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  • Is `eval`ing in a CPAN module without localizing $@ a bug?

    - by rassie
    I think I've encountered a bug in Params::Validate, but I'm not sure whether I identified the problematic code piece correctly. The code in question failed to pass exceptions up the chain (using Try::Tiny), so I started debugging and found out that a class used inside the try block has a destructor. This destructor calls object methods which use Params::Validate and looking into Validate.pm source I see an eval without $@ localization, i.e. the global $@ gets overwritten. Now I see two options: Params::Validate should always localize $@ and thus it's a bug that should be reported. The bug is in the class in question, because it shouldn't use Params::Validate in a destructor. Params::Validate can stay as it is now. Which one is it? How I should I handle this situation? PS: I think that CPAN modules should be rock-solid and neither break themselves nor their environment, hence the question title.

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • functional dependencies vs type families

    - by mhwombat
    I'm developing a framework for running experiments with artificial life, and I'm trying to use type families instead of functional dependencies. Type families seems to be the preferred approach among Haskellers, but I've run into a situation where functional dependencies seem like a better fit. Am I missing a trick? Here's the design using type families. (This code compiles OK.) {-# LANGUAGE TypeFamilies, FlexibleContexts #-} import Control.Monad.State (StateT) class Agent a where agentId :: a -> String liveALittle :: Universe u => a -> StateT u IO a -- plus other functions class Universe u where type MyAgent u :: * withAgent :: (MyAgent u -> StateT u IO (MyAgent u)) -> String -> StateT u IO () -- plus other functions data SimpleUniverse = SimpleUniverse { mainDir :: FilePath -- plus other fields } defaultWithAgent :: (MyAgent u -> StateT u IO (MyAgent u)) -> String -> StateT u IO () defaultWithAgent = undefined -- stub -- plus default implementations for other functions -- -- In order to use my framework, the user will need to create a typeclass -- that implements the Agent class... -- data Bug = Bug String deriving (Show, Eq) instance Agent Bug where agentId (Bug s) = s liveALittle bug = return bug -- stub -- -- .. and they'll also need to make SimpleUniverse an instance of Universe -- for their agent type. -- instance Universe SimpleUniverse where type MyAgent SimpleUniverse = Bug withAgent = defaultWithAgent -- boilerplate -- plus similar boilerplate for other functions Is there a way to avoid forcing my users to write those last two lines of boilerplate? Compare with the version using fundeps, below, which seems to make things simpler for my users. (The use of UndecideableInstances may be a red flag.) (This code also compiles OK.) {-# LANGUAGE MultiParamTypeClasses, FunctionalDependencies, FlexibleInstances, UndecidableInstances #-} import Control.Monad.State (StateT) class Agent a where agentId :: a -> String liveALittle :: Universe u a => a -> StateT u IO a -- plus other functions class Universe u a | u -> a where withAgent :: Agent a => (a -> StateT u IO a) -> String -> StateT u IO () -- plus other functions data SimpleUniverse = SimpleUniverse { mainDir :: FilePath -- plus other fields } instance Universe SimpleUniverse a where withAgent = undefined -- stub -- plus implementations for other functions -- -- In order to use my framework, the user will need to create a typeclass -- that implements the Agent class... -- data Bug = Bug String deriving (Show, Eq) instance Agent Bug where agentId (Bug s) = s liveALittle bug = return bug -- stub -- -- And now my users only have to write stuff like... -- u :: SimpleUniverse u = SimpleUniverse "mydir"

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  • Did I find a bug in PHP's `crypt()`?

