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  • BIT of a Problem

    The BIT data type is an awkward fit for a SQL database. It doesn't have just two values, and it can do unexpected things in expressions. What is worse, it is a flag rather than a predicate, and so its overuse, along with bit masks, is a prime candidate for being listed as a 'SQL Code Smell'. Joe Celko makes the case. Free trial of SQL Backup™“SQL Backup was able to cut down my backup time significantly AND achieved a 90% compression at the same time!” Joe Cheng. Download a free trial now.

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  • Ubuntu 12.10 64 bit Slow

    - by Patrick Skiba
    I am new to linux and was wondering why launching applications is so slow. I've tried both Ubuntu 12.10 64 bit and Ubuntu 12.04 LTS 64 bit Computer Specs: Toshiba Satellite p755 CPU: Intel core i7-2670QM @2.20GHz Ram: 8 GB Using integrated intel hd 3000 graphics When I install the first thing I do is update, which takes about an hour or so. I would assume I'd be good after that, but when launching things like the firefox, system settings, thunderbird it takes a much much longer time than on Windows 7. Please help me.

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  • Not sure which Ubuntu to install (64 or 32 bit)

    - by user285993
    I want to use Ubuntu. I have Win 7 Home Premium 32-bit right now... I used to have 64 on this laptop (Toshiba Satellite c650) but my disc got a ring of death. Intel Penium CPU B940 2.00GHz, 4GB RAM Also, I'm guessing I need an image mounter such as PowerISO to install Ubuntu, if I don't have a DVD lying around that I can mount to? I'm a noob. Thanks for your help, in advance. EDIT: My question wasn't clear... can my processor and RAM handle 64-bit Ubuntu? Hell of a lot nicer than Win7

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  • Ubuntu13.10 64 bit installed alongside windows 7 32bit doesn't boot

    - by alone
    I have installed Ubuntu 64-bit alongside windows 7 32-bit. (Windows installed first.) The installation was successful, but when I restart it just goes directly to windows 7 without any sign of existence of Ubuntu. I'm a beginner who just wanted to get familiar with Ubuntu, but now I'm disappointed with it. Someone told me the not booting problem is related to EFI, but now I'm scared to play with this boot stuff because my information might be totally lost. How can I fix this boot problem and get to Ubuntu?

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  • Deploying 32 and 64 bit COM objects on 64 bit machine from one VS setup project MSI.

    - by hooligan
    I have a Shell Namespace Extension C++ COM DLL that must have both a 32 bit and 64 bit version installed on a 64 bit machine, because when 32 bit applications perform a file- open the dialog that is presented is a 32 bit shell. The problem is that both my 32 bit and 64 bit COM objects have the same progid and the VS setup project will throw an error when including two files with the same progid. How do I get around this issue if I want to maintain the same code for both 32 and 64 bit? Currently I just have two different MSI's (32 and 64) and they both must be ran on the 64 bit machine.

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  • 64-bit Windows 7 softphone to make SIP calls without registering with a SIP proxy?

    - by Dan J
    We have test tools that require us to call SIP addresses like localhost:5061. I used to use SJPhone on Windows XP, and an older version of X-lite, which both worked fine, and didn't require the SIP phone to be registered with a SIP proxy. I have just upgraded to Windows 7 and SJPhone doesn't seem to work any more (see forum here for others with the problem) - it says "No sound input device / No sound output device" at startup. I have tried a range of other softphones (X-lite 3, X-lite 4, Zoiper, 3CX), but I can't seem to find any that will install on Windows 7 and will let me call a SIP address like localhost:5061. It might be that I just don't know how to configure these phones to do it...

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  • How to dual OS 32-bit/64-bit Windows 7 Ultimate.

    - by Cyril Horad
    I have a problem with regards to my nVidia driver not running on 64-bit. I decided to install both 32-bit and 64-bit on my ASUS K42JC (4GB RAM upgrade) in order to function the nVidia on the 32-bit. My question is, how could I make my laptop run on either 32-bit or 64-bit OS. What options I am suppose to use, a single, double, or triple partition? From an answer: Well. When I installed the nVidia driver from either the ASUS site and the prescribed driver from NVIDA site via System Requirements Lab, both ended up freezing my laptop to the point when the desktop is about the finish booting. I have tried three(3) times reformatting and trying to fix the problem. Yet no use. I filed a ticket to the Asus support but for now no replies yet. But this bothers me, why wouldn't the nVidia run on 64bit yet it runs perfectly on 32bit.

