Search Results

Search found 31554 results on 1263 pages for 'object identity'.

Page 580/1263 | < Previous Page | 576 577 578 579 580 581 582 583 584 585 586 587  | Next Page >

  • Why does my ID3DXSprite appear to be incorrectly scaled?

    - by Bjoern
    I am using D3D9 for rendering some simple things (a movie) as the backmost layer, then on top of that some text messages, and now wanted to add some buttons to that. Before adding the buttons everything seemed to have worked fine, and I was using a ID3DXSprite for the text as well (ID3DXFont), now I am loading some graphics for the buttons, but they seem to be scaled to something like 1.2 times their original size. In my test window I centered the graphic, but it being too big it just doesnt fit well, for example the client area is 640x360, the graphic is 440, so I expect 100 pixel on left and right, left side is fine [I took screenshot and "counted" the pixels in photoshop], but on the right there is only about 20 pixels) My rendering code is very simple (I am omitting error checks, et cetera, for brevity) // initially viewport was set to width/height of client area // clear device m_d3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0,0,0,0), 1.0f, 0 ); // begin scene m_d3dDevice->BeginScene(); // render movie surface (just two triangles to which the movie is rendered) m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,false); m_d3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); //Ignored m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); m_d3dDevice->SetTexture( 0, m_movieTexture ); m_d3dDevice->SetStreamSource(0, m_displayPlaneVertexBuffer, 0, sizeof(Vertex)); m_d3dDevice->SetFVF(Vertex::FVF_Flags); m_d3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); // render sprites m_sprite->Begin(D3DXSPRITE_ALPHABLEND | D3DXSPRITE_SORT_TEXTURE | D3DXSPRITE_DO_NOT_ADDREF_TEXTURE); // text drop shadow m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRectDropShadow, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorDropShadow ); // text m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRect, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorMessage ) ); // control object m_sprite->Draw( m_texture, 0, 0, &m_vecPos, 0xFFFFFFFF ); // draws a few objects like this m_sprite->End() // end scene m_d3dDevice->EndScene(); What did I forget to do here? Except for the control objects (play button, pause button etc which are placed on a "panel" which is about 440 pixels wide) everything seems fine, the objects are positioned where I expect them, but just too big. By the way I loaded the images using D3DXCreateTextureFromFileEx (resizing wnidow, and reacting to lost device, etc, works fine too). For experimenting, I added some code to take an identity matrix and scale is down on the x/y axis to 0.75f, which then gave me the expected result for the controls (but also made the text smaller and out of position), but I don't know why I would need to scale anything. My rendering code is so simple, I just wanted to draw my 2D objects 1;1 the size they came from the file... I am really very inexperienced in D3D, so the answer might be very simple...

    Read the article

  • Aspect-oriented Programming and Code Contracts in ASP.NET MVC

    There are some aspects to application programming, such as logging, tracing, profiling, authentication and authorization that cut across the business objects. These are difficult to deal with in an object-oriented paradigm without resorting to code-injection, code-duplication or interdependencies. In ASP.NET MVC, you can use attributes in the form of action filters to provide a neater way of implementing these cross-curring concerns.

    Read the article

  • Attaching two objects and changing their world matrices accordingly

    - by A-Type
    I'm having a hard time wrapping my head around the transformations required to bind two objects together in either a two-way or one-way relationship. I will need to implement both types. For the first case, I want to be able to 'couple' two ships together in space. The ships have different mass, of course. Forces applied to either ship will use combined mass and moment of inertia to calculate and move both ships. The trick is, being sure that the point at which they are coupled remains the same, and they don't move at all relative to each other. The second case is similar: I want a ship to be able to enter the atmosphere of a planet and move relative to the planet. The planet will be orbiting the sun, which is fixed at 0,0,0. Essentially, when the ship is sitting still outside of the atmosphere, the planet will move past it on its course-- but when the ship is sitting still inside the atmosphere, it moves and rotates with the planet, so that it is always relative to the horizon. Essentially, the vertices which make up the ship are now transformed just like the ones that make up the planet, except that the ship can move itself around relative to the planet. I get the feeling I can implement both of these with the same code. Essentially, I am thinking of giving each object (which I call Fixtures) a list of "slave" Fixtures onto which that Fixture's world matrix is imposed. So, this would be the planet imposing its world on any contained ships. In the case of coupling, I would simply make each ship a slave of the other, somehow. Obviously I can't just multiply the ship's world matrix by the planet's, or each ship by the others. What I'd like some help with is what calculations to make in order to get a nice, seamless relative world to the other object. I was thinking maybe I could just multiply the world of the slave by the inverse of the master, but then when you couple two ships you would lose all that world data. So, perhaps I need an intermediate "world" which is the absolute world, but use a secondary "final world" to actually transform the objects?

