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  • How to get locale using Php.

    - by Ramakrishnan
    How to get Locale using Php,I want to get the time zone based on the location, is there any possibility to get in php. I need to convert it to GMT and save Database.Again i need to Pull it back to UI with same time same time zone.

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  • How to make Android Service run even when the device is not awake?

    - by Deema
    hi my application objective is to save location updates every ,let say, 20 minuets . I used service and it worked fine , but when i lock the screen or it is locked automatically the service stop running . when i unlock it , service runs again. highlight on my code: Service xxx onCreat(){ call timer(); } timer(){ code } How to make my code run all the time in all conditions?

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  • Apache modules installed but don't seem to load in Ubuntu

    - by SODA
    I am pretty new to Linux. Got a VPS set up yesterday, installed Apache2, PHP5 and MySQL. When I do apache2 -l I get this: Compiled in modules: core.c mod_log_config.c mod_logio.c prefork.c http_core.c mod_so.c When I do sudo a2enmod rewrite I get this: Module rewrite already enabled And rewrite.load is in /etc/apache2/mods-enabled. Can anyone tell what's wrong?

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  • Subversion: Change working directory's target repo

    - by Aiden Bell
    I know, other RCS are better, but... I have moved an SVN repository from file:///path/to/repo to http://host.name/svn/repo but there is a working directory (checkout out from file://) with changes that want commiting to the http location. How then, can I change the repo a working directory will commit to when issuing svn commit? I'd rather do that than checkout a new copy and sync changes locally. Also, handy to know for the future.

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  • Multi-threaded random_r is slower than single threaded version.

    - by Nixuz
    The following program is essentially the same the one described here. When I run and compile the program using two threads (NTHREADS == 2), I get the following run times: real 0m14.120s user 0m25.570s sys 0m0.050s When it is run with just one thread (NTHREADS == 1), I get run times significantly better even though it is only using one core. real 0m4.705s user 0m4.660s sys 0m0.010s My system is dual core, and I know random_r is thread safe and I am pretty sure it is non-blocking. When the same program is run without random_r and a calculation of cosines and sines is used as a replacement, the dual-threaded version runs in about 1/2 the time as expected. #include <pthread.h> #include <stdlib.h> #include <stdio.h> #define NTHREADS 2 #define PRNG_BUFSZ 8 #define ITERATIONS 1000000000 void* thread_run(void* arg) { int r1, i, totalIterations = ITERATIONS / NTHREADS; for (i = 0; i < totalIterations; i++){ random_r((struct random_data*)arg, &r1); } printf("%i\n", r1); } int main(int argc, char** argv) { struct random_data* rand_states = (struct random_data*)calloc(NTHREADS, sizeof(struct random_data)); char* rand_statebufs = (char*)calloc(NTHREADS, PRNG_BUFSZ); pthread_t* thread_ids; int t = 0; thread_ids = (pthread_t*)calloc(NTHREADS, sizeof(pthread_t)); /* create threads */ for (t = 0; t < NTHREADS; t++) { initstate_r(random(), &rand_statebufs[t], PRNG_BUFSZ, &rand_states[t]); pthread_create(&thread_ids[t], NULL, &thread_run, &rand_states[t]); } for (t = 0; t < NTHREADS; t++) { pthread_join(thread_ids[t], NULL); } free(thread_ids); free(rand_states); free(rand_statebufs); } I am confused why when generating random numbers the two threaded version performs much worse than the single threaded version, considering random_r is meant to be used in multi-threaded applications.

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  • zend framework version trouble

    - by sasori
    Hi, am 100% sure I downloaded and extracted version 1.8 of ZF, but then when I go to console and typed "zf show version" it says am using 1.9.6, yes I do have 1.9.6 but it is "Compressed" and untouched, how could this be possible ?, I double checked my system variables, there's no evidence of ZF there. I also checked my php.ini file, it's pointed to the location of the extracted 1.8 ZF.. please help. this is my first attempt in using ZF

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  • _NSAutoreleaseNoPool Breaking but No Helpful Stack Trace

    - by Matt Long
    I am getting the message: * _NSAutoreleaseNoPool(): Object 0x3f43660 of class UICFFont autoreleased with no pool in place - just leaking I have placed a break point using the symbol _NSAutoreleaseNoPool and the program does break, however, the stack trace does not show me any of my code only some UIView and Core Animation layer code. Is there a better way to get to the bottom of the issue? There is apparently a thread that does not have an auto release pool, but I can't figure out where. Thanks.

