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  • Unity3D: How to make the camera focus a moving game object with ITween?

    - by nathan
    I'm trying to write a solar system with Unity3D. Planets are sphere game objects rotating around another sphere game object representing the star. What i want to achieve is let the user click on a planet and then zoom the camera on this planet and then make the camera follow and keep it centered on the screen while it keep moving around the star. I decided to use iTween library and so far i was able to create the zoom effect using iTween.MoveUpdate. My problem is that the focused planet does not say properly centered as it moves. Here is the relevant part of my script: void Update () { if (Input.GetButtonDown("Fire1")) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, concernedLayers)) { selectedPlanet = hit.collider.gameObject; } } } void LateUpdate() { if (selectedPlanet != null) { Vector3 pos = selectedPlanet.transform.position; pos.z = selectedPlanet.transform.position.z - selectedPlanet.transform.localScale.z; pos.y = selectedPlanet.transform.position.y; iTween.MoveUpdate(Camera.main.gameObject, pos, 2); } } What do i need to add to this script to make the selected planet stay centered on the screen? I hosted my current project as a webplayer application so you see what's going wrong. You can access it here.

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  • Dependency injection: what belongs in the constructor?

    - by Adam Backstrom
    I'm evaluating my current PHP practices in an effort to write more testable code. Generally speaking, I'm fishing for opinions on what types of actions belong in the constructor. Should I limit things to dependency injection? If I do have some data to populate, should that happen via a factory rather than as constructor arguments? (Here, I'm thinking about my User class that takes a user ID and populates user data from the database during construction, which obviously needs to change in some way.) I've heard it said that "initialization" methods are bad, but I'm sure that depends on what exactly is being done during initialization. At the risk of getting too specific, I'll also piggyback a more detailed example onto my question. For a previous project, I built a FormField class (which handled field value setting, validation, and output as HTML) and a Model class to contain these fields and do a bit of magic to ease working with fields. FormField had some prebuilt subclasses, e.g. FormText (<input type="text">) and FormSelect (<select>). Model would be subclassed so that a specific implementation (say, a Widget) had its own fields, such as a name and date of manufacture: class Widget extends Model { public function __construct( $data = null ) { $this->name = new FormField('length=20&label=Name:'); $this->manufactured = new FormDate; parent::__construct( $data ); // set above fields using incoming array } } Now, this does violate some rules that I have read, such as "avoid new in the constructor," but to my eyes this does not seem untestable. These are properties of the object, not some black box data generator reading from an external source. Unit tests would progressively build up to any test of Widget-specific functionality, so I could be confident that the underlying FormFields were working correctly during the Widget test. In theory I could provide the Model with a FieldFactory() which could supply custom field objects, but I don't believe I would gain anything from this approach. Is this a poor assumption?

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  • Perforce Proxy Server: Caching selective files [closed]

    - by fbrereto
    I just set up a Perforce proxy server for work. I'm noticing the cache directory is filling up very quickly -- with files I know I will never need. For example, there is a 'sandbox' directory in the depot where users keep personal branches and other work; a p4 sync is causing the p4 proxy cache to grab these user's sandboxes when I'll never need them. I would create a symbolic link for the sandbox directory to /dev/null but then I wouldn't be caching my sandbox, which I am interested in. Is there any way to tell the perforce proxy something to the effect of "if I haven't had to sync it, please don't cache it?"

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  • PuTTY/SSH: How to Prevent Auto-Logout?

    - by feklee
    My ISP's SSH server (Debian 2.0) logs me out after 35 minutes of inactivity, when connected with PuTTY (Windows XP). This is a big problem when I utilize the server for port-forwarding. The final messages displayed in the terminal: This terminal has been idle 30 minutes. If it remains idle for 5 more minutes it will be logged out by the system. Logged out by the system. PuTTY options that do not help: Sending of null packets to keep session active. Seconds between keepalives (0 to turn off): 30 [x] Enable TCP keepalives (SO_KEEPALIVE option) Any idea how to avoid the auto-log-out? Should I try another SSH client?

