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  • App Engine remote_api with OpenID

    - by hawkettc
    Hi, I've recently tried to switch my app engine app to using openID, but I'm having an issue authenticating with remote_api. The old authentication mechanism for remote_api doesn't seem to work (which makes sense) - I'm getting a 'urllib2.HTTPError: HTTP Error 302: Found', which I assume is appengine redirecting me to the openid login page I've set up. I guess I'm missing something fairly obvious. Currently my remote_api script has the following in it - remote_api_stub.ConfigureRemoteDatastore(app_id=app_id, path='/remote_api', auth_func=auth_func, servername=host, secure=secure) where auth_func is def auth_func(): return raw_input('Username:'), getpass.getpass('Password:') Any ideas what I need to supply to remote_api? I guess similar issues would be encountered with bulkloader too. Cheers, Colin

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  • JDO Exception in google app engine transaction

    - by Mariselvam
    I am getting the following exception while trying to use transation in app engine datastore. javax.jdo.JDOUserException: Transaction is still active. You should always close your transactions correctly using commit() or rollback(). FailedObject:org.datanucleus.store.appengine.jdo.DatastoreJDOPersistenceManager@12bbe6b at org.datanucleus.jdo.JDOPersistenceManager.close(JDOPersistenceManager.java:277) The following is the code snippet I used : List<String> friendIds = getFriends(userId); Date currentDate = new Date(); PersistenceManager manager = pmfInstance.getPersistenceManager(); try { Transaction trans = manager.currentTransaction(); trans.begin(); for(String friendId : friendIds) { User user = manager.getObjectById(User.class, friendId); if(user != null) { user.setRecoCount(user.getRecoCount() + 1); user.setUpdatedDate(currentDate); manager.makePersistent(user); } } trans.commit(); } finally { manager.close(); }

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  • Custom constructors for models in Google App Engine (python)

    - by Nikhil Chelliah
    I'm getting back to programming for Google App Engine and I've found, in old, unused code, instances in which I wrote constructors for models. It seems like a good idea, but there's no mention of it online and I can't test to see if it works. Here's a contrived example, with no error-checking, etc.: class Dog(db.Model): name = db.StringProperty(required=True) breeds = db.StringListProperty() age = db.IntegerProperty(default=0) def __init__(self, name, breed_list, **kwargs): db.Model.__init__(**kwargs) self.name = name self.breeds = breed_list.split() rufus = Dog('Rufus', 'spaniel terrier labrador') rufus.put() The **kwargs are passed on to the Model constructor in case the model is constructed with a specified parent or key_name, or in case other properties (like age) are specified. This constructor differs from the default in that it requires that a name and breed_list be specified (although it can't ensure that they're strings), and it parses breed_list in a way that the default constructor could not. Is this a legitimate form of instantiation, or should I just use functions or static/class methods? And if it works, why aren't custom constructors used more often?

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  • Keeping connection to APNs open on App Engine using Modules in Go

    - by user3727820
    I'm trying to implement iOS push notifications for a messageboard app I've written (so like notification for new message ect. ect.) but have no real idea where to start. Alot the current documentation seems to be out of date in regard to keeping persistent TLS connections open to the APNs from App Engine and links to articles about depreciated backends I'm using the Go runtime and just keep getting stuck. For instance, the creation of the socket connection to APNs requires a Context which can only be got from a HTTP request, but architecturally this doesn't seem to make a lot of sense because ideally the socket remains open regardless. Is there any clearer guides around that I'm missing or right now is it a better idea to setup a separate VPS or compute instance to handle it?

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  • App Engine Bulkloader

    - by gurkan
    Hi all, I am trying to use Bulkloader of google app engine but unfortunately could not understand what to do from documentation. It says add this part to app.yaml builtins: - remote_api: on ok i have added. Then says that i have to execute this command appcfg.py update but i don't have any appcfg.py file. And also what is the command which executes this line? Please somebody tell me what i am missing I use AppEngineLauncher to upload my project to server.. I have naver used a command to update or upload it. Thanks in advance..

