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  • gwt textbox add change handler

    - by msaif
    I execute but not executed. pls help me. TextBox zip1 = null; function onModuleLoad() { zip1 = TextBox.wrap(DOM.getElementById("zip1")); zip1.addChangeHandler(zip1ChangeAction()); } private ChangeHandler zip1ChangeAction() { return new ChangeHandler() { public void onChange(ChangeEvent event) { Window.alert("change fired"); } }; }

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  • Hooking into comment_text() to add surrounding tag

    - by Stefan Glase
    Trying to hook into the function comment_text() supplied by Wordpress API to wrap the output of every comment into a <div>...</div> container I am running into the following problem: Without my added filter the output of comment_text() looks like this: <p>Hello User!</p> <p>Thank you for your comment.</p> <p>Stefan</p> Thats fine but as I said I would like to have it wrapped into a <div class="comment-text">...</div>. As far as I know the correct way doing this would be in adding a filter to functions.php of my theme and so I did: function stefan_wrap_comment_text($content) { return "<div class=\"comment-text\">". $content ."</div>"; } add_filter('comment_text', 'stefan_wrap_comment_text'); As I can see from the output the given filter works but it has a negative sideeffect to the first paragraph of the content as you can see in the following example. The first paragraph should be <p>Hello User!</p> but looks like this: Hello User!. <div class="comment-text"> Hello User! <p>Thank you for your comment.</p> <p>Stefan</p> </div> Any ideas or hints what I am doing wrong?

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  • Recursively CVS add files/directories and ignore existing CVS files.

    - by meder
    There's a similar post @ http://stackoverflow.com/questions/5071/how-to-add-cvs-directories-recursively However, trying out some of the answers such as: find . -type f -print0| xargs -0 cvs add Gave: cvs add: cannot open CVS/Entries for reading: No such file or directory cvs [add aborted]: no repository And find . \! -name 'CVS' -and \! -name 'Entries' -and \! -name 'Repository' -and \! -name 'Root' -print0| xargs -0 cvs add Gave: cvs add: cannot add special file `.'; skipping Does anyone have a more thorough solution to recursively adding new files to a CVS module? It would be great if I could alias it too in ~/.bashrc or something along those lines. And yes, I do know that it is a bit dated but I'm forced to work with it for a certain project otherwise I'd use git/hg.

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  • [Python]Xml add a node from another xml document

    - by michele
    Hi, I have two xml file: 1)model.xml 2)projectionParametersTemplate.xml I want to extract from 1) Algorithm Node with his child and put it in 2) I have wrote this code but it doesn't function. from xml.dom.minidom import Document from xml.dom import minidom xmlmodel=minidom.parse("/home/michele/Scrivania/d/model.xml") xmltemplate=minidom.parse("/home/michele/Scrivania/d/projectionParametersTemplate.xml") for Node in xmlmodel.getElementsByTagName("Algorithm"): print "\nNode: "+str(Node) for Node2 in xmltemplate.getElementsByTagName("ProjectionParameters"): print "\nNode2: "+str(Node2) Node2.appendChild(Node) This is model.xml link text This is projectionParametersTemplate.xml link text Thanks a lot.

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  • Java JFileChooser getAbsoluteFile Add File Extension

    - by ikurtz
    i have this issue working but i would like to know if there is a better way of adding the file extension? what i am doing right now is: String filePath = chooser.getSelectedFile().getAbsoluteFile() + ".html"; im adding the extension hard coded. and then saving to it. just wondering if there is a more robust/logical manner this can be implemented? thank you for your time. EDIT: i ask this as i would like my app to be portable across platforms. so adding .html manually i may make this a windows only solution.

