Search Results

Search found 51953 results on 2079 pages for 'plugin system'.

Page 5/2079 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Run the system configuration once the system has been installed

    - by dierre
    Hi guys, the problem is the following. I have an old computer that mounts a SATA Dvd Burner. The old MoBo (an AsRock P4VT8+) is not able to recognize the freaking burner when booting. So I had to convert my IDE HD to USB HD and mount it on my laptop and install Ubuntu from there. The problem now is that I'm obviously getting kernel panic every now and then so I was wondering if it is possibile to rerun only the system and the hardware configuration.

    Read the article

  • eclipse plugin not loading dll due to long path

    - by user113018
    I am building an eclipse plugin (a notes plugin, but its a eclipse plugin in the end). One of the plugins my plugin depends on needs to load a native dll. The problem is, that fails depending on where in the disk such dll is. If it is longer than a certain threshold I get the error below java.lang.UnsatisfiedLinkError: nlsxbe (The filename or extension is too long. ) at java.lang.ClassLoader.loadLibraryWithPath(ClassLoader.java:952) at java.lang.ClassLoader.loadLibraryWithClassLoader(ClassLoader.java:921) at java.lang.System.loadLibrary(System.java:452) at lotus.domino.NotesThread.load(Unknown Source) at lotus.domino.NotesThread.checkLoaded(Unknown Source) at lotus.domino.NotesThread.sinitThread(Unknown Source) at com.atempo.adam.lotus.plugin.views.TopicView.createPartControl(TopicView.java:609) I have added the path to Path env var, and also registered the dll to no avail. My env is Ms vista profesional, java1.5, eclipse3.4 (and lotus 8) Anyone out there have a clue? Many thanks in advance.

    Read the article

  • Error when running a GWTTestCase using maven gwt plugin

    - by adancu
    Hi, I've created a test which extends GWTTestCase but I'm getting this error: mvn integration-test gwt:test Running com.myproject.test.ui. GwtTestMyFirstTestCase Translatable source found in... [WARN] No source path entries; expect subsequent failures [ERROR] Unable to find type 'java.lang.Object' [ERROR] Hint: Check that your module inherits 'com.google.gwt.core.Core' either directly or indirectly (most often by inheriting module 'com.google.gwt.user.User') Tests run: 1, Failures: 0, Errors: 1, Skipped: 0, Time elapsed: 2.1 sec <<< FAILURE! GwtTestMyFirstTestCase.java is in /src/test/java, while the GWT module is located in src/main/java. I assume this shouldn't be a problem. I've done everything required according to http://mojo.codehaus.org/gwt-maven-plugin/user-guide/testing.html and of course that my gwt module already has com.google.gwt.core.Core indirectly imported. http://maven.apache.org/maven-v4_0_0.xsd" 4.0.0 com.myproject main jar 0.0.1-SNAPSHOT Main Module <properties> <gwt.module>com.myproject.MainModule</gwt.module> </properties> <parent> <groupId>com.myproject</groupId> <artifactId>app</artifactId> <version>0.1.0-SNAPSHOT</version> </parent> <dependencies> <dependency> <groupId>com.myproject</groupId> <artifactId>app-commons</artifactId> <version>0.0.1-SNAPSHOT</version> </dependency> <dependency> <groupId>com.google.gwt</groupId> <artifactId>gwt-dev</artifactId> <version>${gwt.version}</version> <scope>provided</scope> </dependency> </dependencies> <build> <plugins> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-dependency-plugin</artifactId> <configuration> <outputFile>../app/src/main/webapp/WEB-INF/main.tree</outputFile> </configuration> </plugin> <plugin> <groupId>org.codehaus.mojo</groupId> <artifactId>gwt-maven-plugin</artifactId> <executions> <execution> <goals> <goal>test</goal> </goals> </execution> </executions> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-jar-plugin</artifactId> <configuration> <classesDirectory> ${project.build.directory}/${project.build.finalName}/${gwt.module} </classesDirectory> </configuration> </plugin> </plugins> </build> Here is the test case, located in /src/test/java/com/myproject/test/ui public class GwtTestMyFirstTestCase extends GWTTestCase { @Override public String getModuleName() { return "com.myproject.MainModule"; } public void testSomething() { } } Here is the gwt module I'm trying to test, located in src/main/java/com/myproject/MainModule.gwt.xml: <inherits name='com.myproject.Commons' /> <source path="site" /> <source path="com.myproject.test.ui" /> <set-property name="gwt.suppressNonStaticFinalFieldWarnings" value="true" /> <entry-point class='com.myproject.site.SiteModuleEntry' /> Can anyone give me a hint or two about what I'm doing wrong? Thanks in advance.

    Read the article

  • Chrome plugin removal

    - by kambamsu
    Hi, I'm writing an NPAPI plugin. In every webpage that the browser goes to, I inject my plugin with an object tag. Something like: <object id="myplugin" type="plugin-mime-type" > In some pages where i dont want it, after injection i remove it by finding the element using the id and doing a document.removeChild. From my logging i found that in firefox and opera, doing this automatically calls the plugin destroy method NPP_Destroy (NPAPI). But in chrome, it doesnt seem to call it. Is there any special way that i should remove a plugin in chrome that i am missing?? Any help would be appreciated. Thanks

    Read the article

  • Maven easyb plugin java heap space settings?