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  • /etc/resolv.conf nameserver fd00::1

    - by user88631
    My /etc/resolv.conf constantly get a mysterious entry, i run a home network with ipv6 provided by ravd, the interface is auto-configured by Network manager (all name server lookups are lost when this line is first in my /etc/resolv.conf) . Dynamic resolv.conf(5) file for glibc resolver(3) generated by resolvconf(8) **# DO NOT EDIT THIS FILE BY HAND -- YOUR CHANGES WILL BE OVERWRITTEN** nameserver fd00::1 nameserver 192.168.1.1 search home.int When ping is working cat /etc/resolv.conf # Dynamic resolv.conf(5) file for glibc resolver(3) generated by resolvconf(8) # DO NOT EDIT THIS FILE BY HAND -- YOUR CHANGES WILL BE OVERWRITTEN nameserver 192.168.1.1 search home.int So something is putting fd00::1 at start of file, not if I ping6 fd00::1 I get Destination unreachable: Administratively prohibited To diagnose this I ran the router with single cable to connected to ubuntu machine. Ran tcpdump + restarted network on ubuntu. "tcpdump ip6 -e -i eth0 | grep fd00" finds nothing, it's not being advertised via the network.. The only hit I got was when an upstream router refused a connection attempt from the ubuntu machine to fd00::1. I have also switched on debug for network manager & it appears to set the mystery line.. 15:22:14 storage-pc NetworkManager[349]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) complete. 15:22:14 storage-pc NetworkManager[349]: <warn> dnsmasq exited with error: Other problem (5) 15:22:14 storage-pc NetworkManager[349]: <debug> [1346822534.281528] [nm-dns-manager.c:598] update_dns(): updating resolv.conf 15:22:14 storage-pc NetworkManager[349]: <debug> [1346822534.281875] [nm-dns-manager.c:719] update_dns(): DNS: plugin dnsmasq ignored (caching disabled) 15:22:14 storage-pc NetworkManager[349]: <info> ((null)): writing resolv.conf to /sbin/resolvconf 15:22:14 storage-pc dbus[2184]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' 15:22:14 storage-pc dnsmasq[2875]: reading /etc/resolv.conf 15:22:14 storage-pc dnsmasq[2875]: using nameserver 192.168.1.1#53 15:22:14 storage-pc dnsmasq[2875]: using nameserver fd00::1#53 Any suggestions on how to find out where this comes from?

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  • How to prevent unison syncronize file when file process uploading

    - by user134600
    I use CentOS 5.8 Final. My situation is I running unison with cron where script below : */1 * * * * /usr/bin/unison /dev/null 2&1 and default profile like below : root = /var/www root = ssh://web02.example.com//var/www auto=true batch=true confirmbigdel=true fastcheck=true group=true owner=true prefer=newer silent=true times=true So in every minutes will syncronized www folder . My problem are : I upload file with size bigger than 10 MB to www from client with user1 permission where www folder is user1 owner. file in processing uploading then unison running in that minute and suddenly file upload owner changed to root:root When I editing file in www folder then I save when unison running, file owner changed to root:root where should be user1:user1 Is there anyone know about this problem?

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  • 1136: Incorrect number of arguments. Expected 0 AS3 Flash CS5.5 [on hold]

    - by Erick
    how do I solve this error? I've been trying to get the answer online but have not been successful. I'm trying to learn As3 for flash so I decided to try making a preloader for a game. Preloader.as package com.game.moran { import flash.display.LoaderInfo; import flash.display.MovieClip; import flash.events.*; public class ThePreloader extends MovieClip { private var fullWidth:Number; public var ldrInfo:LoaderInfo; public function ThePreloader (fullWidth:Number = 0, ldrInfo:LoaderInfo = null) { this.fullWidth = fullWidth; this.ldrInfo = ldrInfo; addEventListener(Event.ENTER_FRAME, checkLoad); } private function checkLoad (e:Event) : void { if (ldrInfo.bytesLoaded == ldrInfo.bytesTotal && ldrInfo.bytesTotal !=0) { dispatchEvent (new Event ("loadComplete")); phaseOut(); } updateLoader (ldfInfo.bytesLoaded / ldrInfo.bytesTotal); } private function updateLoader(num:Number) : void { mcPreloaderBar.Width = num * fullWidth; } private function phaseOut() : void { removeEventListener (Event.ENTER_FRAME, checkLoad); phaseComplete(); } private function phaseComplete() : void { dispatchEvent (new Event ("preloaderFinished")); } } } Engine.as package com.game.moran { import flash.display.MovieClip; import flash.display.Sprite; import flash.events.Event; public class Engine extends MovieClip { private var preloader:ThePreloader; public function Engine() { preloader = new ThePreloader(732, this.loaderInfo); stage.addChild(preloader); preloader.addEventListener("loadComplete", loadAssets); preloader.addEventListener("preloaderFinished", showSponsors); } private function loadAssets (e:Event) : void { this.play(); } private function showSponsors(e:Event) : void { stage.removeChild(preloader); trace("show sponsors") } } } The line being flagged as an error is line 13 in Engine.as.