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  • Developing add-ins for multiple versions of Office

    - by Pranav
    Do you want to develop an add-in targeting multiple versions of Office? And you have basic questions like “Is it possible to do? ” and “How to do it?” ? Then you came to the right place. Few months back, I got a requirement to developed add-ins for Outlook 2003 and Outlook 2007. The functionality for both the versions is same. A doubt stroked… when the functionality is same, why would I develop two add-ins separately? Why don’t I make a single build for both the versions of Office? Then I started searching for techniques to develop add-ins which works in both (2003 and 2007) and read many articles written by VSTO Experts in their blogs, Official VSTO Blog, MSDN, Forums and what not. Misha Says: Theoretically, you can develop an add-in for multiple versions of Microsoft Office by catering to the lowest common denominator. This means if you use an Excel 2003 add-in template in Visual Studio 2008, you would be able to develop and debug this with Excel 2007. However if you try this, you may meet these error messages: “You cannot debug or run this project, because the required version of the Microsoft Office application is not installed.”, followed by “Unable to start debugging.” You can develop Office 2003 add-in in a system where Office 2007 is installed. The following is the procedure that demonstrates how to update your Visual Studio debugging options to use Microsoft Outlook 2007 to debug an add-in targeting Microsoft Outlook 2003. On the Project menu, click on ProjectName Properties Click on the Debug tab In the Start Action pane, click the Start external program radio button Click the file browser button and navigate to %ProgramFiles%\Microsoft Office\Office12 Choose Outlook.exe and click Open Press F5 to debug your add-in For more details. Go through this article in Misha Shneerson’s Blog. There are some tips and tricks to be followed and the things that one needs to take care while developing add-ins targeting multiple versions of Office in Andrew’s Blog. Have a look at this too. You might find it interesting and useful. http://blogs.msdn.com/andreww/archive/2007/06/15/can-you-build-one-add-in-for-multiple-versions-of-office.aspx Here is an MSDN article on Running Solutions in Different Versions of Microsoft Office http://msdn.microsoft.com/en-us/library/bb772080.aspx Hope this helps!

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  • TFS Disk Structure - and "Add new folder" vs "Add solution"

    - by NealWalters
    Our organization recently got TFS 2008 set up ready for our use. I have a practice TeamProject available to play with. To simplify slightly, we previous organized our code on disk like this: -EC - Main - Database - someScript1.sql - someScript2.sql - Documents - ReleaseNotes_V1.doc - Source - Common - Company.EC.Common.Biztalk.Artifacts [folder] - Company.EC.Common.BizTalk.Components [folder] - Company.EC.Common.Biztalk.Deployment [folder] - Company.EC.BookTransfer.BizTalk.sln - BookTransfer - Company.EC.BookTransfer.BizTalk.Artifacts [folder] - Company.EC.BookTransfer.BizTalk.Components [folder] - Company.EC.BookTransfer.BizTalk.Components.UnitTest [folder] - Company.EC.BookTransfer.BizTalk.Deployment [folder] - Company.EC.BookTransfer.BizTalk.sln I'm trying to decide, do I want to check in the entire c:\EC directory? Or do I want to open each solution and checkin. What are the pros and cons of each? It seems like by doing the "Add Files/Folder" option, I could check in everything at once and it would match the disk structure. It also looks like that if I check in each solution separately, that creates another working folder in my Workspace. I think if I check in by "add files/folder", I will have one workspace and that would be better. But most of the books and samples I see talk about checking in projects and solutions. P.S. I know I need to add more to my disk structure in accordance with the Branch/Merge guidelines, but that is not the question I'm asking here. Thanks, Neal Walters

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  • Re-add missing project without having to re-add it to all projects referencing it

    - by coffeeaddict
    Lets say you open a .NET solution (mine being VS 2010) after you just moved your entire folder to some new location locally. Now one of the projects that was being referenced in that solution is not there and so when you launch VS, it naturally tells you that the project is missing and therefore as always you see the project greyed out in Solution Explorer. Ok, well I can't go re-add that project (specify a different path for where that project lives) unless I remove the missing project reference and then try to re-add it back to the solution. But how can I reassociate a project without losing all references in other projects that were referencing that missing project? Is this possible? Otherwise every time I re-add that missing project, I end up having to go through about 8 projects of mine that are referencing it and re-reference it for each one of those projects which is tedious. I guess it makes sense since each project was referencing that missing project at that old path so it would break it there as well but is there an easier way to re-associate a project and references to that missing project without having to take 10 minutes every time to re-associate it all over the place if simply the path has changed?

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  • samba4 not building in archlinux.