    - by vinnu
    Hi, I attempted to change my heap size for maven easyb plugin http://www.easyb.org/maven-easyb-plugin/. In my easyb test I added standard code to print the heap size using the code Runtime.getFreeMemory() and Runtime.getTotalMemory(). I tried setting the MAVEN_OPTS=-Xmx1024m -Xms1024m and also set the maven opts in Maven surefire plugin. Now when I run the same class from the Junit I can see the getTotalMemory() displaying a number close 1Gig but the when the same classes are invoked from easyb plugin they do not reflect the memory size. Shouldn't there be a way of passing JVM opts to maven easyb plugin when it runs these easyb tests? At the very minimum it should atleast pick up the MAVEN_OPTS settings from the environment. Has someone bumped into problems like this? (A search on this group's archive does not reveal much)

    Read the article

  • Ubuntu 14.04: After login, top- and sidepanel don't load and system settings don't open

    - by Löwe Simon
    I have Ubuntu 14.04 on a Medion Erazer with the Nvidia GTX570M card. At first, while I had not installed the last nvidia driver, each time I would try to suspend my pc it would freeze frame on the login. Once I managed to install the nvidia drivers, everything seemed to work up until I noticed that suddenly the system settings would not open anymore. I then rebooted my pc, but when I logged in I just end up with my cursor but no top panel or side pannel. Thankfully, I had installed the gnome desktops which works, except for the fact the system settings do not open also in the gnome desktop. I have tried following: Problems after upgrading to 14.04 (only background and pointer after login) except for reinstalling nvidia, since then I would be back at square one with suspend not working. When I try to launch system settings through the terminal, I get: simon@simon-X681X:~$ unity-control-center libGL error: No matching fbConfigs or visuals found libGL error: failed to load driver: swrast (unity-control-center:2806): Gdk-ERROR **: The program 'unity-control-center' received an X Window System error. This probably reflects a bug in the program. The error was 'BadLength (poly request too large or internal Xlib length erro'. (Details: serial 229 error_code 16 request_code 155 (GLX) minor_code 1) (Note to programmers: normally, X errors are reported asynchronously; that is, you will receive the error a while after causing it. To debug your program, run it with the GDK_SYNCHRONIZE environment variable to change this behavior. You can then get a meaningful backtrace from your debugger if you break on the gdk_x_error() function.) Trace/breakpoint trap (core dumped) I know the 2 problems seem unrelated, but since they occured together, I am wondering if that is really the case. Your help is much appreciated, Simon

    Read the article

  • Entity system and rendering types

    - by Papi75
    I would like to implement entity system in my game and I've got some question about entity system and rendering. Currently, my renderer got two types of elements: Current design Mesh : A default renderable with a Material, a Geometry and a Transformable Sprite : A type of mesh with some methods like "flip" and "setRect" methods and a rect member (With an imposed geometry, a quad) This objects inherit from "Spacial" class. Questions: How can I handle this two types in an entity system? I'm thinking about using "MeshComponent" and "SpriteComponent", but if I do that, an entity could have a Mesh and a Sprite at the same type, it's look stupid, right? I thought the idea to have a parent "rendering" component : "RenderableComponent" for "MeshComponent" and "SpriteComponent" but it will be difficult to handle "cast" in the game (ex: did I need to ask entity-getComponent or SpineComponent, …) Thanks a lot for reading me! My entity system work like that: --------------------------------------------------------------------------- Entity* entity = world->createEntity(); MeshComponent* mesh = entity->addComponent<MeshComponent>(material); mesh->loadFromFile("monkey.obj"); PhysicComponent* physic = entity->addComponent<PhysicComponent>(); physic->setMass(5.4f); physic->setVelocity( 0.5f, 2.f ); --------------------------------------------------------------------------- class RenderingSystem { private: Scene scene; public: void onEntityAdded( Entity* entity ) { scene.addMesh( entity->getComponent<MeshComponent>() ); } } class PhysicSystem { private: World world; public: void onEntityAdded( Entity* entity ) { world.addBody( entity->getComponent<PhysicComponent>()->getBody() ); } void process( Entity* entity ) { PhysicComponent* physic = entity->getComponent<PhysicComponent>(); } } ---------------------------------------------------------------------------

