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  • Constant prompts for credentials from one Mac Outlook 2011 client

    - by Top__Hat
    The majority of my Exchange users are all on Windows 7 and have no issues (at least using Outlook...) but a subset of the executives are ardent Mac users running Outlook 2011 for OS X. One of these clients is prompted every 5-10 minutes for credentials. Ticking the checkbox to remember credentials does not fix the situation. Mac version is 10.7.2. I have already removed and rebuilt the EWS virtual directory on my Client Access server. Outlook anywhere is set to NTLM authentication. None of the Microsoft clients are experiencing this issue. What else can I do to make this issue go away?

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  • Xubuntu Running Slower than windows with constant freezing

    - by Joseph
    So I switched my computer to Ubuntu after some issues with Windows, then switched the GUI to Xubuntu after I noticed Ubuntu and Unity were painfully slow. I'm running an i5 with 8 gigs of ram and I still experience at least one full freeze (where I can't do anything and have to unplug) per week. REISUB does nothing and never has. I am constantly running Virtualbox because I still need Windows. Any thoughts to prevent this annoying freezing?

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  • Constant crashes in windows 7 64bit when playing games

    - by yx.
    I've tried everything I can possibly think of in trying to fix this problem and I'm totally out of ideas, so any help would be appreciated: The problem: whenever I fire up a game, it works for a short while with no problems and then it would crash. Either its a hard crash, forcing me to reboot, or windows would report that the display driver has stopped working and recovered. Here is a list of things I've already tried: Drivers - tried the latest drivers (catalyst 9.12) as well as the stock drivers that came with the video card. Also have the latest BIOS/chipset Memtest - Ran Memtest86+ overnight, had no problems, the windows diagnostic tool also does not find any problems. Overheating - Video card/cpu temperatures are well below peak (42 and 31 Celsius receptively) PSU Voltage - CPUID shows that the voltage levels are all above what they should be. The PSU itself is only roughly 16 months old and is a good model. HDD - No errors when checked GPU - Brand new (replaced previous card since I thought it was the problem, apparently not) Overclocking - Everything is at stock levels, memory voltage is set to manufacturer's standard Specs: Motherboard: ASUS P5Q Pro CPU: Core 2 Duo E8400 3.0 ghz OS: Windows 7 home premium 64 bit Memory: Mushkin Enhanced 4GB DDR2 GPU: Sapphire HD 5850 1GB PSU: SeaSonic M12 600W ATX12V DirectX: DX11 Event Viewer after a crash always has these logged: A fatal hardware error has occurred. Reported by component: Processor Core Error Source: Machine Check Exception Error Type: Bus/Interconnect Error Processor ID: 1 The details view of this entry contains further information. A fatal hardware error has occurred. Reported by component: Processor Core Error Source: Machine Check Exception Error Type: Bus/Interconnect Error Processor ID: 0 The details view of this entry contains further information. A previous card that I had (4850x2) also had these errors, so I changed video cards, but the same thing is happening.

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  • Why use constants in programming?

    - by Adam N
    I've just been going back over a bit of C studying using Ivor Horton's Beginning C book. I got to the bit about declaring constants which seems to get mixed up with variables in the same sentence. Just to clarify, what is the difference in specifying constants and variables in C, and really, when do you need to use a constant instead of a variable? I know folks say to use a constant when the information doesn't change during program execution but I can't really think of a time when a variable couldn't be used instead. Thanks

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • "uninitialized constant Authlogic"

    - by RailAddict
    Just followed the Authlogic tutorial. I am getting "uninitialized constant Authlogic" when I try run the app. After searching, I can see that it has to do with gems/plugins but I can't find a solution. Edit: My UserSession model is: class UserSession < Authlogic::Session::Base end

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  • Getting uninitialized constant error when trying to run tests

