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  • System Center Essentials server running out of disk space due to stored old updates

    - by Ricket
    We have a System Center Essentials (SCE) server to filter updates to our laptops. We've configured it to download the update, and then the laptops get the update from this server; this of course reduces our internet bandwidth and the time it takes for employees to receive the updates, which reduces the complaints we get about how long updates take. However we currently have a total of 2,255 updates stored on the server. SCE gives a breakdown: Updates with installation errors: 29 Updates needed by computers: 280 Updates installed/up-to-date: 0 Updates with no status: 1946 Our little server has 68gb of hard disk space, and the updates are currently taking 32gb and counting. Some of the updates date back to 2003, but we can't figure out a way to delete them to free up space on the server. Right-clicking an update and clicking Uninstall threatens to remove the update from all computers, which is not what we want. Some of the updates even inform us upon viewing: This update has been replaced by a newer update. Before declining this update, it is recommended that you approve the new update first and verify that this update is no longer needed by any computers. How do you prevent your SCE server from filling its hard drive space? Is there a way to configure the server to only keep updates that are still needed? Furthermore, why (in the above breakdown of updates) are there so many updates with "no status" and 0 updates that are "installed/up-to-date"?

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  • System displays "File system maintenance error, press ctrl+d" while booting

    - by user3215
    In my office I've Ubuntu 8.10 desktop installed and it's running for a long time. When ever the system is started, I'll get a file system maintenance error and something it's prompted for the root password or (press ctrl+d to continue). After pressing Ctrl+D the system normally boots up. I could not resolve this issue for a long time and I think something should be done in the fstab file. I'm not sure to do anything and expecting the experts here to help to perfectly fix this. Any help is appreciated. Thanks!

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  • Entity Type specific updates in entity component system

    - by Nathan
    I am currently familiarizing myself with the entity component paradigm. For an example, take a collision system, that detects if entities collide and if they do let them explode. So the collision system has to test collision based on the position component and then set the state of those entities to exploding. But what if the "effect" (setting the state to exploding) is different for different entities? For example, a ship fades out while for an asteroid a particle system must be created. Since entities and components are only data, this must happen in some system. The collision system could do it, but then it must switch over the entity type, which in my opinion is a cumbersome and difficult to extend solution. So how do I trigger "entity type dependend" updates on an entity?

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  • How a "Collision System" should be implemented?

    - by nathan
    My game is written using a entity system approach using Artemis Framework. Right know my collision detection is called from the Movement System but i'm wondering if it's a proper way to do collision detection using such an approach. Right know i'm thinking of a new system dedicated to collision detection that would proceed all the solid entities to check if they are in collision with another one. I'm wondering if it's a correct way to handle collision detection with an entity system approach? Also, how should i implement this collision system? I though of an IntervalEntitySystem that would check every 200ms (this value is chosen regarding the Artemis documentation) if some entities are colliding. protected void processEntities(ImmutableBag<Entity> ib) { for (int i = 0; i < ib.size(); i++) { Entity e = ib.get(i); //check of collision with other entities here } }

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  • Corrupted File System on Dual HD/Dual Boot System

    - by Troy
    I have the following system set up: 2 drives, 1 TB each, one with Windows 7 and the other with what used to be Ubuntu 11.x After an update my system became corrupted and now the file system is apparently corrupt. The Ubuntu drive is /dev/sda2, the Windows 7 is /dev/sda1. I've tried fsck /dev/sda2 -t ext3 and that does nothing. I'm not sure what to do at this point. I don't even mind wiping the /dev/sda2 drive clean, so it will at least accept a completely new installation of Ubuntu. I just don't know how to do that. Please help. Thank you

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  • Centos IPTables configuration for external firewall