    Read the article

  • Executing Components in an Entity Component System

    - by John
    Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new to game programming. First of all, lets say I have an Entity class which may have several components such as a MeshRenderer,Collider etc. From what I have read, I understand that each "system" carries out a specific task such as calculating physics and rendering and may use more that one component if needed. So for example, I would have a MeshRendererSystem act on all entities with a MeshRenderer component. Looking at Unity, I see that each Gameobject has, by default, got components such as a renderer, camera, collider and rigidbody etc. From what I understand, an entity should start out as an empty "container" and should be filled with components to create a certain type of game object. So what I dont understand is how the "system" works in an entity component system. http://docs.unity3d.com/ScriptReference/GameObject.html So I have a GameObject(The Entity) class like class GameObject { public: GameObject(std::string objectName); ~GameObject(void); Component AddComponent(std::string name); Component AddComponent(Component componentType); }; So if I had a GameObject to model a warship and I wanted to add a MeshRenderer component, I would do the following: warship->AddComponent(new MeshRenderer()); In the MeshRenderers constructor, should I call on the MeshRendererSystem and "subscribe" the warship object to this system? In that case, the MeshRendererSystem should probably be a Singleton("shudder"). From looking at unity's GameObject, if each object potentially has a renderer or any of the components in the default GameObject class, then Unity would iterate over all objects available. To me, this seems kind of unnecessary since some objects might not need to be rendered for example. How, in practice, should these systems be implemented?

    Read the article

  • C++ property system interface for game editors (reflection system)

    - by Cristopher Ismael Sosa Abarca
    I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses Runtime-Compiled C++, and an modified version of Cistron (an component-based programming framework).to be compatible with Runtime-Compiled C++ and so on. Using the typical GameObject and Component classes of the Component-based design pattern, is serializable via JSON, BSON or Binary useful for selecting which objects will be loaded the next time. The main problem: We want to use our custom GameObjects and their components properties in our level editor, before used hardcoded functions to access GameObject base class virtual functions from the derived ones, if do you want to modify an property specifically from that class you need inside into the code, this situation happens too with the derived classes of Component class, in little projects there's no problem but for larger projects becomes tedious, lengthy and error-prone. I've researched a lot to find a solution without luck, i tried with the Ogitor's property system (since our engine is Ogre-based) but we find it inappropiate for the component-based design and it's limited only for the Ogre classes and can lead to performance overhead, and we tried some code we find in the Internet we tested it and worked a little but we considered the macro and lambda abuse too horrible take a look (some code omitted): IWE_IMPLEMENT_PROP_BEGIN(CBaseEntity) IWE_PROP_LEVEL_BEGIN("Editor"); IWE_PROP_INT_S("Id", "Internal id", m_nEntID, [](int n) {}, true); IWE_PROP_LEVEL_END(); IWE_PROP_LEVEL_BEGIN("Entity"); IWE_PROP_STRING_S("Mesh", "Mesh used for this entity", m_pModelName, [pInst](const std::string& sModelName) { pInst->m_stackMemUndoType.push(ENT_MEM_MESH); pInst->m_stackMemUndoStr.push(pInst->getModelName()); pInst->setModel(sModelName, false); pInst->saveState(); }, false); IWE_PROP_VECTOR3_S("Position", m_vecPosition, [pInst](float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_POSITION); pInst->m_stackMemUndoVec3.push(pInst->getPosition()); pInst->saveState(); pInst->m_vecPosition.Get()[0] = fX; pInst->m_vecPosition.Get()[1] = fY; pInst->m_vecPosition.Get()[2] = fZ; pInst->setPosition(pInst->m_vecPosition); }, false); IWE_PROP_QUATERNION_S("Orientation (Quat)", m_quatOrientation, [pInst](float fW, float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_ROTATE); pInst->m_stackMemUndoQuat.push(pInst->getOrientation()); pInst->saveState(); pInst->m_quatOrientation.Get()[0] = fW; pInst->m_quatOrientation.Get()[1] = fX; pInst->m_quatOrientation.Get()[2] = fY; pInst->m_quatOrientation.Get()[3] = fZ; pInst->setOrientation(pInst->m_quatOrientation); }, false); IWE_PROP_LEVEL_END(); IWE_IMPLEMENT_PROP_END() We are finding an simplified way to this, without leading confusing the programmers, (will be released to the public) i find ways to achieve this but they are only available for the common scripting as Lua or editors using C#. also too portable, we can write "wrappers" for different GUI toolkits as Qt or GTK, also i'm thinking to using Boost.Wave to get additional macro functionality without creating my own compiler. The properties designed to use in the editor they are removed in the game since the save file contains their data and loads it using an simple 'load' function to reduce unnecessary code bloat may will be useful if some GameObject property wants to be hidden instead. In summary, there's a way to implement an reflection(property) system for a level editor based in properties from derived classes? Also we can use C++11 and Boost (restricted only to Wave and PropertyTree)

    Read the article

  • How to code UI / HUD in Entity System?

    - by Sylpheed
    I think I already got the idea of the Entity System inspired by Adam Martin (t-machine). I want to start using this for my next project. I already know the basic of Entity, Components, and Systems. My problem is how to handle UI / HUD. For example, a quest window, skill window, character info window, etc. How do you handle UI events (eg. pressing a button)? These are stuff that doesn't need to be processed every frame. Currently, I'm using MVC to code UI but I don't think that'll be compatible for Entity System. I've read that Entity System is embedded on a larger OOP. I don't know if UI is outside of ES or not. How do I approach this one?