    Read the article

  • Unable to run curl on on Ubuntu11.10

    - by ryy
    I ran : sudo apt-get install curl libcurl3 libcurl3-dev php5-curl Put: extension=php_curl.so in both /etc/php5/cli/php.ini and /etc/php5/apache2/php.ini But running php from the command line gives me the following error: PHP Warning: PHP Startup: Unable to load dynamic library '/usr/lib/php5/20090626+lfs/php_curl.so' - /usr/lib/php5/20090626+lfs/php_curl.so: cannot open shared object file: No such file or directory in Unknown on line 0 Running the install commands again tells me that everything is already the newest version. Running: locate php_curl.so Returns nothing.

    Read the article

  • Lazy Initailization in .NET 4.0

    Lazy initialization or lazy instantiation means that an object is not created until it is first referenced. Lazy initialization is used to reduce wasteful computation, memory requirements. Following is an example where Lazy initialization is particularly useful.

    Read the article

  • Working Better With Ruby on Rails

    In the last four years, we have seen how Ruby on Rails (RoR) built on, and accelerated the wider acceptance of, the object-oriented Ruby language. Consequently, the Ruby/RoR combo has become a workho... [Author: Anthony Rainey - Computers and Internet - April 26, 2010]

    Read the article

  • Is there a canonical book on general abstractions and modeling?

    - by David The Man
    I've been trying to understand the fundamentals of general abstractions and modeling: there are quite a lot of books when you search for abstractions, but most of those seem to be about learning object-oriented programming in a given language. Is there a book out there that's the de-facto standard for describing best practices, design methodologies, and other helpful information about general abstractions and modeling? What about that book makes it special?

    Read the article

  • Should accessible members of an internal class be internal too?

    - by Jeff Mercado
    I'm designing a set of APIs for some applications I'm working on. I want to keep the code style consistent in all the classes I write but I've found that there are a few inconsistencies that I'm introducing and I don't know what the best way to resolve them is. My example here is specific to C# but this would apply to any language with similar mechanisms. There are a few classes that I need for implementation purposes that I don't necessarily want to expose in the API so I make them internal whereever needed. Generally what I would do is design the class as I normally would (e.g., make members public/protected/private where necessary) and change the visibility level of the class itself to internal. So I might have a few classes that look like this: internal interface IMyItem { ItemSet AddTo(ItemSet set); } internal class _SmallItem : IMyItem { private readonly /* parameters */; public _SmallItem(/* small item parameters */) { /* ... */ } public ItemSet AddTo(ItemSet set) { /* ... */ } } internal abstract class _CompositeItem: IMyItem { private readonly /* parameters */; public _CompositeItem(/* composite item parameters */) { /* ... */ } public abstract object UsefulInformation { get; } protected void HelperMethod(/* parameters */) { /* ... */ } } internal class _BigItem : _CompositeItem { private readonly /* parameters */; public _BigItem(/* big item parameters */) { /* ... */ } public override object UsefulInformation { get { /* ... */ } } public ItemSet AddTo(ItemSet set) { /* ... */ } } In another generated class (part of a parser/scanner), there is a structure that contains fields for all possible values it can represent. The class generated is internal too but I have control over the visibility of the members and decided to make them internal as well. internal partial struct ValueType { internal string String; internal ItemSet ItemSet; internal IMyItem MyItem; } internal class TokenValue { internal static int EQ(ItemSetScanner scanner) { /* ... */ } internal static int NAME(ItemSetScanner scanner, string value) { /* ... */ } internal static int VALUE(ItemSetScanner scanner, string value) { /* ... */ } //... } To me, this feels odd because the first set of classes, I didn't necessarily have to make some members public, they very well could have been made internal. internal members of an internal type can only be accessed internally anyway so why make them public? I just don't like the idea that the way I write my classes has to change drastically (i.e., change all uses of public to internal) just because the class is internal. Any thoughts on what I should do here? It makes sense to me that I might want to make some members of a class declared public, internal. But it's less clear to me when the class is declared internal.

