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  • How come my South migrations doesn't work for Django?

    - by TIMEX
    First, I create my database. create database mydb; I add "south" to installed Apps. Then, I go to this tutorial: http://south.aeracode.org/docs/tutorial/part1.html The tutorial tells me to do this: $ py manage.py schemamigration wall --initial >>> Created 0001_initial.py. You can now apply this migration with: ./manage.py migrate wall Great, now I migrate. $ py manage.py migrate wall But it gives me this error... django.db.utils.DatabaseError: (1146, "Table 'fable.south_migrationhistory' doesn't exist") So I use Google (which never works. hence my 870 questions asked on Stackoverflow), and I get this page: http://groups.google.com/group/south-users/browse_thread/thread/d4c83f821dd2ca1c Alright, so I follow that instructions >> Drop database mydb; >> Create database mydb; $ rm -rf ./wall/migrations $ py manage.py syncdb But when I run syncdb, Django creates a bunch of tables. Yes, it creates the south_migrationhistory table, but it also creates my app's tables. Synced: > django.contrib.admin > django.contrib.auth > django.contrib.contenttypes > django.contrib.sessions > django.contrib.sites > django.contrib.messages > south > fable.notification > pagination > timezones > fable.wall > mediasync > staticfiles > debug_toolbar Not synced (use migrations): - (use ./manage.py migrate to migrate these) Cool....now it tells me to migrate these. So, I do this: $ py manage.py migrate wall The app 'wall' does not appear to use migrations. Alright, so fine. I'll add wall to initial migrations. $ py manage.py schemamigration wall --initial Then I migrate: $ py manage.py migrate wall You know what? It gives me this BS: _mysql_exceptions.OperationalError: (1050, "Table 'wall_content' already exists") Sorry, this is really pissing me off. Can someone help ? thanks. How do I get South to work and sync correctly with everything?

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  • side effect of zsh echo?

    - by Mirai
    For some reason this script will work with all of the 'echo's at the end, but without them $wall is an empty string. This seems like really odd behaviour. #!/bin/zsh if [ ! -n "$1" ] ; then files=(~/pictures/backgrounds/*jpg) else while [ $1 ] ; do files+=(`echo $1/*jpg`) shift done fi echo $files N=${#files} echo $N ((N=RANDOM%N)) echo $N wall=${files[$N]} echo $wall cp $wall ~/wall.jpg

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  • Get gprof to profile based on wall-clock time?

    - by jetwolf
    My understanding is that by default gprof takes into account CPU time. Is there a way to get it to profile based on wall-clock time? My program does a lot of disk i/o, so the CPU time it uses only represents a fraction of the actual execution time. I need to know which portions of the disk i/o take up the most time.

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  • unlinked libraries in a makefile?