    Read the article

  • System monitor network speed monitor not working for LAN but works for my Wi-fi

    - by Pavak
    I'm on Ubuntu 13.10. I generally use wi-fi to connect to the internet. But Yesterday my wi-fi router occurred some problem and now it's out for warranty. So temporarily I'm using LAN. System monitor displayed the network speed correctly when I was in wi-fi. But now it's not showing any kinda network speed in System Monitor. I checked the preferences opption but couldn't find a way. I also checked "ksysguard"(KDE's system monitor) and conky. None of them working. How can i solve this? I'm attaching a screenshot to clear the problem.

    Read the article

  • System Settings icons missing

    - by pst007x
    Is there any way to reset the System Settings Control Panel page? The Control Panel was fine, but the for no apparent reason, PRIVACY, BACKGROUND and a host of other icons have vanished... My system seems pretty messed up after the upgrade... Shutdown, Reset, and Logout from the menu no longer work either... However, I can launch the Privacy panel from the terminal: activity-log-manager and it runs... so why is this, and others, now missing from the System Setting Control Panel? I have checked and: activity-log-manager-control-center is installed Is there a config file I can check, or a setting in Gconf where the list of icons are referenced? I have run - in desperation - sudo apt-get purge unity* sudo apt-get purge ubuntu* sudo apt-get autoremove Run Gconf-cleaner and Janitor then re-installed all packages Still the same issue....?

    Read the article

  • Design a Distributed System

    - by Bonton255
    I am preparing for an interview on Distributed Systems. I have gone through a lot of text and understand the basics of the area. However, I need some examples of discussions on designing a distributed system given a scenario. For example, if I were to design a distributed system to calculate if a number N is primary or not, what will the be design of the system, what will be the impact of network latency, CPU performance, node failure, addition of nodes, time synchronization etc. If you guys could present your in-depth thoughts on this example, or point me to some similar discussion, that would be really helpful.

    Read the article

  • What should a system architect know? [closed]

    - by marko
    What does the title System Architect really mean? What do you need to know to be a system architect. Do you need to know design patterns or something like that? At work we have a couple so called "System Architects". They do the same stuff as we developers, but the distinction are that they are older and thus has more experience and knowledge of the business domain we work in. But I'm not really seeing the architecting side of work really...

    Read the article

  • Running custom JAXB2 plugins using Maven JAXB 2.x Plugin

    - by nadouani
    I would like to generate JAXB Java classes using the Maven JAXB 2.x plugin http://static.highsource.org/mjiip/maven-jaxb2-plugin/generate-mojo.html To declare the custom JAXB plugins I would execute during the generate process, I used the "args" element like below: <plugin> <groupId>org.jvnet.jaxb2.maven2</groupId> <artifactId>maven-jaxb2-plugin</artifactId> <version>0.7.4</version> <executions> <execution> <goals> <goal>generate</goal> </goals> </execution> </executions> <configuration> <extension>true</extension> <args> <arg>-Xinheritance</arg> <arg>-XtoString</arg> </args> ... </configuration> ... </plugin> The issue is that the maven generate process is failing with the following error: Failed to execute goal org.jvnet.jaxb2.maven2:maven-jaxb2-plugin:0.7.4:generate (default) on project was: Error parsing the command line [[Ljava.lang.String;@1ad4a1ae] Any idea on how to specify the args values? Thanks