    - by user137974
    Current setup Centos which is a Web, Mail (Postfix,Dovecot), FTP Server and Gateway with public ip and private ip (for LAN Gateway). We are planning to implement external firewall box and bring the server to LAN Please guide on configuring IPTables... Unable to receive mail and outgoing mail stays in postfix queue and is sent after delaying... The local ip of the server is 192.168.1.220 iptables -P INPUT DROP iptables -P FORWARD DROP iptables -P OUTPUT DROP incoming HTTP iptables -A INPUT -i eth0 -p tcp --dport 80 -m state --state NEW,ESTABLISHED -j ACCEPT iptables -A OUTPUT -o eth0 -p tcp --sport 80 -m state --state ESTABLISHED -j ACCEPT iptables -A INPUT -i eth0 -p tcp --dport 443 -m state --state NEW,ESTABLISHED -j ACCEPT iptables -A OUTPUT -o eth0 -p tcp --sport 443 -m state --state ESTABLISHED -j ACCEPT outgoing HTTP iptables -A OUTPUT -o eth0 -p tcp --dport 80 -m state --state NEW,ESTABLISHED -j ACCEPT iptables -A INPUT -i eth0 -p tcp --sport 80 -m state --state ESTABLISHED -j ACCEPT FTP iptables -A INPUT -p tcp -s 0/0 --sport 1024:65535 -d 192.168.1.220 --dport 21 -m state --state NEW,ESTABLISHED -j ACCEPT iptables -A OUTPUT -p tcp -s 192.168.1.220 --sport 21 -d 0/0 --dport 1024:65535 -m state --state ESTABLISHED -j ACCEPT iptables -A INPUT -p tcp -s 0/0 --sport 1024:65535 -d 192.168.1.220 --dport 1024:65535 -m state --state ESTABLISHED,RELATED -j ACCEPT iptables -A OUTPUT -p tcp -s 192.168.1.220 --sport 1024:65535 -d 0/0 --dport 1024:65535 -m state --state ESTABLISHED -j ACCEPT SMTP iptables -A INPUT -p tcp -s 0/0 --sport 1024:65535 -d 192.168.1.220 --dport 25 -m state --state NEW,ESTABLISHED -j ACCEPT iptables -A OUTPUT -p tcp -s 192.168.1.220 --sport 25 -d 0/0 --dport 1024:65535 -m state --state ESTABLISHED -j ACCEPT iptables -A OUTPUT -p tcp -s 192.168.1.220 --sport 1024:65535 -d 0/0 --dport 25 -m state --state NEW,ESTABLISHED -j ACCEPT iptables -A INPUT -p tcp -s 0/0 --sport 25 -d 192.168.1.220 --dport 1024:65535 -m state --state ESTABLISHED -j ACCEPT POP3 iptables -A INPUT -p tcp -s 0/0 --sport 1024:65535 -d 192.168.1.220 --dport 110 -m state --state NEW,ESTABLISHED -j ACCEPT iptables -A OUTPUT -p tcp -s 192.168.1.220 --sport 110 -d 0/0 --dport 1024:65535 -m state --state ESTABLISHED -j ACCEPT

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  • Implementing features in an Entity System

