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  • How to install subversion on 1&1 server with windows?

    - by Miles M.
    I would like to start using Unfuddle for my project on 1&1 server. I never used subversion and core control before. So, I read a lot of documentation about it but each time, I get lost at the very beginning : I've downloaded the latest version of subversion. But on every tutorial, the way to follow is different. First I sae, on a lot of tuts, that you have to enter command lines. Is that ONLY for Linux ? Like here : http://chwalisz.org/2007/08/05/subversion-on-11-shared-hosting/ I also find something completely different on some website, I think (correct me if I'm wrong) it is the Windows tuts, deeply different frm the linu one. So I found that : http://www.codinghorror.com/blog/2008/04/setting-up-subversion-on-windows.html http://geekswithblogs.net/emanish/archive/2006/06/14/81905.aspx http://better-scm.shlomifish.org/subversion/Svn-Win32-Inst-Guide.html And I don t understand : Do I still have to put the sibversion file on the server ? Do I have to install Apach ? where, on my computer or on my server ? I'm working ith WampServer so I thing I have already Apach installed right ? When they say it is for Windows, do they mean it is for windows servers or for your own OS ? 'Cause my servers are on linux. How could I install Subversion on a 1&1 linux server from my W7 OS computer ? Thanks, that's a lot of question but that realle messy in my mind, I can't find something clear ..

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  • Time Machine vs Source Control?

    - by Blub
    Finally got convinced to start using some kind of version control for my code instead of zipping down a copy of the project at the end of each day. Downloaded Tortoise SVN and used it to create a repository localy on my hdd. I've been using it for 2 days now but I have to say that using it is actually more hassle than just copying the project manually in explorer. Sure, you only store incremental changes but with the cheap disks of today I can't really say that's an argument when you only have small projects. I haven't realy found a quick way to browse the older versions of my files eighter. What I want is an infinite undo that is completely transparent while I code, if I save the file I want a backup. I don't want to check out, check in and don't even get me started on moving files. I haven't tried Time Machine for OS X but it looks like it's exactly what I'm looking for. Does such a program exist for windows? Preferably free and with some kind of tagging-system so I can tag a timestamp when the project is working etc. Maybe should add that I mostly work alone on a single computer. Update: Some of you asked why I want backup. Since I work alone it's mostly to allow me to quickly hack up a solution without worrying that something will screw up.

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  • Export files to remote server using TortoiseSVN

    - by Matt
    Hi, I'm using TortoiseSVN to keep revisions of my code. When I commit changes, I take note of what files have changed and upload them to my server using FTP. Here's my workflow: Edit files on local computer (eg. files in C:\Users\Me\web) Commit changes to local repository using rightclick- TortoiseSVN- SVN Commit. Take the files, open FileZilla (FTP client) and upload the files to a remote server. I was wondering if there was a way in which I could omit step 3 from my workflow. Basically I would like the changed files to be automatically uploaded to the remote server when I commit a version to the repository. Information about my computer environment: Windows 7 Ultimate x64 with TortoiseSVN x64 Notepad++ text editor Files edited are PHP, CSS, JS, HTML, etc. Server is running Linux with PHP 5.2 and MySQL. FileZilla is used to upload files. I can connect to the server via SSH if that is needed. Thank you in advance.

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  • Is there any method of backing up Google Drive files in some sort of versioning system?

    - by VictorKilo
    Backstory My company is utilizing Google Drive for our shared files. Each user has their own Drive account. In addition, we have a corporate Drive account which holds documents which are shared to each user. Each folder is shared to different users depending on their permissions and positions in the company. Many users are able to add files, and updated folders within this shared Drive account. This is fine. What is not fine, is when someone deletes something that they shouldn't. I have little to no way of knowing when I file is deleted wrongfully. Furthermore, anything that gets deleted goes into the trash bin of the file's creator, so I can't just restore it from the trash. Question Is there any method of backing up Google Drive files in some sort of versioning system that would allow me to revert files back to defined points in time? What i have Tried I currently have this corporate drive account synced up to my personal computer through the Google Drive application. Each night, I run a backup on the file using Windows "Backup and Restore." This allows me to at least get back files that are lost, but I a cleaner method than this. It's very possible that I may not have the very latest version of a document on my computer when the utility runs.

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  • Export files to remote server using TortoiseSVN

    - by Matt
    I'm using TortoiseSVN to keep revisions of my code. When I commit changes, I take note of what files have changed and upload them to my server using FTP. Here's my workflow: Edit files on local computer (eg. files in C:\Users\Me\web) Commit changes to local repository using rightclick- TortoiseSVN- SVN Commit. Take the files, open FileZilla (FTP client) and upload the files to a remote server. I was wondering if there was a way in which I could omit step 3 from my workflow. Basically I would like the changed files to be automatically uploaded to the remote server when I commit a version to the repository. Information about my computer environment: Windows 7 Ultimate x64 with TortoiseSVN x64 Notepad++ text editor Files edited are PHP, CSS, JS, HTML, etc. Server is running Linux with PHP 5.2 and MySQL. FileZilla is used to upload files. I can connect to the server via SSH if that is needed. Thank you in advance.