    Read the article

  • Winforms TabControl causing spurious Paint events for UserControl

    - by Tom Bushell
    For our project, we've written a WinForms UserControl for graphing. We're seeing some strange behavior when our control is sited in a TabControl - our control continuously fires Paint events, even when there is absolutely no activity by the user. We only see this in the TabControl. When we site our control in other containers such as Forms or Splitters, Paint is only fired when you'd expect e.g. when the control is first displayed, etc. Can anyone suggest why this might be happening? Here's a stack trace from a breakpoint in our control's Paint handler, if that's any help. OverlordFrontEnd.exe!OverlordFrontEnd.MainForm.graphControl_Paint(object sender = BI_BaseGraphXY.BaseGraphXY}, System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1031,Height=408}}) Line 422 C# System.Windows.Forms.dll!System.Windows.Forms.Control.OnPaint(System.Windows.Forms.PaintEventArgs e) + 0x73 bytes BI_AppCore.dll!BI_BaseGraphXY.BaseGraphXY.OnPaint(System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1031,Height=408}}) Line 377 + 0xb bytes C# System.Windows.Forms.dll!System.Windows.Forms.Control.PaintTransparentBackground(System.Windows.Forms.PaintEventArgs e, System.Drawing.Rectangle rectangle, System.Drawing.Region transparentRegion = null) + 0x16c bytes System.Windows.Forms.dll!System.Windows.Forms.Control.PaintBackground(System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1029,Height=406}}, System.Drawing.Rectangle rectangle, System.Drawing.Color backColor, System.Drawing.Point scrollOffset) + 0xbc bytes System.Windows.Forms.dll!System.Windows.Forms.Control.PaintBackground(System.Windows.Forms.PaintEventArgs e, System.Drawing.Rectangle rectangle) + 0x63 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.OnPaintBackground(System.Windows.Forms.PaintEventArgs pevent) + 0x59 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.PaintWithErrorHandling(System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1029,Height=406}}, short layer, bool disposeEventArgs = false) + 0x74 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.WmPaint(ref System.Windows.Forms.Message m) + 0x1ba bytes System.Windows.Forms.dll!System.Windows.Forms.Control.WndProc(ref System.Windows.Forms.Message m) + 0x33e bytes System.Windows.Forms.dll!System.Windows.Forms.Control.ControlNativeWindow.OnMessage(ref System.Windows.Forms.Message m) + 0x10 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.ControlNativeWindow.WndProc(ref System.Windows.Forms.Message m) + 0x31 bytes System.Windows.Forms.dll!System.Windows.Forms.NativeWindow.Callback(System.IntPtr hWnd, int msg = 15, System.IntPtr wparam, System.IntPtr lparam) + 0x5a bytes [Native to Managed Transition] [Managed to Native Transition] System.Windows.Forms.dll!System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(int dwComponentID, int reason = -1, int pvLoopData = 0) + 0x24e bytes System.Windows.Forms.dll!System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(int reason = -1, System.Windows.Forms.ApplicationContext context = {Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.WinFormsAppContext}) + 0x177 bytes System.Windows.Forms.dll!System.Windows.Forms.Application.ThreadContext.RunMessageLoop(int reason, System.Windows.Forms.ApplicationContext context) + 0x61 bytes System.Windows.Forms.dll!System.Windows.Forms.Application.Run(System.Windows.Forms.ApplicationContext context) + 0x18 bytes Microsoft.VisualBasic.dll!Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnRun() + 0x81 bytes Microsoft.VisualBasic.dll!Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.DoApplicationModel() + 0xef bytes Microsoft.VisualBasic.dll!Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.Run(string[] commandLine) + 0x2c0 bytes OverlordFrontEnd.exe!OverlordFrontEnd.Program.Main() Line 36 + 0x10 bytes C# [Native to Managed Transition] [Managed to Native Transition] mscorlib.dll!System.AppDomain.ExecuteAssembly(string assemblyFile, System.Security.Policy.Evidence assemblySecurity, string[] args) + 0x3a bytes Microsoft.VisualStudio.HostingProcess.Utilities.dll!Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly() + 0x2b bytes mscorlib.dll!System.Threading.ThreadHelper.ThreadStart_Context(object state) + 0x66 bytes mscorlib.dll!System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, object state) + 0x6f bytes mscorlib.dll!System.Threading.ThreadHelper.ThreadStart() + 0x44 bytes

    Read the article

  • Entity System with C++ templates

    - by tommaisey
    I've been getting interested in the Entity/Component style of game programming, and I've come up with a design in C++ which I'd like a critique of. I decided to go with a fairly pure Entity system, where entities are simply an ID number. Components are stored in a series of vectors - one for each Component type. However, I didn't want to have to add boilerplate code for every new Component type I added to the game. Nor did I want to use macros to do this, which frankly scare me. So I've come up with a system based on templates and type hinting. But there are some potential issues I'd like to check before I spend ages writing this (I'm a slow coder!) All Components derive from a Component base class. This base class has a protected constructor, that takes a string parameter. When you write a new derived Component class, you must initialise the base with the name of your new class in a string. When you first instantiate a new DerivedComponent, it adds the string to a static hashmap inside Component mapped to a unique integer id. When you subsequently instantiate more Components of the same type, no action is taken. The result (I think) should be a static hashmap with the name of each class derived from Component that you instantiate at least once, mapped to a unique id, which can by obtained with the static method Component::getTypeId ("DerivedComponent"). Phew. The next important part is TypedComponentList<typename PropertyType>. This is basically just a wrapper to an std::vector<typename PropertyType> with some useful methods. It also contains a hashmap of entity ID numbers to slots in the array so we can find Components by their entity owner. Crucially TypedComponentList<> is derived from the non-template class ComponentList. This allows me to maintain a list of pointers to ComponentList in my main ComponentManager, which actually point to TypedComponentLists with different template parameters (sneaky). The Component manager has template functions such as: template <typename ComponentType> void addProperty (ComponentType& component, int componentTypeId, int entityId) and: template <typename ComponentType> TypedComponentList<ComponentType>* getComponentList (int componentTypeId) which deal with casting from ComponentList to the correct TypedComponentList for you. So to get a list of a particular type of Component you call: TypedComponentList<MyComponent>* list = componentManager.getComponentList<MyComponent> (Component::getTypeId("MyComponent")); Which I'll admit looks pretty ugly. Bad points of the design: If a user of the code writes a new Component class but supplies the wrong string to the base constructor, the whole system will fail. Each time a new Component is instantiated, we must check a hashed string to see if that component type has bee instantiated before. Will probably generate a lot of assembly because of the extensive use of templates. I don't know how well the compiler will be able to minimise this. You could consider the whole system a bit complex - perhaps premature optimisation? But I want to use this code again and again, so I want it to be performant. Good points of the design: Components are stored in typed vectors but they can also be found by using their entity owner id as a hash. This means we can iterate them fast, and minimise cache misses, but also skip straight to the component we need if necessary. We can freely add Components of different types to the system without having to add and manage new Component vectors by hand. What do you think? Do the good points outweigh the bad?