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  • fullCalendar and dialog problem

    - by Guy Asinovsky
    Hi, i've download the fullCalendar package and included the jquery.js file and the calender works. but, when i try to open jquery dialog, it wont open ! i've download the jquery package from jquery.com and included the js from there insted... now the dialog works but not the calendaer ! what am i doing wrong ?? all the jquery files are at the same location. thanks for the help

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  • Atmospheric scattering OpenGL 3.3

    - by user1419305
    Im currently trying to convert a shader by Sean O'Neil to version 330 so i can try it out in a application im writing. Im having some issues with deprecated functions, so i replaced them, but im almost completely new to glsl, so i probably did a mistake somewhere. Original shaders can be found here: http://www.gamedev.net/topic/592043-solved-trying-to-use-atmospheric-scattering-oneill-2004-but-get-black-sphere/ My horrible attempt at converting them: Vertex Shader: #version 330 core layout(location = 0) in vec3 vertexPosition_modelspace; //layout(location = 1) in vec2 vertexUV; layout(location = 2) in vec3 vertexNormal_modelspace; uniform vec3 v3CameraPos; uniform vec3 v3LightPos; uniform vec3 v3InvWavelength; uniform float fCameraHeight; uniform float fCameraHeight2; uniform float fOuterRadius; uniform float fOuterRadius2; uniform float fInnerRadius; uniform float fInnerRadius2; uniform float fKrESun; uniform float fKmESun; uniform float fKr4PI; uniform float fKm4PI; uniform float fScale; uniform float fScaleDepth; uniform float fScaleOverScaleDepth; // passing in matrixes for transformations uniform mat4 MVP; uniform mat4 V; uniform mat4 M; const int nSamples = 4; const float fSamples = 4.0; out vec3 v3Direction; out vec4 gg_FrontColor; out vec4 gg_FrontSecondaryColor; float scale(float fCos) { float x = 1.0 - fCos; return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main(void) { vec3 v3Pos = vertexPosition_modelspace; vec3 v3Ray = v3Pos - v3CameraPos; float fFar = length(v3Ray); v3Ray /= fFar; vec3 v3Start = v3CameraPos; float fHeight = length(v3Start); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight)); float fStartAngle = dot(v3Ray, v3Start) / fHeight; float fStartOffset = fDepth*scale(fStartAngle); float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight; float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight; float fScatter = (fStartOffset + fDepth*(scale(fLightAngle) - scale(fCameraAngle))); vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } gg_FrontSecondaryColor.rgb = v3FrontColor * fKmESun; gg_FrontColor.rgb = v3FrontColor * (v3InvWavelength * fKrESun); gl_Position = MVP * vec4(vertexPosition_modelspace,1); v3Direction = v3CameraPos - v3Pos; } Fragment Shader: #version 330 core uniform vec3 v3LightPos; uniform float g; uniform float g2; in vec3 v3Direction; out vec4 FragColor; in vec4 gg_FrontColor; in vec4 gg_FrontSecondaryColor; void main (void) { float fCos = dot(v3LightPos, v3Direction) / length(v3Direction); float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); FragColor = gg_FrontColor + fMiePhase * gg_FrontSecondaryColor; FragColor.a = FragColor.b; } I wrote a function to render a sphere, and im trying to render this shader onto a inverted version of it, the sphere works completely fine, with normals and all. My problem is that the sphere gets rendered all black, so the shader is not working. This is how i'm trying to render the atmosphere inside my main rendering loop. glUseProgram(programAtmosphere); glBindTexture(GL_TEXTURE_2D, 0); //###################### glUniform3f(v3CameraPos, getPlayerPos().x, getPlayerPos().y, getPlayerPos().z); glUniform3f(v3LightPos, lightPos.x / sqrt(lightPos.x * lightPos.x + lightPos.y * lightPos.y), lightPos.y / sqrt(lightPos.x * lightPos.x + lightPos.y * lightPos.y), 0); glUniform3f(v3InvWavelength, 1.0 / pow(0.650, 4.0), 1.0 / pow(0.570, 4.0), 1.0 / pow(0.475, 4.0)); glUniform1fARB(fCameraHeight, 1); glUniform1fARB(fCameraHeight2, 1); glUniform1fARB(fInnerRadius, 6350); glUniform1fARB(fInnerRadius2, 6350 * 6350); glUniform1fARB(fOuterRadius, 6450); glUniform1fARB(fOuterRadius2, 6450 * 6450); glUniform1fARB(fKrESun, 0.0025 * 20.0); glUniform1fARB(fKmESun, 0.0015 * 20.0); glUniform1fARB(fKr4PI, 0.0025 * 4.0 * 3.141592653); glUniform1fARB(fKm4PI, 0.0015 * 4.0 * 3.141592653); glUniform1fARB(fScale, 1.0 / (6450 - 6350)); glUniform1fARB(fScaleDepth, 0.25); glUniform1fARB(fScaleOverScaleDepth, 4.0 / (6450 - 6350)); glUniform1fARB(g, -0.85); glUniform1f(g2, -0.85 * -0.85); // vertices glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer[1]); glVertexAttribPointer( 0, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); // normals glEnableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, normalbuffer[1]); glVertexAttribPointer( 2, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer[1]); glUniformMatrix4fv(ModelMatrixAT, 1, GL_FALSE, &ModelMatrix[0][0]); glUniformMatrix4fv(ViewMatrixAT, 1, GL_FALSE, &ViewMatrix[0][0]); glUniformMatrix4fv(ModelViewPAT, 1, GL_FALSE, &MVP[0][0]); // Draw the triangles glDrawElements( GL_TRIANGLES, // mode cubeIndices[1], // count GL_UNSIGNED_SHORT, // type (void*)0 // element array buffer offset ); Any ideas?