    - by kmplsv
    cp bin/tdbtool bin/tdbdump bin/tdbbackup /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/bin cp ./include/tdb.h /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/include cp tdb.pc /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/pkgconfig cp libtdb.a libtdb.so.1.2.4 /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib rm -f /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/libtdb.so ln -s libtdb.so.1.2.4 /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/libtdb.so rm -f /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/libtdb.so.1 ln -s libtdb.so.1.2.4 /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/libtdb.so.1 mkdir -p /tmp/yaourt-tmp-root/aur-samba4/pkg/`/tmp/yaourt-tmp-root/aur-samba4/src/bin/python -c "import distutils.sysconfig; print distutils.sysconfig.get_python_lib(1, prefix='/opt/samba4/samba')"` cp tdb.so /tmp/yaourt-tmp-root/aur-samba4/pkg/`/tmp/yaourt-tmp-root/aur-samba4/src/bin/python -c "import distutils.sysconfig; print distutils.sysconfig.get_python_lib(1, prefix='/opt/samba4/samba')"` /bin/install -c -d /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/share/man/man8 for I in manpages/*.8; do \ /bin/install -c -m 644 $I /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/share/man/man8; \ done /bin/install: cannot stat `manpages/*.8': No such file or directory make: *** [installdocs] Error 1 Aborting... ==> ERROR: Makepkg was unable to build samba4. ==> Restart building samba4 ? [y/N] ==> ------------------------------- ==>c any ideas as what is causing my build to fail? i'm assuming it's an issue with manpages but i can't figure out exactly what package it is looking for that i don't have.

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  • samba4 not building in Arch

    - by kmplsv
    cp bin/tdbtool bin/tdbdump bin/tdbbackup /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/bin cp ./include/tdb.h /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/include cp tdb.pc /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/pkgconfig cp libtdb.a libtdb.so.1.2.4 /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib rm -f /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/libtdb.so ln -s libtdb.so.1.2.4 /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/libtdb.so rm -f /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/libtdb.so.1 ln -s libtdb.so.1.2.4 /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/libtdb.so.1 mkdir -p /tmp/yaourt-tmp-root/aur-samba4/pkg/`/tmp/yaourt-tmp-root/aur-samba4/src/bin/python -c "import distutils.sysconfig; print distutils.sysconfig.get_python_lib(1, prefix='/opt/samba4/samba')"` cp tdb.so /tmp/yaourt-tmp-root/aur-samba4/pkg/`/tmp/yaourt-tmp-root/aur-samba4/src/bin/python -c "import distutils.sysconfig; print distutils.sysconfig.get_python_lib(1, prefix='/opt/samba4/samba')"` /bin/install -c -d /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/share/man/man8 for I in manpages/*.8; do \ /bin/install -c -m 644 $I /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/share/man/man8; \ done /bin/install: cannot stat `manpages/*.8': No such file or directory make: *** [installdocs] Error 1 Aborting... ==> ERROR: Makepkg was unable to build samba4. ==> Restart building samba4 ? [y/N] ==> ------------------------------- ==>c Any ideas as what is causing my build to fail? I assume it's an issue with manpages I can't figure out exactly what package it is looking for that I don't have.

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  • Using .add() on the same widget more than once

    - by Dillon Gilmore
    I asked this question on Reddit and was directed here. http://www.reddit.com/r/Ubuntu/comments/vhadl/quickly_dynamic_ui/ Unfortunately I am having the same issue and the problems seems that you can only use .add() on a widget once. So here is my code, self.ui.labels = [] for titles in entries: label = Gtk.Label() self.ui.labels.append(label) self.ui.viewport1.add(self.ui.labels[-1]) self.ui.paned1.show_all() Now, for fun I decided "What would happen if I just manually did..." self.ui.viewport1.add(Gtk.Label()) self.ui.viewport1.add(Gtk.Button()) self.ui.viewport1.add(Gtk.Entry()) For my first code snippet I get this error, Gtk-CRITICAL **: gtk_viewport_add: assertion gtk_bin_get_child (bin) == NULL' failed The error happens an unknown amount of times because the list entries can vary in length, but for my second code snippet it happens exactly twice. This means that when I viewport1.add() it works the first time, but all adds after that receive the error above. So my question, is there a way in python to use .add() on the same widget more than once?