    Read the article

  • collectd does not work

    - by bery
    I have installed collectd-5.0.0 on Fedora12 server and would like to run its service for receiving data from clients. I have enabled network plugin and rddtool plugin as commented: collectd.conf in server: BaseDir "/opt/collectd/var/lib/collectd" LoadPlugin "logfile" LoadPlugin network LoadPlugin rrdtool <Plugin network> Listen "192.168.8.37" "25826" </Plugin> collectd.conf in client: LoadPlugin logfile LoadPlugin cpu LoadPlugin network LoadPlugin memory <Plugin network> Server"192.168.8.37" "25826" </Plugin> collectd.log in server: [2011-08-03 02:36:04] Exiting normally. [2011-08-03 02:36:04] rrdtool plugin: Shutting down the queue thread. [2011-08-03 02:36:04] network plugin: Stopping receive thread. [2011-08-03 02:36:04] network plugin: Stopping dispatch thread. [2011-08-03 02:37:11] Initialization complete, entering read-loop. collectd.log in client: [2011-08-02 17:31:44] Initialization complete, entering read-loop. results thst execute netstat on server: netstat -ulpn | grep 25826 udp 0 0 192.168.8.37:25826 0.0.0.0:* 4744/collectd problem: but there is noting in "/opt/collectd/var/lib/collectd/" on ser yes,I move the port number of "25826" as your propose(But I think this is the default port for coolectd).there is no rdd files recived on server. collectd.log in client collectd [2011-08-03 10:01:36] plugin_read_thread: Handling memory'. [2011-08-03 10:01:36] plugin_read_thread: Handlingcpu'. [2011-08-03 10:01:36] plugin_dispatch_values: time = 1312380096.431; interval = 10.000; host = uml; plugin = memory; plugin_instance = ; type = memory; type_instance = used; [2011-08-03 10:01:36] plugin_dispatch_values: time = 1312380096.431; interval = 10.000; host = uml; plugin = cpu; plugin_instance = 0; type = cpu; type_instance = user; [2011-08-03 10:01:36] uc_update: uml/memory/memory-used: ds[0] = 280412160.000000 [2011-08-03 10:01:36] plugin: plugin_write: Writing values via network. [2011-08-03 10:01:36] uc_update: uml/cpu-0/cpu-user: ds[0] = 0.100008 [2011-08-03 10:01:36] plugin: plugin_write: Writing values via network. [2011-08-03 10:01:36] plugin_dispatch_values: time = 1312380096.431; interval = 10.000; host = uml; plugin = memory; plugin_instance = ; type = memory; type_instance = buffered; [2011-08-03 10:01:36] plugin_dispatch_values: time = 1312380096.431; interval = 10.000; host = uml; plugin = cpu; plugin_instance = 0; type = cpu; type_instance = nice; [2011-08-03 10:01:36] uc_update: uml/memory/memory-buffered: ds[0] = 344182784.000000 [2011-08-03 10:01:36] plugin: plugin_write: Writing values via network. [2011-08-03 10:01:36] uc_update: uml/cpu-0/cpu-nice: ds[0] = 0.000000 [2011-08-03 10:01:36] plugin: plugin_write: Writing values via network. [2011-08-03 10:01:36] network plugin: flush_buffer: send_buffer_fill = 1340 [2011-08-03 10:01:36] network plugin: network_send_buffer: buffer_len = 1340 ... [2011-08-03 10:01:36] plugin_read_thread: Next read of the cpu plugin at 1312380106.429064774. collectd.log in server collectd: [2011-08-03 20:18:08] type = network [2011-08-03 20:18:08] type = rrdtool [2011-08-03 20:18:08] network plugin: sockent_open: node = 192.168.8.37; service = 25826; [2011-08-03 20:18:08] fd = 3; calling bind' [2011-08-03 20:18:08] Done parsing/opt/collectd//share/collectd/types.db' [2011-08-03 20:18:08] interval_g = 10; [2011-08-03 20:18:08] timeout_g = 2; [2011-08-03 20:18:08] hostname_g = localhost.localdomain; [2011-08-03 20:18:08] Initialization complete, entering read-loop. It looks like, data is sending but doesn't be recived. Where is the mistake?

    Read the article

  • What are best monitoring tool customizable for cluster / distributed system?

    - by Adil
    I am working on a system having multiple servers. I am interested in monitoring some server specific data like CPU/memory usage, disk/filesystem usage, network traffic, system load etc. and some other my process specific data. What are available open source that can serve my purpose? If it provides to customize the parameter to be monitored and monitor your own data by creating plugin / agent. Any suggestions? I heard of Nagios, Zabbix and Pandora but not sure if they provide such interface.