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  • Google App Engine dev_appserver can't find PIL (I've installed it)

    - by goggin13
    I recently upgraded my Google App Engine launcher on my Mac, running OSX 10.5.8, and afterwards my projects that work with images stopped working locally. It seems to be the same problem that I had when first using GAE locally to work with images, before I installed PIL. Here is the error I get: SystemError: Parent module 'PIL' not loaded I have PIL installed. When I run python normally, I can access it and work with it as expected. I also checked to ensure that dev_appserver.py was running the same version of Python. If I open the interpreter and type sys.version I get this back: 2.5 (r25:51918, Sep 19 2006, 08:49:13) [GCC 4.0.1 (Apple Computer, Inc. build 5341)] This is identical to what I get when I display the sys.version from my projects running through dev_appserver. Any thoughts on why dev_appserver can't find the PIL module? I have been banging my head against this for a bit. Thank you!

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  • Difficulties with Django on Google App Engine

    - by Rosarch
    I have a Django project that works fine. I'm trying to import it to Google App Engine. I run it on the dev server, and I get an import error: ImportError at / No module named mysite.urls This is the folder structure of mysite/: app.yaml <DIR> myapp index.yaml main.py manage.py <DIR> media settings.py urls.py __init__.py app.yaml: application: mysite version: 1 runtime: python api_version: 1 handlers: - url: .* script: main.py from settings.py: ROOT_URLCONF = 'mysite.urls' What am I doing wrong?

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  • App Engine - Save response from an API in the data store as file (blob)

    - by herrherr
    Hi there, I'm banging my head against the wall with this one: What I want to do is store a file that is returned from an API in the data store as a blob. Here is the code that I use on my local machine (which of course works due to an existing file system): client.convertHtml(html, open('html.pdf', 'wb')) Since I cannot write to a file on App Engine I tried several ways to store the response, without success. Any hints on how to do this? I was trying to do it with StringIO and managed to store the response but then weren't able to store it as a blob in the data store. Thanks, Chris

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  • Google App Engine datastore-primary key

    - by megala
    Hi, I've created a table in the Google App Engine Datastore. It contains the following FIELDS(GROUPNAME,GROUPID,GROUPDESC). How do I set GROUPID as the primary key? My code is as follows: @Entity @Table(name="group" , schema="PUBLIC") public class Creategroup { @Basic private String groupname; @Basic private String groupid; @Basic private String groupdesc; public void setGroupname(String groupname) { this.groupname = groupname; } public String getGroupname() { return groupname; } public void setGroupid(String groupid) { this.groupid = groupid; } public String getGroupid() { return groupid; } public void setGroupdesc(String groupdesc) { this.groupdesc = groupdesc; } public String getGroupdesc() { return groupdesc; } public Creategroup(String groupname, String groupid, String groupdesc ) { // TODO Auto-generated constructor stub this.groupname = groupname; this.groupid = groupid; this.groupdesc = groupdesc; } }

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  • Google App Engine, Java, and HTTP Performance

    - by polyclef
    A friend and I are currently working on a turn-based game with chat with both desktop browser and Android clients, with Google App Engine as the server. We're using the Java API for GAE and using HTTP for communication with the server. We've implemented simple chat functionality, and we're getting undesirable latencies 1-3 seconds from both the browser and Android clients while just posting simple one-word chat messages. My friend thought it would be best to use XMPP instead of HTTP, but we want to use a Google Accounts cookie for authentication from the Android client, and according to the GAE documentation, XMPP clients cannot use a Google Accounts cookie and must use the user's password. Does anyone have any suggestions as to where the latency might be coming from, how to troubleshoot it, and/or what to do about it? Also, is anyone aware of any opensource implementations of chat (or something similar) on GAE done in Java? Can't seem to find any.

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  • Using App Engine to update a database in a app

    - by tyczj
    I have been reading about app engine but I still dont know what I can and cant do with it in a android application. Basically what I want to do is be able to create/manage a database in the cloud that the app can pull down and update the local database if needed. Creation and managing would be done outside of the app by me. I dont know much about all of this as I am just getting started with it but I already have an application made, I just want to add this feature to it. I have never written any sort of Web Service calls or anything either but I have used them to get data and such Can this be done? Any tutorials out there to help me out?