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  • rabbitmq-erlang-client, using rebar friendly pkg, works on dev env fails on rebar release

    - by lfurrea
    I am successfully using the rebar-friendly package of rabbitmq-erlang-client for a simple Hello World rebarized and OTP "compliant" app and things work fine on the dev environment. I am able to fire up an erl console and do my application:start(helloworld). and connect to the broker, open up a channel and communicate to queues. However, then I proceed to do rebar generate and it builds up the release just fine, but when I try to fire up from the self contained release package then things suddenly explode. I know rebar releases are known to be an obscure art, but I would like to know what are my options as far as deployment for an app using the rabbitmq-erlang-client. Below you will find the output of the console on the crash: =INFO REPORT==== 18-Dec-2012::16:41:35 === application: session_record exited: {{{badmatch, {error, {'EXIT', {undef, [{amqp_connection_sup,start_link, [{amqp_params_network,<<"guest">>,<<"guest">>,<<"/">>, "127.0.0.1",5672,0,0,0,infinity,none, [#Fun<amqp_auth_mechanisms.plain.3>, #Fun<amqp_auth_mechanisms.amqplain.3>], [],[]}], []}, {supervisor2,do_start_child_i,3, [{file,"src/supervisor2.erl"},{line,391}]}, {supervisor2,handle_call,3, [{file,"src/supervisor2.erl"},{line,413}]}, {gen_server,handle_msg,5, [{file,"gen_server.erl"},{line,588}]}, {proc_lib,init_p_do_apply,3, [{file,"proc_lib.erl"},{line,227}]}]}}}}, [{amqp_connection,start,1, [{file,"src/amqp_connection.erl"},{line,164}]}, {hello_qp,start_link,0,[{file,"src/hello_qp.erl"},{line,10}]}, {session_record_sup,init,1, [{file,"src/session_record_sup.erl"},{line,55}]}, {supervisor_bridge,init,1, [{file,"supervisor_bridge.erl"},{line,79}]}, {gen_server,init_it,6,[{file,"gen_server.erl"},{line,304}]}, {proc_lib,init_p_do_apply,3, [{file,"proc_lib.erl"},{line,227}]}]}, {session_record_app,start,[normal,[]]}} type: permanent

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  • build-helper-maven-plugin add-source does not working when trying to add linked resources

    - by Julian
    I am new to maven and hit a problem that looks easy in the first place but I already kept me busy for a whole day about and no way to get it working. First as part of running eclipse:eclipse plugin I create a linked folder like below: <linkedResources> <linkedResource> <name>properties</name> <type>2</type> <location>${PARENT-2-PROJECT_LOC}/some_other_project/properties</location> </linkedResource> <linkedResource> <name>properties/messages.properties</name> <type>1</type> <location>${PARENT-2-PROJECT_LOC}/some_other_project/properties/messages.properties</location> </linkedResource> And then I am adding that folder as a source folder like below: <plugin> <groupId>org.codehaus.mojo</groupId> <artifactId>build-helper-maven-plugin</artifactId> <version>1.7</version> <executions> <execution> <id>add-source</id> <phase>generate-sources</phase> <goals> <goal>add-source</goal> </goals> <configuration> <sources> <source>properties</source> <source>some_real_folder</source> </sources> </configuration> </execution> </executions> </plugin> However when I am looking at the generated .classpath in eclipse the “some_real_folder” is there but the “properties” is not. It looks like by default the build-helper-maven-plugin will check if the folder is there and if it is not it won’t add it. I am using maven 3.0.4 outside eclipse to run the build and I can see in the maven logs something like this: [INFO] Source directory: <some path>\properties added. This is my project structure: project1 \-- properties (this is the real folder) project2 \-- some_real_folder \-- properties (this is the link resource pointing to the project1/properties folder) All I need is to have both "some_real_folder" and the linked resource "properties" added to the .classpath of the project2

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  • Add Free Windows Live Apps to Your Website or Blog

