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  • OS choice between: Debian, gNewSense, and OpenSolaris

    - by penyuan
    I am planning to migrate from Mac OS X and Windows to either a Unix or Linux distribution, i.e. I am a Linux/Unix beginner. Right now the following caught my interest: Debian: Well established with huge repository of 20000+ apps. gNewSence: "Totally free" version of Ubuntu, so it should be more beginner friendly? OpenSolaris: Also open-source, and built on "strong" Unix base. I do mainly basic tasks such as web browsing, office work, maintaining big photo collection, and a little bit of programming. Questions: How "free" are each of these distributions compared to each other, is this whole freedom thing a big deal? Will a binary labeled as for Ubuntu work on gNewSense? What are simple IDEs for Debian and gNewSense?

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  • Hiera can't find puppet environment

    - by quickshiftin
    I'm testing out hiera and hitting a snag on the hierarchy configuration. What I have is extremely simple, the part that isn't working is specification of hiera datadir files based on environment. Here's the config file (/etc/hiera.yaml) I'm trying --- :backends: - yaml :logger: console :hierarchy: - "%{::environment}" :yaml: :datadir: /var/lib/hiera Now, I have a file /var/lib/hiera/development.yaml blah: meh When I run hiera it's not finding the file or the value $ hiera -d blah DEBUG: Fri Oct 25 15:50:52 -0600 2013: Hiera YAML backend starting DEBUG: Fri Oct 25 15:50:52 -0600 2013: Looking up blah in YAML backend nil I've verified this agent is configured for development $ sudo puppet agent --configprint environment development Now let me prove hiera is capable of finding something; a change to the hiera.yaml file: :hierarchy: - development And now hiera finds the file and the value $ hiera -d blah DEBUG: Fri Oct 25 15:53:25 -0600 2013: Hiera YAML backend starting DEBUG: Fri Oct 25 15:53:25 -0600 2013: Looking up blah in YAML backend DEBUG: Fri Oct 25 15:53:25 -0600 2013: Looking for data source development DEBUG: Fri Oct 25 15:53:25 -0600 2013: Found blah in development meh So why isn't it working with the dynamic environment configuration? I got that straight from the documentation. Note, I have tried running the hiera command via sudo with no change in the result.

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  • configuring vsftpd anonymous upload. Creates files but freezes at 0 bytes

    - by Wayne
    vsftpd on ubuntu after sudo apt-get install vsftpd Then did configuration as in the attached /etc/vsftpd.conf file. Anonymous ftp allows cd to the upload directly and allows put myfile.txt which gets created on the server but then the client hangs and never proceeds. The file on the server remains at 0 bytes. Here's the folders and permissions: root@support:/home/ftp# ls -ld . drwxr-xr-x 3 root root 4096 Jun 22 00:00 . root@support:/home/ftp# ls -ld pub drwxr-xr-x 3 root root 4096 Jun 21 23:59 pub root@support:/home/ftp# ls -ld pub/upload drwxr-xr-x 2 ftp ftp 4096 Jun 22 00:06 pub/upload root@support:/home/ftp# Here's the vsftpd.conf file: root@support:/home/ftp# grep -v '#' /etc/vsftpd.conf listen=YES anonymous_enable=YES write_enable=YES anon_upload_enable=YES dirmessage_enable=YES xferlog_enable=YES anon_root=/home/ftp/pub/ connect_from_port_20=YES chown_uploads=YES chown_username=ftp nopriv_user=ftp secure_chroot_dir=/var/run/vsftpd pam_service_name=vsftpd rsa_cert_file=/etc/ssl/certs/ssl-cert-snakeoil.pem rsa_private_key_file=/etc/ssl/private/ssl-cert-snakeoil.key Here's a file example that attempted to upload: root@support:/home/ftp/pub/upload# ls -l total 0 -rw------- 1 ftp nogroup 0 Jun 22 00:06 build.out This is the client attempting to upload...it is frozen at this point: $ ftp 173.203.89.78 Connected to 173.203.89.78. 220 (vsFTPd 2.0.6) User (173.203.89.78:(none)): ftp 331 Please specify the password. Password: 230 Login successful. ftp> put build.out 200 PORT command successful. Consider using PASV. 553 Could not create file. ftp> cd upload 250 Directory successfully changed. ftp> put build.out 200 PORT command successful. Consider using PASV. 150 Ok to send data.