    - by Bane
    After asking two questions on Entity Systems (1, 2), and reading some articles on them, I think that I understand them much better than before. But, I still have some uncertainties, and mainly they are about building a Particle Emitter, an Input system, and a Camera. I obviously still have some problems understanding Entity Systems, and they might apply to a whole other range of objects, but I chose these three because they are very different concepts and should cover a pretty big ground, and help me understand Entity Systems and how to handle problems like these myself, as they come along. I am building an engine in Javascript, and I've implemented most of the core features, which include: input handling, flexible animation system, particle emitter, math classes and functions, scene handling, a camera and a render, and a whole bunch of other things that engines usually support. Then, I read Byte56's answer that got me interested into making the engine into an Entity System one. It would still remain an HTML5 game engine with the basic Scene philosophy, but it should support dynamic creation of entities from components. These are some of the definitions from the previous questions, updated: An Entity is an identifier. It doesn't have any data, it's not an object, it's a simple id that represents an index in the Scene's list of all entities (which I actually plan to implement as a component matrix). A Component is a data holder, but with methods that can operate on that data. The best example is a Vector2D, or a "Position" component. It has data: x and y, but also some methods that make operating on the data a bit easier: add(), normalize(), and so on. A System is something that can operate on a set of entities that meet the certain requirements, usually they (the entities) need to have a specified (by the system itself) set of components to be operated upon. The system is the "logic" part, the "algorithm" part, all the functionality supplied by components is purely for easier data management. The problem that I have now is fitting my old engine concept into this new programming paradigm. Lets start with the simplest one, a Camera. The camera has a position property (Vector2D), a rotation property and some methods for centering it around a point. Each frame, it is fed to a renderer, along with a scene, and all the objects are translated according to it's position. Then the scene is rendered. How could I represent this kind of an object in an Entity System? Would the camera be an entity or simply a component? A combination (see my answer)? Another issues that is bothering me is implementing a Particle Emitter. For what exactly I mean by that, you can check out my video of it: http://youtu.be/BObargIMQsE. The problem I have with this is, again, what should be what. I'm pretty sure that particles themselves shouldn't be entities, as I want to support 10k+ of them, and creating that much entities would be a heavy blow on my performance, I believe. Or maybe not? Depends on the implementation, but anyone with experience: please, do answer. The last bit I wan't to talk about, which is also bugging me the most, is how input should be handled. In my current version of the engine, there is a class called Input. It's a handler that subscribes to browser's events, such as keypresses, and mouse position changes, and also it maintains an internal state. Then, the player class has a react() method, which accepts an input object as an argument. The advantage of this is that the input object could be serialized into JSON and then shared over the network, allowing for smooth multiplayer simulations. But how does this translate into an Entity System?

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  • Another question about handling game states

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something?

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  • System State Backup Retention Policies

    - by isoscelestriangle
    I was wondering if there was a general consensus on how long to keep system state backups. I am trying to reevaluate our current backup process, and trying to get a good handle on our current storage requirements. Our current setup involves tapes and sending backups offsite with Barracuda Networks. We have been doing our system state backups with Barracuda now, which does full backups daily, leaving our storage requirements growing quite quickly. My boss is a little too gung-ho with backups and wants our system states saved for quite a while. We currently have 5 days of nightlies, 5 weeklies, 3 monthlies, and so on. I think this is quite overkill for system state backups. My boss wants the ability to go back in time to find when an issue appeared, but I don't think that is practical. Many things change in the course of several months. I also think it would be hard not to notice problems with our DCs and other servers for several months. I would think that a previous week's snapshot and the current week's dailies would suffice. Any advice or reading you can point me to? Thanks!

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  • How to add an iptables rule with source IP address