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  • What to Return with Async CRUD methods

    - by RualStorge
    While there is a similar question focused on Java, I've been in debates with utilizing Task objects. What's the best way to handle returns on CRUD methods (and similar)? Common returns we've seen over the years are: Void (no return unless there is an exception) Boolean (True on Success, False on Failure, exception on unhandled failure) Int or GUID (Return the newly created objects Id, 0 or null on failure, exception on unhandled failure) The updated Object (exception on failure) Result Object (Object that houses the manipulated object's ID, Boolean or status field to with success or failure indicated, Exception information if there was one, etc) The concern comes into play as we've started moving over to utilizing C# 5's Async functionality, and this brought the question up of how we should handle CRUD returns large-scale. In our systems we have a little of everything in regards to what we return, we want to make these returns standardized... Now the question is what is the recommended standard? Is there even a recommended standard yet? (I realize we need to decide our standard, but typically we do so by looking at best practices, see if it makes sense for us and go from there, but here we're not finding much to work with)

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  • connect two computers together via a rs232 serial port

    - by Richard
    Wondering if anyone knows of a solution to connect with telnet/ssh through a rs232 serial port Edit: I am looking for a way to connect to computers together via a serial port. I want to be able to view the file system of a computer through a serial port.. Is this possible? Edit: So I have successfully connected two computers together using r232 serial ports with a null modem. The instructions I have used are located here Now how do I get to the file system of the host computer?? Any ideas?

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  • How can I bind a custom color to WPF toolkit ColorPicker? [on hold]

    - by tube-builder
    I need to bind the SelectedColor property of ColorPicker to a custom color which is not present in available colors. I created a simple test to show my problem. My xaml: <xctk:ColorPicker SelectedColor="{Binding Path=Test}"></xctk:ColorPicker> Code behind (CurrentStyle.PenColor returns an integer value which equals 13109765): public Color Test { get; set; } public MyClass() { DataContext = this; Test = Color.FromArgb((byte)((CurrentStyle.PenColor >> 24) & 0xFF), (byte)((CurrentStyle.PenColor >> 16) & 0xFF), (byte)((CurrentStyle.PenColor >> 8) & 0xFF), (byte)(CurrentStyle.PenColor & 0xFF)); InitializeComponent(); } And that's how my ColorPicker looks like when the window is loaded (I don't have enough rep to post images so it's just links): http://s22.postimg.org/frzh2fgy9/image.png Though, when I go to Advanced colors I can see that the color has been recognized and set correctly. Here is a pic: http://s13.postimg.org/gjv4cmy07/image.png Hope for your help. Thanks a lot! EDIT I implemented INotifyPropertyChanged, still to no avail. Here's the code: public Color Test { get { return test; } set { if (test != value) { test = value; OnPropertyChanged("Test"); } } } public event PropertyChangedEventHandler PropertyChanged; protected void OnPropertyChanged(string prop) { if (this.PropertyChanged != null) this.PropertyChanged(this, new PropertyChangedEventArgs(prop)); } Maybe I'm doing smth wrong here.

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  • debian - running unattended-upgrades on a particular day of the week

    - by dastra
    We're running unattended-upgrades on debian squeeze, and would like it to run once a week, only on a Wednesday morning. To attempt this, we have set: APT::Periodic::Unattended-Upgrade "7" in /etc/apt/apt.conf.d/50unattended-upgrades And then touched the /var/lib/apt/periodic/update-stamp to set the timestamp to a Wednesday, for instance: touch -t 201211280000 /var/lib/apt/periodic/update-stamp Running: stamp=$(date --date=$(date -r /var/lib/apt/periodic/update-stamp --iso-8601) +%s 2/dev/null) date -u --date="1970-01-01 $stamp sec GMT" Gives the correct timestamp: Wed Nov 28 00:00:00 UTC 2012 However, unattended-upgrades then seems to ignore this, and run the updates on a Saturday morning. Could anyone enlighten me as to how this parameter works, and how to set up upgrades to run on a Wednesday?