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  • NGINX + PHP FPM connect() failed (110: Connection timed out) while connecting to upstream

    - by Leonard Teo
    We're running a fairly large site using nginx and PHP-FPM and we're getting a lot of errors as the site load is quite high. We're getting "connect() failed (110: Connection timed out) while connecting to upstream"...upstream: "fastcgi://127.0.0.1:9000" Here's my config file for PHP-FPM. PHP-FPM: [www] listen = 127.0.0.1:9000 listen.allowed_clients = 127.0.0.1 user = nginx group = nginx pm = dynamic pm.max_children = 100 pm.start_servers = 20 pm.min_spare_servers = 5 pm.max_spare_servers = 35 pm.max_requests = 100 slowlog = /var/log/php-fpm/www-slow.log php_admin_value[error_log] = /var/log/php-fpm/www-error.log php_admin_flag[log_errors] = on What's the recommended config/number of servers/children for a high traffic site? We tried using Unix Sockets instead of TCP and got no noticeable improvements. Right now the errors are: connect() to unix:/var/run/php-fcgi.sock failed (11: Resource temporarily unavailable) while connecting to upstream...upstream: "fastcgi://unix:/var/run/php-fcgi.sock:"... Thanks, Leonard

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  • Remote assistance from Remote Desktop sessions: unable to control

    - by syneticon-dj
    Since Remote Control (aka Session Shadowing) is gone for good in Server 2012 Remote Desktop Session hosts, I am looking for a replacement to support users in a cross-domain environment. Since Remote Assistance is supposed to work for Remote Desktop Sessions as well, I tried leveraging that for support purposes by enabling unsolicited remote assistance for all Remote Desktop Session Hosts via Group Policy. All seems to be working well except that the "expert" seems to be unable to actually excercise any mouse or keyboard control when the remote assistance session has been initiated from a Remote Desktop session itself. Mouse clicks and keyboard strokes from the "expert" session (Server 2012) seem to simply be ignored even after the assisted user has acknowledged the request for control. I would like to see this working through RD sessions for the support staff due to a number of reasons: not every support agent would have the appropriate client system version to support users on a specific terminal server (e.g. an agent might have a Windows Vista or Windows 7 station and thus be unable to offer assistance to users on Server 2012 RDSHs) a support agent would not necessarily have a station which is a member of the specific destination domain (mainly due to the reason that more than a single domain's users are supported) what am I missing?

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  • LDAP for privilege control?

    - by neoice
    I've been wondering for a while if LDAP can be used to control user privileges. For example, if I have UNIX and web logins, is there an easy way to grant a user access to just or just UNIX (or even both?) My current attempt at solving this very problem was to create 'login' and 'nologin' groups, but this doesn't seem fine-grained enough to meet the ideas I have in my head. I'm also still in the situation where all UNIX users are web users, which isn't a problem so much as an indicator of the limitations. Does anyone have any input on this? Has this problem already been solved?

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  • What's the difference between sudo su - postgres and sudo -u postgres?

    - by Craig Ringer
    PostgreSQL users peer authentication on unix sockets by default, where the unix user must be the same as the PostgreSQL user. So people frequently use su or sudo to become the postgres superuser. I often see people using constructs like: sudo su - postgres rather than sudo -u postgres -i and I'm wondering why. Similarly, I've seen: sudo su - postgres -c psql instead of sudo -u postgres psql Without the leading sudo the su versions would make some sense if you were on an old platform without sudo. But why on a less than prehisoric UNIX or Linux would you use sudo su ?