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  • How can I set up Retrospect on Ubuntu 10.04 64 bit?

    - by David
    Problem Retrospect is a backup system that my organization uses, but I can not find support for my Ubuntu 10.04 64bit desktop. What I have tried (but did not work) download the Redhat version and attempt to convert to deb wget http://download.dantz.com/archives/Linux_Client-7_6_100.rpm sudo alien Linux_Client-7_6_100.rpm The Restrospect user forum has this thread, which provides an i386 .deb file for installing Retrospect Question Is there a way to install this on my system?

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  • Is there a (family of) monotonically non-decreasing noise function(s)?

    - by Joe Wreschnig
    I'd like a function to animate an object moving from point A to point B over time, such that it reaches B at some fixed time, but its position at any time is randomly perturbed in a continuous fashion, but never goes backwards. The objects move along straight lines, so I only need one dimension. Mathematically, that means I'm looking for some continuous f(x), x ? [0,1], such that: f(0) = 0 f(1) = 1 x < y ? f(x) = f(y) At "most" points f(x + d) - f(x) bears no obvious relation to d. (The function is not uniformly increasing or otherwise predictable; I think that's also equivalent to saying no degree of derivative is a constant.) Ideally, I would actually like some way to have a family of these functions, providing some seed state. I'd need at least 4 bits of seed (16 possible functions), for my current use, but since that's not much feel free to provide even more. To avoid various issues with accumulation errors, I'd prefer the function not require any kind of internal state. That is, I want it to be a real function, not a programming "function".

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  • Why are my Unity procedural animations jerky?

    - by Phoenix Perry
    I'm working in Unity and getting some crazy weird motion behavior. I have a plane and I'm moving it. It's ever so slightly getting about 1 pixel bigger and smaller. It looks like the it's kind of getting squeezed sideways by a pixel. I'm moving a plane by cos and sin so it will spin on the x and z axes. If the planes are moving at Time.time, everything is fine. However, if I put in slower speed multiplier, I get an amazingly weird jerk in my animation. I get it with or without the lerp. How do I fix it? I want it to move very slowly. Is there some sort of invisible grid in unity? Some sort of minimum motion per frame? I put a visual sample of the behavior here. Here's the relevant code: public void spin() { for (int i = 0; i < numPlanes; i++ ) { GameObject g = planes[i] as GameObject; //alt method //currentRotation += speed * Time.deltaTime * 100; //rotation.eulerAngles = new Vector3(0, currentRotation, 0); //g.transform.position = rotation * rotationRadius; //sine method g.GetComponent<PlaneSetup>().pos.x = g.GetComponent<PlaneSetup>().radiusX * (Mathf.Cos((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle)); g.GetComponent<PlaneSetup>().pos.z = g.GetComponent<PlaneSetup>().radius * Mathf.Sin((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle); g.GetComponent<PlaneSetup>().pos.y = g.GetComponent<Transform>().position.y; ////offset g.GetComponent<PlaneSetup>().pos.z += 20; g.GetComponent<PlaneSetup>().posLerp.x = Mathf.Lerp(g.transform.position.x,g.GetComponent<PlaneSetup>().pos.x, .5f); g.GetComponent<PlaneSetup>().posLerp.z = Mathf.Lerp(g.transform.position.z, g.GetComponent<PlaneSetup>().pos.z, .5f); g.GetComponent<PlaneSetup>().posLerp.y = g.GetComponent<Transform>().position.y; g.transform.position = g.GetComponent<PlaneSetup>().posLerp; } Invoke("spin",0.0f); } The full code is on github. There is literally nothing else going on. I've turned off all other game objects so it's only the 40 planes with a texture2D shader. I removed it from Invoke and tried it in Update -- still happens. With a set frame rate or not, the same problem occurs. Tested it in Fixed Update. Same issue. The script on the individual plane doesn't even have an update function in it. The data on it could functionally live in a struct. I'm getting between 90 and 123 fps. Going to investigate and test further. I put this in an invoke function to see if I could get around it just occurring in update. There are no physics on these shapes. It's a straight procedural animation. Limited it to 1 plane - still happens. Thoughts? Removed the shader - still happening.

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  • how to install/compile CORSIKA/FLUKA for Ubuntu x32 12.04?