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  • Feedback on availability with Google App Engine

    - by Ron
    We've had some good experiences building an app on Google App Engine, this first app's target audience are Google Apps users, so no issues there in terms of it being hosted on Google infrastructure. We like it so much that we would like to investigate using it for a another app, however this next project is for a client who is not really that interested in what technology it sits on, they just want it to work, and work all of the time. In this scenario, given that we have the technology applicability and capability side covered, are there any concerns that this stuff is still relatively new and that we may not be as much "in control" as if we had it done with traditional hosting?

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  • Movement in game programming

    - by hanesjw
    This question may have been asked before, but I'm starting to get into game programming on the Android. I'm having a hard time figuring out the best way to move an object. To put it simply, lets say I have a bitmap located on 0,0 and i want to move it across the screen. The obvious way to do it would be to simply increment the X position by one every time the Surface View onDraw method gets called. But what if I wanted to make it move faster? I could increment it by two or three instead of one, but then the movement starts to get really choppy and stupid looking. What is the best way to go about doing this?

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  • Game network physics collision

    - by Jonas Byström
    How to simulating two client-controlled vehicles colliding (sensibly) in a typical client/server setup for a network game? I did read this eminent blog post on how to do distributed network physics in general (without traditional client prediction), but this question is specifically on how to handle collisions of owned objects. Example Say client A is 20 ms ahead of server, client B 300 ms ahead of server (counting both latency and maximum jitter). This means that when the two vehicles collide, both clients will see the other as 320 ms behind - in the opposite direction of the velocity of the other vehicle. Head-to-head on a Swedish highway means a difference of 16 meters/17.5 yards! What not to try It is virtually impossible to extrapolate the positions, since I also have very complex vehicles with joints and bodies all over, which in turn have linear and angular positions, velocities and accelerations, not to mention states from user input.

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  • OpenID login on local development server for google app engine

    - by Alex Jeffery
    Are you able to use open id to log into the local development server with google app engine sdk version 1.4.1 and python 2.5? When I execute this self.redirect(users.create_login_url(continue_url, None, openid_url)) I get redirected to http://localhost/_ah/login rather than the openid url. The openid url and continue url are valid. My app.yaml looks like this - url: /_ah/login_required script: do_openid_login.py - url: /users/(.*) script: routers/user_router.py login: required If I browse to http://localhost/users/ I am also redirected to http://localhost/_ah/login rather than http://localhost/_ah/login_required Is there a config issue or does openid not work locally?

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  • Exception in Google App Engine (Java) while trying to create Memcache Object

    - by Shreeni
    I am coming back to an old Google App Engine project on which I saw a bug. During this lag, I have been upgrading my AppEngine SDK and is now set at 1.3. When I try to run the same project again, I see the following exception: java.lang.NoSuchMethodError: com.google.apphosting.api.ApiProxy$Environment.getDefaultNamespace()Ljava/lang/String; at com.google.appengine.api.NamespaceManager.get(NamespaceManager.java:56) at com.google.appengine.api.memcache.MemcacheServiceImpl.setNamespace(MemcacheServiceImpl.java:181) at com.google.appengine.api.memcache.MemcacheServiceImpl.(MemcacheServiceImpl.java:145) at com.google.appengine.api.memcache.MemcacheServiceFactory.getMemcacheService(MemcacheServiceFactory.java:25) The line causing the problem is: CacheManager.getInstance().getCacheFactory().createCache(Collections.emptyMap()); (It is the same line as suggested by the AppEngine documentation to create a memcache object. It used to work fine previously. ) Any suggestions on how to fix it?