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  • How to configure SVN server for my own project

    - by user1729952
    I work with a team on an Android project using Eclipse IDE, we need to use a version control and we need to access the repo remotely, I have no experience using or installing servers, a little experience using SVN on Windows, but I still have problems connecting to it remotely. I need to use no-ip.com to change my IP, however; I failed to make VisualSVN server to work with no-ip. What options do I have? The best thing is to get it work with Windows if not, I have another computer that is running Ubuntu 12.4.1, I have installed apache2svn on it trying to get it work, the svn is installed, I went through tutorials to configure accessing protocols, but I can't figure out how to access it remotely from another computer? Can someone tell me the steps I need to get this job done and I can do my search for each step? (Please explain each step as some keywords or phrases I may not be familiar with) EDIT: Also worth noting, that my company has a website hosted on a remote server, can we use it as a repo? and how? It's running Linux

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  • Ignoring build number when referencing dll

    - by brickner
    I have one solution with a .NET 4.0 project (C#) that produces a delayed signed dll, that I dotfuscate and sign. EDIT: This is how I version the dll: [assembly: AssemblyVersion("0.7.0.*")] [assembly: AssemblyFileVersion("0.7.0.0")] I have another solution with a .NET 4.0 project (C++/CLI) that references the signed dll and produces a signed dll (actually, delayed signed and signed in a post build because of a flaw in the C++ build system). The problem is that the reference to the dll contains a specific version number, which includes even the build number (I want to have a build number). Every time I build the referenced dll, I have to change the project settings file (.vcxproj) so it reference the new version dll. Since I work with source control, this is very inconvenient (different computers might have different build numbers since each computer build its own referenced dll - the referenced dll is not in the source control). If I don't change the reference, I get a warning: warning MSB3245: Could not resolve this reference. Could not locate the assembly... And many errors like this: error C3083: 'Foo': the symbol to the left of a '::' must be a type These are resolved once I change the reference. How do I make the reference ignore the build number or even the entire version number?

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  • Best source control system for maintaining different versions

    - by dalecooper
    Hi all! We need to be able to simultanously maintain a set of different versions of our system. I assume this is best done using branching. We currently use TFS2008 for source control, work items and automatic builds. What is the best version control solution for this task? Our organization is in the process of merging to TFS2010. Will TFS2010 give us the functionality we need to easily manage a series of branches per system version. We need to be able to keep each version isolated from the others, so that we can do testing deployment for each version. Our dev team consists of 5 .net developers and two flash developers. I have heard a lot of talk about GIT. Should we consider using GIT instead of TFS for source control? Is it possible to use TFS2010 together with GIT? Does anyone have similar setups that works nicely? Any sugggestions are appreciated! Thanks, Kjetil.

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  • Setting up SVN (subvsersion) to manage our companies files, how to exclude large files from being ve

    - by Roeland
    Me and two other guys recently started our own web development company. We each work from our homes and have decided we want to keep one central location for all of our files. These files include word documents, spreadsheets, client files, designs.. etc. Anything pertaining to our company. I have a pretty solid internet connection and a windows 2008 server box sitting at home so I set up a subversion repository. Our file repository will look something like this. Clients Company A Design (photoshop files, wireframes, concepts) Documents ( logins, quotes, proposals etc) Site Backups Company B Design Documents Site Backups Prospects Company C Company D Our Company Our Website Documents (contract, operating procudres) My question is in regards to design files. The photoshop files that my designer works with range in sizes from 10mb to 100mb. I don't think we need to keep these files version-ed as this would eat up space incredibly fast. How do I go about controlling which files get version-ed, and which files are just stored. What I am thinking is that all documents need to be version-ed, and any files other then that should not be. Any help would be appreciated, thanks! Edit I am also curious whether this is the way to go. I just like this system since it keeps version of all my documents and at the same time. Also essentially I will have 3 backups in 3 different locations (3 local copies) so no need for backing it up. I am unsure of how svn would perform as purely a huge file repository.

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  • Setting up a web development/build environment

    - by Eric
    Hello all, My current project has a development web server and live web server. Developers make changes to files on the dev server and test them (by going to the dev address) and make changes as necessary. When the file or files are ready to go, they are copied to the live server. There is no version control. As you might expect, there are some problems with this model: It's hard to keep track of what other programmers have done. It's hard to keep track of what files should be copied to the live server. There is no version control. I'm in a position to make nearly any change I like, but I want it to be the right one! I have been turning this over in my head for quite a while, and I have a solution that might be okay. But I want SO's opinion. Certainly version control needs to be added. But how should it work with the existing codebase and where should the developers be testing? How can anyone know what needs to be moved to the live server? What other details need to be addressed? How would you attack this problem? Supplementary information: The website is vital, but not mission critical. A small amount of downtime is acceptable. There are very few developers. (Right now, only 4.) History: Before I started, the project used Visual Source Safe. This was a sufficiently bad experience that they quit using it and abandoned version control. The project is an ASP.NET (C#) website. This seems like a question that may have a complicated answer. Thanks for thinking about it!

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  • Best practices to deal with "slightly different" branches of source code

    - by jedi_coder
    This question is rather agnostic than related to a certain version control program. Assume there is a source code tree under certain distributed version control. Let's call it A. At some point somebody else clones it and gets its own copy. Let's call it B. I'll call A and B branches, even if some version control tools have different definitions for branches (some might call A and B repositories). Let's assume that branch A is the "main" branch. In the context of distributed version control this only means that branch A is modified much more actively and the owner of branch B periodically syncs (pulls) new updates from branch A. Let's consider that a certain source file in branch B contains a class (again, it's also language agnostic). The owner of branch B considers that some class methods are more appropriate and groups them together by moving them inside the class body. Functionally nothing has changed - this is a very trivial refactoring of the code. But the change gets reflected in diffs. Now, assuming that this change from branch B will never get merged into branch A, the owner of branch B will always get this difference when pulling from branch A and merging into his own workspace. Even if there's only one such trivial change, the owner of branch B needs to resolve conflicts every time when pulling from branch A. As long as branches A and B are modified independently, more and more conflicts like this appear. What is the workaround for this situation? Which workflow should the owner of branch B follow to minimize the effort for periodically syncing with branch A?