    - by Matthew Guay
    Would you like to use Hotmail, Office Web Apps, Messenger, and more on your website domain?  Here’s how you can add Windows Live to your website for free. Microsoft offers a popular suite of online communications products including Hotmail and Messenger.  Although Hotmail hasn’t been as popular in recent years as Gmail, it is getting a refresh this summer that might make it an even better email solution.  Additionally, the new Office Web Apps offer great compatibility with Office documents. While Skydrive offers 25Gb of free online file storage for all users, so Windows Live can make a great communications solution for your domain. Note: To signup for Windows Live for your domain, you will need to be able to add info to your WordPress.com blog or change Domain settings manually. Getting Started Open the Windows Live Custom Domains page (Link below) to get started adding Windows Live to your domain.  Your free Windows Live account will let you create up to 500 accounts, so it’s great for teams and groups that want to have customized email addresses in addition to those who just want an email account for their website. Enter your domain or subdomain you want to add to Windows Live in the box, and then select whether you want to setup Hotmail with this or now.  We want to add email to our domain, so select Set up Windows Live Hotmail for my domain and click Continue. You’ll need to sign in with a Windows Live ID to create the account, or choose to create a new Windows Live account associated with your domain.   Sign in with your Windows Live ID…this can be a Hotmail, Live Messenger, XBOX Live, Zune ID, or Microsoft.com account. Or, enter your information to create a new Windows Live ID if you selected the second option. Now, review your settings and make sure everything looks correct.  Click the I Accept button to setup your account.   Your account is now fully setup, but you’ll need to add or edit DNS information on your site.  The steps are slightly different depending if your site is hosted on WordPress.com, on your own server, or hosting service. We’ll show you how to do it on either one. First, though, note the information below this box.  You’ll see settings for your Mail setup…   Security settings…   And Messenger integration.  Make note of the settings, especially the circled ones, as we’ll need them in the next step. Integrate Windows Live with Your WordPress Blog If the domain you added to Windows Live is for your WordPress blog, login to your WordPress dashboard in a separate browser window or tab.  Click the arrow beside Upgrades, and select Domains from the menu. Click the Edit DNS link beside the domain name you’re adding to Windows Live. In the text box on this page, enter the following, replacing Your_info with your code from the Mail Setup box in your Windows Live Dashboard.  Note that this is the blurred section in our screenshots.  It should be a numerical code like 1234567890.pamx1.hotmail.com. MX 10 Your_info.pamx1.hotmail.com. TXT v=spf1 include:hotmail.com ~all CNAME Your_info domains.live.com. Click Save DNS records, and your settings are saved to WordPress.  Note that this will only integrate email with your WordPress account; you cannot integrate Messenger with a domain hosted on WordPress.com. Finally, return to your Windows Live Settings page and click Refresh.  If your settings are correct, you’ll now be ready to use Windows Live on your WordPress.com domain. Integrate Windows Live with Your Own Server If your website is hosted on your own server or hosting account, you’ll need to take a few more steps to add Windows Live to your domain.  This is fairly easy, but the steps may be different depending on your hosting company or registrar.  With some hosts, you may have to contact support to have them add the MX records for you.  Our site’s host uses the popular cPanel for website administration, so here’s how we added the MX Entries through cPanel. Login to your website’s cPanel, and select MX Entry under the Mail section. In the text box on this page, enter the following, replacing Your_info with your code from the Mail Setup box in your Windows Live Dashboard.  Note that this is the blurred section in our screenshots.  It should be a numerical code like 1234567890.pamx1.hotmail.com. MX 10 Your_info.pamx1.hotmail.com. Now, go back to your cPanel home, and select Advanced DNS Zone Editor under Domains. Here, add a TXT record with the following info: Name: yoursite.com. TTL: 3600 TXT Data: v=spf1 include:hotmail.com ~all Click Add Record and your Mail integration data is all configured. To integrate Messenger with your own domain, you’ll have to add an SRV entry to your DNS settings.  cPanel doesn’t have an option for this, so we had to contact our site’s hosting company and they added the entry for us.  Copy all of the information in the Messenger box and send it to your domain support, and they should be able to add this for you.  Alternately, if you don’t want or need Messenger, then you can simply skip this step. Once all of your settings are in place, return to your Windows Live Settings page and click Refresh.  If your settings are correct, you’ll now be ready to use Windows Live on your WordPress.com domain. Create a New Email Account On Your Domain Welcome to your new Windows Live admin page!  Now you can add email accounts so you and anyone else you want can access Hotmail and the other Windows Live apps with your domain.  Click Add to add an account. Enter an account name, which will be the email address of the account, e.g. [email protected].  Then enter the user’s name and a password for the account.  By default this will be a temporary password, and the user will have to change it on first log-in, but if you’re setting up this account for yourself, you can uncheck the box and keep this as your standard password. Now, go to www.mail.live.com, and sign in with your new email address and password.  Remember, your email address is your username previously entered followed by @yourdomain.com. To finish setting up the email account, enter your password, secret question and answer, alternate email, and location information.  Click I accept to finish setting up your new email account. Enter the characters in the Captcha to confirm you’re a human, and click Continue. Your new Hotmail inbox will now load, and you’ll have a welcome email in your inbox.  This works the same as normal Hotmail, except this time, your email address is with your own domain. You can now access any of the Windows Live services from the top-level menu. Here’s an Excel Spreadsheet open in the new Office Web Apps via SkyDrive on our new Windows Live account. If you setup Messenger access previously, you can now sign in to Windows Live Messenger using your new @yourdomain.com account as well. Important Links Accessing your Windows Live accounts is easy.  Simply go to any Windows Live site, such as www.hotmail.com or www.skydrive.com, and sign in with your new Windows Live ID from your domain as normal.  You don’t need a special address to access your account; it works just like the standard public Hotmail accounts. To administer your Windows Live for your domain, go to https://domains.live.com/ and sign in with the Windows Live ID you used to create the account.  Here you can add more users, change settings, and view usage details for the Windows Live accounts on your domain. Conclusion Windows Live is easy to add to your domain, and lets you create up to 500 email address for it.  With the upcoming updates to Hotmail and Office Web Apps coming this summer, this can be a nice way to make your domain even more useful.  And with 500 email accounts, you can easily let your team take advantage of your unique address as well. If you’d rather use Google’s online applications with your domain, check out our article on how to add free Google apps to your website or blog. Link Signup for Windows Live for Your Domain Similar Articles Productive Geek Tips Tools to Help Post Content On Your WordPress BlogBackup Your Windows Live Writer SettingsInstall Windows Live Essentials In Windows 7Add Your Gmail To Windows Live MailMysticgeek Blog: A Look at Internet Explorer 8 Beta 1 on Windows XP TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Backup Drivers With Driver Magician TubeSort: YouTube Playlist Organizer XPS file format & XPS Viewer Explained Microsoft Office Web Apps Guide Know if Someone Accessed Your Facebook Account Shop for Music with Windows Media Player 12

