soft-body physics engine (since none exist right now -_-), but I'm worried that there's no point to spending what will most likely be years on it. Although I love working on it, I doubt such an engine would get any income considering anyone willing to pay money for the library will likely to be working in 3D. Do 2D games have any sort of future in the game industry? Should I just drop my engine and find something meaningful to work on? Bonus: I've been trying to think of a unique way to implement my physics engine in a 2d game by looking at games that are multiple dimensions, but still in 2d perspective like Paper Mario. Any ideas?

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  • How can I use multiple meshes per entity without breaking one component of a single type per entity?

    - by Mathias Hölzl
    We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need a "meshComponent" for each mesh in a model. So how could I solve this problem. On this side they implemented a Component based game engine: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

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  • How to list my blog to google search

    - by messy123
    Hi, i had created a blog in blogspot.com, after few days later i updated. but my blog is not appearing in google search. even if i give the full link of blog its not coming.. i have some other blogs, it works well.. i dont no whats wrong with new one.. can any one know what to do

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  • how to display like google

    - by zahir hussain
    if i search the word in google is "twitter". google display the first result like the below... Twitter Twitter is without a doubt the best way to share and discover what is happening right now. twitter.com/ - Cached - Similar Search How To Contest Account Suspension Blog An API Twitter_logo_header Twitter Status More results from twitter.com » how they can display Search,blog,Twitter_logo_header and etc... thanks and advance...

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  • Best Frameworks/libraries/engines for 2D multiplayer C# Webbased RPG

    - by Thirlan
    Title is a mouthful but important because I'm looking to meet a specific criteria and it's complex enough that I need a lot of help in finding what I'm looking for. I really want people's suggestions because I trust it a lot more than anything else, so I just need to clearly define what it is I want heh : P Game is a 2D RPG. Think of Secret of Mana. Game is online multiplayer, but not MMO sized. Game must be webbased! I'm looking to the future and want to hit as many platforms as possible. I'm leaning to Webgl because of this, but still looking around. Since the users are seeing the game through the webbrowser the front-end should be mainly responsible for drawing, taking input and some basic checking such as preliminary collision detection. This is important because it means the game engine is NOT on the client's machine. The server should be responsible for the game engine and all the calculations. This means the server is doing all the work and the client is mostly a dumb terminal. Server language is c# I'm looking for fast project execution so I want to use as many pre-existing tools as possible. This would make sense because I'm making a game here, not an engine. I'm not creating some new revolutionary graphics or pushing the physics engines to the next level. Preference for commercially supported tools. For game mechanics reasons and for reasons 4 and 5, don't think I can use existing 2D rpg engines. I've seen them out there and I fear that if I try and use them they will have too many restrictions, but will be happy to hear out suggestions. So all this means I need a game engine on the server, or maybe just a physics engine, and then I need another engine/library to draw everything that the server is sending to the client on the webbrowser. Maybe this is how 50% of games work on the web and there are plenty of frameworks that support this! I wouldn't actually don't know : ( but my gut is telling me that most webgames are single player and 90% of the game is running on the client. So... any suggestions?

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  • Google search box

    - by user343282
    I am working on a google box, something like this, http://mytwentyfive.com/blog/wp-content/uploads/byme/Google%20Search%20Appliances.jpg I am pointing the crawler to a folder where there are html files. before the crawler was crawling the files and indexing them but right now it finds the pattern or the folder but not following any html files within the folder. I have tried everything I could and know but, can't think of anything else. Can someone help? thanks

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  • Legality of copying information from a Wikia? [closed]

    - by Sergio Tapia
    I'm making a website that will act as a compendium for a video game. I noticed that a page from Wikia has a ton of useful content such as background stories and trivia for many of the "entities" in the game. According to their site: The text on Wikia sites is licensed under the Creative Commons Attribution-Share Alike License 3.0 (Unported) (CC-BY-SA). I'm not a lawyer; so what is the legality of copying and pasting the information written there collaboratively by the hivemind, into my website? If needed I would not be opposed to pasting the content and providing a source link at the end of each paragraph. Can I paste the content into my site? Thanks for the help!