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  • How do you determine the OWNER of an Oracle Database

    - by Kwang Mark Eleven
    When you install an Oracle database in a Unix server, the Unix user id you use for the installation becomes the OWNER of the database. What is the most reliable and general way of determining in a shell script which Unix user is the owner of an Oracle installation? I mean, can you perform a grep on a file created by the installation to find this information or shall I resort to use the ls command on a specific file on a specific directory. If the name of the file to be checked is also variable, I would need to have a way of determining the name and path to the file. Thanks in advance for your time

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  • OpenTK C# Loading Model (3DS?) for display and animation

    - by Randomman159
    For the last few days i have been searching for a model importer that support skeletal movement using OpenTK (C#, OpenGL). I am avoiding writing it myself because firstly i am only just learning OpenGL, but also because i don't see why there's a necessity in recreating the wheel. What do you guys use to import your models? I find it interesting that 90% of OpenTK users will import models for various projects, yet i havn't found a single working importer. Could any of you share your code or point me in the direction of a good loader? 3DS files would be best, but anything that can be exported from an autodesk program would be fine, as long as it uses skeleton animation. Thanks for any help :)

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  • Export a .FBX file in Unity3D at runtime

    - by Timothy Williams
    What I'm looking to do is be able to export an object as a .FBX at runtime in Unity3D. I've made a C# script which can export a mesh filter or skinned mesh renderer to a .OBJ file at runtime, but .OBJ doesn't support the same kind of animations and skins that .FBX does. I've been researching this for a while, as of right now it looks like somehow using the Autodesk FBX SDK or some other external .dll would be my best option. Does anyone know of external .dlls I could use for this? Or how to make calls to Autodesk's FBX SDK at runtime? Another option could possibly be to write the mesh information as a text file then convert to .FBX on exporting. Just looking for fellow programmer's thoughts, or tips, or to see if this has been accomplished already. As far as I can tell there isn't any pre-existing scripts to export FBX at runtime in Unity.

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  • DirectX11 Swap Chain RGBA vs BGRA Format

    - by Nathan
    I was wondering if anyone could elaborate any further on something that's been bugging me. In DirectX9 the main supported back buffer formats were D3DFMT_X8R8B8G8 and D3DFMT_A8R8G8B8 (Both being BGRA in layout). http://msdn.microsoft.com/en-us/library/windows/desktop/bb174314(v=vs.85).aspx With the initial version of DirectX10 their was no support for BGRA and all the textbooks and online tutorials recommend DXGI_FORMAT_R8G8B8A8_UNORM (being RGBA in layout). Now with DirectX11 BGRA is supported again and it seems as if microsoft recommends using a BGRA format as the back buffer format. http://msdn.microsoft.com/en-us/library/windows/apps/hh465096.aspx Are there any suggestions or are there performance implications of using one or the other? (I assume not as obviously by specifying the format of the underlying resource the runtime will handle what bits your passing through and than infer how to utilise them based on the format.)

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  • So LibGDX / Java or XNA / C# [on hold]

    - by Israel G.
    I am curious to know what will be better for me - LibGDX / Java or XNA / C#. I am on the same level with C# and Java (I am pretty advanced with both of them). I really want to get into game development, develop indie games and such. So what are the pros and cons of XNA and LibGDX, what do you prefer personally and why? Java - LibGDX is cross platform and uses OpenGL. C# - XNA is for windows only ( you can use monogame but it will hurt performance and other things), Unfortunately, XNA is not going to be supported anymore but I still see people that recommend it over libGDX. (XNA is more popular and has more tutorials then libGDX). So please help me to pick, I really don't know what to choose. Thanks a lot!

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  • How to build a game like HaxBall?

    - by Cengiz Frostclaw
    I'm a coder interested in game development, and I want to build a very simple p2p (real time) game. The perfect example for this is haxball. The client/server model doesn't matter, it could be like haxball (i.e. the room creator is the host) or changing host, or the server is host (if there is such a thing) I just want to learn the basics to create a field where players can move their characters in real time. So where should I start? Please guide me into the right direction. And with examples please. I found out that RTMFP does what I seek, but how do I use it? I know ActionScript 3.0, but no idea how to setup a multiplayer game. Please help ! Thanks in advance.