    - by Nathan Long
    I think I may have found a bug in PHP's crypt() function under Windows. However: I recognize that it's probably my fault. PHP is used by millions and worked on by thousands; my code is used by tens and worked on by me. (This argument is best explained on Coding Horror.) So I'm asking for help: show me my fault. I've been trying to find it for a few days now, with no luck. The setup I'm using a Windows server installation with Apache 2.2.14 (Win32) and PHP 5.3.2. My development box runs Windows XP Professional; the 'production' server (this is an intranet setup) runs Windows Storage Server 2003. The problem happens on both. I don't see anything in php.ini related to crypt(), but will happily answer questions about my config. The problem Several scripts in my PHP app occasionally hang: the page sits there on 'waiting for localhost' and never finishes. Each of these scripts uses crypt to hash a user's password before storing it in the database, or, in the case of the login page, to hash the entered password before comparing it to the version stored in the database. Since the login page is the simplest, I focused on it for testing. I repeatedly logged in, and found that it would hang maybe 4 out of 10 times. As an experiment, I changed the login page to use the plain text password and changed my password in the database to its plain text version. The page stopped hanging. I saw that PHP's latest version lists this bugfix: Fixed bug #51059 (crypt crashes when invalid salt are [sic] given). So I created a very simple test script, as follows, using the same salt given in an official example: $foo = crypt('rasmuslerdorf','r1'); echo $foo; This page, too, will hang, if I reload it like crazy. I only see it hanging in Chrome, but regardless of browser, the effect on Apache is the same. Effect on Apache When these pages hang, Apache's server-status page (which I explained here, regarding a different problem) increments the number of requests being processed and decrements the number of idle workers. The requests being processed almost all have a status of 'Sending Reply,' though sometimes for a moment they will show either 'Reading request' or 'keepalive (read).' Eventually, Apache may crash. When it does, the Windows crash report looks like this: szAppName: httpd.exe szAppVer: 2.2.14.0 szModName: php5ts.dll szModVer: 5.3.1.0 // OK, this report was before I upgraded to PHP 5.3.2, // but that didn't fix it offset: 00a2615 Is it my fault? I'm tempted to file a bug report to PHP on this. The argument against it is, as stated above, that bugs are nearly always my fault. However, my argument in favor of 'it's PHP's fault' is: I'm using Windows, whereas most servers use Linux (I don't get to choose this), so the chances are greater that I've found an edge case There was recently a bug with crypt(), so maybe it still has issues I have made the simplest test case I can, and I still have the problem Can anyone duplicate this? Can you suggest where I've gone wrong? Should I file the bug after all? Thanks in advance for any help you may give.

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  • SSMS Tools Pack 1.9.4 is out! Now with SQL Server 2011 (Denali) CTP1 support.

    - by Mladen Prajdic
    To end the year on a good note this release adds support for SQL Server 2011 (Denali) CTP1 and fixes a few bugs. Because of the new SSMS shell in SQL 2011 CTP1 the SSMS Tools Pack 1.9.4 doesn't have regions and debug sections functionality for now. The fixed bugs are: A bug that prevented to create insert statements for a database A bug that didn't script commas as decimal points correctly for non US settings. A bug with searching through grid results. A threading bug that sometimes happened when saving Window Content History. A bug with Window Connection Coloring throwing an error on startup if a server colors was undefined. A bug with changing shortcuts in SSMS for various features. You can download the new version 1.9.4 here. Enjoy it!

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  • Firefox handles xxx.submit(), Safari doesn't ... what can be done?

    - by Prairiedogg
    I'm trying to make a pull down menu post a form when the user selects (releases the mouse) on one of the options from the menu. This code works fine in FF but Safari, for some reason, doesn't submit the form. I re-wrote the code using jquery to see if jquery's .submit() implementation handled the browser quirks better. Same result, works in FF doesn't work in safari. The following snippets are from the same page, which has some django template language mixed in. Here's the vanilla js attempt: function formSubmit(lang) { if (lang != '{{ LANGUAGE_CODE }}') { document.getElementById("setlang_form").submit(); } } Here's the jquery attempt: $(document).ready(function() { $('#lang_submit').hide() $('#setlang_form option').mouseup(function () { if ($(this).attr('value') != '{{ LANGUAGE_CODE }}') { $('#setlang_form').submit() } }); }); and here's the form: <form id="setlang_form" method="post" action="{% url django.views.i18n.set_language %}"> <fieldset> <select name="language"> {% for lang in interface_languages %} <option value="{{ lang.code }}" onmouseup="formSubmit('{{ lang.name }}')" {% ifequal lang.code LANGUAGE_CODE %}selected="selected"{% endifequal %}>{{ lang.name }}</option> {% endfor %} </select> </fieldset> </form> My question is, how can I get this working in Safari?

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  • Can't clone file-input element in Safari and Chrome. FF and Opera are OK

    - by Christian Fazzini
    This is very strange. I've got a simple form. I have a file input element outside this form. User clicks the file input element and selects a file. I clone the file input using this code: $('input[name="song[attachment]"]').clone(true).appendTo('form') In all browsers: FF, Opera, Safari, Chrome, when I inspect the form element, I see the cloned file input element inside the form. However, when I submit the form in FF and Opera it works. Safari and Chrome submits the form with an empty file input. I notice when the file input element is cloned and appended to the form element, it doesn't copy over its values. It only clones an empty input file element. Is this normal? Is there something wrong with my Jquery code? Or is this a security issue and that's why Safari and Chrome are not allowing me to do this? If the latter, why is FF and Opera doing otherwise?