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  • Non-trivial functions that operate on any monad

    - by Strilanc
    I'm looking for examples of interesting methods that take an arbitrary monad and do something useful with it. Monads are extremely general, so methods that operate on monads are widely applicable. On the other hand, methods I know of that can apply to any monad tend to be... really, really trivial. Barely worth extracting into a function. Here's a really boring example: joinTwice. It just flattens an m m m t into an m t: join n = n >>= id joinTwice n = (join . join) n main = print (joinTwice [[[1],[2, 3]], [[4]]]) -- prints [1,2,3,4] The only non-trivial method for monads that I know of is bindFold (see my answer below). Are there more?

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  • Which one is better to get started? [closed]

    - by vanangamudi
    Which one of the open-source game engine is better to get started? I read several threads over several forums and found that it is better to write own game engine specific to application. But I need to know the requirements of a game engine, other than Graphics, Physics and AI... Many people suggested Unity, But I need open-source version so that I can have a look at implementation... so I google rigorously and found some unknown game engines(at least to me) Unvanquished Cube Spring Pyrogenesis Torque3D CrystalSpace Panda3D Delta3D Irrichlt OpenArena AlienArena (please list others if I missed anything....) FYI: my present focus is on FPS/TPS. Can you tell me which one is better at performance if possible? Torque3D claims to be the best opensource engine - is that true, and if so to what extent?

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  • Corporate Wiki Organization - Technical Documentation

    - by Dave Jarvis
    Corporations have documents describing various aspects of their technical systems, including: Custom Applications Custom Development Frameworks Third Party Applications Accounting Bug Tracking Network Management How To Guides User Manuals Web Browsers Software Tools Development IDEs Graphics GIMP xv Text Editing File Transfer ncFTP WinSCP Hardware Servers Web Database Exchange File Network Devices Printers Drawings If you had to use a Wiki to manage the documentation, what other items would you add to the list, and how would you organize it? (For example, would Software Tools make more sense under Third Party Applications?) A few constraints: The structure should not go beyond three levels deep. Avoid the word "and" in favour of two different categories. Keep the structure general: it should appy as broadly as possible. Target audience is primarily technical, but could be visible by anyone.

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  • Corporate Wiki Organization - Technical Documentation

    - by Dave Jarvis
    Corporations have documents describing various aspects of their technical systems, including: Custom Applications Custom Development Frameworks Third Party Applications Accounting Bug Tracking Network Management How To Guides User Manuals Software Tools Web Browsers Development IDEs Graphics GIMP xv Text Editing File Transfer ncFTP WinSCP Hardware Servers Web Database Exchange File Network Devices Printers If you had to use a Wiki to manage the documentation, what other items would you add to the list, and how would you organize it? (For example, would Software Tools make more sense under Third Party Applications?) A few constraints: The structure should not go beyond three levels deep. Avoid the word "and" in favour of two different categories. Keep the structure general: it should appy as broadly as possible. Target audience is primarily technical, but could be visible by anyone.

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  • Google App Engine says "Must authenticate first." while trying to deploy any app

    - by Oleksandr Bolotov
    Google App Engine says "Must authenticate first." while trying to deploy any app: me@myhost /opt/google_appengine $ python appcfg.py update ~/sda2/workspace/lyapapam/ Application: lyapapam; version: 1. Server: appengine.google.com. Scanning files on local disk. Scanned 500 files. Scanned 1000 files. Initiating update. Email: <my_email_was_here>@gmail.com Password for <my_email_was_here>@gmail.com: Error 401: --- begin server output --- Must authenticate first. --- end server output --- We are getting this message with any appliation and under any developer account avialable to us That's what we have installed: App Engine SDK - 1.3.2 PIL - 1.1.7 Python - 2.5.5 pip - 0.6.3 ssl - 1.15 wsgiref - 0.1.2 So, what can it be? Is it well known problem?

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  • How to connect to Google App Engine server in internal network iMac?

    - by Will Merydith
    I have 3 iMacs and a Windows machine on my home network, all connected via an Airport Extreme router. I'm developing Google App Engine applications locally on one of the iMacs, and can view applications using http://localhost:8080 (or whatever port I choose). How do I connect to those applications from other iMacs and Windows machines in my network? I've located the IP for the iMac hosting Google App Engine: 10.0.1.7. But when I try http://10.0.1.7:8080 from another machine it will not load the page.