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  • Neural network for aproximation function for board game

    - by Pax0r
    I am trying to make a neural network for aproximation of some unkown function (for my neural network course). The problem is that this function has very many variables but many of them are not important (for example in [f(x,y,z) = x+y] z is not important). How could I design (and learn) network for this kind of problem? To be more specific the function is an evaluation function for some board game with unkown rules and I need to somehow learn this rules by experience of the agent. After each move the score is given to the agent so actually it needs to find how to get max score. I tried to pass the neighborhood of the agent to the network but there are too many variables which are not important for the score and agent is finding very local solutions.

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  • Adding objects to the environment at timed intervals

    - by david
    I am using an ArrayList to handle objects and at each interval of 120 frames, I am adding a new object of the same type at a random location along the z-axis of 60. The problem is, it doesn't add just 1. It depends on how many are in the list. If I kill the Fox before the time interval when one is supposed to spawn comes, then no Fox will be spawned. If I don't kill any foxes, it grows exponentially. I only want one Fox to be added every 120 frames. This problem never happened before when I created new ones and added them to the environment. Any insights? Here is my code: /**** FOX CLASS ****/ import env3d.EnvObject; import java.util.ArrayList; public class Fox extends Creature { private int frame = 0; public Fox(double x, double y, double z) { super(x, y, z); // Must use the mutator as the fields have private access // in the parent class setTexture("models/fox/fox.png"); setModel("models/fox/fox.obj"); setScale(1.4); } public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures) { frame++; setX(getX()-0.2); setRotateY(270); if (frame > 120) { Fox f = new Fox(60, 1, (int)(Math.random()*28)+1); new_creatures.add(f); frame = 0; } for (Creature c : creatures) { if (this.distance(c) < this.getScale()+c.getScale() && c instanceof Tux) { dead_creatures.add(c); } } for (Creature c : creatures) { if (c.getX() < 1 && c instanceof Fox) { dead_creatures.add(c); } } } } import env3d.Env; import java.util.ArrayList; import org.lwjgl.input.Keyboard; /** * A predator and prey simulation. Fox is the predator and Tux is the prey. */ public class Game { private Env env; private boolean finished; private ArrayList<Creature> creatures; private KingTux king; private Snowball ball; private int tuxcounter; private int kills; /** * Constructor for the Game class. It sets up the foxes and tuxes. */ public Game() { // we use a separate ArrayList to keep track of each animal. // our room is 50 x 50. creatures = new ArrayList<Creature>(); for (int i = 0; i < 10; i++) { creatures.add(new Tux((int)(Math.random()*10)+1, 1, (int)(Math.random()*28)+1)); } for (int i = 0; i < 1; i++) { creatures.add(new Fox(60, 1, (int)(Math.random()*28)+1)); } king = new KingTux(25, 1, 35); ball = new Snowball(-400, -400, -400); } /** * Play the game */ public void play() { finished = false; // Create the new environment. Must be done in the same // method as the game loop env = new Env(); // Make the room 50 x 50. env.setRoom(new Room()); // Add all the animals into to the environment for display for (Creature c : creatures) { env.addObject(c); } for (Creature c : creatures) { if (c instanceof Tux) { tuxcounter++; } } env.addObject(king); env.addObject(ball); // Sets up the camera env.setCameraXYZ(30, 50, 55); env.setCameraPitch(-63); // Turn off the default controls env.setDefaultControl(false); // A list to keep track of dead tuxes. ArrayList<Creature> dead_creatures = new ArrayList<Creature>(); ArrayList<Creature> new_creatures = new ArrayList<Creature>(); // The main game loop while (!finished) { if (env.getKey() == 1 || tuxcounter == 0) { finished = true; } env.setDisplayStr("Tuxes: " + tuxcounter, 15, 0); env.setDisplayStr("Kills: " + kills, 140, 0); processInput(); ball.move(); king.check(); // Move each fox and tux. for (Creature c : creatures) { c.move(creatures, dead_creatures, new_creatures); } for (Creature c : creatures) { if (c.distance(ball) < c.getScale()+ball.getScale() && c instanceof Fox) { dead_creatures.add(c); ball.setX(-400); ball.setY(-400); ball.setZ(-400); kills++; } } // Clean up of the dead tuxes. for (Creature c : dead_creatures) { if (c instanceof Tux) { tuxcounter--; } env.removeObject(c); creatures.remove(c); } for (Creature c : new_creatures) { creatures.add(c); env.addObject(c); } // we clear the ArrayList for the next loop. We could create a new one // every loop but that would be very inefficient. dead_creatures.clear(); new_creatures.clear(); // Update display env.advanceOneFrame(); } // Just a little clean up env.exit(); } private void processInput() { int keyDown = env.getKeyDown(); int key = env.getKey(); if (keyDown == 203) { king.setX(king.getX()-1); } else if (keyDown == 205) { king.setX(king.getX()+1); } if (ball.getX() <= -400 && key == Keyboard.KEY_S) { ball.setX(king.getX()); ball.setY(king.getY()); ball.setZ(king.getZ()); } } /** * Main method to launch the program. */ public static void main(String args[]) { (new Game()).play(); } } /**** CREATURE CLASS ****/ /* (Parent class to Tux, Fox, and KingTux) */ import env3d.EnvObject; import java.util.ArrayList; abstract public class Creature extends EnvObject { private int frame; private double rand; /** * Constructor for objects of class Creature */ public Creature(double x, double y, double z) { setX(x); setY(y); setZ(z); setScale(1); rand = Math.random(); } private void randomGenerator() { rand = Math.random(); } public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures) { frame++; if (frame > 12) { randomGenerator(); frame = 0; } // if (rand < 0.25) { // setX(getX()+0.3); // setRotateY(90); // } else if (rand < 0.5) { // setX(getX()-0.3); // setRotateY(270); // } else if (rand < 0.75) { // setZ(getZ()+0.3); // setRotateY(0); // } else if (rand < 1) { // setZ(getZ()-0.3); // setRotateY(180); // } if (rand < 0.5) { setRotateY(getRotateY()-7); } else if (rand < 1) { setRotateY(getRotateY()+7); } setX(getX()+Math.sin(Math.toRadians(getRotateY()))*0.5); setZ(getZ()+Math.cos(Math.toRadians(getRotateY()))*0.5); if (getX() < getScale()) setX(getScale()); if (getX() > 50-getScale()) setX(50 - getScale()); if (getZ() < getScale()) setZ(getScale()); if (getZ() > 50-getScale()) setZ(50 - getScale()); // The move method now handles collision detection if (this instanceof Fox) { for (Creature c : creatures) { if (c.distance(this) < c.getScale()+this.getScale() && c instanceof Tux) { dead_creatures.add(c); } } } } } The rest of the classes are a bit trivial to this specific problem.