    - by Pantea Davoudifar
    I want to use some programs (CORSIKA/FLUKA) which are essentially designed for 32 bit systems. so I installed Ubuntu 12.04 32 bit on my system (Intel® Core™ i7-2700K CPU @ 3.50GHz × 8). Before this I had installed Ubuntu 9.10 (32-bit) on an older system and installed g77 from hardy repositories, compiled those programs without any problem. But this time when changing the repositories, g77 could not be installed even i removed all the things that i thought make this installation impossible, for example I need gcc-3.4 and removed all newer versions and tried to install them from hardy repositories. but the problem is that, whenever I have g77, corsika does not compile, and whenever I remove it, fluka does not compile, and also i received a error messages like this: crt1.o not found in /usr/bin/lb. In fact these .o files does not exist on my system user/bin/lb I have no directory lb there? I do not know how to link it? Or do i need to reinstall everything?

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  • Rotate to a set degree then reverse and repeat in Unity

    - by Ryan
    and thank you for your time. I'm making my first project in Unity, a simple game where touching objects adds points to the players score. I'd like the objects to have a pleasant back and forth swaying animation on the Z axis. Nodding to the right 30 degrees, then to the left 30 degrees, on and on. Here's what I've got... public class Rotator : MonoBehaviour { void Update () { transform.Rotate(new Vector3(0,0,12)*Time.deltaTime); } } This gives me a nice slow rotation. But I am clueless how to tell Unity to stop at +30 degrees, reverse to -30 degrees, rotate again to +30, stop and repeat, etc, etc. I'd really appreciate any help. Maybe there is a thread like this that I was not able to find? I assume it will involve some kind of 'if than' function? Thank you, Ryan

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  • QT Creator 64-bit Snow Leopard

    - by quadelirus
    I have a bunch of libraries that I need to link against that I installed via macports. They are 64-bit libraries. I'm working on an application written with QT Creator and the .pro is set up. I downloaded the QT SDK for Mac OS X, but it is 32-bit and so the compiled code won't link against the 64-bit binaries that I got from macports. Ok. So I downloaded the QT SDK source and built from source using -arch x86_64. Now I have a 64-bit version of the SDK (I think) but it didn't build a QT Creator app. So. I need to know one of 4 things: Either, 1.) I'm guessing that a simple make command will convince the QT SDK to build the creator for me. If this is true, then what is the command (make creator?). barring that, I need to know 2.) The easiest way to get MacPorts to redownload the libraries that I installed with a 32-bit version (I keep seeing a "+universal" mentioned, but I haven't seen it on a line, and simply calling ports +universal install XYZ doesn't seem to work--perhaps I need to uninstall and reinstall the package?). Also, is this a stupid idea? or 3.) Someone who actually has a prebuilt 64-bit QT SDK installer so I don't have to mess with this. It is ridiculous that QT doesn't already have this available, in my opinion--SL has been out since, what, last August? 4--and this would take the cake.) I don't understand why I can't simply put a "compile-for-64-bit stupid" command directly into the QT pro file and have it build. There isn't really a reason why a compiler compiled in 32-bits couldn't compile to 64-bits is there? Thanks.

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  • Animations in FBX exported from Maya are anchored in the wrong place

    - by Simon P Stevens
    We are trying to export a model and animation from Maya into Unity3d. In Maya, the model is anchored (pivot point) at the feet (and the body moves up and down). However after we have performed the FBX export, and imported the file into Unity the model is now appears to be anchored by the waist/head and the feet move. These example videos probably help explain the problem more clearly: Example video - Maya - Correct Example video - Unity - Wrong We have also noticed that if we take the FBX file and import it back into Maya we have exactly the same problem. It seems to be that the constraints no longer work after the FBX is reimported back to Maya, which just kills the connection between the joints and the control objects. When we exported the FBX we have tried checking the 'bake animations' check box. The fact that the same problem exist when importing the FBX back into both Maya and Unity suggests that the source of the problem is most likely with the Maya FBX export. Has anyone encountered this problem before and have any ideas how to fix it?

