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  • What causes Box2D revolute joints to separate?

    - by nbolton
    I have created a rag doll using dynamic bodies (rectangles) and simple revolute joints (with lower and upper angles). When my rag doll hits the ground (which is a static body) the bodies seem to fidget and the joints separate. It looks like the bodies are sticking to the ground, and the momentum of the rag doll pulls the joint apart (see screenshot below). I'm not sure if it's related, but I'm using the Badlogic GDX Java wrapper for Box2D. Here's some snippets of what I think is the most relevant code: private RevoluteJoint joinBodyParts( Body a, Body b, Vector2 anchor, float lowerAngle, float upperAngle) { RevoluteJointDef jointDef = new RevoluteJointDef(); jointDef.initialize(a, b, a.getWorldPoint(anchor)); jointDef.enableLimit = true; jointDef.lowerAngle = lowerAngle; jointDef.upperAngle = upperAngle; return (RevoluteJoint)world.createJoint(jointDef); } private Body createRectangleBodyPart( float x, float y, float width, float height) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width, height); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.y = y; bodyDef.position.x = x; Body body = world.createBody(bodyDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = shape; fixtureDef.density = 10; fixtureDef.filter.groupIndex = -1; fixtureDef.filter.categoryBits = FILTER_BOY; fixtureDef.filter.maskBits = FILTER_STUFF | FILTER_WALL; body.createFixture(fixtureDef); shape.dispose(); return body; } I've skipped the method for creating the head, as it's pretty much the same as the rectangle method (just using a cricle shape). Those methods are used like so: torso = createRectangleBodyPart(x, y + 5, 0.25f, 1.5f); Body head = createRoundBodyPart(x, y + 7.4f, 1); Body leftLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body rightLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body leftLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body rightLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body leftArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); Body rightArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); joinBodyParts(torso, head, new Vector2(0, 1.6f), headAngle); leftLegTopJoint = joinBodyParts(torso, leftLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); rightLegTopJoint = joinBodyParts(torso, rightLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); leftLegBottomJoint = joinBodyParts(leftLegTop, leftLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); rightLegBottomJoint = joinBodyParts(rightLegTop, rightLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); leftArmJoint = joinBodyParts(torso, leftArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle); rightArmJoint = joinBodyParts(torso, rightArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle);

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  • How to execute a Ruby file in Java, capable of calling functions from the Java program and receiving primitive-type results?

    - by Omega
    I do not fully understand what am I asking (lol!), well, in the sense of if it is even possible, that is. If it isn't, sorry. Suppose I have a Java program. It has a Main and a JavaCalculator class. JavaCalculator has some basic functions like public int sum(int a,int b) { return a + b } Now suppose I have a ruby file. Called MyProgram.rb. MyProgram.rb may contain anything you could expect from a ruby program. Let us assume it contains the following: class RubyMain def initialize print "The sum of 5 with 3 is #{sum(5,3)}" end def sum(a,b) # <---------- Something will happen here end end rubyMain = RubyMain.new Good. Now then, you might already suspect what I want to do: I want to run my Java program I want it to execute the Ruby file MyProgram.rb When the Ruby program executes, it will create an instance of JavaCalculator, execute the sum function it has, get the value, and then print it. The ruby file has been executed successfully. The Java program closes. Note: The "create an instance of JavaCalculator" is not entirely necessary. I would be satisfied with just running a sum function from, say, the Main class. My question: is such possible? Can I run a Java program which internally executes a Ruby file which is capable of commanding the Java program to do certain things and get results? In the above example, the Ruby file asks the Java program to do a sum for it and give the result. This may sound ridiculous. I am new in this kind of thing (if it is possible, that is). WHY AM I ASKING THIS? I have a Java program, which is some kind of game engine. However, my target audience is a bunch of Ruby coders. I don't want to have them learn Java at all. So I figured that perhaps the Java program could simply offer the functionality (capacity to create windows, display sprites, play sounds...) and then, my audience can simply code with Ruby the logic, which basically justs asks my Java engine to do things like displaying sprites or playing sounds. That's when I though about asking this.

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  • ConsumeStructuredBuffer, what am I doing wrong?