    - by ???
    I have a bash script that starts with this: if [[ $EUID -ne 0 ]]; then echo "Permission denied (are you root?)." exit 1 elif [ $# -ne 1 ] then echo "Usage: install-nfs-server <client network/CIDR>" echo "$ bash install-nfs-server 192.168.1.1/24" exit 2 fi; I then try to add the iptables rules for NFS as follows: iptables -A INPUT -i eth0 -p tcp -s $1 --dport 111 -m state --state NEW,ESTABLISHED -j ACCEPT iptables -A OUTPUT -o eth0 -p tcp --sport 111 -m state --state ESTABLISHED -j ACCEPT iptables -A INPUT -i eth0 -p udp -s $1 --dport 111 -m state --state NEW,ESTABLISHED -j ACCEPT iptables -A OUTPUT -o eth0 -p udp --sport 111 -m state --state ESTABLISHED -j ACCEPT service iptables save service iptables restart I get the error: Try iptables -h' or 'iptables --help' for more information. Bad argument111' Try iptables -h' or 'iptables --help' for more information. Bad argument111' Saving firewall rules to /etc/sysconfig/iptables: ^[[60G[^[[0;32m OK ^[[0;39m]^M Flushing firewall rules: ^[[60G[^[[0;32m OK ^[[0;39m]^M Setting chains to policy ACCEPT: filter ^[[60G[^[[0;32m OK ^[[0;39m]^M Unloading iptables modules: ^[[60G[^[[0;32m OK ^[[0;39m]^M Applying iptables firewall rules: ^[[60G[^[[0;32m OK ^[[0;39m]^M Loading additional iptables modules: ip_conntrack_netbios_ns ^[[60G[^[[0;32m OK ^[[0;39m]^M When I open /etc/sysconfig/iptables these are the rules: # Generated by iptables-save v1.3.5 on Mon Mar 26 08:00:42 2012 *filter :INPUT ACCEPT [0:0] :FORWARD ACCEPT [0:0] :OUTPUT ACCEPT [466:54208] :RH-Firewall-1-INPUT - [0:0] -A INPUT -j RH-Firewall-1-INPUT -A FORWARD -j RH-Firewall-1-INPUT -A OUTPUT -o eth0 -p tcp -m tcp --sport 111 -m state --state ESTABLISHED -j ACCEPT -A OUTPUT -o eth0 -p udp -m udp --sport 111 -m state --state ESTABLISHED -j ACCEPT -A OUTPUT -o eth0 -p tcp -m tcp --sport 111 -m state --state ESTABLISHED -j ACCEPT -A OUTPUT -o eth0 -p udp -m udp --sport 111 -m state --state ESTABLISHED -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 111 -j ACCEPT -A RH-Firewall-1-INPUT -p udp -m state --state NEW -m udp --dport 111 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 111 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 111 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 111 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 111 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 111 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 111 -j ACCEPT -A RH-Firewall-1-INPUT -i lo -j ACCEPT -A RH-Firewall-1-INPUT -p icmp -m icmp --icmp-type any -j ACCEPT -A RH-Firewall-1-INPUT -p esp -j ACCEPT -A RH-Firewall-1-INPUT -p ah -j ACCEPT -A RH-Firewall-1-INPUT -d 224.0.0.251 -p udp -m udp --dport 5353 -j ACCEPT -A RH-Firewall-1-INPUT -p udp -m udp --dport 631 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m tcp --dport 631 -j ACCEPT -A RH-Firewall-1-INPUT -m state --state RELATED,ESTABLISHED -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 22 -j ACCEPT -A RH-Firewall-1-INPUT -j REJECT --reject-with icmp-host-prohibited COMMIT # Completed on Mon Mar 26 08:00:42 2012 ~ "/etc/sysconfig/iptables" 32L, 1872C I've also tried: iptables -I RH-Firewall-1-INPUT 1 -m state --state NEW -m tcp -p tcp --source $1 --dport 111 -j ACCEPT iptables -I RH-Firewall-1-INPUT 2 -m udp -p udp --source $1 --dport 111 -j ACCEPT

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  • Virtual Box state not saving upon restart/reset/shutdown - reverting to an earlier state

    - by user638756
    Every time I restart/shut down my VM in VirtualBox (image is Ubuntu 10.02), whenever I start it back up, it reverts to the state it was in after I installed Guest Additions. This is extremely frustrating as every time I make progress on a project, whenever it restarts (mostly from crashing), I have to redo mostly everything. Is this a known problem with Guest Additions or with Virtual Box in general, and if so is there some solution?

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  • "cannot open file system. File system seems damaged "

    - by suresh kadiri
    I was using windows 7 till yesterday. I tried to install ubuntu 14. 04 Lts version yesterday with in windows 7. But it was not succeeded. Then I decided to install ubuntu only. By mistake I installed ubuntu in whole disk. After that to get deleted partitions I installed testdisk. I also used deeper search option. Now I'm getting "file system damaged". It shows The hard disk (320GB /298 GiB) seems to small! (<473 GB /441 GB) Check the Harddisk size: HD Jumpers setings, BIOS detection... The following partitions can't be recovered: Partition start end size in sectrors Linux 19077 177 45 57604 81 13 618930716 Linux 19080 192 57 57607 96 25 618930716 With ubcd also I used testdisk option. Same result comes."cannot open file system. File system seems damaged ". I have all my stuff in hard disk. Please help me to get recover my files in deleted partitions.