    Read the article

  • parallel_for_each from amp.h – part 1

    - by Daniel Moth
    This posts assumes that you've read my other C++ AMP posts on index<N> and extent<N>, as well as about the restrict modifier. It also assumes you are familiar with C++ lambdas (if not, follow my links to C++ documentation). Basic structure and parameters Now we are ready for part 1 of the description of the new overload for the concurrency::parallel_for_each function. The basic new parallel_for_each method signature returns void and accepts two parameters: a grid<N> (think of it as an alias to extent) a restrict(direct3d) lambda, whose signature is such that it returns void and accepts an index of the same rank as the grid So it looks something like this (with generous returns for more palatable formatting) assuming we are dealing with a 2-dimensional space: // some_code_A parallel_for_each( g, // g is of type grid<2> [ ](index<2> idx) restrict(direct3d) { // kernel code } ); // some_code_B The parallel_for_each will execute the body of the lambda (which must have the restrict modifier), on the GPU. We also call the lambda body the "kernel". The kernel will be executed multiple times, once per scheduled GPU thread. The only difference in each execution is the value of the index object (aka as the GPU thread ID in this context) that gets passed to your kernel code. The number of GPU threads (and the values of each index) is determined by the grid object you pass, as described next. You know that grid is simply a wrapper on extent. In this context, one way to think about it is that the extent generates a number of index objects. So for the example above, if your grid was setup by some_code_A as follows: extent<2> e(2,3); grid<2> g(e); ...then given that: e.size()==6, e[0]==2, and e[1]=3 ...the six index<2> objects it generates (and hence the values that your lambda would receive) are:    (0,0) (1,0) (0,1) (1,1) (0,2) (1,2) So what the above means is that the lambda body with the algorithm that you wrote will get executed 6 times and the index<2> object you receive each time will have one of the values just listed above (of course, each one will only appear once, the order is indeterminate, and they are likely to call your code at the same exact time). Obviously, in real GPU programming, you'd typically be scheduling thousands if not millions of threads, not just 6. If you've been following along you should be thinking: "that is all fine and makes sense, but what can I do in the kernel since I passed nothing else meaningful to it, and it is not returning any values out to me?" Passing data in and out It is a good question, and in data parallel algorithms indeed you typically want to pass some data in, perform some operation, and then typically return some results out. The way you pass data into the kernel, is by capturing variables in the lambda (again, if you are not familiar with them, follow the links about C++ lambdas), and the way you use data after the kernel is done executing is simply by using those same variables. In the example above, the lambda was written in a fairly useless way with an empty capture list: [ ](index<2> idx) restrict(direct3d), where the empty square brackets means that no variables were captured. If instead I write it like this [&](index<2> idx) restrict(direct3d), then all variables in the some_code_A region are made available to the lambda by reference, but as soon as I try to use any of those variables in the lambda, I will receive a compiler error. This has to do with one of the direct3d restrictions, where only one type can be capture by reference: objects of the new concurrency::array class that I'll introduce in the next post (suffice for now to think of it as a container of data). If I write the lambda line like this [=](index<2> idx) restrict(direct3d), all variables in the some_code_A region are made available to the lambda by value. This works for some types (e.g. an integer), but not for all, as per the restrictions for direct3d. In particular, no useful data classes work except for one new type we introduce with C++ AMP: objects of the new concurrency::array_view class, that I'll introduce in the post after next. Also note that if you capture some variable by value, you could use it as input to your algorithm, but you wouldn’t be able to observe changes to it after the parallel_for_each call (e.g. in some_code_B region since it was passed by value) – the exception to this rule is the array_view since (as we'll see in a future post) it is a wrapper for data, not a container. Finally, for completeness, you can write your lambda, e.g. like this [av, &ar](index<2> idx) restrict(direct3d) where av is a variable of type array_view and ar is a variable of type array - the point being you can be very specific about what variables you capture and how. So it looks like from a large data perspective you can only capture array and array_view objects in the lambda (that is how you pass data to your kernel) and then use the many threads that call your code (each with a unique index) to perform some operation. You can also capture some limited types by value, as input only. When the last thread completes execution of your lambda, the data in the array_view or array are ready to be used in the some_code_B region. We'll talk more about all this in future posts… (a)synchronous Please note that the parallel_for_each executes as if synchronous to the calling code, but in reality, it is asynchronous. I.e. once the parallel_for_each call is made and the kernel has been passed to the runtime, the some_code_B region continues to execute immediately by the CPU thread, while in parallel the kernel is executed by the GPU threads. However, if you try to access the (array or array_view) data that you captured in the lambda in the some_code_B region, your code will block until the results become available. Hence the correct statement: the parallel_for_each is as-if synchronous in terms of visible side-effects, but asynchronous in reality.   That's all for now, we'll revisit the parallel_for_each description, once we introduce properly array and array_view – coming next. Comments about this post by Daniel Moth welcome at the original blog.

