Search Results

Search found 16009 results on 641 pages for 'side effect'.

Page 60/641 | < Previous Page | 56 57 58 59 60 61 62 63 64 65 66 67  | Next Page >

  • Are you aware of any client-side malware that sends lots of junk requests for .gifs?

    - by Matt Sherman
    I am getting dozens of 404 errors on my site that are requests for gif's with apparently random names, like 4273uaqa.gif and 5pwowlag.gif. I see that most of them are coming from one user. I assume something is happening in the background on her machine without her knowledge -- a malware thing on the client. Have you seen this behavior before, and do you know what sort of malware might cause it? Would love to advise my customer that s/he has an issue. I'd also like to stop getting these 404 reports. (reposted from main Stack Overflow)

    Read the article

  • How to mange big amount users at server side?

    - by Rami
    I built a social android application in which users can see other users around them by gps location. at the beginning thing went well as i had low number of users, But now that I have increasing number of users (about 1500 +100 every day) I revealed a major problem in my design. In my Google App Engine servlet I have static HashMap that holding all the users profiles objects, currenty 1500 and this number will increase as more users register. Why I'm doing it Every user that requesting for the users around him compares his gps with other users and check if they are in his 10km radius, this happens every 5 min on average. That is why I can't get the users from db every time because GAE read/write operation quota will tare me apart. The problem with this desgin is As the number of users increased the Hashmap turns to null every 4-6 hours, I thing that this time is getting shorten but I'm not sure. I'm fixing this by reloading the users from the db every time I detect that it became null, But this causes DOS to my users for 30 sec, So I'm looking for better solution. I'm guessing that it happens because the size of the hashmap, Am I right? I have been advised to use spatial database, but that mean that I can't work with GAE any more and that mean that I need to build my big server all over again and lose my existing DB. Is there something I can do with the existing tools? Thanks.

    Read the article

  • Can I use Ubuntu as a wireless media server which performs all decoding/processing server-side?

    - by AthloX
    I want to setup UBUNTU 12.04 desktop as Home media server. I have window 7 netbook and UBUNTU 12.04lts laptop even a samsun galaxy note tablet (android). Two desktop in other room with dualboot win7 and ubuntu. SHARP AQUOS Plasma Tv with Wi-Fi connected. I want to install ubuntu as media server to stream audio/video files over wi-fi. Not only this i want this media server to use its own processing power to decode ans stream so that on remote end only file can play without using their own resource. Is it possible to use ubuntu as media server to stream files without making the remote end to use there own resource. I want only bandwidth of Wi-Fi to be use in this and media center hardware resource.Remote end gadget should use only speaker and screen and not processing power of their own. Please any suggestion is it possible to do so ?

    Read the article

  • How do I get my polygons to be lighted by either side?

    - by Molmasepic
    Okay, I am using Ogre3D and Gorilla(2D library for ogre3D) and I am making Gorilla::Screenrenderables in the open scene. The problem that I am having is that when I make a light and have my SR(screenrenderable) near it, it does not light up unless the face of the SR is facing the light... I am wondering if there is a way to maybe set the material or code(which would be harder) so the SR is lit up whether the vertices of the polygon are facing the light or not. I feel it is possible but the main obstacle is how I would go about doing this.

    Read the article

  • How to manage many mobile device users at server side?

    - by Rami
    I built a social Android application in which users can see other users around them by GPS location. At the beginning thing went well as I had low number of users, but now that I have increasing number of users (about 1500 +100 every day) it has revealed a major problem in my design. In my Google App Engine servlet I have static HashMap that holds all the users profiles objects, currently 1500 and this number will increase as more users register. Why I'm doing it? Every user that requests for the users around him compares his GPS with other users and checks if they are in his 10km radius. This happens every five minutes on average. Consequently, I can't get the users from db every time because GAE read/write operation quota will tear me apart. The problem with this design is? As the number of users increases, the Hashmap turns to null every 4-6 hours, I think that this time is getting shorter, but I'm not sure. I'm fixing this by reloading the users from the db every time I detect that it becomes null, but this causes DOS to my users for 30 sec, so I'm looking for better solution. I'm guessing that it happens because the size of the hashmap. Am I right? I have been advised to use a spatial database, but that means that I can't work with GAE any more and it means that I need to build my big server all over again and lose my existing DB. Is there something I can do with the existing tools? Thanks.

    Read the article

  • How often do you use data structures (ie Binary Trees, Linked Lists) in your jobs/side projects?

    - by Chris2021
    It seems to me that, for everyday use, more primitive data structures like arrays get the job done just as well as a binary tree would. My question is how common is to use these structures when writing code for projects at work or projects that you pursue in your free time? I understand the better insertion time/deletion time/sorting time for certain structures but would that really matter that much if you were working with a relatively small amount of data?

    Read the article

  • Would there be any negative side-effects of sharing /var/cache/apt/ between two systems?

    - by ændrük
    In the interest of conserving bandwidth, I'm considering mounting a VirtualBox host's /var/cache/apt as /var/cache/apt in the guest. Both host and guest are Ubuntu 10.10 32-bit. Would there be any negative consequences to doing this? I'm aware of the more robust solutions like apt-proxy, but I'd prefer this simpler solution if it's possible in order to spare the host the overhead of running extra services.

    Read the article

  • Why would you use data structures (ie Binary Trees, Linked Lists) in your jobs/side projects? [closed]

    - by Chris2021
    It seems to me that, for everyday use, more primitive data structures like arrays get the job done just as well as a binary tree would. My question is how common is to use these structures when writing code for projects at work or projects that you pursue in your free time? I understand the better insertion time/deletion time/sorting time for certain structures but would that really matter that much if you were working with a relatively small amount of data?

    Read the article

  • Attempting to install Ubuntu 11.10 along side Windows 7 Professional 64bit. Installer doesn't recognize an operating system present

    - by KichigaiDave
    System Details: Asus Sabertooth 990FX motherboard AMD FX-8120 CPU 16 GB DDR3 1600 Corsair Vengance RAM (4x4) EVGA Nvidia GTX-560Ti video card 2x Dvd/cd rw dirves 1 Bluray RW drive 1 Orico USB 3.0 & eSata panel 1 Sabrent floppy bay card reader w/USB 2.0 port 760W pc power & cooling PS OCZ agility 120GB SSD (Windows 7 Professional 64bit installed in an approx 80gb partition, NTFS. There is also a "System Reserved" partition shown in disk management at 100mb in size, also NTFS) That leaves about 32GB usable free, un-partitioned space in which I hoped to install Ubuntu. However when I run the Ubuntu 11.10 AMD64 installer, it doesn't show there is even an operating system installed. It just shows the entire drive as free-unpartitioned space. Just not sure what to do here. I was thinking about using the Wubi installer, but i don't know about that. Is the performance reduction pretty drastic? Thanks,

    Read the article

  • Accessing Server-Side Data from Client Script: Using Ajax Web Services, Script References, and ...

    Today's websites commonly exchange information between the browser and the web server using Ajax techniques. In a nutshell, the browser executes JavaScript code typically in response to the page loading or some user action. This JavaScript makes an asynchronous HTTP request to the server. The server processes this request and, perhaps, returns data that the browser can then seamlessly integrate into the web page. Typically, the information exchanged between the browser and server is serialized into JSON, an open, text-based serialization format that is both human-readable and platform independent.Adding such targeted, lightweight Ajax capabilities to your ASP.NET website requires two steps: first, you must create some mechanism on

    Read the article

  • Why do these ipfw delayed pipes have no effect?

    - by troutwine
    I'm on OSX 10.7.5 and am attempting to add some latency to the connection to my personal domain with ipfw, using this article as a guide. Normal latency: > ping -c5 troutwine.us PING troutwine.us (198.101.227.131): 56 data bytes 64 bytes from 198.101.227.131: icmp_seq=0 ttl=56 time=92.714 ms 64 bytes from 198.101.227.131: icmp_seq=1 ttl=56 time=91.436 ms 64 bytes from 198.101.227.131: icmp_seq=2 ttl=56 time=91.218 ms 64 bytes from 198.101.227.131: icmp_seq=3 ttl=56 time=91.451 ms 64 bytes from 198.101.227.131: icmp_seq=4 ttl=56 time=91.243 ms --- troutwine.us ping statistics --- 5 packets transmitted, 5 packets received, 0.0% packet loss round-trip min/avg/max/stddev = 91.218/91.612/92.714/0.559 ms Enabling ipfw: > sudo sysctl -w net.inet.ip.fw.enable=0 net.inet.ip.fw.enable: 1 -> 0 > sudo sysctl -w net.inet.ip.fw.enable=1 net.inet.ip.fw.enable: 0 -> 1 The configuration of the pipe: > sudo ipfw add pipe 1 ip from any to 198.101.227.131 00200 pipe 1 ip from any to any dst-ip 198.101.227.131 > sudo ipfw add pipe 2 ip from 198.101.227.131 to any 00500 pipe 2 ip from 198.101.227.131 to any > sudo ipfw pipe 1 config delay 250ms bw 1Mbit/s plr 0.1 > sudo ipfw pipe 2 config delay 250ms bw 1Mbit/s plr 0.1 The pipes are in place and configured: > sudo ipfw -a list 00100 166 14178 fwd 127.0.0.1,20559 tcp from any to me dst-port 80 in 00200 0 0 pipe 1 ip from any to 198.101.227.131 00300 0 0 pipe 2 ip from 198.101.227.131 to any 65535 37452525 32060610029 allow ip from any to any > sudo ipfw pipe list 00001: 1.000 Mbit/s 250 ms 50 sl.plr 0.100000 0 queues (1 buckets) droptail mask: 0x00 0x00000000/0x0000 -> 0x00000000/0x0000 00002: 1.000 Mbit/s 250 ms 50 sl.plr 0.100000 0 queues (1 buckets) droptail mask: 0x00 0x00000000/0x0000 -> 0x00000000/0x0000 Yet, this has had no effect: > ping -c5 troutwine.us PING troutwine.us (198.101.227.131): 56 data bytes 64 bytes from 198.101.227.131: icmp_seq=0 ttl=56 time=100.920 ms 64 bytes from 198.101.227.131: icmp_seq=1 ttl=56 time=91.648 ms 64 bytes from 198.101.227.131: icmp_seq=2 ttl=56 time=91.777 ms 64 bytes from 198.101.227.131: icmp_seq=3 ttl=56 time=91.466 ms 64 bytes from 198.101.227.131: icmp_seq=4 ttl=56 time=93.209 ms --- troutwine.us ping statistics --- 5 packets transmitted, 5 packets received, 0.0% packet loss round-trip min/avg/max/stddev = 91.466/93.804/100.920/3.612 ms What gives? I understand that ipfw is depreciated, but the manpage does not mention it being disabled. Also, I am not using Network Link Controller as I want to affect a single host.

    Read the article

  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

    Read the article

  • What are the side-effects of disabling the old Lan Manager hash?

    - by Bigbio2002
    All of the computers in our domain are running Windows XP/Server 2003 and above (with one exception, a Win2Ksp4 server, which is not a domain controller). I intend to disable the LM hashes via group policy as indicated in KB299656, and want to ensure that there won't be any unforseen problems or side-effects. Does anyone have experience with performing this change? Are there any caveats that I should keep in mind?

    Read the article

  • How can I disable the css {position:fixed} side-bar on Slashdot?

    - by Tom
    When I look at a story on Slashdot, I see a side-bar that sits constantly in the upper-left corner. Every time I open a story, I have to click on the "slash" sign in its upper-right corner. How can I disable it, so it will always have css position absolute, relative or static? Is there an option for it? Because I find it is slowing my browser down when I am scrolling the page. Thank you, Tom

    Read the article

  • wireless usb hub with the hub on the computer side - does this exist?

    - by Mala
    Hi I'm looking for what is effectively a wireless usb hub, but where the "hubbing" part takes place on the computer-side. In other words, something like this: http://www.iogear.com/product/GUWH104KIT/ Except rather than all four "terminating" slots being connected, having 4 small "wireless terminals" so that the devices can be placed all over a room instead of all within reach of the wireless usb hub Does such a product exist? Thanks!

    Read the article

  • how to remove obsolete device and network entries? Device manager "uninstall" option has no effect

    - by Gizmo
    I am trying to remove a few "obsolete" things which annoy me (because I like to have everything cleen, working and not interferring with each other, fresh, etc..). I tried looking for solutions without any help, so here I am to ask. My first part is about removing obsolete networks, let me explain by showing the ipconfig output: C:\windows\system32>ipconfig Windows IP Configuration Wireless LAN adapter Local Area Connection* 11: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Wireless LAN adapter Local Area Connection* 9: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Ethernet adapter LAN: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Wireless LAN adapter Wi-Fi: Connection-specific DNS Suffix . : home Link-local IPv6 Address . . . . . : fe80::c129:8d57:bbd1:3564%10 IPv4 Address. . . . . . . . . . . : 192.168.2.1 Subnet Mask . . . . . . . . . . . : 255.255.255.0 Default Gateway . . . . . . . . . : 192.168.2.254 Tunnel adapter isatap.home: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : home C:\windows\system32> Specificalyy the first two adapter entries annoy me because the adapters are not visible in the network connection menu (invisible folder / file visibility set to "show"): And here is the second problem altogether with the first one: No matter what I click/do, Uninstall option has no effect on the multiplexor driver. (bridging stuff, right?) I really want to remove the Wireless LAN adapter Local Area Connection entries and the adapter multiplexor stuff but it's impossible? Why is this? How can I remove them anyway?

    Read the article

  • Discussion - Allowing / blocking user access to pages (Client Side Only!) - Javascript / Jquery

    - by Ozaki
    TLDR Using plain HTML / Javascript (Client Side) I want to prevent viewing of certain pages. The user will have to type a username and password and depending on that they get access to different pages. Answers can NOT include server side whatsoever It does not matter if they can break it easily. There is no sensitive information etc. Also the target audience will not have access to internet OR probably know what a cookie is... At some point the user will have to type username / password.(I can define the cookie here) Currently I thought of using cookies to set a cookie for each page to say "true" / "false" but that would get messy with so many cookies. Or setting an array within a cookie for each page? I have div field "#Content" which as it looks encompasses all of my content on the page so blocking out content will be as simple as replacing it with ("sorry you don't have access") etc. For Example: $.cookie("Access","page1, page2, page3"{ expires: 1 }); I am looking for anyway to do this does not have to be with cookies. Would be nice to get a discussion of different ways this can be done. So the question is: What do YOU think would be a good way to go about doing this with client side validation?

    Read the article

  • Google App Engine/GWT/Eclipse Plugin Newbie Question- how to autobuild client side resources?

    - by Dieter Hanover
    Hi there, I'm tinkering with the default GWT application generated by the Google Eclipse plugin when I click the Google "New Web Application Project" button in Eclipse 3.5. This will no doubt be familiar to many of you.. basically there is an h1 title stating "Web Application Starter Project," a text field, and a Send button. What I've found is that whenever I make changes to the client side resources, e.g. change the text on the Send button to "Submit" in the .java file, Eclipse does not appear to autobuild these resources. In fact I have to rebuild the entire project in order for these changes to be reflected in my browser. I do have "build automatically" selected in eclipse. I should state that this is my second GWT project, the first was almost entirely server side (restlet on GAE) and everything built automatically nicely. When I first tried this new project with updated client resources, on refreshing my browser, the browser stated "you may need to (re)compile your project." I'm not sure if this is relevant but I thought I'd mention it all the same. So what's going on? How do I get Eclipse/GWT to autobuild these client side resources? Cheers for any help you can offer! :-)

    Read the article

  • How to implement instance numbering?