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  • Compatibility between DirectX 9 and DirectX 10 shaders

    - by Delta
    I am a beginner to game development and as I am used to programming in C# I decided to go for XNA. I've been playing around with it for a while and now I am learning the basics of HLSL shaders, I have noticed in the MSDN documentation that there have been some syntax changes in HLSL between DirectX 9 and DirectX 10, for example, the Sampler type Since I am having some troubles with my desktop pc, I am using my laptop which video card only supports DirectX 9.0c. Then I'm gonna have to write my shaders using the DirectX 9 syntax, right? So I am wondering, will my HLSL shaders written using the DirectX 9 syntax work on a system running DirectX 10 (or higher)?

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  • Game show game engine [closed]

    - by Red
    So, I am pretty new to the world of game development, so I am a bit fuzzy on what I require. Could someone suggest a game engine that I could use? I need it to be light weight (my game won't require that much power) and have networking functionality for multiplay or even an MMO aspect. The game I am making is like a game show, so it is your basic choose and answer hit the buzzer kind of game. Any suggestions? I would also like it to be open source or at the least free. I would like to support open source projects.

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  • DirectX11 Swap Chain Format

    - by Nathan
    I was wondering if anyone could elaborate any further on something thats been bugging be me. In DirectX9 the main supported back buffer formats were D3DFMT_X8R8B8G8 and D3DFMT_A8R8G8B8 (Both being BGRA in layout). http://msdn.microsoft.com/en-us/library/windows/desktop/bb174314(v=vs.85).aspx With the initial version of DirectX10 their was no support for BGRA and all the textbooks and online tutorials recommend DXGI_FORMAT_R8G8B8A8_UNORM (being RGBA in layout). Now with DirectX11 BGRA is supported again and it seems as if microsoft recommends using a BGRA format as the back buffer format. http://msdn.microsoft.com/en-us/library/windows/apps/hh465096.aspx Is their any suggestions or are their performance implications of using one or the other. (I assume not as obviously by specifying the format of the underlying resource the runtime will handle what bits your passing through and than infer how to utilise them based on the format). Any feedback is appreciated.

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  • Xaudio2 XAPO Effects

    - by Jason Champion
    I've been working with XAudio2. After looking at the samples, example code, and sparse documentation available from Microsoft and the MSDN, I've found that there aren't any easy-to-find resources on creating and using XAPO effects, nor any XAPO effects produced by third parties that I can download and/or buy. What it looks like is that if I create an app that uses XAPO effects, I'll have to create them all myself because there's no community of existing applications like there is with technologies like Apple's AU or Steinberg's VST. Is this true, or are there others using XAudio2 and XAPO and I just haven't found them? Is there a place to ask programmer-support-related questions about XAudio2 and related technologies (or is this the best destination)? The best I've found so far are the XNA forums, which are game-specific and sparsely populated in the audio area.

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  • Why is Reinforcement Learning so rarely used in pathfinding?

    - by doug
    The venerable shortest-path graph theoretic algorithm A* and subsequent improvements (e.g., Hierarchical Annotated A*) is clearly the technique of choice for pathfinding in game development. Instead, it just seems to me that RL is a more natural paradigm to move a character around a game space. And yet I'm not aware of a single game developer who has implemented a Reinforcement Learning-based pathfinding engine. (I don't infer from this that the application of RL in pathfinding is 0, just that it's very small relative to A* and friends.) Whatever the reason, it's not because these developers are unaware of RL, as evidenced by the fact that RL is frequently used elsewhere in the game engine. This question is not a pretext for offering an opinion on RL in pathfinding; in fact, i am assuming that the tacit preference for A* et al. over RL is correct--but that preference is not obviously to me and i'm very curious about the reason for it, particularly from anyone who has tried to use RL for pathfinding.

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  • Is there a expected set of button mappings games commonly use?