    - by wyatt
    I'm trying to install a libspopc, but when I run the make I get the following output: cc -Wall -Wextra -pedantic -pipe -fPIC -Os -DUSE_SSL -c session.c cc -Wall -Wextra -pedantic -pipe -fPIC -Os -DUSE_SSL -c queries.c cc -Wall -Wextra -pedantic -pipe -fPIC -Os -DUSE_SSL -c parsing.c cc -Wall -Wextra -pedantic -pipe -fPIC -Os -DUSE_SSL -c format.c cc -Wall -Wextra -pedantic -pipe -fPIC -Os -DUSE_SSL -c objects.c cc -Wall -Wextra -pedantic -pipe -fPIC -Os -DUSE_SSL -c libspopc.c rm -f libspopc*.a ar r libspopc-0.9n.a session.o queries.o parsing.o format.o objects.o libspopc.o ar: creating libspopc-0.9n.a ranlib libspopc-0.9n.a ln -s libspopc-0.9n.a libspopc.a rm -f libspopc*.so cc -o libspopc-0.9n.so -shared session.o queries.o parsing.o format.o objects.o libspopc.o ln -s libspopc-0.9n.so libspopc.so cc -o poptest1 -Wall -Wextra -pedantic -pipe -fPIC -Os -DUSE_SSL examples/poptest1.c -L. -lspopc -lssl -lcrypto /usr/local/lib/libcrypto.a(dso_dlfcn.o): In function `dlfcn_globallookup': dso_dlfcn.c:(.text+0x2d): undefined reference to `dlopen' dso_dlfcn.c:(.text+0x43): undefined reference to `dlsym' dso_dlfcn.c:(.text+0x4d): undefined reference to `dlclose' /usr/local/lib/libcrypto.a(dso_dlfcn.o): In function `dlfcn_pathbyaddr': dso_dlfcn.c:(.text+0x8f): undefined reference to `dladdr' dso_dlfcn.c:(.text+0xe9): undefined reference to `dlerror' /usr/local/lib/libcrypto.a(dso_dlfcn.o): In function `dlfcn_bind_func': dso_dlfcn.c:(.text+0x491): undefined reference to `dlsym' dso_dlfcn.c:(.text+0x570): undefined reference to `dlerror' /usr/local/lib/libcrypto.a(dso_dlfcn.o): In function `dlfcn_bind_var': dso_dlfcn.c:(.text+0x5f1): undefined reference to `dlsym' dso_dlfcn.c:(.text+0x6d0): undefined reference to `dlerror' /usr/local/lib/libcrypto.a(dso_dlfcn.o): In function `dlfcn_unload': dso_dlfcn.c:(.text+0x735): undefined reference to `dlclose' /usr/local/lib/libcrypto.a(dso_dlfcn.o): In function `dlfcn_load': dso_dlfcn.c:(.text+0x817): undefined reference to `dlopen' dso_dlfcn.c:(.text+0x88e): undefined reference to `dlclose' dso_dlfcn.c:(.text+0x8d5): undefined reference to `dlerror' collect2: ld returned 1 exit status make: *** [poptest1] Error 1 A quick search suggested that this was due to libdl being unlinked, though this seems unlikely in a distributed library, particularly a seemingly relatively popular one. Could anything else be causing this? And if it is due to an unlinked library, how would I go about fixing it? Thanks

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  • How to add a customized box at the bottom left side of wall tab?

    - by Unreality
    Dear all, I have a question about Facebook Page: (NOT user profile page, I mean a facebook page where you can become a fan) How to add a customized box at the bottom left side of wall tab? (I am the page creator/admin) Please don't just give an answer "add the box to the page". Cause I really don't know how. Also, it seems that putting $facebook-api_client-profile_setFBML and $facebook-api_client-profile_setInfo for the application won't provide a way for the page to add the box. Below is an example image that is done by the other. I have circled the box at the image. I would like to know how to do the same to the page that I owned. Many thanks for reading.

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  • How do I create an app to find the User name and put an image model and publish it directly on the wall?

    - by Thony Henrique Mendes
    Good researching to come here on the site that has several script modes more SUBE not fit everything in one part only. The where to get the junta to leave but I think he ta with error'm not sure I'm not a programmer I know only the basics can someone help me? My idea is to create an app that publishes the Wall more people with the name of her ex: Thony Henry The meaning of your name is ex to using the tag image to give an example wanted the name of the person foce written or published emcima image, do not know how I just know to give to. Can anyone help? Thank you!

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  • XNA - Pong Clone - Reflecting ball when it hits a wall?

    - by toleero
    Hi guys, I'm trying to make the ball bounce off of the top and bottom 'Walls' of my UI when creating a 2D Pong Clone. This is my Game.cs public void CheckBallPosition() { if (ball.Position.Y == 0 || ball.Position.Y >= graphics.PreferredBackBufferHeight) ball.Move(true); else ball.Move(false); if (ball.Position.X < 0 || ball.Position.X >= graphics.PreferredBackBufferWidth) ball.Reset(); } At the moment I'm using this in my Ball.cs public void Move(bool IsCollidingWithWall) { if (IsCollidingWithWall) { Vector2 normal = new Vector2(0, 1); Direction = Vector2.Reflect(Direction,normal); this.Position += Direction; Console.WriteLine("WALL COLLISION"); } else this.Position += Direction; } It works, but I'm using a manually typed Normal and I want to know how to calculate the normal of the top and bottom parts of the screen?

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  • How can the last command's wall time be put in the Bash prompt?

    - by Mr Fooz
    Is there a way to embed the last command's elapsed wall time in a Bash prompt? I'm hoping for something that would look like this: [last: 0s][/my/dir]$ sleep 10 [last: 10s][/my/dir]$ Background I often run long data-crunching jobs and it's useful to know how long they've taken so I can estimate how long it will take for future jobs. For very regular tasks, I go ahead and record this information rigorously using appropriate logging techniques. For less-formal tasks, I'll just prepend the command with time. It would be nice to automatically "time" every single interactive command and have the timing information printed in a few characters rather than 3 lines.

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  • Facebook page: How to add a customized box at the bottom left side of wall tab?

    - by Unreality
    Dear all, I have a question about Facebook Page: (NOT user profile page, I mean a facebook page where you can become a fan) How to add a customized box at the bottom left side of wall tab? (I am the page creator/admin) Please don't just give an answer "add the box to the page". Cause I really don't know how. Also, it seems that putting $facebook-api_client-profile_setFBML and $facebook-api_client-profile_setInfo for the application won't provide a way for the page to add the box. Below is an example image that is done by the other. I have circled the box at the image. I would like to know how to do the same to the page that I owned. Many thanks for reading.

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  • Can I use Blender to create 3D wall image viewer application under Linux?

    - by sgon00
    Hi, Is that possible to use Blender to create Cooliris-like 3D wall image viewer application under Linux? I don't see many people use Blender (BGE) to create desktop application, so I am wondering if this is possible. People normally use Blender for modeling/movie and game engine. I can not find a good way to create 3D application in Linux so far. I was thinking about pyQT+opengl. But I feel that is hard to do. No robust and easy-to-use qt+opengl toolkit available from my research. I know a little bit of Blender, that's why I am asking if Blender is an alternative solution. (python is preferred) The image viewer doesn't have to be windowed. It can be full screen, like a game?. I would like to add many cool effects into this application. Hopefully cooler than Cooliris which is written in flash. Thanks a lot.

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  • How can I implement a login wall for expired or inappropriate pages?

    - by Redandwhite
    I am writing a website that very explicitly requires a login wall. Visitors should be required to log in before they are allowed to view a page. The page being built depends very much on the user's "ID". I am not sure how or where to store the user's login. I am not sure whether I should use a session variable (e.g. Session["userId"]), or some other method. The problem I see with session variables is that it's difficult to time out sessions. Note: I'm using C# 3.5 with ASP.NET in Visual Studio 2008.

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  • I am trying to have a wall follow robot but there are errors on the names not being declared in my s

    - by Sam
    #include <iostream> #include <libplayerc++/playerc++.h> using namespace std; int main(int argc, char *argv[]) { using namespace PlayerCc; PlayerClient robot("localhost"); BumperProxy bp(&robot,0); Position2dProxy pp(&robot,0); pp.SetMotorEnable(true); for(;;) double turnrate, speed; double error; bool wall; motor_a_speed(0); motor_c_speed(0); while(1) { front_bumper = SENSOR_2; left_bumper = SENSOR_3; if (front_bumper > 2) { if (left_bumper < 3) { motor_a_speed(5); motor_c_speed(drive_speed); motor_a_dir(fwd); motor_c_dir(fwd); } else { motor_a_speed(drive_speed); motor_c_speed(5); motor_a_dir(rev); motor_c_dir(rev); } } else { motor_a_speed(drive_speed); motor_c_speed(drive_speed); motor_a_dir(brake); motor_c_dir(brake); mrest(100); cputs("bump"); motor_a_dir(fwd); motor_c_dir(rev); msleep(450); cputs("right"); motor_a_speed(10); motor_a_dir(fwd); motor_c_dir(fwd); mrest(1300); } pp.SetSpeed(speed, turnrate); } }

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  • Error 100 When Attempting to post from app to Facebook wall?