    Read the article

  • Display System Information on Your Desktop with Desktop Info

    - by Asian Angel
    Do you like to monitor your system but do not want a complicated app to do it with? If you love simplicity and easy configuration then join us as we look at Desktop Info. Desktop Info in Action Desktop Info comes in a zip file format so you will need to unzip the app, place it into an appropriate “Program Files Folder”, and create a shortcut. Do NOT delete the “Read Me File”…this will be extremely useful to you when you make changes to the “Configuration File”. Once you have everything set up you are ready to start Desktop Info up. This is the default layout and set of listings displayed when you start Desktop Info up for the first time. The font colors will be a mix of colors as seen here and the font size will perhaps be a bit small but those are very easy to change if desired. You can access the “Context Menu” directly over the “information area”…so no need to look for it in the “System Tray”. Notice that you can easily access that important “Read Me File” from here… The full contents of the configuration file (.ini file) are displayed here so that you can see exactly what kind of information can be displayed using the default listings. The first section is “Options”…you will most likely want to increase the font size while you are here. Then “Items”… If you are unhappy with any of the font colors in the “information area” this is where you can make the changes. You can turn information display items on or off here. And finally “Files, Registry, & Event Logs”. Here is our displayed information after a few tweaks in the configuration file. Very nice. Conclusion If you have been looking for a system information app that is simple and easy to set up then you should definitely give Desktop Info a try. Links Download Desktop Info Similar Articles Productive Geek Tips Ask the Readers: What are Your Computer’s Hardware Specs?Allow Remote Control To Your Desktop On UbuntuHow To Get Detailed Information About Your PCGet CPU / System Load Average on Ubuntu LinuxEnable Remote Desktop (VNC) on Kubuntu 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 DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Test Drive Windows 7 Online Download Wallpapers From National Geographic Site Spyware Blaster v4.3 Yes, it’s Patch Tuesday Generate Stunning Tag Clouds With Tagxedo Install, Remove and HIDE Fonts in Windows 7

    Read the article

  • Allocating Entities within an Entity System

    - by miguel.martin
    I'm quite unsure how I should allocate/resemble my entities within my entity system. I have various options, but most of them seem to have cons associated with them. In all cases entities are resembled by an ID (integer), and possibly has a wrapper class associated with it. This wrapper class has methods to add/remove components to/from the entity. Before I mention the options, here is the basic structure of my entity system: Entity An object that describes an object within the game Component Used to store data for the entity System Contains entities with specific components Used to update entities with specific components World Contains entities and systems for the entity system Can create/destroy entites and have systems added/removed from/to it Here are my options, that I have thought of: Option 1: Do not store the Entity wrapper classes, and just store the next ID/deleted IDs. In other words, entities will be returned by value, like so: Entity entity = world.createEntity(); This is much like entityx, except I see some flaws in this design. Cons There can be duplicate entity wrapper classes (as the copy-ctor has to be implemented, and systems need to contain entities) If an Entity is destroyed, the duplicate entity wrapper classes will not have an updated value Option 2: Store the entity wrapper classes within an object pool. i.e. Entities will be return by pointer/reference, like so: Entity& e = world.createEntity(); Cons If there is duplicate entities, then when an entity is destroyed, the same entity object may be re-used to allocate another entity. Option 3: Use raw IDs, and forget about the wrapper entity classes. The downfall to this, I think, is the syntax that will be required for it. I'm thinking about doing thisas it seems the most simple & easy to implement it. I'm quite unsure about it, because of the syntax. i.e. To add a component with this design, it would look like: Entity e = world.createEntity(); world.addComponent<Position>(e, 0, 3); As apposed to this: Entity e = world.createEntity(); e.addComponent<Position>(0, 3); Cons Syntax Duplicate IDs

    Read the article

  • "Language support" icon missing in System Settings

    - by dusan
    The "Language Support" icon from the System settings has disappeared: (Also I can't find it from Dash) The last thing I've done was changing the keyboard input method system to "ibus". I tried to execute gnome-control-center directly in the command line, expecting to see errors in the output, but there is no console output. Where can I start looking for the cause? Can I call the "Language Support" option directly from command line?