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  • krunner unreadable black text on black background. File a bug? Where?

    - by user52784
    I'm running Kubuntu 12.04 beta2 (up to date). Already tried to create a user from the scratch but the problem can still be replicated. I'll make it simple: with any of the available themes (air, air 4 netbooks, oxygen) whenever I disable desktop effects, KRunner instantly becomes black (with black fonts) rendering itself useless because of its unreadable text. Here is a screenshot I took: http://i42.tinypic.com/348sz7n.jpg The weird thing is that with effects enabled KRunner is "light gray" and perfectly functional. What can I do? Should I file a bug? If yes: where? On the KDE bug tracker or the Kubuntu one? Thanks in advance!

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  • Intellitrace bug causes &ldquo;Operation could destabilize the runtime&rdquo; exception

    - by Magnus Karlsson
    We cant use it when we use simplemembership to handle external authorizations.   Server Error in '/' Application. Operation could destabilize the runtime. Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: System.Security.VerificationException: Operation could destabilize the runtime. Source Error: An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below. Stack Trace: [VerificationException: Operation could destabilize the runtime.] DotNetOpenAuth.OpenId.Messages.IndirectSignedResponse.GetSignedMessageParts(Channel channel) +943 DotNetOpenAuth.OpenId.ChannelElements.ExtensionsBindingElement.GetExtensionsDictionary(IProtocolMessage message, Boolean ignoreUnsigned) +282 DotNetOpenAuth.OpenId.ChannelElements.<GetExtensions>d__a.MoveNext() +279 DotNetOpenAuth.OpenId.ChannelElements.ExtensionsBindingElement.ProcessIncomingMessage(IProtocolMessage message) +594 DotNetOpenAuth.Messaging.Channel.ProcessIncomingMessage(IProtocolMessage message) +933 DotNetOpenAuth.OpenId.ChannelElements.OpenIdChannel.ProcessIncomingMessage(IProtocolMessage message) +326 DotNetOpenAuth.Messaging.Channel.ReadFromRequest(HttpRequestBase httpRequest) +1343 DotNetOpenAuth.OpenId.RelyingParty.OpenIdRelyingParty.GetResponse(HttpRequestBase httpRequestInfo) +241 DotNetOpenAuth.OpenId.RelyingParty.OpenIdRelyingParty.GetResponse() +361 DotNetOpenAuth.AspNet.Clients.OpenIdClient.VerifyAuthentication(HttpContextBase context) +136 DotNetOpenAuth.AspNet.OpenAuthSecurityManager.VerifyAuthentication(String returnUrl) +984 Microsoft.Web.WebPages.OAuth.OAuthWebSecurity.VerifyAuthenticationCore(HttpContextBase context, String returnUrl) +333 Microsoft.Web.WebPages.OAuth.OAuthWebSecurity.VerifyAuthentication(String returnUrl) +192 PrioMvcWebRole.Controllers.AccountController.ExternalLoginCallback(String returnUrl) in c:hiddenforyou lambda_method(Closure , ControllerBase , Object[] ) +127 System.Web.Mvc.ReflectedActionDescriptor.Execute(ControllerContext controllerContext, IDictionary`2 parameters) +250 System.Web.Mvc.ControllerActionInvoker.InvokeActionMethod(ControllerContext controllerContext, ActionDescriptor actionDescriptor, IDictionary`2 parameters) +39 System.Web.Mvc.Async.<>c__DisplayClass39.<BeginInvokeActionMethodWithFilters>b__33() +87 System.Web.Mvc.Async.<>c__DisplayClass4f.<InvokeActionMethodFilterAsynchronously>b__49() +439 System.Web.Mvc.Async.<>c__DisplayClass4f.<InvokeActionMethodFilterAsynchronously>b__49() +439 System.Web.Mvc.Async.<>c__DisplayClass37.<BeginInvokeActionMethodWithFilters>b__36(IAsyncResult asyncResult) +15 System.Web.Mvc.Async.<>c__DisplayClass2a.<BeginInvokeAction>b__20() +34 System.Web.Mvc.Async.<>c__DisplayClass25.<BeginInvokeAction>b__22(IAsyncResult asyncResult) +221 System.Web.Mvc.<>c__DisplayClass1d.<BeginExecuteCore>b__18(IAsyncResult asyncResult) +28 System.Web.Mvc.Async.<>c__DisplayClass4.<MakeVoidDelegate>b__3(IAsyncResult ar) +15 System.Web.Mvc.Controller.EndExecuteCore(IAsyncResult asyncResult) +42 System.Web.Mvc.Async.<>c__DisplayClass4.<MakeVoidDelegate>b__3(IAsyncResult ar) +15 System.Web.Mvc.<>c__DisplayClass8.<BeginProcessRequest>b__3(IAsyncResult asyncResult) +42 System.Web.Mvc.Async.<>c__DisplayClass4.<MakeVoidDelegate>b__3(IAsyncResult ar) +15 System.Web.CallHandlerExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() +523 System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) +176 Version Information: Microsoft .NET Framework Version:4.0.30319; ASP.NET Version:4.0.30319.17929