    - by IMAPC
    I'm playing around with the Facebook API, and have gotten far enough to get the access token into my app, but when I go to actually send a post to my Facebook wall I get the error message, {"error":{"message":"(#100) You can't post this because it has a blocked link.","type":"OAuthException","code":100}}1 I'm not attempting to send any kind of link, just "Hello, World!" so this seems pretty weird to me :\ Here's my code so far: $content = urlencode("Hello, World!"); $accesstoken = urlencode($row['fbid']); $result = getPageWithPOST("https://graph.facebook.com/me/feed", "access_token=" . $accesstoken . "&message=" . $content); echo $result; where getPageWithPOST is, function getPageWithPOST($url, $posts) { $c = curl_init(); curl_setopt($c, CURLOPT_URL, $url); curl_setopt($c, CURLOPT_POST, true); curl_setopt($c, CURLOPT_POSTFIELDS, $posts); $content = curl_exec ($c); curl_close ($c); return $content; } thanks!

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  • why i failed to build vsftp?

    - by hugemeow
    make, then failed with the following message. the main point is /lib/libcap.so.1: could not read symbols: File in wrong format, confusing... gcc -c readwrite.c -O2 -Wall -W -Wshadow -idirafter dummyinc gcc -c opts.c -O2 -Wall -W -Wshadow -idirafter dummyinc gcc -c ssl.c -O2 -Wall -W -Wshadow -idirafter dummyinc gcc -c sslslave.c -O2 -Wall -W -Wshadow -idirafter dummyinc gcc -c ptracesandbox.c -O2 -Wall -W -Wshadow -idirafter dummyinc gcc -c ftppolicy.c -O2 -Wall -W -Wshadow -idirafter dummyinc gcc -c sysutil.c -O2 -Wall -W -Wshadow -idirafter dummyinc gcc -c sysdeputil.c -O2 -Wall -W -Wshadow -idirafter dummyinc gcc -o vsftpd main.o utility.o prelogin.o ftpcmdio.o postlogin.o privsock.o tunables.o ftpdataio.o secbuf.o ls.o postprivparent.o logging.o str.o netstr.o sysstr.o strlist.o banner.o filestr.o parseconf.o secutil.o ascii.o oneprocess.o twoprocess.o privops.o standalone.o hash.o tcpwrap.o ipaddrparse.o access.o features.o readwrite.o opts.o ssl.o sslslave.o ptracesandbox.o ftppolicy.o sysutil.o sysdeputil.o -Wl,-s `./vsf_findlibs.sh` /lib/libcap.so.1: could not read symbols: File in wrong format collect2: ld returned 1 exit status make: *** [vsftpd] Error 1 [mirror@hugemeow vsftpd]$ ls /lib/libc libc-2.5.so libcap.so.1.10 libcidn.so.1 libcom_err.so.2.1 libcrypto.so.0.9.8e libcrypt.so.1 libcap.so.1 libcidn-2.5.so libcom_err.so.2 libcrypt-2.5.so libcrypto.so.6 libc.so.6 [mirror@hugemeow vsftpd]$ ls /lib/libc libc-2.5.so libcap.so.1.10 libcidn.so.1 libcom_err.so.2.1 libcrypto.so.0.9.8e libcrypt.so.1 libcap.so.1 libcidn-2.5.so libcom_err.so.2 libcrypt-2.5.so libcrypto.so.6 libc.so.6 [mirror@hugemeow vsftpd]$ ls /lib/libcap.so.1 -l lrwxrwxrwx 1 root root 14 Mar 20 2012 /lib/libcap.so.1 -> libcap.so.1.10 [mirror@hugemeow vsftpd]$ ls /lib/libcap.so.1 -lh lrwxrwxrwx 1 root root 14 Mar 20 2012 /lib/libcap.so.1 -> libcap.so.1.10 [mirror@hugemeow vsftpd]$ ls /lib/libcap.so.1 -lhL -rwxr-xr-x 1 root root 12K Mar 15 2007 /lib/libcap.so.1 this may have something to do with 64 bit system, but i have make modification to vsf_findlibs.sh 48 # Look for libcap (capabilities) 49 if locate_library /lib64/libcap.so.1; then 50 echo "/lib/libcap.so.1"; 51 elif locate_library /lib64/libcap.so.2; then 52 echo "/lib/libcap.so.2"; 53 else 54 # locate_library /usr/lib/libcap.so && echo "-lcap"; 55 # locate_library /lib/libcap.so && echo "-lcap"; 56 locate_library /lib64/libcap.so.1 && echo "-lcap"; 57 fi but make failed with the same error, why?