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  • HTML5 or Javascript game engine to develop a browser game

    - by Jack Duluoz
    I would like to start developing a MMO browser game, like Travian or Ogame, probably involving also a bit of more sophisticated graphical features such as players interacting in real time with a 2d map or something like that. My main doubt is what kind of development tools I should use: I've a good experience with PHP and MySQL for the server side and Javascript (and jQuery) regarding the client side. Coding everything from scratch would be of course really painful so I was wondering if I should use a javascript game engine or not. Are there (possibly free) game engine you would recommend? Are they good enough to develop a big game? Also, I saw a lot of HTML5 games popping up lately but I'm now sure if using HTML5 is a good idea or not. Would you recommend it? What are the pro and cons about using HTML5? If you'd recommend it, do you have any good links regarding game development with HTML5? (PS: I know that HTML5 and a Javascript engine are not mutually exclusive, I just didn't know how to formulate a proper title since English is not my main language. So, please, answer addressing HTML5 and a game engine pro and cons separately)

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  • Scene Graph for Deferred Rendering Engine

    - by Roy T.
    As a learning exercise I've written a deferred rendering engine. Now I'd like to add a scene graph to this engine but I'm a bit puzzled how to do this. On a normal (forward rendering engine) I would just add all items (All implementing IDrawable and IUpdateAble) to my scene graph, than travel the scene-graph breadth first and call Draw() everywhere. However in a deferred rendering engine I have to separate draw calls. First I have to draw the geometry, then the shadow casters and then the lights (all to different render targets), before I combine them all. So in this case I can't just travel over the scene graph and just call draw. The way I see it I either have to travel over the entire scene graph 3 times, checking what kind of object it is that has to be drawn, or I have to create 3 separate scene graphs that are somehow connected to each other. Both of these seem poor solutions, I'd like to handle scene objects more transparent. One other solution I've thought of was traveling trough the scene graph as normal and adding items to 3 separate lists, separating geometry, shadow casters and lights, and then iterating these lists to draw the correct stuff, is this better, and is it wise to repopulate 3 lists every frame?

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  • Tuning B2B Server Engine Threads in SOA Suite 11g

    - by Shub Lahiri, A-Team
    Background B2B 11g has a number of parameters that can be tweaked to tune the engine for handling high volumes of messages. These parameters are also known as B2B server properties and managed via the EM console.  This note highlights one aspect of the tuning exercise and describes the different threads, that can be configured to tune the performance of a B2B server. Symptoms The most common indicator of a B2B engine in need of a tuning is reflected in the constant build-up of messages in an internal JMS queue within the B2B server. It is called B2B_EVENT_QUEUE and can be monitored via the Weblogic server console. Whenever such a behaviour is seen, it usually results in general degradation of performance. Remedy There could be many contributing factors behind a B2B server's degradation of performance. However, one of the first places to tune the server from the out-of-the-box, default configuration is to change the number of internal engine threads allocated within the B2B server. Usually the default configuration for the B2B server engine threads is not suitable for high-volume of messaging loads. So, it is necessary to increase the counts for 3 types of such threads, by specifying the appropriate B2B server properties via the EM console, namely, Inbound - b2b.inboundThreadCount Outbound - b2b.outboundThreadCount Default - b2b.defaultThreadCount The function of these threads are fairly self-explanatory. In other words, the inbound threads process the inbound messages that are coming into the B2B server from an external endpoint. Similarly, the outbound threads processes the messages that are sent out from the B2B server. The default threads are responsible for certain B2B server-specific special tasks. In case the inbound and outbound thread counts are not specified, the default thread count also dictates the total number of inbound and outbound threads. As found in any tuning exercise, the optimisation of these threads is usually reached via an iterative process. The best working combination of the thread counts are directly related to the system infrastructure, traffic load and several other environmental factors.

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  • Confluence not showing tips on wiki markup

    - by Guillaume
    After an upgrade, our confluence installation doesnt show the "Help Tips" on wiki markup (a box on the right side of the edit pane which give basic informations on wiki markup). If I view the source, I see that the div is there, but with a display:none attribute. This lead me to think that there is an option somewhere to activate or deactivate this, but I cant find it. Any idea ?

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