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  • Can't log in to GNOME after upgrade (raring -> saucy)

    - by x-yuri
    I've just upgraded my ubuntu (raring to saucy) and I now can't log in to GNOME. As opposed to virtual consoles (Ctrl-Alt-F1, for example). I set it up to log in automatically. But it asks for password now. I type in the password, press Enter, the screen blinks and here I am again at the login screen. Then I looked into /var/log/Xorg.0.log: [ 33.956] Initializing built-in extension DRI2 [ 33.956] (II) LoadModule: "glx" [ 33.956] (II) Loading /usr/lib/xorg/modules/extensions/libglx.so [ 33.956] (II) Module glx: vendor="X.Org Foundation" [ 33.956] compiled for 1.14.3, module version = 1.0.0 [ 33.956] ABI class: X.Org Server Extension, version 7.0 [ 33.956] (==) AIGLX enabled [ 33.956] Loading extension GLX [ 33.956] (==) Matched fglrx as autoconfigured driver 0 [ 33.956] (==) Matched ati as autoconfigured driver 1 [ 33.956] (==) Matched fglrx as autoconfigured driver 2 [ 33.956] (==) Matched ati as autoconfigured driver 3 [ 33.956] (==) Matched vesa as autoconfigured driver 4 [ 33.956] (==) Matched modesetting as autoconfigured driver 5 [ 33.956] (==) Matched fbdev as autoconfigured driver 6 [ 33.956] (==) Assigned the driver to the xf86ConfigLayout [ 33.956] (II) LoadModule: "fglrx" [ 33.957] (WW) Warning, couldn't open module fglrx [ 33.957] (II) UnloadModule: "fglrx" [ 33.957] (II) Unloading fglrx [ 33.957] (EE) Failed to load module "fglrx" (module does not exist, 0) [ 33.957] (II) LoadModule: "ati" [ 33.957] (WW) Warning, couldn't open module ati [ 33.957] (II) UnloadModule: "ati" [ 33.957] (II) Unloading ati [ 33.957] (EE) Failed to load module "ati" (module does not exist, 0) [ 33.957] (II) LoadModule: "vesa" [ 33.957] (II) Loading /usr/lib/xorg/modules/drivers/vesa_drv.so [ 33.957] (II) Module vesa: vendor="X.Org Foundation" [ 33.957] compiled for 1.14.1, module version = 2.3.2 [ 33.957] Module class: X.Org Video Driver [ 33.957] ABI class: X.Org Video Driver, version 14.1 [ 33.957] (II) LoadModule: "modesetting" [ 33.957] (II) Loading /usr/lib/xorg/modules/drivers/modesetting_drv.so [ 33.957] (II) Module modesetting: vendor="X.Org Foundation" [ 33.957] compiled for 1.14.1, module version = 0.8.0 [ 33.957] Module class: X.Org Video Driver [ 33.957] ABI class: X.Org Video Driver, version 14.1 [ 33.957] (II) LoadModule: "fbdev" [ 33.957] (II) Loading /usr/lib/xorg/modules/drivers/fbdev_drv.so [ 33.958] (II) Module fbdev: vendor="X.Org Foundation" [ 33.958] compiled for 1.14.1, module version = 0.4.3 [ 33.958] Module class: X.Org Video Driver [ 33.958] ABI class: X.Org Video Driver, version 14.1 [ 33.958] (==) Matched fglrx as autoconfigured driver 0 [ 33.958] (==) Matched ati as autoconfigured driver 1 [ 33.958] (==) Matched fglrx as autoconfigured driver 2 [ 33.958] (==) Matched ati as autoconfigured driver 3 [ 33.958] (==) Matched vesa as autoconfigured driver 4 [ 33.958] (==) Matched modesetting as autoconfigured driver 5 [ 33.958] (==) Matched fbdev as autoconfigured driver 6 [ 33.958] (==) Assigned the driver to the xf86ConfigLayout [ 33.958] (II) LoadModule: "fglrx" [ 33.958] (WW) Warning, couldn't open module fglrx [ 33.958] (II) UnloadModule: "fglrx" [ 33.958] (II) Unloading fglrx [ 33.958] (EE) Failed to load module "fglrx" (module does not exist, 0) [ 33.958] (II) LoadModule: "ati" [ 33.958] (WW) Warning, couldn't open module ati [ 33.958] (II) UnloadModule: "ati" [ 33.958] (II) Unloading ati [ 33.958] (EE) Failed to load module "ati" (module does not exist, 0) [ 33.958] (II) LoadModule: "vesa" [ 33.958] (II) Loading /usr/lib/xorg/modules/drivers/vesa_drv.so [ 33.958] (II) Module vesa: vendor="X.Org Foundation" [ 33.958] compiled for 1.14.1, module version = 2.3.2 [ 33.958] Module class: X.Org Video Driver [ 33.958] ABI class: X.Org Video Driver, version 14.1 [ 33.958] (II) UnloadModule: "vesa" [ 33.958] (II) Unloading vesa [ 33.958] (II) Failed to load module "vesa" (already loaded, 0) [ 33.958] (II) LoadModule: "modesetting" [ 33.959] (II) Loading /usr/lib/xorg/modules/drivers/modesetting_drv.so [ 33.959] (II) Module modesetting: vendor="X.Org Foundation" [ 33.959] compiled for 1.14.1, module version = 0.8.0 [ 33.959] Module class: X.Org Video Driver [ 33.959] ABI class: X.Org Video Driver, version 14.1 [ 33.959] (II) UnloadModule: "modesetting" [ 33.959] (II) Unloading modesetting [ 33.959] (II) Failed to load module "modesetting" (already loaded, 0) [ 33.959] (II) LoadModule: "fbdev" [ 33.959] (II) Loading /usr/lib/xorg/modules/drivers/fbdev_drv.so [ 33.959] (II) Module fbdev: vendor="X.Org Foundation" [ 33.959] compiled for 1.14.1, module version = 0.4.3 [ 33.959] Module class: X.Org Video Driver [ 33.959] ABI class: X.Org Video Driver, version 14.1 [ 33.959] (II) UnloadModule: "fbdev" [ 33.959] (II) Unloading fbdev [ 33.959] (II) Failed to load module "fbdev" (already loaded, 0) [ 33.959] (II) VESA: driver for VESA chipsets: vesa [ 33.959] (II) modesetting: Driver for Modesetting Kernel Drivers: kms [ 33.959] (II) FBDEV: driver for framebuffer: fbdev [ 33.959] (++) using VT number 7 If I install fglrx, it reads: [ 37.152] Initializing built-in extension DRI2 [ 37.152] (II) LoadModule: "glx" [ 37.152] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/modules/extensions/libglx.so [ 37.152] (II) Module glx: vendor="Advanced Micro Devices, Inc." [ 37.152] compiled for 6.9.0, module version = 1.0.0 [ 37.152] Loading extension GLX [ 37.153] (==) Matched fglrx as autoconfigured driver 0 [ 37.153] (==) Matched ati as autoconfigured driver 1 [ 37.153] (==) Matched vesa as autoconfigured driver 2 [ 37.153] (==) Matched modesetting as autoconfigured driver 3 [ 37.153] (==) Matched fbdev as autoconfigured driver 4 [ 37.153] (==) Assigned the driver to the xf86ConfigLayout [ 37.153] (II) LoadModule: "fglrx" [ 37.153] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/modules/drivers/fglrx_drv.so [ 37.168] (II) Module fglrx: vendor="FireGL - AMD Technologies Inc." [ 37.168] compiled for 1.4.99.906, module version = 13.10.10 [ 37.168] Module class: X.Org Video Driver [ 37.168] (II) Loading sub module "fglrxdrm" [ 37.168] (II) LoadModule: "fglrxdrm" [ 37.168] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/modules/linux/libfglrxdrm.so [ 37.169] (II) Module fglrxdrm: vendor="FireGL - AMD Technologies Inc." [ 37.169] compiled for 1.4.99.906, module version = 13.10.10 [ 37.169] (II) LoadModule: "ati" [ 37.169] (WW) Warning, couldn't open module ati [ 37.169] (II) UnloadModule: "ati" [ 37.169] (II) Unloading ati [ 37.169] (EE) Failed to load module "ati" (module does not exist, 0) [ 37.169] (II) LoadModule: "vesa" [ 37.169] (II) Loading /usr/lib/xorg/modules/drivers/vesa_drv.so [ 37.169] (II) Module vesa: vendor="X.Org Foundation" [ 37.169] compiled for 1.14.1, module version = 2.3.2 [ 37.169] Module class: X.Org Video Driver [ 37.169] ABI class: X.Org Video Driver, version 14.1 [ 37.169] (II) LoadModule: "modesetting" [ 37.170] (II) Loading /usr/lib/xorg/modules/drivers/modesetting_drv.so [ 37.170] (II) Module modesetting: vendor="X.Org Foundation" [ 37.170] compiled for 1.14.1, module version = 0.8.0 [ 37.170] Module class: X.Org Video Driver [ 37.170] ABI class: X.Org Video Driver, version 14.1 [ 37.170] (II) LoadModule: "fbdev" [ 37.170] (II) Loading /usr/lib/xorg/modules/drivers/fbdev_drv.so [ 37.170] (II) Module fbdev: vendor="X.Org Foundation" [ 37.170] compiled for 1.14.1, module version = 0.4.3 [ 37.170] Module class: X.Org Video Driver [ 37.170] ABI class: X.Org Video Driver, version 14.1 [ 37.170] (==) Matched fglrx as autoconfigured driver 0 [ 37.170] (==) Matched ati as autoconfigured driver 1 [ 37.170] (==) Matched vesa as autoconfigured driver 2 [ 37.170] (==) Matched modesetting as autoconfigured driver 3 [ 37.170] (==) Matched fbdev as autoconfigured driver 4 [ 37.170] (==) Assigned the driver to the xf86ConfigLayout [ 37.170] (II) LoadModule: "fglrx" [ 37.170] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/modules/drivers/fglrx_drv.so [ 37.170] (II) Module fglrx: vendor="FireGL - AMD Technologies Inc." [ 37.170] compiled for 1.4.99.906, module version = 13.10.10 [ 37.170] Module class: X.Org Video Driver [ 37.170] (II) LoadModule: "ati" [ 37.170] (WW) Warning, couldn't open module ati [ 37.170] (II) UnloadModule: "ati" [ 37.171] (II) Unloading ati [ 37.171] (EE) Failed to load module "ati" (module does not exist, 0) [ 37.171] (II) LoadModule: "vesa" [ 37.171] (II) Loading /usr/lib/xorg/modules/drivers/vesa_drv.so [ 37.171] (II) Module vesa: vendor="X.Org Foundation" [ 37.171] compiled for 1.14.1, module version = 2.3.2 [ 37.171] Module class: X.Org Video Driver [ 37.171] ABI class: X.Org Video Driver, version 14.1 [ 37.171] (II) UnloadModule: "vesa" [ 37.171] (II) Unloading vesa [ 37.171] (II) Failed to load module "vesa" (already loaded, 0) [ 37.171] (II) LoadModule: "modesetting" [ 37.171] (II) Loading /usr/lib/xorg/modules/drivers/modesetting_drv.so [ 37.171] (II) Module modesetting: vendor="X.Org Foundation" [ 37.171] compiled for 1.14.1, module version = 0.8.0 [ 37.171] Module class: X.Org Video Driver [ 37.171] ABI class: X.Org Video Driver, version 14.1 [ 37.171] (II) UnloadModule: "modesetting" [ 37.171] (II) Unloading modesetting [ 37.171] (II) Failed to load module "modesetting" (already loaded, 0) [ 37.171] (II) LoadModule: "fbdev" [ 37.171] (II) Loading /usr/lib/xorg/modules/drivers/fbdev_drv.so [ 37.171] (II) Module fbdev: vendor="X.Org Foundation" [ 37.171] compiled for 1.14.1, module version = 0.4.3 [ 37.171] Module class: X.Org Video Driver [ 37.171] ABI class: X.Org Video Driver, version 14.1 [ 37.171] (II) UnloadModule: "fbdev" [ 37.171] (II) Unloading fbdev [ 37.171] (II) Failed to load module "fbdev" (already loaded, 0) [ 37.171] (II) AMD Proprietary Linux Driver Version Identifier:13.10.10 [ 37.171] (II) AMD Proprietary Linux Driver Release Identifier: UNSUPPORTED-13.101 [ 37.171] (II) AMD Proprietary Linux Driver Build Date: May 23 2013 15:49:35 [ 37.171] (II) VESA: driver for VESA chipsets: vesa [ 37.171] (II) modesetting: Driver for Modesetting Kernel Drivers: kms [ 37.171] (II) FBDEV: driver for framebuffer: fbdev [ 37.171] (++) using VT number 7 I did more installing/removing packages than that. There were a moment when it said: (EE) Failed to load /usr/lib64/xorg/modules/libglamoregl.so: /usr/lib64/xorg/modules/libglamoregl.so: undefined symbol: _glapi_tls_Context Also there is init: not found in ~/.xsession-errors: /usr/sbin/lightdm-session: 5: exec: init: not found Actually, I'm out of ideas. What about you? :)