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  • Unity - Mecanim & Rigidbody on Third Person Controller - Gravity bug?

    - by Celtc
    I'm working on a third person controller which uses physX to interact with the other objects (using the Rigidbody component) and Mecanim to animate the character. All the animations used are baked to Y, and the movement on this axis is controlled by the gravity applied by the rigidbody component. The configuration of the falling animation: And the character components configuration: Since the falling animation doesn't have root motion on XZ, I move the character on XZ by code. Like this: // On the Ground if (IsGrounded()) { GroundedMovementMgm(); // Stores the velocity velocityPreFalling = rigidbody.velocity; } // Mid-Air else { // Continue the pre falling velocity rigidbody.velocity = new Vector3(velocityPreFalling.x, rigidbody.velocity.y, velocityPreFalling.z); } The problem is that when the chracter starts falling and hit against a wall in mid air, it gets stuck to the wall. Here are some pics which explains the problems: Hope someone can help me. Thanks and sory for my bad english! PD.: I was asked for the IsGrounded() function, so I'm adding it: void OnCollisionEnter(Collision collision) { if (!grounded) TrackGrounded(collision); } void OnCollisionStay(Collision collision) { TrackGrounded(collision); } void OnCollisionExit() { grounded = false; } public bool IsGrounded() { return grounded; } private void TrackGrounded(Collision collision) { var maxHeight = capCollider.bounds.min.y + capCollider.radius * .9f; foreach (var contact in collision.contacts) { if (contact.point.y < maxHeight && Vector3.Angle(contact.normal, Vector3.up) < maxSlopeAngle) { grounded = true; break; } } } I'll also add a LINK to download the project if someone wants it.

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  • 65536% Autogrowth!