    - by John
    I'm trying to implement the 3rd exercise in chapter 12 of Introduction to 3D Game Programming with DirectX 11, that is: Implement a Compute Shader to calculate the length of 64 vectors. Previous exercises ask you to do the same with typed buffers and regular structured buffers and I had no problems with them. For what I've read, [Consume|Append]StructuredBuffers are bound to the pipeline using UnorderedAccessViews (as long as they use the D3D11_BUFFER_UAV_FLAG_APPEND, and the buffers have both D3D11_BIND_SHADER_RESOURCE and D3D11_BIND_UNORDERED_ACCESS bind flags). Problem is: my AppendStructuredBuffer works, since I can append data to it and retrieve it from the application to write to a results file, but the ConsumeStructuredBuffer always returns zeroed data. Data is in the buffer, since if I change the UAV to a ShaderResourceView and to a StructuredBuffer in the HLSL side it works. I don't know what I am missing: Should I initialize the ConsumeStructuredBuffer on the GPU, or can I do it when I create the buffer (as I amb currently doing). Is it OK to bind the buffer with a UAV as described above? Do I need to bind it as a ShaderResourceView somehow? Maybe I am missing some step? This is the declaration of buffers in the Compute Shader: struct Data { float3 v; }; struct Result { float l; }; ConsumeStructuredBuffer<Data> gInput; AppendStructuredBuffer<Result> gOutput; And here the creation of the buffer and UAV for input data: D3D11_BUFFER_DESC inputDesc; inputDesc.Usage = D3D11_USAGE_DEFAULT; inputDesc.ByteWidth = sizeof(Data) * mNumElements; inputDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS; inputDesc.CPUAccessFlags = 0; inputDesc.StructureByteStride = sizeof(Data); inputDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; D3D11_SUBRESOURCE_DATA vinitData; vinitData.pSysMem = &data[0]; HR(md3dDevice->CreateBuffer(&inputDesc, &vinitData, &mInputBuffer)); D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc; uavDesc.Format = DXGI_FORMAT_UNKNOWN; uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; uavDesc.Buffer.FirstElement = 0; uavDesc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_APPEND; uavDesc.Buffer.NumElements = mNumElements; md3dDevice->CreateUnorderedAccessView(mInputBuffer, &uavDesc, &mInputUAV); Initial data is an array of Data structs, which contain a XMFLOAT3 with random data. I bind the UAV to the shader using the Effects framework: ID3DX11EffectUnorderedAccessViewVariable* Input = mFX->GetVariableByName("gInput")->AsUnorderedAccessView(); Input->SetUnorderedAccessView(uav); // uav is mInputUAV Any ideas? Thank you.

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  • OData &ndash; The easiest service I can create

    - by Jon Dalberg
    I wanted to create an OData service with the least amount of code so I fired up Visual Studio and got cracking. I decided to serve up a list of naughty words and make them read-only. Create a new web project. I created an empty MVC 2 application but MVC is not required for OData. Add a new WCF Data Service to the project. I named mine NastyWords.svc since I’m serving up a list of nasty words. Add a class to expose via the service: NastyWord 1: [DataServiceKey("Word")] 2: public class NastyWord 3: { 4: public string Word { get; set; } 5: }   I need to be able to uniquely identify instances of NastyWords for the DataService so I used the DataServiceKey attribute with the “Word” property as the key. I could have added an “ID” property which would have uniquely identified them and would then not need the “DataServiceKey” attribute because the DataService would apply some reflection and heuristics to guess at which property would be the unique identifier. However, the words themselves are unique so adding an “ID” property would be redundantly repetitive. Then I created a data source to expose my NastyWord objects to the service. This is just a simple class with IQueryable<T> properties exposing the entities for my service: 1: public class NastyWordsDataSource 2: { 3: private static IList<NastyWord> words = new List<NastyWord> 4: { 5: new NastyWord{ Word="crap"}, 6: new NastyWord{ Word="darn"}, 7: new NastyWord{ Word="hell"}, 8: new NastyWord{ Word="shucks"} 9: }; 10:   11: public NastyWordsDataSource() 12: { 13: NastyWords = words.AsQueryable(); 14: } 15:   16: public IQueryable<NastyWord> NastyWords { get; private set; } 17: }   Now I can go to the NastyWords.svc class and tell it which data source to use and which entities to expose: 1: public class NastyWords : DataService<NastyWordsDataSource> 2: { 3: // This method is called only once to initialize service-wide policies. 4: public static void InitializeService(DataServiceConfiguration config) 5: { 6: config.SetEntitySetAccessRule("*", EntitySetRights.AllRead); 7: config.DataServiceBehavior.MaxProtocolVersion = DataServiceProtocolVersion.V2; 8: } 9: }   Compile and browse to my NastWords.svc and weep with joy Now I can query my service just like any other OData service. Next time, I’ll modify this service to allow updates to sent so I can build up my list of nasty words. Enjoy!