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  • Sending mail with Gmail Account using System.Net.Mail in ASP.NET

    - by Jalpesh P. Vadgama
    Any web application is in complete without mail functionality you should have to write send mail functionality. Like if there is shopping cart application for example then when a order created on the shopping cart you need to send an email to administrator of website for Order notification and for customer you need to send an email of receipt of order. So any web application is not complete without sending email. This post is also all about sending email. In post I will explain that how we can send emails from our Gmail Account without purchasing any smtp server etc. There are some limitations for sending email from Gmail Account. Please note following things. Gmail will have fixed number of quota for sending emails per day. So you can not send more then that emails for the day. Your from email address always will be your account email address which you are using for sending email. You can not send an email to unlimited numbers of people. Gmail ant spamming policy will restrict this. Gmail provide both Popup and SMTP settings both should be active in your account where you testing. You can enable that via clicking on setting link in gmail account and go to Forwarding and POP/Imap. So if you are using mail functionality for limited emails then Gmail is Best option. But if you are sending thousand of email daily then it will not be Good Idea. Here is the code for sending mail from Gmail Account. using System.Net.Mail; namespace Experiement { public partial class WebForm1 : System.Web.UI.Page { protected void Page_Load(object sender,System.EventArgs e) { MailMessage mailMessage = new MailMessage(new MailAddress("[email protected]") ,new MailAddress("[email protected]")); mailMessage.Subject = "Sending mail through gmail account"; mailMessage.IsBodyHtml = true; mailMessage.Body = "<B>Sending mail thorugh gmail from asp.net</B>"; System.Net.NetworkCredential networkCredentials = new System.Net.NetworkCredential("[email protected]", "yourpassword"); SmtpClient smtpClient = new SmtpClient(); smtpClient.EnableSsl = true; smtpClient.UseDefaultCredentials = false; smtpClient.Credentials = networkCredentials; smtpClient.Host = "smtp.gmail.com"; smtpClient.Port = 587; smtpClient.Send(mailMessage); Response.Write("Mail Successfully sent"); } } } That’s run this application and you will get like below in your account. Technorati Tags: Gmail,System.NET.Mail,ASP.NET

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  • Quite confused about what constitutes Current state of a resource

    - by bckpwrld
    From REST in Practice: Hypermedia and Systems Architecture: The current state of a resource is a combination of: The values of information items belonging to that resource Links to related resources Links that represent a transition to a possible future state of the current resource The results of evaluating any business rules that relate the resource to other local resources a) why would "links to related resources" also represent the current state of a resource? b) I also don't quite understand why "Links that represent a transition to a possible future state of the current resource" also represent the the current state. Namely, those links represent the possibility, not the current state. Analogy would be an int variable set to value 10. It's possible that in the future this variable will get processed and set to value 100, but we don't claim its current state also includes possible future state of 100?! thank you

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  • Entity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How I see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What I've done : Currently, I've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

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  • Advanced System Monitor/Task Manager?

    - by instanceofTom
    When using kubuntu I noticed that the standard task manager/system monitor was a bit more capable than gnome-system-monitor, is there a more advanced system/task monitor for ubuntu that is based on gnome opposed to KDE? Specifically the features from the Kubuntu task manager that I am looking for are the ability to control the I/O priority of individual processes (not just their nice), and the ability to control the I/O scheduling algorithm ( round-robin, FIFO, etc). What are my options?

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  • Simple question about what methodology to pick for my information system [closed]

    - by Neenee Kale
    Possible Duplicate: I need help on methodologies for information system project I will be implementing a student information system for parents for my final year project. I have to choose the best suitable methodology which i could use through out my project. could you please recommend me any methodologies i could use please. Also i would like to ask is Agile system development a methodology?

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  • Role of an entity state in a component based system?

    - by Paul
    Component-based entity systems are all the rage these days; everyone seems to agree they are the way to go, but no one really has a definitive implementation of such a system. I was wondering, what role do entity states (walking-left, standing, jumping, etc) have in a CBS? Do they act like controllers (i.e. they handle events and change the entity's attributes based on those events)? What about cases where a state would, for example, require that the entity enters no-clip mode? Should, that state, when it enters, maybe set the CollisionComponent of the entity to a null pointer or something? (Then, on exit, the state should restore the entity's CollisionComponent to its previous state.) Also, I guess it's the current state's job to change the entity's state to something else, right?