    - by Tara Kizer
    Twice a year, we move our production systems to our disaster recovery site.  Last Saturday night was one of those days.  There are about 50 SQL Server databases to be moved to the DR site, which is done via database mirroring.  It takes only a few seconds to failover, but some databases have a bit more involved work such as setting up replication.  Everything went relatively smooth, but we encountered a weird bug on our most mission critical system.  After everything was successfully failed over to the DR site, it was noticed that mirroring was in a suspended state on one of the databases.  We thought we had run into a SQL Server 2005 bug that we had been encountering and were working with Microsoft on a fix.  Microsoft did fix it in both SQL Server 2005 service pack 3 cumulative update package 13 and service pack 4 cumulative update package 2, however SP3 CU13 and SP4 both recently failed on this system so we were not patched yet with the bug fix.  As the suspended state was causing us issues with replication, we dropped mirroring.  We then noticed we had 10MB of free disk space on the mount point where the principal’s data files are stored.  I knew something went amiss as this system should have at least 150GB free on that mount point.  I immediately checked the main database’s data file and was shocked to see an autgrowth size of 65536%.  The data file autogrew right before mirroring went into the suspended state. 65536%! I didn’t have a lot of time to research if this autgrowth problem was a known SQL Server bug, so I deferred that research to today.  A quick Google search yielded no results but emphasis on “quick”.  I checked our performance system, which was recently restored with a copy of the affected production database, and found the autogrowth setting to be 512MB.  So this autogrowth bug was encountered sometime in the last two weeks.  On February 26th, we had attempted to install SQL 2005 SP4 on production, however it had failed (PSS case open with Microsoft).  I suspected that the SP4 failure was somehow related to this autgrowth bug although that turned out not to be the case. I then tweeted (@TaraKizer) about this problem to see if the SQL Server community (#sqlhelp) had any insights.  It seems several people have either heard of this bug or encountered it.  Aaron Bertrand (blog|twitter) referred me to this Connect item. Our affected database originated on SQL Server 2000 and was upgraded to SQL Server 2005 in 2007.  Back on SQL Server 2000, we were using the default file growth setting which was a percentage.  Sometime after the 2005 upgrade is when we changed it to 512MB.  Our situation seemed to fit the bug Aaron referred to me, so now the question was whether Microsoft had fixed it yet. I received a reply to my tweet from Amit Banerjee (twitter) that it had been fixed in SP3 CU1 (KB958004).  My affected system is SP3 CU8, so I was initially confused why we had encountered the bug.  Because I don’t read things fully, I had missed that there are additional steps you have to follow after applying the bug fix.  Amit set me straight.  Although you can read this information in the KB article, I will also copy it here in case you are as lazy as me and miss the most important section of it (although if you are as lazy as me, you won’t have read this far down my blog post): This hotfix will prevent only future occurrences of this problem. For example, if you restore a database from SQL Server 2000 to a SQL Server 2005 instance that contains this hotfix, this problem will not occur. However, if you already have a database that is affected by this problem, you must follow these steps to resolve this problem manually: Apply this hotfix. Set the file growth settings for the affected files to percentage settings, and then set the settings back to megabyte settings. Take the database offline, and then bring it back online. Verify that the values of the is_percent_growth column are correct in the sys.database_files system table and in the sys.master_files system table.

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  • Moving monarchs and dragons: migrating the JDK bugs to JIRA

    - by darcy
    Among insects, monarch butterflies and dragonflies have the longest migrations; migrating JDK bugs involves a long journey as well! As previously announced by Mark back in March, we've been working according to a revised plan to transition the JDK bug management from Sun's legacy system to initially an Oracle-internal JIRA instance which is afterward made visible and usable externally. I've been busily working on this project for the last few months and the team has made good progress on many aspects of the effort: JDK bugs will be imported into JIRA regardless of age; bugs will also be imported regardless of state, including closed bugs. Consequently, the JDK bug project will start pre-populated with over 100,000 existing bugs, some dating all the way back to 1994. This will allow a continuity of information and allow new issues to be linked to old ones. Using a custom import process, the Sun bug numbers will be preserved in JIRA. For example, the Sun bug with bug number 4040458 will become "JDK-4040458" in JIRA. In JIRA the project name, "JDK" in our case, is part of the bug's identifier. Bugs created after the JIRA migration will be numbered starting at 8000000; bugs imported from the legacy system have numbers ranging between 1000000 and 79999999. We're working with the bugs.sun.com team to try to maintain continuity of the ability to both read JDK bug information as well as to file new incidents. At least for now, the overall architecture of bugs.sun.com will be the same as it is today: it will be a gateway bridging to an Oracle-internal system, but the internal system will change to JIRA from the legacy database. Generally we are aiming to preserve the visibility of bugs currently viewable on bugs.sun.com; however, bugs in areas not related to the JDK will not be visible after the transition to JIRA. New incoming incidents will be sent to a separate JIRA project for initial triage before possibly being moved into the JDK project. JDK bug management leans heavily on being able to track the state of bugs in multiple releases, especially to coordinate delivering synchronized security releases (known as CPUs, critital patch updates, in Oracle parlance). For a security release, it is common for half a dozen or more release trains to be affected (for example, JDK 5, JDK 6 update, OpenJDK 6, JDK 7 update, JDK 8, virtual releases for HotSpot express, etc.). We've determined we need to track at least the tuple of (release, responsible engineer/assignee for the release, status in the release) for the release trains a fix is going into. To do this in JIRA, we are creating a separate port/backport issue type along with a custom link type to allow the multiple release information to be easily grouped and presented together. The Sun legacy system had a three-level classification scheme, product, category, and subcategory. Out of the box, JIRA only has a one-level classification, component. We've implemented a custom second-level classification, subcomponent. As part of the bug migration we've taken the opportunity to think about how bugs should be grouped under a two-level system and we'll the new system will be simpler and more regular. The main top-level components of the JDK product will include: core-libs client-libs deploy install security-libs other-libs tools hotspot For the libs areas, the primary name of the subcomportment will be the package of the API in question. In the core-libs component, there will be subcomponents like: java.lang java.lang.class_loading java.math java.util java.util:i18n In the tools component, subcomponents will primarily correspond to command names in $JDK/bin like, jar, javac, and javap. The first several bulk imports of the JDK bugs into JIRA have gone well and we're continuing to refine the import to have greater fidelity to the current data, including by reconstructing information not brought over in a structured fashion during the previous large JDK bug system migration back in 2004. We don't currently have a firm timeline of when the new system will be usable externally, but as it becomes available, I'll share further information in follow-up blog posts.