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  • Spritebatch node animation appears to be broken in cocos2d-x 2.0.3

    - by George Host
    Hi I have spent aprox 2 days trying to get this to work doing a google searches left and right and I did get it working except for sprite batch nodes. So in my class I am able to load kuwalio_stand.png and I tested kuwalio_walk1.png and 2 and 3 from the FrameCache(). They work for sure 100%. I run this code and it does not animate does anyone else have the same issue with sprite batch nodes? cocos2d::CCSprite * player = Player::create(); player->setPosition(cocos2d::CCPointMake(0.0f,0.0f)); player->setDisplayFrame(cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_stand.png")); player->setTag(PlayerTag); cocos2d::CCAnimation * walk = cocos2d::CCAnimation::create(); cocos2d::CCSpriteFrame * walk1 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk1.png"); cocos2d::CCSpriteFrame * walk2 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk2.png"); cocos2d::CCSpriteFrame * walk3 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk3.png"); walk->addSpriteFrame(walk1); walk->addSpriteFrame(walk2); walk->addSpriteFrame(walk3); cocos2d::CCAnimate * actionWalk = cocos2d::CCAnimate::create(walk); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(actionWalk); walk->setDelayPerUnit(0.1f); actionWalk->setDuration(10.1f); player->runAction(actionRepeat); // Change camera to a soft follow camera. this->runAction(cocos2d::CCFollow::create(player)); mSceneSpriteBatchNode->addChild(player); // Have the CCNode object run its virtual update function as fast as possible. // Every frame for this layer. this-scheduleUpdate(); Counter example without the sprite batch node... cocos2d::CCSprite * sprite = cocos2d::CCSprite::create("kuwalio_walk1.png"); this->addChild(sprite,0); sprite->setPosition(cocos2d::CCPointMake(60,60)); sprite->retain(); cocos2d::CCAnimation * actionAnimation = cocos2d::CCAnimation::create(); actionAnimation->setDelayPerUnit(0.01f); actionAnimation->retain(); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk1.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk2.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk3.png"); cocos2d::CCAnimate * a = cocos2d::CCAnimate::create(actionAnimation); a->setDuration(0.10f); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(a); sprite->runAction(actionRepeat);

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  • How to create systemd.service in Fedora 16 (x86_64)?

    - by marverix
    I have big problem with creating service in new way - by systemctl (systemd.service) in Fedora 16. I wonna to create very simple service for minidlna server. I have created new file called minidlna.service in /lib/systemd/system/ and here is how it's looks like: [Unit] Description=Mini DLNA [Service] Type=oneshot ExecStart=/usr/sbin/minidlna [Install] WantedBy=multi-user.target Unfortunately systemctl status minidlna.service prints: Loaded: loaded (/lib/systemd/system/minidlna.service; enabled) Active: inactive (dead) since Sat, 03 Dec 2011 20:49:23 +0100; 9s ago Main PID: 1580 (code=exited, status=0/SUCCESS) CGroup: name=systemd:/system/minidlna.service Any ideas how to fix it? Cheers!

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  • iPhone image asset recommended resolution/dpi/format

    - by Matthew
    I'm learning iPhone development and a friend will be doing the graphics/animation. I'll be using cocos2d most likely (if that matters). My friend wants to get started on the graphics, and I don't know what image resolution or dpi or formats are recommended. This probably depends on if something is a background vs. a small character. Also, I know I read something about using @2x in image file names to support high res iphone screens. Does cocos2d prefer a different way? Or is this not something to worry about at this point? What should I know before they start working on the graphics?

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  • Will a database server perform better running on 2 CPUs with 16 cores or 4 CPUs with 8 cores?

    - by AlexOdin
    What I have: an online financial application (ASP.NET, C#) at peak we have 5K+ simultaneous users backend is running on Oracle 11g (active server + stand-by using Active Data Guard). At peak - 4K-5K database sessions Oracle is installed on Linux 5.8 (Oracle's unbreakable version) the database size: 7TB disk storage: NetApp (connected with 10GB network) I would like to replace old servers (IT will purchase HP blades BL685C). Servers will have 256GB of RAM. I need your help to figure out what to do with CPUs and cores. Options: 2 CPUs (2.3 GHz) with 16 cores each 4 CPUs (3.0 GHz) with 8 cores each Question: Which one should I pick? P.S. Next year, we will migrate from Oracle to SQL server. I hope, whatever option you recommend will work for both platforms

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  • Wait till all CCActions have completed

    - by tGilani
    I am developing a simple cocos2d game in which I want to animate two CCSprites simultaneously, and for this purpose I simply set CCActions on respective `CCSprite's as follows. [first runAction:[CCMoveTo actionWithDuration:1 position:secondPosition]]; [second runAction:[CCMoveTo actionWithDuration:1 position:firstPosition]]; Now I want to wait till the animations are complete, so I can perform the next step. How should I wait for these animations to finish? There are actually two method calls, the first one animates the objects via the code above and second call does the other animation. I need to delay the second method call until the animations in first are complete. (I would not like to use CCCallFunc blocks as I want to call the second method from the same caller as the first one.

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