    Read the article

  • Ruby on Rails - A Competent Web Development Application

    Written in Ruby programming language, Ruby on Rails is one of the most frequently used web application development framework. Often termed as RoR or Rails, it is an open source web development framework which is basically an object oriented programming language encouraging simple development, complete and potent web applications encompassing rich interactivity and functionality.

    Read the article

  • SQL Injection prevention

    - by simonsabin
    Just asking people not to use a list of certain words is not prevention from SQL Injection https://homebank.sactocu.org/UA2004/faq-mfa.htm#pp6 To protect yourself from SQL Injection you have to do 1 simple thing. Do not build your SQL statements by concatenating values passed by the user into a string an executing them. If your query has to be dynamic then make sure any values passed by a user are passed as parameters and use sp_executesql in TSQL or a SqlCommand object in ADO.Net...(read more)

    Read the article

  • ScaleOut StateServer Product Review

    EggHeadCafe has a free drawing for a license to ScaleOut StateServer. You will want want to enter your name in for this one! Learn how to share objects from their in memory object store across windows forms, wcf, asp.net, and windows services.  read moreBy Robbe MorrisDid 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.

    Read the article

  • Open Dialog, created with quickly does not work

    - by Marian Lux
    I tried to open a dialog like David Planella describs here (and quickly help add): Open Custom Dialog Windows (PyGTK + Quickly) But this don't works for me. I always get the same Error-Message if I open the creadted Dialog: AttributeError: 'module' object has no attribute 'NewDialogNameDialog' (Note: My Dialog-Name is replaced with "NewDialogNameDialog" to be more general.) I tried to test a tutorial for the Ubuntu app showdown to learn how to use quickly and python. I can also add the whole source-code if you wish.

    Read the article

  • Was I wrong about JavaScript?