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  • ArgumentError: Error #2015: Invalid BitmapData.

    - by numerical25
    I am having problems loading a bitmapData. I am getting the following error Engine Init //trace loadimage//trace ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData() Below is my code. it appears it happens after the trace loadimage package com.objects { import flash.display.Sprite; import flash.display.BitmapData; import flash.display.Bitmap; import flash.geom.Point; import flash.geom.Rectangle; import flash.display.Loader; import flash.net.URLRequest; import flash.net.*; import flash.events.*; import flash.display.LoaderInfo; public class gameObject extends Sprite { protected var w:Number; protected var h:Number; protected var image:BitmapData; protected var canvas:Bitmap; protected var px:Number; protected var py:Number; public function gameObject():void { init(); } private function init():void { } public function loadImage(imageDir:String, w:Number, h:Number, px:Number, py:Number):void { this.w = w; this.y = y; this.px = px; this.py = py; trace("loadimage"); var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE,imageComplete); loader.load(new URLRequest(imageDir)); } private function imageComplete(e:Event):void { var loader:LoaderInfo = LoaderInfo(e.target); image = Bitmap(loader.content).bitmapData; drawImage(); } private function drawImage():void { var tilePoint:Point = new Point(0,0); var tileRect = new Rectangle(py,px,w,h); trace(loader.content); var canvasData:BitmapData = new BitmapData(w,h); trace("got canvas data"); canvasData.copyPixels(image,tileRect,tilePoint); trace("copied pixels"); canvas = new Bitmap(canvasData); } } } And my call the the method is like so balls = new Array(); balls[0] = new gameObject(); balls[0].loadImage("com/images/ball.gif", 15,15,0,0); When I trace the Loader.content, below is what shows Engine Init loadimage [object Bitmap] ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData()

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  • Testing movie with Flash IDE fails to load file from localhost

    - by davgothic
    Hi, I'm just wondering if anybody can help me with my simple but frustrating problem. I have created an SWF that loads an XML file from http://localhost/flash/Projects/MEL/Quiz/Quiz/bin/xml/quiz.xml, but I get this error when running the movie using Test Movie in the Flash IDE. Error #2044: Unhandled ioError:. text=Error #2032: Stream Error. URL: http://localhost/flash/Projects/MEL/Quiz/Quiz/bin/xml/quiz.xml at Main/loadConfig()[D:\www\webroot\flash\Projects\MEL\Quiz\Quiz\src\Main.as:126] at Main/configLoadError()[D:\www\webroot\flash\Projects\MEL\Quiz\Quiz\src\Main.as:143] at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at flash.net::URLLoader/onComplete() The error I get if I handle the exception is: [IOErrorEvent type="ioError" bubbles=false cancelable=false eventPhase=2 text="Error #2032: Stream Error. URL: http://localhost/flash/Projects/MEL/Quiz/Quiz/bin/xml/quiz.xml"] Trouble is running the SWF in a browser locally does work, it only throws these errors in the Flash IDE. I have tried a adding wildcard crossdomain.xml file in my root web directory and setting the SWF publish properties for local playback security to Allow network only, but neither of these have solved my problem. I know Windows 7 handles localhost name resolution differently compared to previous versions of Windows but I have even added 127.0.0.1 localhost to my hosts file to no avail. Can anyone shed any light on this issue?

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  • Actionscript 3: Force program to wait until event handler is called

    - by Jeremy Swinarton
    I have an AS 3.0 class that loads a JSON file in using a URLRequest. package { import flash.display.MovieClip; import flash.display.Loader; import flash.net.URLRequest; import flash.net.URLLoader; import flash.events.Event; public class Tiles extends MovieClip { private var mapWidth:int,mapHeight:int; private var mapFile:String; private var mapLoaded:Boolean=false; public function Tiles(m:String) { init(m); } private function init(m:String):void { // Initiates the map arrays for later use. mapFile=m; // Load the map file in. var loader:URLLoader = new URLLoader(); loader.addEventListener(Event.COMPLETE, mapHandler); loader.load(new URLRequest("maps/" + mapFile)); } private function mapHandler(e:Event):void { mapLoaded=true; mapWidth=3000; } public function getMapWidth():int { if (mapLoaded) { return (mapWidth); } else { getMapWidth(); return(-1); } } } } When the file is finished loading, the mapHandler event makes changes to the class properties, which in turn are accessed using the getMapWidth function. However, if the getMapwidth function gets called before it finishes loading, the program will fail. How can I make the class wait to accept function calls until after the file is loaded?