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  • Solved: Operation is not valid due to the current state of the object

    - by ChrisD
    We use public static methods decorated with [WebMethod] to support our Ajax Postbacks.   Recently, I received an error from a UI developing stating he was receiving the following error when attempting his post back: {   "Message": "Operation is not valid due to the current state of the object.",   "StackTrace": "   at System.Web.Script.Serialization.ObjectConverter.ConvertDictionaryToObject(IDictionary`2 dictionary, Type type, JavaScriptSerializer serializer, Boolean throwOnError, Object& convertedObject)\r\n   at System.Web.Script.Serialization.ObjectConverter.ConvertObjectToTypeInternal(Object o, Type type, JavaScriptSerializer serializer, Boolean throwOnError, Object& convertedObject)\r\n   at System.Web.Script.Serialization.ObjectConverter.ConvertObjectToTypeMain(Object o, Type type, JavaScriptSerializer serializer, Boolean throwOnError, Object& convertedObject)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.DeserializeInternal(Int32 depth)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.DeserializeDictionary(Int32 depth)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.DeserializeInternal(Int32 depth)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.DeserializeDictionary(Int32 depth)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.DeserializeInternal(Int32 depth)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.BasicDeserialize(String input, Int32 depthLimit, JavaScriptSerializer serializer)\r\n   at System.Web.Script.Serialization.JavaScriptSerializer.Deserialize(JavaScriptSerializer serializer, String input, Type type, Int32 depthLimit)\r\n   at System.Web.Script.Serialization.JavaScriptSerializer.Deserialize[T](String input)\r\n   at System.Web.Script.Services.RestHandler.GetRawParamsFromPostRequest(HttpContext context, JavaScriptSerializer serializer)\r\n   at System.Web.Script.Services.RestHandler.GetRawParams(WebServiceMethodData methodData, HttpContext context)\r\n   at System.Web.Script.Services.RestHandler.ExecuteWebServiceCall(HttpContext context, WebServiceMethodData methodData)",   "ExceptionType": "System.InvalidOperationException" }   Goggling this error brought me little support.  All the results talked about increasing the aspnet:MaxJsonDeserializerMembers value to handle larger payloads.  Since 1) I’m not using the asp.net ajax model and 2) the payload is very small, this clearly was not the cause of my issue. Here’s the payload the UI developer was sending to the endpoint: {   "FundingSource": {     "__type": "XX.YY.Engine.Contract.Funding.EvidenceBasedFundingSource,  XX.YY.Engine.Contract",     "MeansType": 13,     "FundingMethodName": "LegalTender",   },   "AddToProfile": false,   "ProfileNickName": "",   "FundingAmount": 0 } By tweaking the JSON I’ve found the culprit. Apparently the default JSS Serializer used doesn’t like the assembly name in the __type value.  Removing the assembly portion of the type name resolved my issue. { "FundingSource": { "__type": "XX.YY.Engine.Contract.Funding.EvidenceBasedFundingSource", "MeansType": 13, "FundingMethodName": "LegalTender", }, "AddToProfile": false, "ProfileNickName": "", "FundingAmount": 0 }

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  • Facilitate access to system tray under gksudo -u user

    - by MetaChrome
    I would like to run ownCloud client as a different user, with something like: gksudo -u owncloud owncloud However, it is specifying: ownCloud requires a working system tray. Please install a system tray application such as trayer. If you are running xfce follow these instructions: http://docs.xfce.org/xfce/xfce4-panel/systray The question remains, how does one facilitate having the owncloud user account use the parent's system tray?

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  • Make application automatically detect system language

    - by hakermania
    What should an application developed under a Linux System like Ubuntu do so as to automatically detect the system language? There are applications, like Liferea that automatically change their language to match the system's, without altering any preference of the program itself: Should this be the "default" behavior for all the programs? Should there be an option on the program so as to let the user choose the language nonetheless? Are all these translations coming along with the program itself? What if the user has set a system language not available in the translations of the program? Is this Ubuntu or most-linux-distros specific?