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  • Draw depth works on WP7 emulator but not device

    - by Luke
    I am making a game on a WP7 device using C# and XNA. I have a system where I always want the object the user is touching to be brought to the top, so every time it is touched I add float.Epsilon to its draw depth (I have it set so that 0 is the back and 1 is the front). On the Emulator that all works fine, but when I run it on my device the draw depths seem to be completely random. I am hoping that anybody knows a way to fix this. I have tried doing a Clean & Rebuild and uninstalling from the device but that is no luck. My call to spritebatch.Begin is: spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend); and to draw I use spriteBatch.Draw(Texture, new Rectangle((int)X, (int)Y, (int)Width, (int)Height), null, Color.White, 0, Vector2.Zero, SpriteEffects.None, mDrawDepth); Where mDrawDepth is a float value of the draw depth (likely to be a very small number; a small multiple of float.Epsilon. Any help much appreciated, thanks!

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  • Nvidia dual monitor configuration gets lost every time I reboot

    - by sunwukung
    I've recently updated (well, borked then completely reinstalled) to 12.04. I'm running a dual monitor setup, with a Dell U2410 / Dell 2007WFP combination on an HP Elite Book 8560W. The graphics card is an NVIDIA GF108 [Quadro 1000M]. My problem is as follows. I can get the dual monitor setup working fine, but every time I reboot, my machine appears to lose the settings (specifically, the U2410 is disabled, the mouse pointer is locked in the launcher). I have to restate the settings after every launch. I've tried running nvidia-settings as sudo, I've save the changes to my xorg.conf file (see below) but nothing seems to be sticking. Has anyone had similair issues, or know of a fix? Conf file follows: # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 295.33 (buildd@allspice) Fri Mar 30 15:25:24 UTC 2012 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "DELL 2007WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 76.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro 1000M" EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "1" Option "TwinViewXineramaInfoOrder" "DFP-1" Option "metamodes" "CRT: 1680x1050 +1920+0, DFP-1: 1920x1200 +0+0; CRT: nvidia-auto-select +0+0, DFP-1: NULL" SubSection "Display" Depth 24 EndSubSection EndSection The error message I'm getting is this: none of the selected modes were compatible with the possible modes: Trying modes for CRTC 642: CRTC 642: trying mode 3600x1080@50hz with output at 1280 x 1024@0Hz (pass 0) CRTC 642: trying mode 3600x1080@50hz with output at 1280 x 1024@0Hz (pass 0) CRTC 642: trying mode 3600x1080@50hz with output at 1280 x 1024@0Hz (pass 0) CRTC 642: trying mode 3600x1080@50hz with output at 1280 x 1024@0Hz (pass 1) CRTC 642: trying mode 3600x1080@50hz with output at 1280 x 1024@0Hz (pass 1) CRTC 642: trying mode 3600x1080@50hz with output at 1280 x 1024@0Hz (pass 1)

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  • How to subtract 1 from a orginal count in an ASP.NET gridview

    - by SAMIR BHOGAYTA
    I have a gridview that contains a count (whic is Quantity) were i have a button that adds a row under the orginal row and i need the sub row's count (Quantity) to subtract one from the orgianl row Quantity. EX: Before button click Orgianl row = 3 After click Orginal row = 2 Subrow = 1 Code: ASP.NET // FUNCTION : Adds a new subrow protected void gvParent_RowCommand(object sender, GridViewCommandEventArgs e) { if (e.CommandName.Equals("btn_AddRow", StringComparison.OrdinalIgnoreCase)) { // Get the row that was clicked (index 0. Meaning that 0 is 1, 1 is 2 and so on) // Objects can be null, Int32s cannot not. // Int16 = 2 bytes long (short) // Int32 = 4 bytes long (int) // Int64 = 8 bytes long (long) int i = Convert.ToInt32(e.CommandArgument); // create a DataTable based off the view state DataTable dataTable = (DataTable)ViewState["gvParent"]; for (int part = 0; part 1) { dataTable.Rows[part]["Quantity"] = oldQuantitySubtract - 1; // Instert a new row at a specific index DataRow dtAdd = dataTable.NewRow(); for (int k = 0; k dtAdd[k] = dataTable.Rows[part][k]; dataTable.Rows.InsertAt(dtAdd, i + 1); break; //dataTable.Rows.Add(dtAdd); } } // Rebind the data gvParent.DataSource = dataTable; gvParent.DataBind(); } }

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  • ffmpeg add two audio streams to video