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  • Why do "Joke" programming languages exist? [closed]

    - by ThePlan
    First of all please be aware this post contains some abusive language but I hope it will not bother anyone. I apologize for the bad language but that's what the name is. As I've been doing documentation on existing programming languages attempting to make a complete list of them I stumbled across terrible programming languages, which were clearly not made for actual use and implementation due to their insane difficulty. Languages such as Brainfu*k and LOLCODE or Whitespace are fool languages because they have no real use. For example, a "Hello world" program written in BrainFu*k. Taken from Wikipedia: The following program prints "Hello World!" and a newline to the screen: +++++ +++++ initialize counter (cell #0) to 10 [ use loop to set the next four cells to 70/100/30/10 > +++++ ++ add 7 to cell #1 > +++++ +++++ add 10 to cell #2 > +++ add 3 to cell #3 > + add 1 to cell #4 <<<< - decrement counter (cell #0) ] > ++ . print 'H' > + . print 'e' +++++ ++ . print 'l' . print 'l' +++ . print 'o' > ++ . print ' ' << +++++ +++++ +++++ . print 'W' > . print 'o' +++ . print 'r' ----- - . print 'l' ----- --- . print 'd' > + . print '!' > . print '\n' or another example taken from LOLCODE language: HAI CAN HAS STDIO? PLZ OPEN FILE "LOLCATS.TXT"? AWSUM THX VISIBLE FILE O NOES INVISIBLE "ERROR!" KTHXBYE These languages are very difficult to learn/read/work with. My question is - Why do they exist? What is the purpose of them? Also, is there an official "name" for these type of languages?

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  • Create a kind of Interface c++ [migrated]

    - by Liuka
    I'm writing a little 2d rendering framework with managers for input and resources like textures and meshes (for 2d geometry models, like quads) and they are all contained in a class "engine" that interacts with them and with a directX class. So each class have some public methods like init or update. They are called by the engine class to render the resources, create them, but a lot of them should not be called by the user: //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" loadtexture(); gettexture(); //called by the user } class Engine { private: Tmanager texManager; public: Init() { //initialize all the managers } Render(){...} Update(){...} Tmanager* GetTManager(){return &texManager;} //to get a pointer to the manager //if i want to create or get textures } In this way the user, calling Engine::GetTmanager will have access to all the public methods of Tmanager, including init update and rendertexture, that must be called only by Engine inside its init, render and update functions. So, is it a good idea to implement a user interface in the following way? //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" friend class Tmanager_UserInterface; operator Tmanager_UserInterface*(){return reinterpret_cast<Tmanager_UserInterface*>(this)} } class Tmanager_UserInterface : private Tmanager { //delete constructor //in this class there will be only methods like: loadtexture(); gettexture(); } class Engine { private: Tmanager texManager; public: Init() Render() Update() Tmanager_UserInterface* GetTManager(){return texManager;} } //in main function //i need to load a texture //i always have access to Engine class engine-GetTmanger()-LoadTexture(...) //i can just access load and get texture; In this way i can implement several interface for each object, keeping visible only the functions i (and the user) will need. There are better ways to do the same?? Or is it just useless(i dont hide the "framework private functions" and the user will learn to dont call them)? Before i have used this method: class manager { public: //engine functions userfunction(); } class engine { private: manager m; public: init(){//call manager init function} manageruserfunciton() { //call manager::userfunction() } } in this way i have no access to the manager class but it's a bad way because if i add a new feature to the manager i need to add a new method in the engine class and it takes a lot of time. sorry for the bad english.

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • Creating classed in JavaScript