    - by Scott Chamberlain
    I am making a game that will support a XBox 360 controller but I would like to try and keep the default button mappings to be what is expected from a user's past history from playing other games. Is there a set of guidelines from Microsoft on what should map to what (Do you use A for fire or left trigger?), or has the gaming community picked up a common set of controls that is just not written anywhere, everyone just "knows" it (like WASD for movement). The hardest thing for me is I have walking movement, vehicle movement, and airplane movement. I plan on allowing custom configuration of each, but I don't know what to set as the defaults.

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  • Why should I consider using the Source Engine?

    - by dukeofgaming
    I've always been a Valve fan, but now that I have the opportuninty to choose a game engine for a project I'm not sure I want to choose the Source Engine after watching this wikipedia entry. My options essentially boiled down to an open source stack (Horde3D + Zoidcom + Spark + SFML + CEGUI, and well, not OSS but PhysX too), UDK and the Source Engine. My question is (because I really have no experience with it) why should any developer choose the Source Engine over any other open source or commercial option?, is the Source Engine really worth it as a game development tool or has it time already passed and it is obsolete against other solutions?. Thanks

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  • Why should I consider using the Source Engine?

    - by dukeofgaming
    I've always been a Valve fan, but now that I have the opportuninty to choose a game engine for a project I'm not sure I want to choose the Source Engine after watching this wikipedia entry. My options essentially boiled down to an open source stack (Horde3D + Zoidcom + Spark + SFML + CEGUI, and well, not OSS but PhysX too), UDK and the Source Engine. My question is (because I really have no experience with it) what would be the technical reasons (not license or other) for any developer to choose the Source Engine over any other open source or commercial option ?, is the Source Engine really worth it as a game development tool or has it time already passed and it is obsolete against other solutions?. Thanks Edit: Precised my question a little more , I'm looking for technical reasons to choose the Source Engine.

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  • Shader effect similar to Metro 2033 gasmask

    - by Tim
    I was thinking about effects in games the other day and I was reminded of the Gasmask effect from Metro 2033. Once you put the gasmask on it blurred a bit in the corners and could ice up and even get cracked. I assume that something like that is done using a shader. I have been experimenting a bit with game development, so far mostly playing with existing rendering engines and adding physics support etc. I would like to learn more about this sort of effect. Can someone give me a simple example of a shader that would alter the entire scene like this. Or if not a shader then an idea on how it would be done. Thanks. Edit : Include screenshot of the metro 2033 gasmask effect.

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  • Good, free isometric game engine?

    - by posfan12
    Any recommendations for a good isometric game engine that is also free? Should be possible to develop entirely using freely available tools (meaning: no Flash, and no I don't want to learn haXe...) Works-in-a-browser is a plus, but not required. Support for 32-bit images is required! Good performance. Excellent documentation. I have looked at FIFE but it is still too unfinished, and the documentation sucks! Thanks!

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  • Human vs human android chess game design

    - by Plejo
    First of all I am total amateur in game development and sorry for my poor English. I want to make android human vs human chess game. So I am wondering how to design it? scenario 1: User connect to server, find opponent and send moves to server using socket, so match is running on a server side. I think this is not good idea because move should be validated on client side - or do I have to validate moves on client side? I do not think this is good solution because game is seperated. scenario 2: Using hole punching technique so server is needed only for connection between players, so game is running on android devices. which approach do you suggest? Or is there any better solution? Which server is best to use?

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  • How to achieve best performance in DirectX 9.0 while rendering on multiple monitors

    - by Vibhore Tanwer
    I am new to DirectX, and trying to learn best practice. Please suggest what are the best practices for rendering on multiple monitors different things at the same time? how can I boost performance of application? I have gone through this article http://msdn.microsoft.com/en-us/library/windows/desktop/bb147263%28v=vs.85%29.aspx . I am making use of some pixel shaders to achieve some effects. At most 4 effect(4 shader effects) can be applied at same time. What are the best practices to achieve best performance with DirectX 9.0. I read somewhere that DirectX 11 provides support for parallel rendering, but I am not able to get any working sample for DirectX 11.0. Please help me with this, Any help would be of great value. Thanks

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