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  • Faulty to use memcache together with a php web-browser-game in this way?

    - by Crowye
    Background We are currently working on a strategy web-browser game based on php, html and javascript. The plan is to have 10,000+ users playing within the same world. Currently we are using memcached to: store json static data, language files store changeable serialized php class objects (such as armies, inventorys, unit-containers, buildings, etc) In the back we have a mysql server running and holding all the game data aswell. When a object is loaded through our ObjectLoader it loads in this order: checks a static hashmap in the script for the object checks memcache if it has already been loaded into it otherwise loads from database, and saves it into memcache and the static temp hashmap We have built the whole game using a class-object-oriented approach where functionality is always made between objects. Beause of this we think we have managed to get a nice structure, and with the help of memcached we have received good request times from client-server when interacting with the game. I'm aware that memcache is not synchronized, and also is not commonly used for holding a full game in memory. In the beginning after a server's startup the load times when loading objects into memcache for the first time will be high, but after the server's been online for a while and most loads are from memcache, the loads will be well reduced. Currently we are saving changed objects into memcache and database at the same time. Earlier we had an idea to save objects into db only after a certain time or at intervals, but due to risk inconsistency if the memcache/server went down, we skipped it for now. Client requests to server often return object's status simple json-format without changing the object, which in turn is represented in the browser visually with images and javascript. But from time to time depending on when an object was last updated, it updates them with new information (e.g. a build-queue holding planned buildings time-progress is increased, and/or planned-queue-items-array has changed). Questions: Do you see how this could work or are we walking in blindness here? Do you expect us to have a lot of inconsistency issues if someone loads and updates the a memcache objects while someone else does the same? Is it even doable to do it in the way he have done it? Seems to be working fine atm, but so far we have only been 4 people online at the same time.. Is some other cache program more fit for this class-object approach than memcached? Is there any other tips you have for this situation? UPDATE Since it is simply a "normal webpage" (no applet, flash, etc), we are implementing the game so that the server is the only one holding a "real game-state".. the state of the different javascript-objects on the client is more like a approximative version of the server's game state. From time to time and before you do certain things important things, the client's visual state is updated to the server's state (e.g. the client things he can afford a barracks, asks the server to build a barracks, server updates current resources according to income-data on server and then tries to build a barracks or casts an error-message, and then sends the current server-state on resources, buildings back to the client).. It is not a fast-paced game lika real strategy game. More like a quite slow 3-4 months playtime game, where buildings can take +1 minute up to several days to complete.