    - by Tossin Hausen
    I tried this: ffmpeg -i /sdcard/video/transcode/video.avi -map 0:0,0 -i /sdcard/video/transcode/first.mp3 -map 1:0,1 -i /sdcard/video/transcode/second.mp3 -map 2:0,2 -acodec copy -vcodec py /sdcard/video/transcode/Output.avi to add two audio streams to one video file. But ffmpeg says the number of mappings should match the number of output streams. What is wrong here? I'm trying to work with an Android build of FFmepg "ffmpeg for android beta". "Does not work" means that this uncommunicative Android build of FFmpeg just stops without giving any error message. The -codec copy option does not work with this build. Now I tried the same set of files with the FFmpeg called command line tool that comes with Ubuntu 10. Something (can't say where it is from). The -codec copy option does not work with this FFmpeg too. Here the complete output: m30x:~/movie/Film$ ffmpeg -i input.avi -i first.mp3 -i second.mp3 -map 0 -map 1 -map 2 -acodec copy -vcodec copy output.avi FFmpeg version SVN-r0.5.9-4:0.5.9-0ubuntu0.10.04.1, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: --extra-version=4:0.5.9-0ubuntu0.10.04.1 --prefix=/usr --enable-avfilter --enable-avfilter-lavf --enable-vdpau --enable-bzlib --enable-libgsm --enable-libschroedinger --enable-libspeex --enable-libtheora --enable-libvorbis --enable-pthreads --enable-zlib --disable-stripping --disable-vhook --enable-runtime-cpudetect --enable-gpl --enable-postproc --enable-swscale --enable-x11grab --enable-libdc1394 --enable-shared --disable-static libavutil 49.15. 0 / 49.15. 0 libavcodec 52.20. 1 / 52.20. 1 libavformat 52.31. 0 / 52.31. 0 libavdevice 52. 1. 0 / 52. 1. 0 libavfilter 0. 4. 0 / 0. 4. 0 libswscale 0. 7. 1 / 0. 7. 1 libpostproc 51. 2. 0 / 51. 2. 0 built on Jun 12 2012 16:27:34, gcc: 4.4.3 [NULL @ 0x93cfd10]looks like this file was encoded with (divx4/(old)xvid/opendivx) -> forcing low_delay flag Seems stream 0 codec frame rate differs from container frame rate: 30000.00 (30000/1) -> 25.00 (25/1) Input #0, avi, from 'input.avi': Duration: 01:30:33.00, start: 0.000000, bitrate: 901 kb/s Stream #0.0: Video: mpeg4, yuv420p, 576x432, 25 tbr, 25 tbn, 30k tbc Input #1, mp3, from 'first.mp3': Duration: 01:30:32.84, start: 0.000000, bitrate: 63 kb/s Stream #1.0: Audio: mp3, 22050 Hz, stereo, s16, 64 kb/s Input #2, mp3, from 'second.mp3': Duration: 01:30:32.84, start: 0.000000, bitrate: 63 kb/s Stream #2.0: Audio: mp3, 22050 Hz, stereo, s16, 64 kb/s Number of stream maps must match number of output streams Merging only one audio stream with the video stream works with Ubuntu and Android version of FFmpeg. Here the complete output: ffmpeg -i input.avi -i first.mp3 -map 0 -map 1 -acodec copy -vcodec copy output.avi FFmpeg version SVN-r0.5.9-4:0.5.9-0ubuntu0.10.04.1, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: --extra-version=4:0.5.9-0ubuntu0.10.04.1 --prefix=/usr --enable-avfilter --enable-avfilter-lavf --enable-vdpau --enable-bzlib --enable-libgsm --enable-libschroedinger --enable-libspeex --enable-libtheora --enable-libvorbis --enable-pthreads --enable-zlib --disable-stripping --disable-vhook --enable-runtime-cpudetect --enable-gpl --enable-postproc --enable-swscale --enable-x11grab --enable-libdc1394 --enable-shared --disable-static libavutil 49.15. 0 / 49.15. 0 libavcodec 52.20. 1 / 52.20. 1 libavformat 52.31. 0 / 52.31. 0 libavdevice 52. 1. 0 / 52. 1. 0 libavfilter 0. 4. 0 / 0. 4. 0 libswscale 0. 7. 1 / 0. 7. 1 libpostproc 51. 2. 0 / 51. 2. 0 built on Jun 12 2012 16:27:34, gcc: 4.4.3 [NULL @ 0x9bfad10]looks like this file was encoded with (divx4/(old)xvid/opendivx) -> forcing low_delay flag Seems stream 0 codec frame rate differs from container frame rate: 30000.00 (30000/1) -> 25.00 (25/1) Input #0, avi, from 'input.avi': Duration: 01:30:33.00, start: 0.000000, bitrate: 901 kb/s Stream #0.0: Video: mpeg4, yuv420p, 576x432, 25 tbr, 25 tbn, 30k tbc Input #1, mp3, from 'first.mp3': Duration: 01:30:32.84, start: 0.000000, bitrate: 63 kb/s Stream #1.0: Audio: mp3, 22050 Hz, stereo, s16, 64 kb/s Output #0, avi, to 'output.avi': Stream #0.0: Video: mpeg4, yuv420p, 576x432, q=2-31, 90k tbn, 25 tbc Stream #0.1: Audio: libmp3lame, 22050 Hz, stereo, s16, 64 kb/s Stream mapping: Stream #0.0 -> #0.0 Stream #1.0 -> #0.1 Press [q] to stop encoding frame= 6157 fps=6156 q=-1.0 size= 31667kB time=246.28 bitrate=1053.3kbits/s Do you have an idea why it does not work with two audio streams? By the way, ffmpeg -i input_with_first_audio_stream.avi -i second.mp3 -acodec copy -vcodec copy output_two_audio_streams.avi -newaudio works with both versions of ffmpeg that I use, but the first audio stream is played too fast (x10 or more), while the second audio stream is played correct. Many thanks in advance and sorry for my unconventional question and outdated versions of ffmpeg. But I am a lamer and it is not so easy for me to compile from the source (especially for the Android version). I will try to compile an up to date version of ffmpeg with Ubuntu, but I don't have much free time.

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  • SSIS Send Mail Task and ForceExecutionValue Error

    - by Kevin Shyr
    I tried to use the "ForcedExecutionValue" on several Send Mail Tasks and log the execution into a ExecValueVariable so that at the end of the package I can log into a table to say whether the data check is successful or not (by determine whether an email was sent out) I set up a Boolean variable that is accessible at the package level, then set up my Send Mail Task as the screenshot below with Boolean as my ForcedExecutionValueType.  When I run the package, I got the error described below. Just to make sure this is not another issue of SSIS having with Boolean type ( you also can't set variable value from xp_cmdshell of type Boolean), I used variables of types String, Int32, DateTime with the corresponding ForcedExecutionValueType.  The only way to get around this error, was to set my variable to type Object, but then when you try to get the value out later, the Object is null. I didn't spend enough time on this to see whether it's really a bug in SSIS or not, or is this just how Send Mail Task works.  Just want to log the error and will circle back on this later to narrow down the issue some more.  In the meantime, please share if you have run into the same problem.  The current workaround is to attach a script task at the end. Also, need to note 2 existing limitation: Data check needs to be done serially because every check needs to be inner join to a master table.  The master table has all the data in a single XML column and hence need to be retrieved with XQuery (a fundamental design flaw that needs to be changed) The next iteration will be to change this design into a FOR loop and pull out the checking query from a table somewhere with all the info needed for email task, but is being put to the back of the priority. Error Message: Error: 0xC001F009 at CountCheckBetweenODSAndCleanSchema: The type of the value being assigned to variable "User::WasErrorEmailEverSent" differs from the current variable type. Variables may not change type during execution. Variable types are strict, except for variables of type Object. Error: 0xC0019001 at Send Mail Task on count mismatch: The wrapper was unable to set the value of the variable specified in the ExecutionValueVariable property.   Screenshot of my Send Mail Task setup:

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  • Getting the relational table data into XML recursively

    - by Tom
    I have levels of tables (Level1, Level2, Level3, ...) For simplicity, we'll say I have 3 levels. The rows in the higher level tables are parents of lower level table rows. The relationship does not skip levels however. E.g. Row1Level1 is parent of Row3Level2, Row2Level2 is parent of Row4Level3. Level(n-1)'s parent is always be in Level(n). Given these tables with data, I need to come up with a recursive function that generates an XML file to represent the relationship and the data. E.g. <data> <level levelid = 1 rowid=1> <level levelid = 2 rowid=3 /> </level> <level levelid = 2 rowid=2> <level levelid = 3 rowid=4 /> </level> </data> I would like help with coming up with a pseudo-code for this setup. This is what I have so far: XElement GetXMLData(Table table, string identifier, XElement data) { XElement xmlData = data; if (table != null) { foreach (row in the table) { // Get subordinate table Table subordinateTable = GetSubordinateTable(table); // Get the XML Data for the children of current row xmlData += GetXMLData(subordinateTable, row.Identifier, xmlData); } } return xmlData; }

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  • What's so bad about pointers in C++?

    - by Martin Beckett
    To continue the discussion in Why are pointers not recommended when coding with C++ Suppose you have a class that encapsulates objects which need some initialisation to be valid - like a network socket. // Blah manages some data and transmits it over a socket class socket; // forward declaration, so nice weak linkage. class blah { ... stuff TcpSocket *socket; } ~blah { // TcpSocket dtor handles disconnect delete socket; // or better, wrap it in a smart pointer } The ctor ensures that socket is marked NULL, then later in the code when I have the information to initialise the object. // initialising blah if ( !socket ) { // I know socket hasn't been created/connected // create it in a known initialised state and handle any errors // RAII is a good thing ! socket = new TcpSocket(ip,port); } // and when i actually need to use it if (socket) { // if socket exists then it must be connected and valid } This seems better than having the socket on the stack, having it created in some 'pending' state at program start and then having to continually check some isOK() or isConnected() function before every use. Additionally if TcpSocket ctor throws an exception it's a lot easier to handle at the point a Tcp connection is made rather than at program start. Obviously the socket is just an example, but I'm having a hard time thinking of when an encapsulated object with any sort of internal state shouldn't be created and initialised with new.

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  • google sitemap generator installation selinux

    - by adnan
    when i trying to install google sitemap generator i received this error Change security context of to system_u:object_r:httpd_modules_t install: WARNING: ignoring --context (-Z); this kernel is not SELinux-enabled Program files successfully copied. ./install.sh: line 488: 14284 Segmentation fault "$DEST_DIR/$BIN_DIR/$DAEMON_BIN" update_setting $update_setting_flags "apache_conf=$APACHE_CONF" "apache_group=$APACHE_GROUP" > /dev/null after choosing the submiting file settings i tried to unistall it & excute this getenforce try again but the same problem when i enter this dir /etc/sysconfig/selinux. it is not contain the selinux file my os centos 6 X86_64

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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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  • XNA CustomModelAnimationSample problem

    - by Mentoliptus
    I downloaded the official tutorial from:CustomModelAnimationSample It works fine but when I try to replicate it in my project, it fails to load the Tag property in my model. Is found that the probelm is in the line: skinnedModel = Content.Load<Model>("DudeWalk"); This line loads the model from the DudeWalk.fbx file and with the custom SkinnedModelProcessor. It loads the animations data in the model. After the line the Tag property is full. I stepped into the method and it went to the custom ModelData class. I copied everything from the projects CustomModelAnimationWindows and CustomModelAnimationPipeline to my solution and set all the references. I tried the same line of code and couldn't step in the method. It called the default method or model constructor and after the line the model's Tag propetry was null. I have to load the model through my custom SkinnedModelProcessor class, but how I tell the game to use this class? In the tutroail CustomModelClass the line is changed to: model = Content.Load<CustomModel>("tank"); So I assumed that I have to set the generic type to a custom model class, but the first example works without it. If anyone has some useful advice or some other helpful link, I'll be happy to try it.

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  • PCRE limits exceeded, but triggering rules are SQL related

    - by Wolfe
    [Mon Oct 15 17:12:13 2012] [error] [client xx.xx.xx.xx] ModSecurity: Rule 1d4ad30 [id "300014"][file "/usr/local/apache/conf/modsec2.user.conf"][line "349"] - Execution error - PCRE limits exceeded (-8): (null). [hostname "domain.com"] [uri "/admin.php"] [unique_id "UHx8LEUQwYEAAGutKkUAAAEQ"] And similar are spamming my error log for apache. It's only the admin side.. and only these two lines in the config: line 349: #Generic SQL sigs SecRule ARGS "(or.+1[[:space:]]*=[[:space:]]1|(or 1=1|'.+)--')" "id:300014,rev:1,severity:2,msg:'Generic SQL injection protection'" And line 356: SecRule ARGS "(insert[[:space:]]+into.+values|select.*from.+[a-z|A-Z|0-9]|select.+from|bulk[[:space:]]+insert|union.+select|convert.+\(.*from)" Is there a way to fix this problem? Can someone explain what is going on or if these rules are even valid to cause this error? I know it's supposedly a recursion protection.. but these protect against SQL injection so I'm confused.

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  • Cannot see boot options after editing grub background

    - by cipricus
    After solving this problem I managed to get myself into truble again out of nothing by trying to change the display of the dual boot option page in Boot Customizer. I have changed the background, the fonts size (I have increased them) and font style (I have chosen UnDotum). But Boot Customizer gave me an error (I mean a message that the application was closed unexpectedly or smth). I have restarted BootCustomizer and the settings were there. When I rebooted, instead of the normal boot options list, just the background image that I had selected and nothing else. I used Boot Repair to repair grub, it says it did it successfully, but I still get the background image when I try to boot. Any ideas? (Could it be the matter that I chose UnDotum font style? That was installed in Lubuntu - but how could it be accessible in displaying boot options?) The contents of etc/default/grub are: # If you change this file, run 'update-grub' afterwards to update # /boot/grub/grub.cfg. # For full documentation of the options in this file, see: # info -f grub -n 'Simple configuration' GRUB_DEFAULT=0 GRUB_HIDDEN_TIMEOUT=0 GRUB_HIDDEN_TIMEOUT_QUIET=true GRUB_TIMEOUT=10 GRUB_DISTRIBUTOR=`lsb_release -i -s 2> /dev/null || echo Debian` GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" GRUB_CMDLINE_LINUX="" # Uncomment to enable BadRAM filtering, modify to suit your needs # This works with Linux (no patch required) and with any kernel that obtains # the memory map information from GRUB (GNU Mach, kernel of FreeBSD ...) #GRUB_BADRAM="0x01234567,0xfefefefe,0x89abcdef,0xefefefef" # Uncomment to disable graphical terminal (grub-pc only) #GRUB_TERMINAL=console # The resolution used on graphical terminal # note that you can use only modes which your graphic card supports via VBE # you can see them in real GRUB with the command `vbeinfo' #GRUB_GFXMODE=640x480 # Uncomment if you don't want GRUB to pass "root=UUID=xxx" parameter to Linux #GRUB_DISABLE_LINUX_UUID=true # Uncomment to disable generation of recovery mode menu entries #GRUB_DISABLE_RECOVERY="true" # Uncomment to get a beep at grub start #GRUB_INIT_TUNE="480 440 1" I have tried to modify etc/default/grub: GRUB_HIDDEN_TIMEOUT=0 to 10 GRUB_HIDDEN_TIMEOUT_QUIET=true to false and GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" to "" but it doesn't help Also, using Shift doesn't make the list visible. I am looking for something like a command that would reset grub options to default. [When trying to reinstall grub i get to this window in term:

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  • Grading an algorithm: Readability vs. Compactness

    - by amiregelz
    Consider the following question in a test \ interview: Implement the strcpy() function in C: void strcpy(char *destination, char *source); The strcpy function copies the C string pointed by source into the array pointed by destination, including the terminating null character. Assume that the size of the array pointed by destination is long enough to contain the same C string as source, and does not overlap in memory with source. Say you were the tester, how would you grade the following answers to this question? 1) void strcpy(char *destination, char *source) { while (*source != '\0') { *destination = *source; source++; destionation++; } *destionation = *source; } 2) void strcpy(char *destination, char *source) { while (*(destination++) = *(source++)) ; } The first implementation is straightforward - it is readable and programmer-friendly. The second implementation is shorter (one line of code) but less programmer-friendly; it's not so easy to understand the way this code is working, and if you're not familiar with the priorities in this code then it's a problem. I'm wondering if the first answer would show more complexity and more advanced thinking, in the tester's eyes, even though both algorithms behave the same, and although code readability is considered to be more important than code compactness. It seems to me that since making an algorithm this compact is more difficult to implement, it will show a higher level of thinking as an answer in a test. However, it is also possible that a tester would consider the first answer not good because it's not readable. I would also like to mention that this is not specific to this example, but general for code readability vs. compactness when implementing an algorithm, specifically in tests \ interviews.

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  • How to write constructors which might fail to properly instantiate an object

    - by whitman
    Sometimes you need to write a constructor which can fail. For instance, say I want to instantiate an object with a file path, something like obj = new Object("/home/user/foo_file") As long as the path points to an appropriate file everything's fine. But if the string is not a valid path things should break. But how? You could: 1. throw an exception 2. return null object (if your programming language allows constructors to return values) 3. return a valid object but with a flag indicating that its path wasn't set properly (ugh) 4. others? I assume that the "best practices" of various programming languages would implement this differently. For instance I think ObjC prefers (2). But (2) would be impossible to implement in C++ where constructors must have void as a return type. In that case I take it that (1) is used. In your programming language of choice can you show how you'd handle this problem and explain why?

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