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  • Pixel bender shaders with multiple outputs in flash?

    - by sold
    According to the pixel bender specs a shader can have one or more outputs. The pixel bender toolkit, whose "export to flash" option tends to be preety strict about the flash specific do's and dont's, would even compile such a shader without complaints. However actionscript's shader related classes seem to be geared toward single output shaders. Is there any way to have multiple shader outputs in flash?

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  • Why is my movie clip instance null?

    - by Khan
    I have 2 movie clips in my scene, one is charlie brown running and another is lucy lifting a football. The movie clip instances are aptly named: lucyLifting and charlieRunning. When I get to frame 75, I run the following code: stop(); trace(lucyLifting); trace(charlieRunning); lucyLifing.stop(); charlieRunning.stop(); and I get the following output: [object MovieClip] null Why isn't it recognizing my second movie clip instance? This is very frustrating.... Thank you in advance.

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  • Referencing movie clips from within an actionscript class

    - by Ant
    Hi all, I have been given the task of adding a scoring system to various flash games. This simply involves taking input, adding functionality such as pausing and replaying and then outputting the score, time left etc. at the end. I've so far successfully edited two games. Both these games used the "actions" code on frames. The latest game I'm trying to do uses an actionscript class which makes it both easier and harder. I'm not very adept at flash at all, but I've worked it out so far. I've added various movie clips that are to be used for displaying the pause screen background, buttons for replaying etc. I've been showing and hiding these using: back._visible = true; //movie clip, instance of back (back.png) I doubt it's best practice, but it's quick and has been working. However, now with the change of coding style to classes, this doesn't seem to work. I kinda understand why, but I'm now unsure how to hide/show these elements. Any help would be greatly appreciated :) I've attached the modified AS. class RivalOrbs extends MovieClip { var infinite_levels, orbs_start, orbs_inc, orbs_per_level, show_timer, _parent, one_time_per_level, speed_start, speed_inc_percent, max_speed, percent_starting_on_wrong_side, colorize, colors, secs_per_level; function RivalOrbs() { super(); mc = this; this.init(); } // End of the function function get_num_orbs() { if (infinite_levels) { return (orbs_start + (level - 1) * orbs_inc); } else if (level > orbs_per_level.length) { return (0); } else { return (orbs_per_level[level - 1]); } // end else if } // End of the function function get_timer_str(secs) { var _loc2 = Math.floor(secs / 60); var _loc1 = secs % 60; return ((_loc2 > 0 ? (_loc2) : ("0")) + ":" + (_loc1 >= 10 ? (_loc1) : ("0" + _loc1))); } // End of the function function frame() { //PLACE PAUSE CODE HERE if (!Key.isDown(80) and !Key.isDown(Key.ESCAPE)) { _root.offKey = true; } else if (Key.isDown(80) or Key.isDown(Key.ESCAPE)) { if (_root.offKey and _root.game_mode == "play") { _root.game_mode = "pause"; /* back._visible = true; btn_resume._visible = true; btn_exit._visible = true; txt_pause._visible = true; */ } else if (_root.offKey and _root.game_mode == "pause") { _root.game_mode = "play"; } _root.offKey = false; } if (_root.game_mode == "pause" or paused) { return; } else { /* back._visible = false; btn_resume._visible = false; btn_exit._visible = false; txt_pause._visible = false; */ } if (show_timer && total_secs != -1 || show_timer && _parent.timesup) { _loc7 = total_secs - Math.ceil((getTimer() - timer) / 1000); var diff = oldSeconds - (_loc7 + additional); if (diff > 1) additional = additional + diff; _loc7 = _loc7 + additional; oldSeconds = _loc7; trace(oldSeconds); mc.timer_field.text = this.get_timer_str(Math.max(0, _loc7)); if (_loc7 <= -1 || _parent.timesup) { if (one_time_per_level) { _root.gotoAndPlay("Lose"); } else { this.show_dialog(false); return; } // end if } // end if } // end else if var _loc9 = _root._xmouse; var _loc8 = _root._ymouse; var _loc6 = {x: _loc9, y: _loc8}; mc.globalToLocal(_loc6); _loc6.y = Math.max(-mc.bg._height / 2 + gap / 2, _loc6.y); _loc6.y = Math.min(mc.bg._height / 2 - gap / 2, _loc6.y); mc.wall1._y = _loc6.y - gap / 2 - mc.wall1._height / 2; mc.wall2._y = _loc6.y + gap / 2 + mc.wall1._height / 2; var _loc5 = true; for (var _loc4 = 0; _loc4 < this.get_num_orbs(); ++_loc4) { var _loc3 = mc.stage["orb" + _loc4]; _loc3.x_last = _loc3._x; _loc3.y_last = _loc3._y; _loc3._x = _loc3._x + _loc3.x_speed; _loc3._y = _loc3._y + _loc3.y_speed; if (_loc3._x < l_thresh) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = l_thresh + (l_thresh - _loc3._x); _loc3.gotoAndPlay("hit"); } // end if if (_loc3._x > r_thresh) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = r_thresh - (_loc3._x - r_thresh); _loc3.gotoAndPlay("hit"); } // end if if (_loc3._y < t_thresh) { _loc3.y_speed = _loc3.y_speed * -1; _loc3._y = t_thresh + (t_thresh - _loc3._y); _loc3.gotoAndPlay("hit"); } // end if if (_loc3._y > b_thresh) { _loc3.y_speed = _loc3.y_speed * -1; _loc3._y = b_thresh - (_loc3._y - b_thresh); _loc3.gotoAndPlay("hit"); } // end if if (_loc3.x_speed > 0) { if (_loc3._x >= m1_thresh && _loc3.x_last < m1_thresh || _loc3._x >= m1_thresh && _loc3._x <= m2_thresh) { if (_loc3._y <= mc.wall1._y + mc.wall1._height / 2 || _loc3._y >= mc.wall2._y - mc.wall2._height / 2) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = m1_thresh - (_loc3._x - m1_thresh); _loc3.gotoAndPlay("hit"); } // end if } // end if } else if (_loc3._x <= m2_thresh && _loc3.x_last > m2_thresh || _loc3._x >= m1_thresh && _loc3._x <= m2_thresh) { if (_loc3._y <= mc.wall1._y + mc.wall1._height / 2 || _loc3._y >= mc.wall2._y - mc.wall2._height / 2) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = m2_thresh + (m2_thresh - _loc3._x); _loc3.gotoAndPlay("hit"); } // end if } // end else if if (_loc3.side == 1 && _loc3._x > 0) { _loc5 = false; } // end if if (_loc3.side == 2 && _loc3._x < 0) { _loc5 = false; } // end if } // end of for if (_loc5) { this.end_level(); } // end if } // End of the function function colorize_hex(mc, hex) { var _loc4 = hex >> 16; var _loc5 = (hex ^ hex >> 16 << 16) >> 8; var _loc3 = hex >> 8 << 8 ^ hex; var _loc2 = new