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  • Using Add-on SDK to add toolbar buttons? Integrating XUL and Add-on SDK for Firefox Add-ons?

    - by Salami
    I have already coded most of a Firefox add-on using the Add-on SDK API. I am now discovering that Add-on SDK might not be powerful enough for my purposes. I need two things: A drop down button in the toolbar next to the location bar. To modify the add-ons manager in firefox It is truly disappointing, but I don't believe either of these is possible with the Add-on SDK. First of all, I understand there is a widget module in the Add-on SDK API. But this only allows me to add a simple icon or label to the awkward add-on bar. What if I need to add a nicer button like the one next to the location bar for Firebug or Greasemonkey? As for modifying the add-ons manager in firefox, I have tried Nickolay Ponomarev's XUL with the Add-on SDK without any success whatsoever. If anyone knows how to get this working and can point me in the right direction that would be extremely helpful (cfx init --template xul doesn't do anything the regular SDK does when I try it)

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  • Visual studio add-in

    - by Suresh Behera
    I was looking for a add in which could help to file the filename and found following few links for add-in All Visual Studio gallery http://www.visualstudiogallery.com Do you have any recommended add-ons/plug-in for Microsoft Visual Studio? http://stackoverflow.com/questions/2767/do-you-have-any-recommended-add-ons-plugins-for-microsoft-visual-studio Visual Studio Add-Ins Every Developer Should Download Now http://msdn.microsoft.com/en-us/magazine/cc300778.aspx Post here if you have any other extra...(read more)

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  • Can't add any PPA's after reinstalling Ubuntu 13.10

    - by Michael Clare
    I can't add any PPA's at all after reinstalling Ubuntu 13.10. Here is what it says: michael@MikesKomputer:~$ sudo add-apt-repository ppa:atareao/atareao Cannot add PPA: 'ppa:atareao/atareao'. Please check that the PPA name or format is correct. This repository is working as far as I know. The problem is that I can't add any new repositories. Even if I can use the Software Center, I can't have my system with the add-apt-repository command broken.

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  • Why does add-apt-repository fail to add source repositories?