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  • Entiity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How i see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What i've done : Currently, i've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

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  • Session state server saying extended class no serializable

    - by jenson-button-event
    I am storing an object in session state (using local session state server), class def is: [Serializable] public class ExtendedOAuth2Parameters : OAuth2Parameters but the service is still reporting: Unable to serialize the session state. In 'StateServer' and 'SQLServer' mode, ASP.NET will serialize the session state objects, and as a result non-serializable objects or MarshalByRef objects are not permitted. [SerializationException: Type 'Google.GData.Client.OAuth2Parameters' in Assembly 'Google.GData.Client, Version=2.1.0.0, Culture=neutral, PublicKeyToken=04a59ca9b0273830' is not marked as serializable.] How to get around it?

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  • How to show Windows System Reserved partition using Ubuntu live dvd?

    - by Veeggon
    All questions in this site ask how to "hide"! I want to fix my boot (fix mrb wont work, I have GPT Disk) by changing some files at Windows System Reserved. GParted shows the following partitions (but Nautilus doesn't): **/dev/sda1 - file system: Unknown - 128Mb - flags: msftres** (this one shows *"Warning: Unable to detect file system! Possible reasons: -file system is damaged -file system is unknown to GParted -there is no file system available (unformated -the device entry /dev/sda1 is missing)"*) **/dev/sda2 - file system: fat32 -100Mb - flags: boot** **/dev/sda3 - file system: ntfs - 500Gb**

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  • Questions about game states

    - by MrPlow
    I'm trying to make a framework for a game I've wanted to do for quite a while. The first thing that I decided to implement was a state system for game states. When my "original" idea of having a doubly linked list of game states failed I found This blog and liked the idea of a stack based game state manager. However there were a few things I found weird: Instead of RAII two class methods are used to initialize and destroy the state Every game state class is a singleton(and singletons are bad aren't they?) Every GameState object is static So I took the idea and altered a few things and got this: GameState.h class GameState { private: bool m_paused; protected: StateManager& m_manager; public: GameState(StateManager& manager) : m_manager(manager), m_paused(false){} virtual ~GameState() {} virtual void update() = 0; virtual void draw() = 0; virtual void handleEvents() = 0; void pause() { m_paused = true; } void resume() { m_paused = false; } void changeState(std::unique_ptr<GameState> state) { m_manager.changeState(std::move(state)); } }; StateManager.h class GameState; class StateManager { private: std::vector< std::unique_ptr<GameState> > m_gameStates; public: StateManager(); void changeState(std::unique_ptr<GameState> state); void StateManager::pushState(std::unique_ptr<GameState> state); void popState(); void update(); void draw(); void handleEvents(); }; StateManager.cpp StateManager::StateManager() {} void StateManager::changeState( std::unique_ptr<GameState> state ) { if(!m_gameStates.empty()) { m_gameStates.pop_back(); } m_gameStates.push_back( std::move(state) ); } void StateManager::pushState(std::unique_ptr<GameState> state) { if(!m_gameStates.empty()) { m_gameStates.back()->pause(); } m_gameStates.push_back( std::move(state) ); } void StateManager::popState() { if(!m_gameStates.empty()) m_gameStates.pop_back(); } void StateManager::update() { if(!m_gameStates.empty()) m_gameStates.back()->update(); } void StateManager::draw() { if(!m_gameStates.empty()) m_gameStates.back()->draw(); } void StateManager::handleEvents() { if(!m_gameStates.empty()) m_gameStates.back()->handleEvents(); } And it's used like this: main.cpp StateManager states; states.changeState( std::unique_ptr<GameState>(new GameStateIntro(states)) ); while(gamewindow::gameWindow.isOpen()) { states.handleEvents(); states.update(); states.draw(); } Constructors/Destructors are used to create/destroy states instead of specialized class methods, state objects are no longer static but

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