    - by Ethan
    I just updated all my gems and I'm finding that I'm getting errors when trying to run Test::Unit tests. I'm getting the error copied below. That comes from creating new, empty Rails project, scaffolding a simple model, and running rake test. Tried Googling "uninitialized constant" and TestResultFailureSupport. The only thing I found was this bug report from 2007. I'm using OS X. These are the gems that I updated right before the tests stopped working: $ sudo gem outdated Password: RedCloth (4.2.1 < 4.2.2) RubyInline (3.8.1 < 3.8.2) ZenTest (4.1.1 < 4.1.3) bluecloth (2.0.4 < 2.0.5) capistrano (2.5.5 < 2.5.8) haml (2.0.9 < 2.2.1) hoe (2.2.0 < 2.3.2) json (1.1.6 < 1.1.7) mocha (0.9.5 < 0.9.7) rest-client (1.0.2 < 1.0.3) thoughtbot-factory_girl (1.2.1 < 1.2.2) thoughtbot-shoulda (2.10.1 < 2.10.2) Has anyone else seen this issue? Any troubleshooting suggestions? UPDATE On a hunch I downgraded ZenTest from 4.1.3 back to 4.1.1 and now everything works again. Still curious to know if anyone else has seen this or has any interesting comments or insights. $ rake test (in /Users/me/foo) /usr/local/bin/ruby -I"lib:test" "/usr/local/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake/rake_test_loader.rb" "test/unit/helpers/users_helper_test.rb" "test/unit/user_test.rb" /usr/local/lib/ruby/gems/1.8/gems/activesupport-2.3.2/lib/active_support/dependencies.rb:105:in `const_missing': uninitialized constant Test::Unit::TestResult::TestResultFailureSupport (NameError) from /usr/local/lib/ruby/gems/1.8/gems/test-unit-2.0.2/lib/test/unit/testresult.rb:28 from /usr/local/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:in `gem_original_require' from /usr/local/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:in `require' from /usr/local/lib/ruby/gems/1.8/gems/activesupport-2.3.2/lib/active_support/dependencies.rb:158:in `require' from /usr/local/lib/ruby/gems/1.8/gems/test-unit-2.0.2/lib/test/unit/ui/testrunnermediator.rb:9 from /usr/local/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:in `gem_original_require' from /usr/local/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:in `require' from /usr/local/lib/ruby/gems/1.8/gems/activesupport-2.3.2/lib/active_support/dependencies.rb:158:in `require' ... 6 levels... from /usr/local/lib/ruby/1.8/test/unit/autorunner.rb:214:in `run' from /usr/local/lib/ruby/1.8/test/unit/autorunner.rb:12:in `run' from /usr/local/lib/ruby/1.8/test/unit.rb:278 from /usr/local/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake/rake_test_loader.rb:5 /usr/local/bin/ruby -I"lib:test" "/usr/local/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake/rake_test_loader.rb" "test/functional/users_controller_test.rb"

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  • Can overloading is possible with two version of function, constant member function and function with

    - by GG
    Hello, I just came across various overloading methods like type of parameter passed, varying number of parameters, return type etc. I just want to know that can I overload a function with following two version //function which can modify member String& MyClass::doSomething(); //constant member function String& MyClass::doSomething() const; Please let me know the reason behind it. Thanks, GG

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  • NameError at / uninitialized constant Sass::SyntaxError

    - by Ivo Sabev
    I am using Padrino and when I try to specify my application.sass file I get this error NameError at / uninitialized constant Sass::SyntaxError I thought I might have something missing, so I checked out the sample_blog application at their GIT to verify my SASS is working correct. It was working correct and the blog app was running fine. Then I decided to change a line in the blog's application.sass and I got this error. I am using TextMate to edit the file. Weird indeed, any advices?

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  • Authlogic OpenID error: uninitialized constant OpenIdAuthentication::InvalidOpenId

    - by Bayard Randel
    Using authlogic 2.1.3, and authlogic-oid 1.0.4 I receive the following error as soon as rails hits a controller making a request to an OpenID provider: uninitialized constant OpenIdAuthentication::InvalidOpenId I also have the following installed: rack-openid (0.2.1) ruby-openid (2.1.7) rails/open_id_authentication plugin Gems in environment.rb are configured as such: config.gem "authlogic" config.gem "authlogic-oid", :lib => "authlogic_openid" config.gem "ruby-openid", :lib => "openid" Any suggestions would be appreciated, thank you.

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  • Gem installed and require but "Constant missing"

    - by Tom Andrews
    I have installed the gem 'simple_uuid' but nothing seems to be working. Using irb and running the following: require 'rubygems' require 'simple_uuid' is fine, both return true. But running the following: // Class added by simple_uuid UUID.new returns NameError: uninitialized constant UUID from (irb):3 from :0 I'm a ruby newbie, so don't assume much in the answers. Thanks.