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  • Unable to save file in python

    - by some1
    Trying to save files in python: g = open('~/ccna_pages/'+filename, 'w') g.write(page) g.close() Get this error: Traceback (most recent call last): File "dl-pages.py", line 50, in g = open('~/ccna_pages/'+filename, 'w') IOError: [Errno 2] No such file or directory: '~/ccna_pages/1.0.1.1.html' However, the directory does exist at that location. This syntax seems to be the what the python docs recommend.. http://docs.python.org/release/1.5/tut/node46.html What am I missing? Thanks..

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  • What suggestions for a 3d game engine to support a huge terrain?

    - by codist
    There are a lot of 3d game engines around, does anyone with experience with them have advice on which one would likely be able to handle these (arbitrary) requirements? opengl mac/pc 1000x1000km terrain 1000 towns varying in size from 10 to 1000 buildings 128 people in any one location MMO type networking (no solo play) physics engine including airfoil c++ with optional scripting

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  • What is the best way to include other scripts?

    - by Aaron H.
    The way you would normally include a script in bash is source. For example: main #!/bin/bash source incl.bash echo "The main script" incl.bash echo "The included script" The output of executing ./main: The included script The main script Now, if you attempt to execute that shell script from another location, it can't find the include unless it's in your PATH. What's a good way to ensure that your script can find the included script, especially if for instance, the script needs to be portable?

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  • loading an xml in web apps directory from a library dll

    - by Blankman
    my web application has an xml file here: /files/xml/test.xml I need to load a XDocument from within a class library project, how will I reference the xml? I don't want to pass any path parameters to this method. I want to assume the location is fixed at /files/xml/test.xml. How can I load a XDocument know this? I don't seem to have access to server.mappath either.

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  • Redirect faster with Greasemonkey

    - by Chad
    I'm using Greasemonkey to redirect certain URLs to another but I would like to redirect before the URL to be redirect loads. Currently I'm using this simple script: //==UserScript== // @name Redirect Google // @description Redirect Google to Yahoo! // @include http://*.google.com/* //==/UserScript== window.location.replace("http://www.yahoo.com") In the above, google appears for a second and then redirected to google. I want to go yahoo immediately. Is it possible, and how?