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  • ubuntu-server 12.04 installation-CD ------- same bug like debian 6.0.4 installation-CD? [closed]

    - by dschinn1001
    The dvd-drive of a notebook is a MatshitaBD-CMB UJ-120 Hint for you. e.g. Debian Installation-CD with Debian 6.0 resp. Debian 6.0.3 was working fine and has no trouble with this device. Installation-CD with Debian 6.0.4 is behaving same like the Ubuntu-Server-12.04-CD. They both don't recognize this dvd-combo-drive above, This problem was solved with Kernel 3.2.24.x and 3.4.x Happy Coding. Regards. dschinn1001 PS: see comment following below !

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  • Incompatible group permissions in Linux - Is it a bug?

    - by Sachin
    I am on Ubuntu 11.04. I am creating another user and placing an existing user in the group of other user, hoping to write in the home directory of other user. # uname -a Linux vini 2.6.38-11-generic #50-Ubuntu SMP Mon Sep 12 21:18:14 UTC 2011 i686 athlon i386 GNU/Linux # whoami sachin # su root # useradd -m -U foo // create user foo # usermod -a -G foo sachin // add user `sachin' to group `foo' # chmod 770 /home/foo/ # exit # whoami sachin # cd /home/foo/ bash: cd: /home/foo/: Permission denied # groups sachin sachin : sachin foo This is totally weird. Though user sachin is in group foo, and group bits for /home/foo/ is set to rwx, sachin can't chdir to /home/foo/. I am not able to understand this. But, if at the exit step, I switch to sachin user from root, this is what happens: # uname -a Linux vini 2.6.38-11-generic #50-Ubuntu SMP Mon Sep 12 21:18:14 UTC 2011 i686 athlon i386 GNU/Linux # whoami sachin # su root # useradd -m -U foo // create user foo # usermod -a -G foo sachin // add user `sachin' to group `foo' # chmod 770 /home/foo/ # su sachin # whoami sachin # cd /home/foo/ # ls examples.desktop Now, whatever is happening here is totally incomprehensible. Does su sachin inherits some permissions from the root user at this step? Any explanations would be much appreciated.

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  • How to proceed when a bug in open source libraries is suspected?

    - by Suma
    We are using some open source libraries in our projects. Sometimes there are some issues found in some of them (most likely library bugs, but it may also be a wrong usage from our side, especially when sometimes documentation is not exactly 100 % complete). As the libraries are often quite complex, debugging them to pinpoint the source of the problem is sometimes quite hard. Can you help me to summarize what other options are there and how to exactly proceed with them? I have just recently hit some strange problems when using TCMalloc (Google scalable memory allocator) on Windows, so I would most welcome answers which would apply to this particular library, but more general answers are good as well. 1) Ask the maintainer/owner of the project for assistance. How can this be done? 2) Hire someone to identify and fix the issue. How to do this? How can I find someone with enough expertise in some particular library? ... any other options?

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  • JetBrains rend disponible son outil de bug tracking YouTrack en version 2.0 avec notamment une API R

    Bonjour, JetBrains vient d'annoncer la version 2.0 de YouTrack avec comme évolutions majeures :La notion de custom attribute (enrichissement des méta données) Une bookmarklet pour créer un ticket Une API REST Une gestion des accréditations pour l'accès aux tickets La prévisualisation des pièces jointes Enrichissement du profil utilisateur (marqueur utilisateur connecté, avatar, etc.) Au rayon des améliorations :Extension du langage de requêtage Amélioration de l'interprétation de la création d'un ticket (ex. navigation vers le code source concerné à partir d'une stacktrace) Inst...

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  • Why doesn't max-height hold in Mobile safari in landscape mode?