    - by jboyer
    Yes, I was. Recently, I’ve taken a good hard look at JavaScript. I’ve used it before but mostly in the capacity of web design. Using JQuery to make your web page do cool stuff is different than really creating a JavaScript application using all of the language constructs. What I’m finding as I use it more is that I may have been wrong about my assumptions about it. Let me explain.   I enjoyed doing cool stuff with JQuery but the limited experience with JavaScript as a language coupled with the bad things that I heard about it led me to not have any real interest in it. However, JavaScript is ubiquitous on the web and if I want to do any web development, which I do, I need to learn it. So here I am, diving deep into the language with the help of the JavaScript Fundamentals training course at Pluralsight (great training for a low price) and the JavaScript: The Good Parts book by Douglas Crockford.   Now, there are certainly parts of JavaScript that are bad. I think these are well known by any developer that uses it. The parts that I feel are especially egregious are the following: The global object null vs. undefined truthy and falsy limited (nearly nonexistent) scoping ‘==’ and ‘===’ (I just don’t get the reason for coercion)   However, what I am finding hiding under the covers of the bad things is a good language. I am finding that I am legitimately enjoying JavaScript. This I was not expecting. I’m not going to go into a huge dissertation on what I like about it, but some things include: Object literal notation dynamic typing functional style (JavaScript: The Good Parts describes it as LISP in C clothing) JSON (better than XML) There are parts of JavaScript that seem strange to OOP developers like myself. However, just because it is different or seems strange does not mean it is bad. Some differences are quite interesting and useful.   I feel that it is important for developers to challenge their assumptions and also to be able to admit when they are wrong on a topic. Many different situations can arise that lead to this, such as choosing the wrong technology for a problem’s solution, misunderstanding the requirements, etc. I decided to challenge my assumptions about JavaScript instead of moving straight into CoffeeScript or Dart. After exploring it, I find that I am beginning to enjoy it the more I use it. As long as there are those like Crockford to help guide me in the right way to code in JavaScript, I can create elegant and efficient solutions to problems and add another ‘arrow’ to the ‘quiver’, so to speak. I do still intend to learn CoffeeScript to see what the hub-bub is about, but now I no longer have to be afraid of JavaScript as a legitimate programming language.   Has something similar ever happened to you? Tell me about it in the comments below.

    Read the article

  • What is the architectural name for the set of data that enables UI choices?

    - by Richard Collette
    I have separate service methods that fetch business object data and the data for UI selection input such as radio buttons, check-boxes, combo-boxes, etc. I want to name my service methods that fetch the selection data appropriately. I am assuming that Model and ViewModel would not be part of the name because the selection data is but a portion of the Model or ViewModel. What might this set of data be named such that I can name my service method?

    Read the article

  • Re-generating SQL Server Logins

    SQL Server stores all login information on security catalog system tables. By querying the system tables, SQL statements can be re-generated to recover logins, including password, default schema/database, server/database role assignments, and object level permissions. A comprehensive permission report can also be produced by combining information from the system metadata. The Future of SQL Server Monitoring "Being web-based, SQL Monitor 2.0 enables you to check on your servers from almost any location" Jonathan Allen.Try SQL Monitor now.

    Read the article

  • Caching items in Orchard

    - by Bertrand Le Roy
    Orchard has its own caching API that while built on top of ASP.NET's caching feature adds a couple of interesting twists. In addition to its usual work, the Orchard cache API must transparently separate the cache entries by tenant but beyond that, it does offer a more modern API. Here's for example how I'm using the API in the new version of my Favicon module: _cacheManager.Get( "Vandelay.Favicon.Url", ctx => { ctx.Monitor(_signals.When("Vandelay.Favicon.Changed")); var faviconSettings = ...; return faviconSettings.FaviconUrl; }); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } There is no need for any code to test for the existence of the cache entry or to later fill that entry. Seriously, how many times have you written code like this: var faviconUrl = (string)cache["Vandelay.Favicon.Url"]; if (faviconUrl == null) { faviconUrl = ...; cache.Add("Vandelay.Favicon.Url", faviconUrl, ...); } Orchard's cache API takes that control flow and internalizes it into the API so that you never have to write it again. Notice how even casting the object from the cache is no longer necessary as the type can be inferred from the return type of the Lambda. The Lambda itself is of course only hit when the cache entry is not found. In addition to fetching the object we're looking for, it also sets up the dependencies to monitor. You can monitor anything that implements IVolatileToken. Here, we are monitoring a specific signal ("Vandelay.Favicon.Changed") that can be triggered by other parts of the application like so: _signals.Trigger("Vandelay.Favicon.Changed"); In other words, you don't explicitly expire the cache entry. Instead, something happens that triggers the expiration. Other implementations of IVolatileToken include absolute expiration or monitoring of the files under a virtual path, but you can also come up with your own.