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  • Why does CPU processing time matter when compared to real wall clock time?

    - by PeanutsMonkey
    I am running the command time 7zr a -mx=9 sample.7z sample.log to gauge how long it takes to compress a file larger than 1GB. The results I get are as follows. real 10m40.156s user 17m38.862s sys 0m5.944s I have a basic understanding of the difference but don't understand how this plays a role in the time in takes to compress the file. For example should I be looking at real or user + sys?

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  • Opinions on collision detection objects with a moving scene

    - by Evan Teran
    So my question is simple, and I guess it boils down to how anal you want to be about collision detection. To keep things simple, lets assume we're talking about 2D sprites defined by a bounding box. In addition, let's assume that my sprite object has a function to detect collisions like this: S.collidesWith(other); Finally the scene is moving and "walls" in the scene can move, an object may not touch a wall. So a simple implementation might look like this (psuedo code): moveWalls(); moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } The problem with this is that if the sprite and wall move towards each other, depending on the circumstances (such as diagonal moment). They may pass though each other (unlikely but could happen). So I may do this instead. moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } This takes care of the passing through each other issue, but another rare issue comes up. If they are adjacent to each other (literally the next pixel) and both the wall and the sprite are moving left, then I will get an invalid collision since the wall moves, checks for collision (hit) then the sprite is moved. Which seems unfair. In addition, to that, the redundant collision detection feels very inefficient. I could give the player movement priority alleviating the first issue but it is still checking twice. moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } Am I simply over thinking this issue, should this just be chalked up to "it'll happen rare enough that no one will care"? Certainly looking at old sprite based games, I often find situations where the collision detection has subtle flaws, but I figure by now we can do better :-P. What are people's thoughts?

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  • 2D Rectangle Collision Response with Multiple Rectangles

    - by Justin Skiles
    Similar to: Collision rectangle response I have a level made up of tiles where the edges of the level are made up of collidable rectangles. The player's collision box is represented by a rectangle as well. The player can move in 8 directions. The player's velocity is equal in X and Y directions and constant. Each update, I am checking the player's collision against all tiles that are a certain distance away. When the player collides with a rectangle, I am finding the intersection depth and resolving along the most shallow axis followed by the other axis. This resolution happens for both axes simultaneously. See below for two examples of situations where I am having trouble. Moving up-left against the left wall In the scenario below, the player is colliding with two tiles. The tile intersection depth is equal on both axes for the top tile and more shallow in the X axis for the middle tile. Because the player is moving up the wall, the player should slide in an upward direction along the wall. This works properly as long as the rectangle with the more shallow depth is evaluated first. If the equal intersection depth rectangle is evaluated first, there is a chance the player becomes stuck. Moving up-left against the top wall Here is an identical scenario with the exception that the collision is with the top wall. The same problem occurs at the corners when intersection depth is equal for both axes. I guess my overall question is: How can I ensure that collision response occurs on tiles that have non-equal intersection depth before tiles that have equal intersection depth in order to get around the weirdness that occurs at these corners. Sean's answer in the linked question was good, but his solution required having different velocity components in a certain direction. My situation has equal velocities, so there's no good way to tell which direction to resolve at corners. I hope I have made my explanation clear.