flash.geom.ColorTransform(0, 0, 0, 1, _loc4, _loc5, _loc3, 0); mc.transform.colorTransform = _loc2; } // End of the function function tint_hex(mc, hex, amount) { var _loc4 = hex >> 16; var _loc5 = hex >> 8 & 255; var _loc3 = hex & 255; this.tint(mc, _loc4, _loc5, _loc3, amount); } // End of the function function tint(mc, r, g, b, amount) { var _loc4 = 100 - amount; var _loc1 = new Object(); _loc1.ra = _loc1.ga = _loc1.ba = _loc4; var _loc2 = amount / 100; _loc1.rb = r * _loc2; _loc1.gb = g * _loc2; _loc1.bb = b * _loc2; var _loc3 = new Color(mc); _loc3.setTransform(_loc1); } // End of the function function get_num_levels() { if (infinite_levels) { return (Number.MAX_VALUE); } else { return (orbs_per_level.length); } // end else if } // End of the function function end_level() { _global.inputTimeAvailable = _global.inputTimeAvailable - (60 - oldSeconds); ++level; _parent.levelOver = true; if (level <= this.get_num_levels()) { this.show_dialog(true); } else { _root.gotoAndPlay("Win"); } // end else if } // End of the function function get_speed() { var _loc3 = speed_start; for (var _loc2 = 0; _loc2 < level - 1; ++_loc2) { _loc3 = _loc3 + _loc3 * (speed_inc_percent / 100); } // end of for return (Math.min(_loc3, Math.max(max_speed, speed_start))); } // End of the function function init_orbs() { var _loc6 = this.get_speed(); var _loc7 = Math.max(1, Math.ceil(this.get_num_orbs() * (percent_starting_on_wrong_side / 100))); for (var _loc3 = 0; _loc3 < this.get_num_orbs(); ++_loc3) { var _loc2 = null; if (_loc3 % 2 == 0) { _loc2 = mc.stage.attachMovie("Orb1", "orb" + _loc3, _loc3); _loc2.side = 1; if (colorize && color1 != -1) { this.colorize_hex(_loc2.orb.bg, color1); } // end if _loc2._x = Math.random() * (mc.bg._width * 4.000000E-001) - mc.bg._width * 2.000000E-001 - mc.bg._width / 4; } else { _loc2 = mc.stage.attachMovie("Orb2", "orb" + _loc3, _loc3); _loc2.side = 2; if (colorize && color2 != -1) { this.colorize_hex(_loc2.orb.bg, color2); } // end if _loc2._x = Math.random() * (mc.bg._width * 4.000000E-001) - mc.bg._width * 2.000000E-001 + mc.bg._width / 4; } // end else if _loc2._width = _loc2._height = orb_w; _loc2._y = Math.random() * (mc.bg._height * 8.000000E-001) - mc.bg._height * 4.000000E-001; if (_loc3 < _loc7) { _loc2._x = _loc2._x * -1; } // end if var _loc5 = Math.random() * 60; var _loc4 = _loc5 / 180 * 3.141593E+000; _loc2.x_speed = Math.cos(_loc4) * _loc6; _loc2.y_speed = Math.sin(_loc4) * _loc6; if (Math.random() >= 5.000000E-001) { _loc2.x_speed = _loc2.x_speed * -1; } // end if if (Math.random() >= 5.000000E-001) { _loc2.y_speed = _loc2.y_speed * -1; } // end if } // end of for } // End of the function function init_colors() { if (colorize && colors.length >= 2) { color1 = colors[Math.floor(Math.random() * colors.length)]; for (color2 = colors[Math.floor(Math.random() * colors.length)]; color2 == color1; color2 = colors[Math.floor(Math.random() * colors.length)]) { } // end of for this.tint_hex(mc.side1, color1, 40); this.tint_hex(mc.side2, color2, 40); } else { color1 = -1; color2 = -1; } // end else if } // End of the function function get_total_secs() { if (show_timer) { if (secs_per_level.length > 0) { if (level > secs_per_level.length) { return (secs_per_level[secs_per_level.length - 1]); } else { return (secs_per_level[level - 1]); } // end if } // end if } // end else if return (-1); } // End of the function function start_level() { trace ("start_level"); _parent.timesup = false; _parent.levelOver = false; _parent.times_up_comp.start_timer(); this.init_orbs(); mc.level_field.text = "LEVEL " + level; total_secs = _global.inputTimeAvailable; if (total_secs > 60) total_secs = 60; timer = getTimer(); paused = false; mc.dialog.gotoAndPlay("off"); } // End of the function function clear_orbs() { for (var _loc2 = 0; mc.stage["orb" + _loc2]; ++_loc2) { mc.stage["orb" + _loc2].removeMovieClip(); } // end of for } // End of the function function show_dialog(new_level) { mc.back._visible = false; trace("yes"); paused = true; if (new_level) { this.init_colors(); } // end if this.clear_orbs(); mc.dialog.gotoAndPlay("level"); if (!new_level || _parent.timesup) { mc.dialog.level_top.text = "Time\'s Up!"; /* dyn_line1.text = "Goodbye " + _global.inputName + "!"; dyn_line2.text = "You scored " + score; //buttons if (_global.inputTimeAvailable > 60) btn_replay._visible = true; btn_resume._visible = false; btn_exit._visible = false; txt_pause._visible = false; sendInfo = new LoadVars(); sendLoader = new LoadVars(); sendInfo.game_name = 'rival_orbs'; sendInfo.timeavailable = _global.inputTimeAvailable; if (sendInfo.timeavailable < 0) sendInfo.timeavailable = 0; sendInfo.id = _global.inputId; sendInfo.score = level*_global.inputFactor; sendInfo.directive = 'record'; //sendInfo.sendAndLoad('ncc1701e.aspx', sendLoader, "GET"); sendInfo.sendAndLoad('http://keyload.co.uk/output.php', sendLoader, "POST"); */ } else if (level > 1) { mc.dialog.level_top.text = "Next Level:"; } else { mc.dialog.level_top.text = ""; } // end else if mc.dialog.level_num.text = "LEVEL " + level; mc.dialog.level_mid.text = "Number of Orbs: " + this.get_num_orbs(); _root.max_level = level; var _this = this; mc.dialog.btn.onRelease = function () { _this.start_level(); }; } // End of the function function init() { var getInfo = new LoadVars(); var getLoader = new LoadVars(); getInfo.directive = "read"; getInfo.sendAndLoad('http://keyload.co.uk/input.php', getLoader, "GET"); getLoader.onLoad = function (success) { if (success) { _global.inputId = this.id; _global.inputTimeAvailable = this.timeavailable; _global.inputFactor = this.factor; _global.inputName = this.name; } else { trace("Failed"); } } _root.game_mode = "play"; /* back._visible = false; btn_exit._visible = false; btn_replay._visible = false; btn_resume._visible = false; txt_pause._visible = false; */ l_thresh = -mc.bg._width / 2 + orb_w / 2; t_thresh = -mc.bg._height / 2 + orb_w / 2; r_thresh = mc.bg._width / 2 - orb_w / 2; b_thresh = mc.bg._height / 2 - orb_w / 2; m1_thresh = -wall_w / 2 - orb_w / 2; m2_thresh = wall_w / 2 + orb_w / 2; this.show_dialog(true); mc.onEnterFrame = frame; } // End of the function var mc = null; var orb_w = 15; var wall_w = 2; var l_thresh = 0; var r_thresh = 0; var t_thresh = 0; var b_thresh = 0; var m1_thresh = 0; var m2_thresh = 0; var color1 = -1; var color2 = -1; var level = 1; var total_secs = 30; var gap = 60; var timer = 0; var additional = 0; var oldSeconds = 0; var paused = true; var _loc7 = 0; } // End of Class