    - by Lorin Hochstein
    add-apt-repository throws an error if I try to add a source repository: This works: sudo add-apt-repository 'deb http://dl.ajaxplorer.info/repos/apt squeeze main' This fails with an error: sudo add-apt-repository 'deb-src http://dl.ajaxplorer.info/repos/apt squeeze main' Error: 'deb-src http://dl.ajaxplorer.info/repos/apt squeeze main' invalid Leaving off the quotes doesn't help: sudo add-apt-repository deb-src http://dl.ajaxplorer.info/repos/apt squeeze main Error: need a repository as argument

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  • When I add myself "vboxusers" group I an no longer in the "admins" group

    - by R9TySix
    I'm using Ubuntu 11.10 and I installed VirtualBox. This required me to add myself to the vboxusers group but when I add myself to vboxusers group I am no longer be in other groups and especially admins group! When I add myself back to admins group I no longer be am in the vboxusers group ! Commands that I used to add user to "vboxusers": usermod -G vboxusers myusername to add user back to admins group in single user mod: usermod -aG admin myusername

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  • Necessary rights to be able to add a column with ALTER TABLE ADD column_name

    - by Sorin Comanescu
    Hi, Could somebody point out the necessary rights to do something like ALTER TABLE myTable ADD myColumn int NOT NULL CONSTRAINT [Constraint_name] DEFAULT ((0)) ? I assumed grant alter on myTable to [user] was enough but I'm getting the error message The UPDATE permission was denied on the object 'myTable', database 'x', schema 'dbo'. Could UPDATE rights be needed because of the DEFAULT constraint? Thanks.

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  • nginx PPA does not work?

    - by Peter Smit
    I want to use the newest version of nginx, so I wanted to add the nginx/stable ppa sudo add-apt-repository ppa:nginx/stable sudo apt-get update However, the upgrade command says that there are no upgrades available and nginx is still the old version. Did I do something wrong? I use Ubuntu server 10.04 Lucid add-apt-repository output: $ sudo apt-add-repository ppa:nginx/stable Executing: gpg --ignore-time-conflict --no-options --no-default-keyring --secret-keyring /etc/apt/secring.gpg --trustdb-name /etc/apt/trustdb.gpg --keyring /etc/apt/trusted.gpg --primary-keyring /etc/apt/trusted.gpg --keyserver keyserver.ubuntu.com --recv 8B3981E7A6852F782CC4951600A6F0A3C300EE8C gpg: requesting key C300EE8C from hkp server keyserver.ubuntu.com gpg: key C300EE8C: "Launchpad Stable" not changed gpg: Total number processed: 1 gpg: unchanged: 1 apt-cache policy ouput: $ sudo apt-cache policy nginx nginx: Installed: 0.7.65-1ubuntu2 Candidate: 0.7.65-1ubuntu2 Version table: *** 0.7.65-1ubuntu2 0 500 http://eu-west-1.ec2.archive.ubuntu.com/ubuntu/ lucid/universe Packages 100 /var/lib/dpkg/status

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Problems compiling libjingle/gtk+-2.0 for Mac OS X

    - by mindthief
    Hi All, I'm trying to compile libjingle on Mac OSX Snow Leopard. The INSTALL file said to './configure', 'make' and 'make install', as usual. But make fails for me. Initially it gave some messages indicating that I didn't have pkg-config installed (I guess OSX doesn't come with it installed?), so I downloaded pkg-config from http://pkgconfig.freedesktop.org/releases/ Now I get this message: Package gtk+-2.0 was not found in the pkg-config search path. Perhaps you should add the directory containing `gtk+-2.0.pc' to the PKG_CONFIG_PATH environment variable No package 'gtk+-2.0' found I tried to install gtk by using the script at SourceForge: http://sourceforge.net/projects/gtk-osx/ (this is the website pointed to by the gtk website) Running the script didn't really seem to do anything, here is the output: $./gtk-osx-build-setup.sh Checking out jhbuild (2.27.3) from git... From git://git.gnome.org/jhbuild * tag 2.27.3 -> FETCH_HEAD Installing jhbuild... Installing jhbuild configuration... Installing gtk-osx moduleset files... Done. $ And I still get that error message about "Package gtk+-2.0 not found" while make-ing libjingle. Help will be appreciated, thanks!

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