    Read the article

  • Strategy to prevent players from seeing through walls in an online FPS?

    - by geneotech
    Why do we still moan on wallhackers in multiplayer first-person shooters ? Isn't it possible to perform occlusion culling for all players server-side ? For example, send player xyz information to client only when the player is visible in client's frustum and not occluded by any object ? Even if the collision-geometry is very simplified, most of the time cheater won't receive tactical information. Why not do this ?

    Read the article

  • Recommended online training sites on software development

    - by liortal
    I am looking for an online training site that provides courses on software development topics. Subjects that are needed for my work are .NET, general object oriented principles, design patterns, unit testing, continuous integration but not limited to these in particular. I have tried to use Pluralsight which was nice, however i am not sure the style of videos only is sufficient (for my at least). Are there any other training companies that provide online courses in other formats that you found useful (regarding .NET but not limited only to it). Thanks

    Read the article

  • Which physics phenomenons can be simulated properly with Box2d or bullet physics? [on hold]

    - by user3585425
    Knowing that box2d or bullet physics can't simulate Newton's cradle (because of multiple bodies being in contact at the same time if I understand correctly), is there a sets of physics phenomenons that imply two or more objects that still can be simulated properly ? For example, I'm thinking about lightweight objects launched towards heavyweight objects. If the object is destroyed on contact, this would not make a difference if the energy is not transmitted correctly on impact.

    Read the article

  • SPC 300nc webcam doesn't work on 64-bit Ubuntu 11.10

    - by Felix Elnan
    It seems that this solution to webcam problems in Ubuntu 11.10 doesn't work in the 64 bit version. If i run the following command: "LD_PRELOAD=/usr/lib/x86_64-linux-gnu/libv4l/v4l1compat.so skype" all i get is: "ld.so: object '/usr/lib/x86_64-linux-gnu/libv4l/v4l1compat.so' from LD_PRELOAD cannot be preloaded: ignored." and if i try: "LD_PRELOAD=/usr/lib/x86_64-linux-gnu/libv4l/v4l2convert.so skype" I get the same problem :( Does anyone have a solution?

    Read the article

  • Autodesk Maya 2012 x64 on Ubuntu 11.10

    - by anthony
    I've been searching everywhere for a solution to this problem and I'm pretty new to Linux. I have followed the instructions on several blogs about installing Maya 2012 on Ubuntu, but when I try to run Maya via the "maya" command, I receive this error: /usr/autodesk/maya2012-x64/bin/maya.bin: error while loading shared libraries: libssl.so.6: cannot open shared object file: No such file or directory Can anyone help? I have no idea what to do...

    Read the article

  • 16 things that could be improved in Ubuntu 10.04

    <b>OMG Ubuntu:</b> "In this post I'm going to list 16 things that I think could be improved in Lucid. I'm going to try my best to address the issues in detail and offer solutions. Of course, all of this is also a matter of opinion too. The object of this post is to make you think about ways we could improve each one."

    Read the article

  • Rhythmbox is not launching

    - by Somogyi László
    I'm using Rhythmbox 2.99 in Ubuntu 13.10, and when I first launch the application it searches for music and works like a charm, but if I try to launch it later again nothing happens. When I run it in terminal I get this: $ rhythmbox (rhythmbox:8860): GLib-GObject-CRITICAL **: Custom constructor for class SoupServer returned NULL (which is invalid). Unable to remove object from construction_objects list, so memory was probably just leaked. Please use GInitable instead. Segmentation fault Any ideas how to make it work again?

    Read the article

  • Gui not showing when accessing AudioSource.Volume

    - by Lautaro
    I have A GuiManager class A SoundManager with 2 AudioSources SfxPlayer is created in the inspector on the same object as SoundManager MusicPlayer is created programatically within the SoundManager If i from anywhere in the GuiManager access the volume of MusicPlayer then all the Gui dissapears. Nothing is shown, not even the start menu. I dont get any errors or exceptions. I dont have any Try Catch statements. Anyone knows whats up?

    Read the article

< Previous Page | 576 577 578 579 580 581 582 583 584 585 586 587  | Next Page >