    - by Mick79
    I am building a small portfolio site for myself and have come across an odd quirk. I have an image inside a container, and to allow for multiple screen sizes, I am setting all dimensions in % rather than pixels. in iphone portrait mode, everything is fine. However in landscape mode, my image bursts out of its container, completely ignoring the max-height:100%; rule that works fine in portrait. code: #centralident{ position:relative; width:50%; height:50%; box-shadow: 0 0 10px black; margin-left:25%; margin-top:13%; } #centralident img{ max-height:100%; }

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  • New WebKit tests

    I have updated the WebKit comparison table with data from Safari 5, Chrome 5, and Android 2.1. Improvements throughout!The top five WebKit browsers according to these tests are now: Chrome 5 Safari 5 Safari 4 Samsung WebKit (on bada) Android 2.1Interesting findings: Chrome and Android now support localStorage (Safari already did). Chrome and Android now support geolocation. Safari does in theory, but it doesn’t give the actual coordinates, making the whole exercise a bit pointless. Chrome and Android...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Dropbox 99% instalation crash. Strange "Searching" Ubuntu Software Center bug [closed]

    - by kocios
    Possible Duplicate: Dropbox fails to install, stuck at 99% I just installed Dropbox via Ubuntu Software Center, and the known crash of 99%, which was in Ubuntu Software center, happened. I want to remove Dropbox completely since something went wrong, but I can't. When I start my Ubuntu, it starts a process which eats up all of the CPU. In Ubuntu Software Center, there is a process "Searching Applying Changes", but nothing really happens. When I'm trying to uninstall Dropbox, nothing happens, since the seaching thing is "first". Please, I'm asking for a option which doesn't include proper reinstallation of Dropbox, only of getting rid of it, and without reinstalling the whole Ubuntu system (format, chaos etc).

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  • Files: Name column basically useless in list view. Feature or bug?

    - by Luksurious
    So the following is happening in Files whenever the width of the window is somewhat smaller than all the content of the list: In list view the name column is cropped unto a point where no name is visible at all! And it is even not possible to change the column size manually. Funnily, in some situations it quickly flickers from a larger column width to the small one back and forth before settling on the small size. Unnecessarily to say, it is extremely annoying. Is there a way around this or is this just "bad design"? Oh yeah, Ubuntu 13.04 & 13.10, Files version 3.8.2.

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  • Did the Unity Team fix that "generics handling" bug back in 2008?

    - by rasx
    At my level of experience with Unity it might be faster to ask whether the "generics handling" bug acknowledged by ctavares back in 2008 was fixed in a public release. Here was the problem (which might be my problem today): Hi, I get an exception when using .... container.RegisterType(typeof(IDictionary<,), typeof(Dictionary<,)); The exception is... "Resolution of the dependency failed, type = \"IDictionary2\", name = \"\". Exception message is: The current build operation (build key Build Key[System.Collections.Generic.Dictionary2[System.String,System.String], null]) failed: The current build operation (build key Build Key[System.Collections.Generic.Dictionary2[System.String,System.String], null]) failed: The type Dictionary2 has multiple constructors of length 2. Unable to disambiguate. When I attempt... IDictionary myExampleDictionary = container.Resolve(); Here was the moderated response: There are no books that'll help, Unity is a little too new for publishers to have caught up yet. Unfortunately, you've run into a bug in our generics handling. This is currently fixed in our internal version, but it'll be a little while before we can get the bits out. In the meantime, as a workaround you could do something like this instead: public class WorkaroundDictionary : Dictionary { public WorkaroundDictionary() { } } container.RegisterType(typeof(IDictionary<,),typeof(WorkaroundDictionary<,)); The WorkaroundDictionary only has the default constructor so it'll inject no problem. Since the rest of your app is written in terms of IDictionary, when we get the fixed version done you can just replace the registration with the real Dictionary class, throw out the workaround, and everything will still just work. Sorry about the bug, it'll be fixed soon!

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  • Mac OS X bug: Desktop & Screen Saver: image alignment preference is ignored.

    - by Aaron F.
    I have my desktop background set to rotate through a folder of images. Even though I have the alignment drop-down list set to "Center", the images still render as "Fill to Screen". When I change the list value to something else, then back to "Center", OR I manually click on a different image to display, well, that image is rendered as "Center". But all images that follow (via the "Change picture every x minutes" checkbox) are rendered as Fill to Screen. Any fix to this bug?

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