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  • (CanvsEngine) Collission problem ( TypeError: this._polygon[this._frame] is undefined) [on hold]

    - by user2127102
    How can i fix this error TypeError: this._polygon[this._frame] is undefined Heres my code: html: <!DOCTYPE Html> <head> <meta charset="utf-8"> <title>Project</title> <link href="css/style.css" rel="stylesheet"> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js" type="text/javascript"></script> <script src="js/canvasengine-1.3.0.all.min.js"></script> <script src="js/extends/Input.js"></script> <script src="main.js"></script> </head> <body> <canvas id="window"></canvas> </body> main.js: var canvas = CE.defines("window"). extend(Input). ready(function() { canvas.Scene.call("Game"); }); canvas.Scene.new({ name: "Game", materials: { images: { player: "img/character.png", Wall: "img/TestWall.png" } }, ready: function(stage) { var _canvas = this.getCanvas(); _canvas.setSize("browser", "strech"); this.Player = Class.new("Entity", [stage]); this.Player.el.drawImage("player"); stage.append(this.Player.el); this.Wall = Class.new("Entity", [stage]); this.Wall.el.drawImage("Wall"); this.Wall.position(300, 0); stage.append(this.Wall.el); }, render: function(stage) { //Controls ====== //Control calculations var self = this; this.Mover_A; this.Mover_D; this.Mover_W; this.Mover_S; canvas.Input.keyDown(Input.A, function(e) { self.Mover_A = true; }); canvas.Input.keyDown(Input.D, function(e) { self.Mover_D = true; }); canvas.Input.keyDown(Input.W, function(e) { self.Mover_W = true; }); canvas.Input.keyDown(Input.S, function(e) { self.Mover_S = true; console.log(self.Mover_S); }); canvas.Input.keyUp(Input.A, function(e) { self.Mover_A = false; }); canvas.Input.keyUp(Input.D, function(e) { self.Mover_D = false; }); canvas.Input.keyUp(Input.W, function(e) { self.Mover_W = false; }); canvas.Input.keyUp(Input.S, function(e) { self.Mover_S = false; }); x = 0; y = 0; if(this.Mover_A)x -= 1.5; //A if(this.Mover_D)x += 1.5;//D if(this.Mover_W)y -= 1.5;//W if(this.Mover_S)y += 1.5; //S this.Player.move(x, y); this.Player.hit("over", [this.Wall], function(state, el) { this.Player.move(x * -1, y * -1); }); //End Controls ===== stage.refresh(); } });

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  • Changing direction after collision

    - by Balint
    In the first tutorial for GameMaker (catch the clown), I want to set the direction of the clown after the collision with the wall. I want to do it by pressing the wall object with the mouse (before the collision, to set the angle parameter). For example by pressing only once the wall object it would change the clown's direction after collision by 45 degrees, twice by 90 degrees, and so on. How can I do that?

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  • Pathfinding in Warcraft 1

    - by Valmond
    Dijkstra and A* are all nice and popular but what kind of algorithm was used in Warcraft 1 for pathfinding? I remember that the enemy could get trapped in bowl-like caverns which means there were (most probably) no full-path calculations from "start to end". If I recall correctly, the algorithm could be something like this: A) Move towards enemy until success or hitting a wall B) If blocked by a wall, follow the wall until you can move towards the enemy without being blocked and then do A) But I'd like to know, if someone knows :-)

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  • Microsoft préparerait son concurrent des Google Glass, la montre connectée de la société serait en phase de test

    Bientôt des "Microsoft Glass" ? C'est ce qu'affirme un billet sur le blog du Wall Street Journal. La firme de Redmond aurait dans les cartons un projet de lunette connectée comparable aux Google Glass.Le Wall Street Journal affirme que plusieurs fournisseurs chinois auraient été contactés pour mettre au point ces lunettes.Une montre connectée serait également dans les cartons de Microsoft, qui tente de rattraper son retard dans le virage du mobile. Source : Wall Street Journal Microsoft...

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