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  • Obj-C component-based game architecture and message forwarding

    - by WanderWeird
    Hello, I've been trying to implement a simple component-based game object architecture using Objective-C, much along the lines of the article 'Evolve Your Hierarchy' by Mick West. To this end, I've successfully used a some ideas as outlined in the article 'Objective-C Message Forwarding' by Mike Ash, that is to say using the -(id)forwardingTargetForSelector: method. The basic setup is I have a container GameObject class, that contains three instances of component classes as instance variables: GCPositioning, GCRigidBody, and GCRendering. The -(id)forwardingTargetForSelector: method returns whichever component will respond to the relevant selector, determined using the -(BOOL)respondsToSelector: method. All this, in a way, works like a charm: I can call a method on the GameObject instance of which the implementation is found in one of the components, and it works. Of course, the problem is that the compiler gives 'may not respond to ...' warnings for each call. Now, my question is, how do I avoid this? And specifically regarding the fact that the point is that each instance of GameObject will have a different set of components? Maybe a way to register methods with the container objects, on a object per object basis? Such as, can I create some kind of -(void)registerMethodWithGameObject: method, and how would I do that? Now, it may or may not be obvious that I'm fairly new to Cocoa and Objective-C, and just horsing around, basically, and this whole thing may be very alien here. Of course, though I would very much like to know of a solution to my specific issue, anyone who would care to explain a more elegant way of doing this would additionally be very welcome. Much appreciated, -Bastiaan

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  • Looping Redirect with PyFacebook and Google App Engine

    - by Nick Gotch
    I have a Python Facebook project hosted on Google App Engine and use the following code to handle initialization of the Facebook API using PyFacebook. # Facebook Initialization def initialize_facebook(f): # Redirection handler def redirect(self, url): logger.info('Redirecting the user to: ' + url) self.response.headers.add_header("Cache-Control", "max-age=0") self.response.headers.add_header("Pragma", "no-cache") self.response.out.write('<html><head><script>parent.location.replace(\'' + url + '\');</script></head></html>') return 'Moved temporarily' auth_token = request.params.get('auth_token', None) fbapi = Facebook(settings['FACEBOOK_API_KEY'], settings['FACEBOOK_SECRET_KEY'], auth_token=auth_token) if not fbapi: logger.error('Facebook failed to initialize') if fbapi.check_session(request) or auth_token: pass else: logger.info('User not logged into Facebook') return lambda a: redirect(a, fbapi.get_login_url()) if fbapi.added: pass else: logger.info('User does not have ' + settings['FACEBOOK_APP_NAME'] + ' added') return lambda a: redirect(a, fbapi.get_add_url()) # Return the validated API logger.info('Facebook successfully initialized') return lambda a: f(a, fbapi=fbapi) I'm trying to set it up so that I can drop this decorator on any page handler method and verify that the user has everything set up correctly. The issue is that when the redirect handler gets called, it starts an infinite loop of redirection. I tried using an HTTP 302 redirection in place of the JavaScript but that kept failing too. Does anyone know what I can do to fix this? I saw this similar question but there are no answers.

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  • Google app engine issue 777 particular solution?

    - by Niklas R
    I use 64.202.189.170 (godaddy) for a HTTP access to a www...on google app engine like GAE issue 777 so that a blank subdomain forwards to www.domain I get the blank to respond by output "This website is temporarily unavailable, please try again later. " There's info about this issue here http://knol.google.com/k/google-apps-discussion-group#view and here http://code.google.com/p/googleappengine/issues/detail?id=777 Since I managed to do it with a .com domain (The godaddy DNS hosted gralumo.com correctly responds to www..) I now want to do it with an off-site DNS managed domain getting the following info about servers: $ ping montao.com.br PING montao.com.br (64.202.189.170) 56(84) bytes of data. 64 bytes from pwfwd-v01.prod.mesa1.secureserver.net (64.202.189.170): icmp_seq=1 ttl=113 time=188 ms 64 bytes from pwfwd-v01.prod.mesa1.secureserver.net (64.202.189.170): icmp_seq=2 ttl=113 time=188 ms ^C --- montao.com.br ping statistics --- 2 packets transmitted, 2 received, 0% packet loss, time 1001ms rtt min/avg/max/mdev = 188.459/188.692/188.926/0.493 ms ubuntu@ubuntu:~$ ping www.montao.com.br PING ghs.l.google.com (74.125.43.121) 56(84) bytes of data. 64 bytes from bw-in-f121.1e100.net (74.125.43.121): icmp_seq=1 ttl=56 time=30.2 ms 64 bytes from bw-in-f121.1e100.net (74.125.43.121): icmp_seq=2 ttl=56 time=28.0 ms 64 bytes from bw-in-f121.1e100.net (74.125.43.121): icmp_seq=3 ttl=56 time=24.2 ms ^C --- ghs.l.google.com ping statistics --- 3 packets transmitted, 3 received, 0% packet loss, time 2003ms rtt min/avg/max/mdev = 24.201/27.522/30.282/2.514 ms So it looks to me these are the same IP numbers whether or not it's off-site DNS. It's just that it works for one domain and not the other. Could it be just resetting the appspot app ie removing and adding it? Can you recommend how to proceed? Thanks in advance

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  • Google App Engine: JDO does the job, JPA does not

    - by Phuong Nguyen de ManCity fan
    I have setup a project using both Jdo and Jpa. I used Jpa Annotation to Declare my Entity. Then I setup my testCases based on LocalTestHelper (from Google App Engine Documentation). When I run the test, a call to makePersistent of Jdo:PersistenceManager is perfectly OK; a call to persist of Jpa:EntityManager raised an error: java.lang.IllegalArgumentException: Type ("org.seamoo.persistence.jpa.model.ExampleModel") is not that of an entity but needs to be for this operation at org.datanucleus.jpa.EntityManagerImpl.assertEntity(EntityManagerImpl.java:888) at org.datanucleus.jpa.EntityManagerImpl.persist(EntityManagerImpl.java:385) Caused by: org.datanucleus.exceptions.NoPersistenceInformationException: The class "org.seamoo.persistence.jpa.model.ExampleModel" is required to be persistable yet no Meta-Data/Annotations can be found for this class. Please check that the Meta-Data/annotations is defined in a valid file location. at org.datanucleus.ObjectManagerImpl.assertClassPersistable(ObjectManagerImpl.java:3894) at org.datanucleus.jpa.EntityManagerImpl.assertEntity(EntityManagerImpl.java:884) ... 27 more How can it be the case? Below is the link to the source code of the maven projects that reproduce that problem: http://seamoo.com/jpa-bug-reproduce.tar.gz Execute the maven test goal over the parent pom you will notice that 3/4 tests from org.seamoo.persistence.jdo.JdoGenericDAOImplTest passed, while all tests from org.seamoo.persistence.jpa.JpaGenericDAOImplTest failed.

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  • Google App Engine - "Invalid sender format" when sending e-mail

    - by Taylor Leese
    I'm trying to send an e-mail using Google App Engine. I'm getting the exception below and I'm not sure why at the moment. Any ideas? javax.mail.SendFailedException: Send failure (javax.mail.MessagingException: Illegal Arguments (java.lang.IllegalArgumentException: Bad Request: Invalid sender format)) at javax.mail.Transport.send(Transport.java:163) at javax.mail.Transport.send(Transport.java:48) at com.mystuff.service.mail.MailService.sendActivationEmail(MailService.java:145) Below is the code related to sending the e-mail. public final void sendActivationEmail(final UserAccount user) { final Properties props = new Properties(); final Session session = Session.getDefaultInstance(props, null); final Message message = new MimeMessage(session); final Multipart multipart = new MimeMultipart(); final MimeBodyPart htmlPart = new MimeBodyPart(); final MimeBodyPart textPart = new MimeBodyPart(); final Locale locale = LocaleContextHolder.getLocale(); try { message.setFrom(new InternetAddress(getFromAddress(), "Qoogeo")); message.addRecipient(Message.RecipientType.TO, new InternetAddress(user.getUsername(), user.getFirstName() + " " + user.getLastName())); message.setSubject(messageSource.getMessage("mail.subject", null, locale)); textPart.setContent(messageSource.getMessage("mail.body.txt", new Object[] {getHostname(), user.getActivationKey()}, locale), "text/plain"); htmlPart.setContent(messageSource.getMessage("mail.body.html", new Object[] {getHostname(), user.getActivationKey()}, locale), "text/html"); multipart.addBodyPart(textPart); multipart.addBodyPart(htmlPart); message.setContent(multipart); Transport.send(message); } catch (MessagingException e) { LOGGER.warn(ERROR_MSG, e); } catch (UnsupportedEncodingException e) { LOGGER.warn(ERROR_MSG, e); } } Also, getFromAddress() returns "[email protected]".

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  • Google App Engine: Unit testing concurrent access to memcache

    - by Phuong Nguyen de ManCity fan
    Would you guys show me a way to simulating concurrent access to memcache on Google App Engine? I'm trying with LocalServiceTestHelpers and threads but don't have any luck. Every time I try to access Memcache within a thread, then I get this error: ApiProxy$CallNotFoundException: The API package 'memcache' or call 'Increment()' was not found I guess that the testing library of GAE SDK tried to mimic the real environment and thus setup the environment for only one thread (the thread that running the test) which cannot be seen by other thread. Here is a piece of code that can reproduce the problem package org.seamoo.cache.memcacheImpl; import org.testng.Assert; import org.testng.annotations.AfterMethod; import org.testng.annotations.BeforeMethod; import org.testng.annotations.Test; import com.google.appengine.api.memcache.MemcacheService; import com.google.appengine.api.memcache.MemcacheServiceFactory; import com.google.appengine.tools.development.testing.LocalMemcacheServiceTestConfig; import com.google.appengine.tools.development.testing.LocalServiceTestHelper; public class MemcacheTest { LocalServiceTestHelper helper; public MemcacheTest() { LocalMemcacheServiceTestConfig memcacheConfig = new LocalMemcacheServiceTestConfig(); helper = new LocalServiceTestHelper(memcacheConfig); } /** * */ @BeforeMethod public void setUp() { helper.setUp(); } /** * @see LocalServiceTest#tearDown() */ @AfterMethod public void tearDown() { helper.tearDown(); } @Test public void memcacheConcurrentAccess() throws InterruptedException { final MemcacheService service = MemcacheServiceFactory.getMemcacheService(); Runnable runner = new Runnable() { @Override public void run() { // TODO Auto-generated method stub service.increment("test-key", 1L, 1L); try { Thread.sleep(200L); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } service.increment("test-key", 1L, 1L); } }; Thread t1 = new Thread(runner); Thread t2 = new Thread(runner); t1.start(); t2.start(); while (t1.isAlive()) { Thread.sleep(100L); } Assert.assertEquals((Long) (service.get("test-key")), new Long(4L)); } }

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