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  • Flash makes Firefox not to respond

    - by Hasan Gürsoy
    I have a full screen flash animation. When this page is open at Firefox and I want to minimize or re-size Firefox screen minimize button starts to blink and Firefox does not take any action till this tab is closed. There is not too much code in the flash file.

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  • car race game collision condition.

    - by ashok patidar
    car race game in as3 in which car is fix but track is scrolling where ever my car move i want car should always on the track only when it try to move none directional track that time it has to be rotate at some angle so that it can move in track direction only. i am unable to think logic. i need movement like this "http://www.emanueleferonato.com/2007/05/15/create-a-flash-racing-game-tutorial/" track should be scrollable as **http://as3.mindmafya.com/GameAS/ScrollingMaps-1.php pl z provide me suitable solution for that.

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  • Problem with Flash...help

    - by aarontb
    Hey Guys...need help. Working on a project and get this error on the Output Log TypeError: Error #1009: Cannot access a property or method of a null object reference. at FlashSite_fla::MainTimeline/frame16() Here's every frame that is on, begins, or crosses frame 16 Layer Name: Top Menu (4 Button named Home_btn, Works_btn, Tech_btn, Contact_btn) Code attached to frame: stop(); Home_btn.addEventListener(MouseEvent.CLICK, home); function home(event:MouseEvent):void { gotoAndStop(16); } Works_btn.addEventListener(MouseEvent.CLICK, works); function works(event:MouseEvent):void { gotoAndStop(17); } Tech_btn.addEventListener(MouseEvent.CLICK, tech); function tech(event:MouseEvent):void { gotoAndStop(18); } Contacts_btn.addEventListener(MouseEvent.CLICK, contact); function contact(event:MouseEvent):void { gotoAndStop(19); } Layer Name: Investment Opp (button named Invest_btn) Code attached to frame: Invest_btn.addEventListener(MouseEvent.CLICK, invest); function invest(event:MouseEvent):void { var link:URLRequest = new URLRequest('#'); navigateToURL(link); } Layer Name: MfgOpp (Button named Mfg_btn) Code attached to frame: Mfg_btn.addEventListener(MouseEvent.CLICK, mfg); function mfg(event:MouseEvent):void { var link:URLRequest = new URLRequest('#'); navigateToURL(link); } Layer Name: MarketResearch (button name Own_btn) Code attached to frame: Own_btn.addEventListener(MouseEvent.CLICK, own); function own(event:MouseEvent):void { var link:URLRequest = new URLRequest('#'); navigateToURL(link); } Layer Name: ActionScript Code attached to frame: import flash.events.MouseEvent; What am I doing wrong?!?!

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