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  • Working with nested models in ROR

    - by user487429
    Hi there, I'm trying to create an application where users can freely create shops and associated shop item for a specific shop is displayed when a show action is called but I seem to be doing something wrong. Any help here will be appreciated. I have attached shots of my code below. class ShopItem < ActiveRecord::Base belongs_to :shop def self.find_shop_items_for_sale find(:all, :order => "title", :conditions => ["shop_id = ?", @shop.id]) end end class Shop < ActiveRecord::Base has_many :shop_items end #Controllers class ShopsController < ApplicationController def new @shop = Shop.new end def create @shop = Shop.new(params[:shop]) @shop.user_id = current_user.id respond_to do |format| if @shop.save flash[:notice] = "Successfully created shop." format.html {redirect_to(all_shops_shops_url)} format.xml {render :xml => @shop, :status => :created, :location => @shop } else format.html {render :action => 'new'} format.xml { render :xml => @shop.errors, :status => :unprocessable_entity } end end end def show @shop = Shop.find(params[:id]) @shop_items = ShopItem.find_shop_items_for_sale @shop_cart = find_shop_cart end class ShopItemsController < ApplicationController def user @per_page ||= 5 @user = User.find(params[:id]) @shop_items = ShopItem.find(:all, :conditions=>["user_id = ?", @user.id], :order=>"id desc") end def show @shop_item = ShopItem.find(params[:id]) @shop = @shop_item.shop respond_to do |format| format.html # show.html.erb format.xml { render :xml => @shop_item } end end # GET /shop_items/new # GET /shop_items/new.xml def new @shop_item = ShopItem.new @shop = Shop.find(params[:id]) #@shop_items = ShopItem.paginate(:all, :condition=>["shop_id] = ?", @shop.id], :order=> "id desc", :page => params[:page],:per_page => @per_page) @shop_items = ShopItem.find(:all, :conditions=>["shop_id = ?", @shop.id], :order=> "id desc") @shop_item.shop_id = params[:id] respond_to do |format| format.html # new.html.erb format.xml { render :xml => @shop_item } end end # GET /shop_items/1/edit def edit @shop_item = ShopItem.find(params[:id]) end # POST /shop_items # POST /shop_items.xml def create @shop_item = ShopItem.new(params[:shop_item]) @shop_item.user_id = current_user.id respond_to do |format| if @shop_item.save flash[:notice] = 'Shop item was successfully created.' format.html { redirect_to(@shop_item) } format.xml { render :xml => @shop_item, :status => :created, :location => @shop_item } else @shop = Shop.find(@shop_item.shop_id) #@shop_items = ShopItem.paginate(:all, :condition =>["shop_id = ?", @shop.id], :order=> "id desc" , :page => params[:page], :per_page => @per_page) @shop_items = ShopItem.find(:all, :conditions =>["shop_id = ?", @shop.id], :order=> "id desc") format.html { render :action => "new" } format.xml { render :xml => @shop_item.errors, :status => :unprocessable_entity } end end end

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  • Amazon S3 components for Delphi 2010

    - by Mick
    Besides the Amazon Integrator from /n software, are there any other Amazon S3 components available that can be used with Delphi 2010? I would use the one from /n software, but it has some issues (e.g. GetObjectInfo doesn't work if the object is stored in a specific location) and limitations (e.g. copying objects doesn't let you define replacement meta-data). I don't have the time or resources to create such a component myself. Thanks!

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  • Parse contents of directory to bash command in a script

    - by ECII
    I have the directory ~/fooscripts/ and inside there are foo1.txt, foo2.txt, etc etc I have a command that takes the file foo1.txt as input and does some calculation. The output location etc is handled internally in fooprog fooprog -user-data=foo1.txt I would like to automate the whole thing in a bash script so that the script will parse all txt files in ~/fooscripts/ sequentially. I am a newbie in bash. Could anyone give me a hint?

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