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  • Authlogic_OpenID - "uninitialized constant Rack::OpenID"

    - by Micah Alcorn
    So I followed the railscast tutorial (http://railscasts.com/episodes/170-openid-with-authlogic) and used the old version of the plugin from Ryan's git file. I can now successfuly create/register a user using OpenID (Google), but I cannot log in with this user. When I submit the OpenID that has been registered, I get "uninitialized constant Rack::OpenID". Any ideas? Thanks!

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  • Contains performs MUCH slower with variable vs constant string SQL Server

    - by Greg R
    For some unknown reason I'm running into a problem when passing a variable to a full text search stored procedure performs many times slower than executing the same statement with a constant value. Any idea why and how can that be avoided? This executes very fast: SELECT * FROM table WHERE CONTAINS (comments, '123') This executes very slowly and times out: DECLARE @SearchTerm nvarchar(30) SET @SearchTerm = '123' SET @SearchTerm = '"' + @SearchTerm + '"' SELECT * FROM table WHERE CONTAINS (comments, @SearchTerm) Does this make any sense???

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  • Which programming languages support constant methods?

    - by Derek Mahar
    Which programming languages other than C++ support the concept of a constant class method? That is, what languages allow the programmer to constrain a method in such a way that it is guaranteed not to change the state of an object to which the method is applied? Please provide examples or references in your answer.

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  • Error message: uninitialized constant Rails::Initializer::MemCache

    - by tomeara
    I've installed just about every library/gem that I could find for memcached/memcache, but everytime I attempt to run my application I get this error: Error message: uninitialized constant Rails::Initializer::MemCache Exception class: NameError I have tried $ telnet localhost 11211 and memcached is definitely running. Any ideas? (I'm running Apache2/Passenger)

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  • initializer not constant?

    - by fuzzygoat
    Quick question if I may: I am just curious about the following (see below) Xcode says "initializer element is not constant" why this does not work, I guess its the NSArray ... static NSArray *stuffyNames = [NSArray arrayWithObjects:@"Ted",@"Dog",@"Snosa",nil]; and this does ... static NSString *stuffyNames[3] = {@"Ted",@"Dog",@"Snosa"}; gary

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  • Can't modify constant item in scalar assignment

    - by joe
    sub new { my $class = shift; my $ldap_obj = Net::LDAP->new( 'test.company.com' ) or die "$@"; my $self = { _ldap = $ldap_obj, _dn ='dc=users,dc=ldap,dc=company,dc=com', _dn_login = 'dc=login,dc=ldap,dc=company,dc=com', _description ='company', }; # Print all the values just for clarification. bless $self, $class; return $self; } what is wrong on this code : i got this error Can't modify constant item in scalar assignment at Core.pm line 12, near "$ldap_obj,"

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  • error C2143: syntax error : missing ')' before 'constant

    - by user350217
    I keep getting this error on my project and i cant figure it out! please help! error C2143: syntax error : missing ')' before 'constant' the line is: while (selection == ('a','b','c', 'd', 'e', 'f', 'g', 'h', 'i','A','B' 'C', 'D', 'E', 'F', 'G', 'H', 'I'); also i know there is an easier way to write that line out but im not sure how i can do it. im a beginner at this so can any of you pros edit this line for me!

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  • error while using cancan in ruby: "uninitialized constant CanCan::Rule::Mongoid"

    - by Ran
    here is my controller: class AdminController < ApplicationController before_filter :require_user authorize_resource :class => false def index end def users_list end end here is my Ability class: class Ability include CanCan::Ability def initialize(user) if user.admin? can :manage, :all else can :read, :all end end end when trying to access "/admin/users_list" (with an admin user or without) i get the following error: uninitialized constant CanCan::Rule::Mongoid any thoughts?

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  • Why Constant Keyword is not introduced In Java?

    - by harigm
    I am curious learner of Java, I was thinking on one topic "CONSTANTS" I have learnt that Java allows us to declare constants by using "Final" keyword. My question is Java didnot introduce Constant(Const) Keyword. Since many people say it has come from C++, in C++ we have Const keyword Is there any strong reason behind, Please share your thoughts on this.

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  • Why is there no Constant keyword in Java?

    - by harigm
    I am curious learner of Java, and I was thinking about the topic of "CONSTANTS". I have learnt that Java allows us to declare constants by using final keyword. My question is why didn't Java introduce Constant (const) keyword. Since many people say it has come from C++, in C++ we have const keyword. Please share your thoughts.

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