    Read the article

  • Having an issue with Onejar-Maven-Plugin

    - by reverendgreen
    I am trying to package a simple maven java project (uses javax.persistence api) into a single jar using the onejar-maven-plugin. I can run the program fine in eclipse; however when execute the onejar I get the exception below. If someone could provide some insight, that would be appreciated. Thanks, RG Exception in thread "main" java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.simontuffs.onejar.Boot.run(Boot.java:306) at com.simontuffs.onejar.Boot.main(Boot.java:159) Caused by: Exception [EclipseLink-30005] (Eclipse Persistence Services - 2.0.0.v20091127-r5931): org.eclipse.persistence.exceptions.PersistenceUnitLoadingExcept Exception Description: An exception was thrown while searching for persistence archives with ClassLoader: com.simontuffs.onejar.JarClassLoader@190d11 Internal Exception: java.lang.ClassCastException: sun.misc.Launcher$AppClassLoader cannot be cast to com.simontuffs.onejar.JarClassLoader at org.eclipse.persistence.exceptions.PersistenceUnitLoadingException.exceptionSearchingForPersistenceResources(PersistenceUnitLoadingException.java:126 at org.eclipse.persistence.jpa.PersistenceProvider.createEntityManagerFactory(PersistenceProvider.java:133) at org.eclipse.persistence.jpa.PersistenceProvider.createEntityManagerFactory(PersistenceProvider.java:65) at javax.persistence.Persistence.createEntityManagerFactory(Persistence.java:78) at javax.persistence.Persistence.createEntityManagerFactory(Persistence.java:54) at com.test.onejartest.App.main(App.java:19) ... 6 more Caused by: java.lang.ClassCastException: sun.misc.Launcher$AppClassLoader cannot be cast to com.simontuffs.onejar.JarClassLoader at com.simontuffs.onejar.JarClassLoader.getByteStream(JarClassLoader.java:753) at com.simontuffs.onejar.Handler$1.getInputStream(Handler.java:50) at java.net.URL.openStream(Unknown Source) at org.eclipse.persistence.internal.jpa.deployment.ArchiveFactoryImpl.isJarInputStream(ArchiveFactoryImpl.java:124) at org.eclipse.persistence.internal.jpa.deployment.ArchiveFactoryImpl.createArchive(ArchiveFactoryImpl.java:106) at org.eclipse.persistence.internal.jpa.deployment.PersistenceUnitProcessor.findPersistenceArchives(PersistenceUnitProcessor.java:213) at org.eclipse.persistence.internal.jpa.deployment.JPAInitializer.findPersistenceUnitInfoInArchives(JPAInitializer.java:134) at org.eclipse.persistence.internal.jpa.deployment.JPAInitializer.findPersistenceUnitInfo(JPAInitializer.java:125) at org.eclipse.persistence.jpa.PersistenceProvider.createEntityManagerFactory(PersistenceProvider.java:98) ... 10 more pom.xml: ... <pluginRepositories> <pluginRepository> <id>onejar-maven-plugin.googlecode.com</id> <url>http://onejar-maven-plugin.googlecode.com/svn/mavenrepo</url> </pluginRepository> </pluginRepositories> ... <build> <plugins> <plugin> <groupId>org.dstovall</groupId> <artifactId>onejar-maven-plugin</artifactId> <version>1.3.0</version> <executions> <execution> <configuration> <mainClass>com.test.onejartest.App</mainClass> </configuration> <goals> <goal>one-jar</goal> </goals> </execution> </executions> </plugin> <plugin> <artifactId>maven-compiler-plugin</artifactId> <version>2.3.1</version> <configuration> <target>1.6</target> <source>1.6</source> </configuration> </plugin> </plugins> </build> ... <dependencies> <dependency> <groupId>javax.persistence</groupId> <artifactId>persistence-api</artifactId> <version>2.0.0</version> </dependency> <dependency> <groupId>org.eclipse.persistence</groupId> <artifactId>eclipselink</artifactId> <version>2.0.0</version> </dependency> <dependency> <groupId>com.microsoft.sqlserver.jdbc</groupId> <artifactId>sqljdbc</artifactId> <version>4.0.0</version> </dependency> </dependencies>

    Read the article

  • How do I surpress maven assembly plugin skipping files that are already added? Or allow overwrite?

    - by gmale
    Hello, For weeks, I've been wrestling with maven, getting it to deploy our project "properly." I'm almost done but I have one stubborn little problem: When I use the maven assembly plugin with the "directory" goal as in mvn assembly:directory I get LOTS of console output like the following: [INFO] tomcat/conf already added, skipping  [INFO] tomcat/conf/Catalina already added, skipping  [INFO] tomcat/conf/Catalina/localhost already added, skipping  [INFO] tomcat/webapps already added, skipping I've written my own assembly descriptor that basically copies several FileSets into various sub-directories within our deploy directory. Messages like the ones above appear whenever a file from one FileSet is being copied to a location in which another FileSet has already created the basic directory structure (and some "default" files that can be overwritten). So, I'm having a hard time figuring out: How do I either 1) Suppress these messages (but only the "already added" messages) or 2) allow for overwrite?

    Read the article

  • Can't install gimp-plugin-registry

    - by Uri Herrera
    I tried to install the Ubuntu Studio Graphics meta-package, however it didn't install correctly.The package gimp-plugin-registry just won`t install, i tried the one in the Software center and the one on the WebUp8 PPA neither package works. The following NEW packages will be installed: gimp-plugin-registry 0 upgraded, 1 newly installed, 0 to remove and 0 not upgraded. Need to get 0B/1395kB of archives. After this operation, 3592kB of additional disk space will be used. (Reading database ... 402557 files and directories currently installed.) Unpacking gimp-plugin-registry (from .../gimp-plugin-registry_3.2-1_i386.deb) ... dpkg: error processing /var/cache/apt/archives/gimp-plugin-registry_3.2-1_i386.deb (- -unpack): trying to overwrite '/usr/lib/gimp/2.0/plug-ins/file-xmc', which is also in package gimp 2.7.3-2010110501~mm dpkg-deb: subprocess paste killed by signal (Broken pipe) Errors were encountered while processing: /var/cache/apt/archives/gimp-plugin-registry_3.2-1_i386.deb E: Sub-process /usr/bin/dpkg returned an error code (1)

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >