Search Results

Search found 28818 results on 1153 pages for 'main loop'.

Page 619/1153 | < Previous Page | 615 616 617 618 619 620 621 622 623 624 625 626  | Next Page >

  • Apache virtualhost - Mac OSX 10.7.3

    - by Rakan
    After upgrading to Lion, all my virtualhosts stopped working. They redirect to "It works" main apache page on my device for some weird reason. Example: /etc/hosts: 127.0.0.1 myhost.com <VirtualHost *:80> DocumentRoot "/Library/WebServer/Documents/testproj/" ServerName myhost.com <Directory "/Library/WebServer/Documents/testproj/"> Options Indexes FollowSymLinks MultiViews AllowOverride All Order allow,deny Allow from all </Directory> ErrorLog "/private/var/log/apache2/testproj-error_log" CustomLog "/private/var/log/apache2/testproj-access_log" common </VirtualHost> Did anyone else face the same issue? How can I fix this?

    Read the article

  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class 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 GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; 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); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <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); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

    Read the article

  • What to learn to make a photo gallery site like this? [closed]

    - by Steven Chen
    I started a Wordpress site for my blog but now I want to start another domain for sharing my photos. I used to use Flickr but it requires you to sign up for Flickr Pro if you want to upload over a certain amount of photos. Since I don't want to pay for that, I'm looking to create a photo gallery site like this: http://10mmgalore.com/ or http://www.shuttermaki.com/ But how do you go about with that? Would I be able to install Wordpress and find a theme like that? And/Or are there any Wordpress plugins that I can install to make it like look like that? Or do I need different tools and platforms asides from Wordpress? So can someone list the features, tools and information that I need to make a photo gallery site? The main functions that I want for my site is to have a picture in the middle and when the user clicks on the photo, it goes to the next photo; or there are left and right arrows that users can click to the next photo. I just want to create an album website for my 365 days project (a photo a day). It doesn't have to be as fancy as the sites mentioned above. Thank you!

    Read the article

  • #altnetseattle - Kanban

    - by GeekAgilistMercenary
    The two main concepts of Kanban is to keep the queues minimum and to maintain visibility. Management/leadership needs to make sure the Kanban Queue doesn’t get starved.  This is key and also very challenging, being the queue needs to be minimal but also can’t get too small during the course of work.  This is to maintain maximum velocity. Phases of the Kanban need to be kept flowing too, bottlenecks need removed ASAP when brought up. Victory Wall – I dig that idea.  Somewhere to look to see the success of the team. The POs work in Rally or other tools for some client management, but it causes issues with the lack of "visibility" – a key fundamental ideal & part of Kanban. One of the big issues is fitting things into a sprint, when Kanban is used with Scrum, but longer sprints are wasteful. Kanban work sizes are of a set size. At this point I got a bit side tracked by the actual conversation and missed out on note taking.  Overall, people doing Kanban and Lean Style Software Development I would say are some of the happiest coders around.  The clean focus, good velocity, sizing, and other approaches that are inferred by Kanban help developers be the rock stars and succeed. This is definitely a topic I will be commenting on a lot more in the near future.

    Read the article

  • Memory compatibility?

    - by nvillec
    I'm in the process of building a PC intended mostly for gaming and I've got a few questions. Currently, I only have the motherboard and CPU: Motherboard: GIGABYTE GA-Z68AP-D3 CPU: Intel Core i3-2120 My main question is about memory compatibility. I have 4 Hynix 2GB HMT125U7BFR8C-G7 with light-moderate use laying around and I'd love to save a few bucks if I can. I've read that this is server memory... a) Will that be a problem for PC use? b) Is it compatible with the motherboard? I've emailed Hynix and checked Crucial to no avail. If incompatible, what memory would be a good fit given the components I have? The motherboard has 4 sockets and supports up to 32GB, but I don't know that I have the budget for that at the moment. Thanks!!

    Read the article

  • How to deal with a CEO making all technical decision but with little technical knowledge ?

    - by anonymous
    Hi, Question posted anonymously for obvious reasons. I am working in a company with a dev group of 5-6 developers, and I am in a situation which I have a hard time dealing with. Every technical choice (language, framework, database, database scheme, configuration scheme, etc...) is decided by the CEO, often without much rationale. It is very hard to modify those choices, and his main argument consists in "I don't like this", even though we propose several alternative with detailed pros/cons. He will also decide to rewrite from scratch our core product without giving a reason why, and he never participates to dev meetings because he considers it makes things slower... I am already looking at alternative job opportunities, but I was wondering if there anything we (the developers) could do to improve the situation. Two examples which shocked me: he will ask us to implement something akin to configuration management, but he reject any existing framework because they are not written in the language he likes (even though the implementation language is irrelevant). He also expects us to be able to write those systems in a couple of days, "because it is very simple". he keeps rewriting from scratch on his own our core product because the current codebase is too bad (codebase whose design was his). We are at our third rewrite in one year, each rewrite worse than the previous one. Things I have tried so far is doing elaborate benchmarks on our product (he keeps complaining that our software is too slow, and justifies rewrites to make it faster), implement solutions with existing products as working proof instead of just making pros/cons charts, etc... But still 90 % of those efforts go to the trashbox (never with any kind of rationale behind he does not like it, again), and often get reprimanded because I don't do exactly as he wants (not realizing that what he wants is impossible).

    Read the article

  • XNA hlsl tex2D() only reads 3 channels from normal maps and specular maps

    - by cubrman
    Our engine uses deferred rendering and at the main draw phase gathers plenty of data from the objects it draws. In order to save on tex2D calls, we packed our objects' specular maps with all sorts of data, so three out of four channels are already taken. To make it clear: I am talking about the assets that come with the models and are stored in their material's Specular Level channel, not about the RenderTarget. So now I need another information to be stored in the alpha channel, but I cannot make the shader to read it properly! Nomatter what I write into alpha it ends up being 1 (255)! I tried: saving the textures in PNG/TGA formats. turning off pre-computed alpha in model's properties. Out of every texture available to me (we use Diffuse map, Normal Map and Specular Map) I was only able to read alpha successfully from the Diffuse Map! Here is how I add specular and normal maps to my model's material in the content processor: if (geometry.Material.Textures.ContainsKey(normalMapKey)) { ExternalReference<TextureContent> texRef = geometry.Material.Textures[normalMapKey]; geometry.Material.Textures.Remove("NormalMap"); geometry.Material.Textures.Add("NormalMap", texRef); } ... foreach (KeyValuePair<String, ExternalReference<TextureContent>> texture in material.Textures) { if ((texture.Key == "Texture") || (texture.Key == "NormalMap") || (texture.Key == "SpecularMap")) mat.Textures.Add(texture.Key, texture.Value); } In the shader I obviously use: float4 data = tex2D(specularMapSampler, TexCoords); so data.a is always 1 in my case, could you suggest a reason?

    Read the article

  • Speeding up Connection Between Computer and Wireless/Bridged Router

    - by Justian Meyer
    Hey everyone, I looked through other questions, but didn't find useful responses. Our main computer has a dl speed of 6 Mbps, but some of our other computers are getting only 40-200 Kb! The router is wireless, but all computers are connected using a Netgear Wall-Plugged Bridge XE102, which transmits information via the building's powerline. It can't be the hardware itself, however, because some computers still manage decent speeds. The computers afflicted are running on Microsoft XP Service Packs 2 and 3, but so are computers that are totally functional. These speeds severely impede on productivity and are excruciatingly frustrating when trying to cram in time in the early hours. Could it be an issue with the computer? Location? Router? Many thanks in advance, Justian

    Read the article

  • We are moving an Access based corporate front-end into a Web-based App

    - by Max Vernon
    We have an enterprise application with a front end written in Microsoft Access 2003 that has evolved over the past 6 years. The back end data, and a fair amount of back-end logic is contained within several Microsoft SQL Server databases. This front end app consists of around 180 forms, and over 120,000 lines of code, and interacts with VB.Net DLLs that support various critical functions used by our sales force. The current system makes use of 3 monitors to display various information; the Access app uses COM+ to control Microsoft Outlook and Internet Explorer for various purposes. The Access front end sometimes occupies 2 screens, automatically resizing itself based on Windows API-reported screen dimensions. The app also uses a Google map to present data to our agents, and allows two-way interactivity with the map through COM+ connectivity to JavaScript contained in the Google map. At the urging of senior management, we are looking to completely rewrite this application using some web-based technology, such as ASP.Net or perhaps a LAMP stack (the thinking with the LAMP stack thing is "free" is pretty cheap). We want to move to a web-based app so we can eliminate the dependency on our physical location for hiring new sales force members. Currently, our main office is full to capacity, and we need to continue growing the company. Does anyone have any thoughts on what would be the best technology to use for a web-based app of this magnitude? Keeping in mind the app is dependent on back-end services on our existing infrastructure. The app handles financial data and personal customer data, among other things. [I've looked at Best practices for moving large MS Access application towards .Net? and read the answers, and most of the comments. Interesting reading, and has some valid points, but our C.O.O. and contracted Software Architect are pushing for a full web-based app, not a .Net Windows App]

    Read the article

  • Ubuntu 64bit Black Screen on Minecraft

    - by Signify
    I have tried posting on the forums, but I really need help (I'm a server admin and really don't want to have to switch to Windows just to run Minecraft). Anyhow, I originally was running openjdk6 as I was told that 7 was unstable and was getting periodical lag spikes while walking (at least once every 3 seconds the screen would freeze for a tenth of a second). After that, I attempted to install Sun's Java JDK7 (I couldn't get ahold of 6 without signing up for Oracle's newsletters). Upon attempting to run Minecraft, I got a black screen after logging in with this error message: 27 achievements 182 recipes Setting user: Thunder7102, -1618112820878091307 Exception in thread "Minecraft main thread" java.lang.UnsatisfiedLinkError: /home/noiro/.minecraft/bin/natives/liblwjgl.so: /home/noiro/.minecraft/bin/natives/liblwjgl.so: wrong ELF class: ELFCLASS32 (Possible cause: architecture word width mismatch) at java.lang.ClassLoader$NativeLibrary.load(Native Method) at java.lang.ClassLoader.loadLibrary1(ClassLoader.java:1939) at java.lang.ClassLoader.loadLibrary0(ClassLoader.java:1864) at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1825) at java.lang.Runtime.load0(Runtime.java:792) at java.lang.System.load(System.java:1059) at org.lwjgl.Sys$1.run(Sys.java:69) at java.security.AccessController.doPrivileged(Native Method) at org.lwjgl.Sys.doLoadLibrary(Sys.java:65) at org.lwjgl.Sys.loadLibrary(Sys.java:81) at org.lwjgl.Sys.<clinit>(Sys.java:98) at org.lwjgl.opengl.Display.<clinit>(Display.java:132) at net.minecraft.client.Minecraft.a(SourceFile:184) at net.minecraft.client.Minecraft.run(SourceFile:657) at java.lang.Thread.run(Thread.java:722) Now, this got me fed up, so I tried to install a Windows 7 virtual machine through virtualbox, I gave it 256mb of graphics memory with 2D and 3D acceleration and 3GB of RAM. I installed Java JDK7 for Windows (which does work from experience on my other Windows 7 partition). Once again, a black screen after login. What the heck is going on guys? My System Specs: Ubuntu 12.04 64bit Fully Updated running Gnome3 Nvidia GTS 450 1.3GB OC'd AMD Athlon II 4x 2.8Ghz 6GB of RAM So, what do you think?

    Read the article

  • SEAGATE Barracuda 7200.11 HDD not running

    - by Dane411
    After a huge research, I'm stuck at the beggining of getting my HDD data back. Whats happening to me is that in the moment when I plug the power wire to my external 1TB SEAGATE Barracuda 7200.11 ST31000333AS HDD Fw LC15, it makes the sound like it's spinning to almost full speed and then shuts down and spins up again, and so on. It's well known that those HDDs have a bad firmware that someday randomly fails. There are like 2 main problems identified, BSY (busy) state, and LBA0 error. Last time I connected it to power nothing happened, it didnt try to start at all, is it that so called bricked state? I guess my HDDs error is the first one, but I dont really know if what I described is that BSY state or not, neither I know how to check it. How could I know it? Thank you so much!

    Read the article

  • GNOME/KDE Linux entirely in RAM?

    - by František Žiacik
    Hi. I'd like to have very responsive linux but I also like modern, elegant and functional desktops like gnome or kde, not the lightweight ones like xfce or lxde. Once I tried PuppyLinux and was impressed by the responsivity when I clicked an application. In my Ubuntu, it bothers me much when I click chromium and must wait 5 seconds of disk flashing until main window appears. Or evolution or anything else. Is it possible to make GNOME or KDE run entirely in RAM like PuppyLinux (of course, I mean frequently used applications and services, not all) if you have enough of it? I don't care if boot time is longer. I tried using "preload" but it didn't help much.

    Read the article

  • Best practice for scaling a single application source to multiple nodes

    - by Andrew Waters
    I have an application which needs to scale horizontally to cover web and service nodes (at the moment they're all on one) but interact with the same set of databases and source files (both application code and custom assets). Database is no problem, it's handled already with replication in MongoDB. Also, the configuration of the servers are the same (100% linux). This question is literally about sharing a filesystem between machines so that its content is always correct, regardless of the node accessing it. My two thoughts have so far been NFS and SAN - SAN being prohibitively expensive and NFS seeing some performance issues on the second node with regards to glob()ing in PHP. Does anyone have recommended strategies or other techniques that don't involved sharding data across nodes or any potential gotchas in NFS that may cause slow disk seek times? To give you an idea of the scale, the main node initialises it's application modules in ~ 0.01 seconds. The secondary is taking ~2.2 seconds. They're VM's inside a local virtual network in ESXi and ping time between them is ~0.3ms

    Read the article

  • Intermediate SSL Certificates on Azure Websites

    - by amhed
    I have successfully configured an Extended-Validation Certificate on an Azure Website following this article: http://www.windowsazure.com/en-us/documentation/articles/web-sites-configure-ssl-certificate/ The main (non-technical) stakeholder of the web application went through great lengths to validate that our site is secure. He went to this site to check the validity of our SSL: http://www.whynopadlock.com/ The site throw the following error: `SSL verification issue (Possibly mis-matched URL or bad intermediate cert.). Details: ERROR: no certificate subject alternative name matches`` The certificate is installed using IP Based SSL instead of SNI. This is done this way because some site visitors still use Internet Explorer 8 on Windows XP, which has no support for SNI and throws a security warning. Is my certificate correclty installed? I received three .CRT files from my SSL provider: PrimaryIntermediate.crt SecondaryIntermediate.crt EndCertificate.crt This is how I exported our certificate as a .PFX file to Azure: openssl pkcs12 -export -out myserver.pfx -inkey myserver.key -in myserver.crt

    Read the article

  • Need disc image help pronto!

    - by data
    I recently got a job as a junior network administrator. Last week the senior admins did their yearly reinstall of server 2003, exchange, drivers etc on the main server. I've been asked to back up the disc so that next year they can just copy over the pre-made image. What tools can i use to achieve both the creation of the entire servers HDD image and loading it back on (id like to test it in the sandbox.) To impress them, a program that is free is preferable. And maybe a tool that can do it all from booting the program off of a USB drive.

    Read the article

  • apt-get update stuck on "Waiting for Headers"

    - by crasic
    I'm setting up a Maverick server on a spare PC. The install completes fine and the system boots up into the shell. However, when I try to do a apt-get update , apt hangs on almost every entry with the message 99% [Waiting for headers] sometimes a message of 96 b/s appears on the far right. The actual percent that it claims also varies. Searching around online gave a potential solution by using the option Acquire::http::Pipeline-Depth="0" this somewhat alleviates the problem, i.e. it stalls on every other entry with the same message as above. If you wait it out (the whole update took about 4 hours), the update still fails as a good portion of the hits show a "unable to connect" or similar message, despite the fact that I can ping the server from the pc just fine. The problem is also unrelated to the mirror used since I've tried about a dozen mirrors with no success, I've even tried commenting out everything but the main entry in sources.list and it still refuses to update. The network connection is fine since I can ping and wget (apt won't let me install lynx until I run a successful update) just fine. I've also reinstalled the distro with no luck. The only thing weird about the setup is that the PC is connecting to the internet through my windows laptop with ICS configured properly, but as I've said before, the network connection is fine.

    Read the article

  • Are there any real-world cases for C++ without exceptions?

    - by Martin
    In When to use C over C++, and C++ over C? there is a statement wrt. to code size / C++ exceptions: Jerry answers (among other points): (...) it tends to be more difficult to produce truly tiny executables with C++. For really small systems, you're rarely writing a lot of code anyway, and the extra (...) to which I asked why that would be, to which Jerry responded: the main thing is that C++ includes exception handling, which (at least usually) adds some minimum to the executable size. Most compilers will let you disable exception handling, but when you do the result isn't quite C++ anymore. (...) which I do not really doubt on a technical real world level. Therefore I'm interested (purely out of curiosity) to hear from real world examples where a project chose C++ as a language and then chose to disable exceptions. (Not just merely "not use" exceptions in user code, but disable them in the compiler, so that you can't throw or catch exceptions.) Why does a project chose to do so (still using C++ and not C, but no exceptions) - what are/were the (technical) reasons? Addendum: For those wishing to elaborate on their answers, it would be nice to detail how the implications of no-exceptions are handled: STL collections (vector, ...) do not work properly (allocation failure cannot be reported) new can't throw Constructors cannot fail

    Read the article

  • fsck: FILE SYSTEM WAS MODIFIED after each check with -c, why?

    - by Chris
    I use a script to partition and format CF cards (connected with a USB card writer) in an automated way. After the main process I check the card again with fsck. To check bad blocks I also tried the '-c' switch, but I always get a return value != 0 and the message "FILE SYSTEM WAS MODIFIED" (see below). I get the same result when checking the very same drive several times... Does anyone know why a) the file system is modified at all and b) why this seems to happen every time I check and not only in case of an error (like bad blocks)? Here's the output: linux-box# fsck.ext3 -c /dev/sdx1 e2fsck 1.40.2 (12-Jul-2007) Checking for bad blocks (read-only test): done Pass 1: Checking inodes, blocks, and sizes Pass 2: Checking directory structure Pass 3: Checking directory connectivity Pass 4: Checking reference counts Pass 5: Checking group summary information Volume (/dev/sdx1): ***** FILE SYSTEM WAS MODIFIED ***** Volume (/dev/sdx1): 5132/245760 files (1.2% non-contiguous), 178910/1959896 blocks

    Read the article

  • Sitecore Item Web API and Json.Net Test Drive (Part II –Strongly Typed)

    - by jonel
    In the earlier post I did related to this topic, I have talked about using Json.Net to consume the result of Sitecore Item Web API. In that post, I have used the keyword dynamic to express my intention of consuming the returned json of the API. In this article, I will create some useful classes to write our implementation of consuming the API using strongly-typed. We will start of with the Record class which will hold the top most elements the API will present us. Pretty straight forward class. It has 2 properties to hold the statuscode and the result elements. If you intend to use a different property name in your class from the json property, you can do so by passing a string literal of the json property name to the JsonProperty attribute and name your class property differently. If you look at the earlier post, you will notice that the API returns an array of items that contains all of the Sitecore content item or items and stores them under the result->items array element. To be able to map that array of items, we have to write a collection property and decorate that with the JsonProperty attribute. The JsonItem class is a simple class which will map to the corresponding item property contained in the array. If you notice, these properties are just the basic Sitecore fields. And here’s the main portion of this post that will binds them all together. And here’s the output of this code. In closing, the same result can be achieved using the dynamic keyword or defining classes to map the json propery returned by the Sitecore Item Web API. With a little bit more of coding, you can take advantage of power of strongly-typed solution. Have a good week ahead of you.

    Read the article

  • How to disable an "always there" program if it isn't in the processes list?

    - by rumtscho
    I have Crashplan and it is constantly running in the background and making backups every 15 minutes. It caused some problems with the backup target folders, so I want it to be inactive while I am making changes to these folders. I started the application itself, but could not find some kind of "Pause" button. So I decided to just stop its process. I first tried the lazy way - the system monitor in the Gnome panel has a "Processes" tab - but didn't find it listed there. Then I did a sudo ps -A and read through the whole list. I don't recognize everything on the list (many process names are self-explaining, like evolution-alarm, but I don't recognize others like phy0) but there was nothing which sounded even remotely like crashplan. But I know that there must have been a process belonging to Crashplan running at this time, because the main Crashplan window was open when I ran the command. Do you have any advice how to stop this thing from running? The best solution would involve temporary preventing it from loading on boot too, since I may need to reboot while doing the maintenance there.

    Read the article

  • Dynamic Disk: Revert back to basic or...?

    - by someguy
    When I was trying to create a new partition (via Disk Management) it warned me that the disk would be dynamic, but I thought it meant the partition and went ahead. Now, my hard disk, which has the main C partition, is dynamic. I haven't shut down the computer, and I'm not sure what the consequences are. Should I revert back to basic or...? What ever happens, I don't want to lose my data. Edit: I think I should mention that I don't know how to revert back to basic...

    Read the article

  • Tiled Editor: How is this Map Handling Collision?

    - by user2736286
    BrowserQuest map in question. From what I understand, with tiled, there are two main ways to specify collision: Create an object layer, and interpret the shapes in the engine as collision objects. Create a tiled layer, and make all tiles in the layer have a collision property, and interpret all tiles in the layer as collision objects. I'm using BrowserQuest as a big source of inspiration for my project, and I want to know how they handled collision on the level editing side. I've checked through all their layers, expecting an object layer to be handling cliff collision like: But there are no such object layers to be found. Furthermore, the tile layers containing the tiles for such cliffs have no properties at all, meaning that they didn't just specify "collision" for such tile layers. I especially need to know how they handled less rectangular shapes like: I could imagine that they are not using explicit collision layers, but instead determining collision in the actual engine, based off the presence of specific tile layer sprites. Only because BrowserQuest has whole-tile movement, and it wouldn't look too odd if a small apple, taking up only a fraction of the tile size, prevents movement over that entire tile. But I'm creating a game with more precise movement, so collision has to be tight to the apple, and I really want to know how BrowserQuest approached collision defining. If anyone knowledgeable with Tiled could take a quick look at the map, I'd appreciate it! I'm tearing my hair out here :). Thanks

    Read the article

  • Multiplayer online game engine/pipeline

    - by Slav
    I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games). Networking models may differ from each other, but currently I'm looking toward game's logic run on both client and server parts but they're written on different languages while it's not the main problem. My previous game (pretty big one - was implemented with efforts of ~5 programmers in 1.5 years) was mainly "written" within electronic tables as structured objects with implemented inheritance: was written standalone tool which generated AS3 and C++ (languages of platforms to which the game was published) using specified electronic tables file (.xls or .ods). That file contained ~50 tables with ~50 rows and ~50 columns each and was mainly written by game designers which do not know any programming languages. But that game was single-player. Having declared problem with my currently implementing MMO, I'm looking toward some vast pipeline, where will be resolved such problems like: game objects descriptions (which starships exist within game, how much HP they have, how fast move, what damage deal...) actions descriptions (what players or NPCs can do: attack each other, collect resources, build structures, move, teleport, cast spells) - actions are transmitted through server between clients influences (what happens when specified action applied on specified object, e.i "Ship A attacked Ship B: field "HP" of Ship B reduced by amount of field "damage" of Ship A" Influences can be much more difficult, yes, e.i. "damage is twice it's size when Ship has =5 allies around him in a 200 units range during night" and so on. If to be able to write such logic within some "design document" it will be easily possible to: let designers to do their job without programmer's intervention or any bug-prone programming validate described logic transfer (transform, convert) to any programming language where it will be executed Did somebody worked on something like that? Is there some tools/engines/pipelines which concernes with it? How to handle all of this problems simultaneously in a best way or do I properly imagine my tasks and problems to myself?

    Read the article

  • How to alter image pixels of a wild life bird?

    - by NoobScratcher
    Hello so I was hoping someone knew how to move or change color and position actual image pixels and could explain and show the code to do so. I know how to write pixels on a surface or screen-surface usigned int *ptr = static_cast <unsigned int *> (screen-pixels); int offset = y * (screen->pitch / sizeof(unsigned int)); ptr[offset + x] = color; But I don't know how to alter or manipulate a image pixel of a png image my thoughts on this was How do I get the values and locations of pixels and what do I have to write to make it happen? Then how do I actually change the values or locations of those gotten pixels and how do I make that happen? any ideas tip suggestions are also welcome! int main(int argc , char *argv[]) { SDL_Surface *Screen = SDL_SetVideoMode(640,480,32,SDL_SWSURFACE); SDL_Surface *Image; Image = IMG_Load("image.png"); bool done = false; SDL_Event event; while(!done) { SDL_FillRect(Screen,NULL,(0,0,0)); SDL_BlitSurface(Image,NULL,Screen,NULL); while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: return 0; break; } } SDL_Flip(Screen); } return 0; }

    Read the article

  • Mac OS X Snow Leopard hangs after login

    - by sleepyjames
    After restoring from backup following filesystem corruption my user account hangs after login (After entering my password the login window disappears and all I get is the background and a mouse pointer, no spinning wheel of death etc ..) I can login as a different user and then logout and login as my main account (sometimes!) but this is not consistant. I can login with safemode ok and have tried deleting /System/Caches, ~/Library/Caches and removing all my ~/Library/Preferences which worked once but not again. Does anyone have an any idea which logs I can look in, if any, to see whats happening after login or any other tips? I'm using 10.6.2. Cheers.

    Read the article

< Previous Page | 615 616 617 618 619 620 621 622 623 624 625 626  | Next Page >