    - by Joan Venge
    I don't know if the title is clear but basically I am trying to implement something like this: public class Effect { public int InternalId ... public void ResetName() ... } When ResetName is called, this will reset the name of the object to: "Effect " + someIndex; So if I have 5 instances of Effect, they will be renamed to: "Effect 1" "Effect 2" "Effect 3" ... So I have another method (ResetNames) in another manager/container type that calls ResetName for each instance. And right now I have to pass an integer to ResetName while keeping a counter myself inside ResetNames. But this feels not as clean and this prevents me from calling ResetName myself outside the manager class, which is valid. How to do this better/cleaner? As for the InternalId, it's just some id that stores the creation order for everything. So I can't just rely on these, because the numbers are large, like 32000, etc. EDIT: Container ResetNames code: int count = 1; var effects = this.Effects.OrderBy ( n => n.InternalId ); foreach ( Effect effect in effects ) { effect.ResetName ( count ); ++count; }

    Read the article

  • Retrieving model position after applying modeltransforms in XNA

    - by Glen Dekker
    For this method that the goingBeyond XNA tutorial provides, it would be really convenient if I could retrieve the new position of the model after I apply all the transforms to the mesh. I have edited the method a little for what I need. Does anyone know a way I can do this? public void DrawModel( Camera camera ) { Matrix scaleY = Matrix.CreateScale(new Vector3(1, 2, 1)); Matrix temp = Matrix.CreateScale(100f) * scaleY * rotationMatrix * translationMatrix * Matrix.CreateRotationY(MathHelper.Pi / 6) * translationMatrix2; Matrix[] modelTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(modelTransforms); if (camera.getDistanceFromPlayer(position+position1) > 3000) return; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = modelTransforms[mesh.ParentBone.Index] * temp * worldMatrix; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; } mesh.Draw(); } }

    Read the article

  • SpriteBatch.Begin() making my model not render correctly

    - by manning18
    I was trying to output some debug information using DrawString when I noticed my model suddenly was being rendered like it was inside-out (like the culling had been disabled or something) and the texture maps weren't applied I commented out the DrawString method until I only had SpriteBatch.Begin() and .End() and that was enough to cause the model rendering corruption - when I commented those calls out the model rendered correctly What could this be a symptom of? I've stripped it down to the barest of code to isolate the problem and this is what I noticed. Draw code below (as stripped down as possible) GraphicsDevice.Clear(Color.LightGray); foreach (ModelMesh mesh in TIEAdvanced.Meshes) { foreach (Effect effect in mesh.Effects) { if (effect is BasicEffect) ((BasicEffect)effect).EnableDefaultLighting(); effect.CurrentTechnique.Passes[0].Apply(); } } spriteBatch.Begin(); spriteBatch.DrawString(spriteFont, "Camera Position: " + cameraPosition.ToString(), new Vector2(10, 10), Color.Blue); spriteBatch.End(); GraphicsDevice.DepthStencilState = DepthStencilState.Default; TIEAdvanced.Draw(Matrix.CreateScale(0.025f), viewMatrix, projectionMatrix);

    Read the article

  • Models from 3ds max lose their transformations when input into XNA

    - by jacobian
    I am making models in 3ds max. However when I export them to .fbx format and then input them into XNA, they lose their scaling. -It is most likely something to do with not using the transforms from the model correctly, is the following code correct -using xna 3.0 Matrix[] transforms=new Matrix[playerModel.Meshes.Count]; playerModel.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. int count = 0; foreach (ModelMesh mesh in playerModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = transforms[count]* Matrix.CreateScale(scale) * Matrix.CreateRotationX((float)MathHelper.ToRadians(rx)) * Matrix.CreateRotationY((float)MathHelper.ToRadians(ry)) * Matrix.CreateRotationZ((float)MathHelper.ToRadians(rz))* Matrix.CreateTranslation(position); effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } count++; mesh.Draw(); }

    Read the article

  • XNA- Texturing problem, exporting model

    - by user1806687
    How,can I disable coloring when texture is applied, because right now the texture is being colored over. foreach (BasicEffect effect in mesh.Effects) { effect.TextureEnabled = textureApplied; if(textureApplied) effect.Texture = Texture2D.FromStream(GraphicsDevice,System.IO.File.OpenRead(texturePath)); else { effect.DiffuseColor = ti.DiffuseColor; effect.EmissiveColor = ti.EmissiveColor; } ... } mesh.Draw(); Also, is there any easy way for xna to export models? Or do I have to write my own?

    Read the article

< Previous Page | 56 57 58 59 60 61 62 63 64 65 66 67  | Next Page >