    - by Renso
    Goal:Creating class instances in JavaScript is not available since you define "classes" in js with object literals. In order to create classical classes like you would in c#, ruby, java, etc, with inheritance and instances.Rather than typical class definitions using object literals, js has a constructor function and the NEW operator that will allow you to new-up a class and optionally provide initial properties to initialize the new object with.The new operator changes the function's context and behavior of the return statement.var Person = function(name) {   this.name = name;};   //Init the personvar dude= new Person("renso");//Validate the instanceassert(dude instanceof Person);When a constructor function is called with the new keyword, the context changes from global window to a new and empty context specific to the instance; "this" will refer in this case to the "dude" context.Here is class pattern that you will need to define your own CLASS emulation library:var Class = function() {   var _class = function() {      this.init.apply(this, arguments);   };   _class.prototype.init = function(){};   return _class;}var Person a new Class();Person.prototype.init = function() {};var person = new Person;In order for the class emulator to support adding functions and properties to static classes as well as object instances of People, change the emulator:var Class = function() {   var _class = function() {      this.init.apply(this, arguments);   };   _class.prototype.init = function(){};   _class.fn = _class.prototype;   _class.fn.parent = _class;   //adding class properties   _class.extend = function(obj) {      var extended = obj.extended;      for(var i in obj) {         _class[i] = obj[i];      };      if(extended) extended(_class);   };   //adding new instances   _class.include = function(obj) {      var included = obj.included;      for(var i in obj) {         _class.fn[i] = obj[i];      };      if(included) included(_class);   };   return _class;}Now you can use it to create and extend your own object instances://adding static functions to the class Personvar Person = new Class();Person.extend({   find: function(name) {/*....*/},      delete: function(id) {/*....*/},});//calling static function findvar person = Person.find('renso');   //adding properties and functions to the class' prototype so that they are available on instances of the class Personvar Person = new Class;Person.extend({   save: function(name) {/*....*/},   delete: function(id) {/*....*/}});var dude = new Person;//calling instance functiondude.save('renso');

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  • HTML5 game programming style

    - by fnx
    I am currently trying learn javascript in form of HTML5 games. Stuff that I've done so far isn't too fancy since I'm still a beginner. My biggest concern so far has been that I don't really know what is the best way to code since I don't know the pros and cons of different methods, nor I've found any good explanations about them. So far I've been using the worst (and propably easiest) method of all (I think) since I'm just starting out, for example like this: var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var width = 640; var height = 480; var player = new Player("pic.png", 100, 100, ...); also some other global vars... function Player(imgSrc, x, y, ...) { this.sprite = new Image(); this.sprite.src = imgSrc; this.x = x; this.y = y; ... } Player.prototype.update = function() { // blah blah... } Player.prototype.draw = function() { // yada yada... } function GameLoop() { player.update(); player.draw(); setTimeout(GameLoop, 1000/60); } However, I've seen a few examples on the internet that look interesting, but I don't know how to properly code in these styles, nor do I know if there are names for them. These might not be the best examples but hopefully you'll get the point: 1: Game = { variables: { width: 640, height: 480, stuff: value }, init: function(args) { // some stuff here }, update: function(args) { // some stuff here }, draw: function(args) { // some stuff here }, }; // from http://codeincomplete.com/posts/2011/5/14/javascript_pong/ 2: function Game() { this.Initialize = function () { } this.LoadContent = function () { this.GameLoop = setInterval(this.RunGameLoop, this.DrawInterval); } this.RunGameLoop = function (game) { this.Update(); this.Draw(); } this.Update = function () { // update } this.Draw = function () { // draw game frame } } // from http://www.felinesoft.com/blog/index.php/2010/09/accelerated-game-programming-with-html5-and-canvas/ 3: var engine = {}; engine.canvas = document.getElementById('canvas'); engine.ctx = engine.canvas.getContext('2d'); engine.map = {}; engine.map.draw = function() { // draw map } engine.player = {}; engine.player.draw = function() { // draw player } // from http://that-guy.net/articles/ So I guess my questions are: Which is most CPU efficient, is there any difference between these styles at runtime? Which one allows for easy expandability? Which one is the most safe, or at least harder to hack? Are there any good websites where stuff like this is explained? or... Does it all come to just personal preferance? :)

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  • In what oreder does the Asset-Pipeline in Ruby on Rails load JavaScript Files?

    - by psycatham
    Hello, So, when I decided to remove the tags <script></script> and benefit from the asset-pipeline instead, complications took place. I am working with Google Maps' API V3, and to benefit from their functions and objects that their code provides, you have load the link first <script src="https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places"></script> Basically, If I put this line before their code, and put their code in script tags, things work out pretty perfecty, but when I use javascript_include_tag instead of script tag in html and copy my code to the file I pointed at -Like This - <script src="https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places"></script> <%=javascript_include_tag "map_new_marker_drag"%> , the asset-pipeline seems to load That file before loading the link of Google Maps API, thus I get the error : - Uncaught ReferenceError : google is undefined I tried putting the link in javascript_include_tag too -Like this- <%=javascript_include_tag "https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places" %> <%=javascript_include_tag "map_new_marker_drag"%> , and it generated this <script src="https://maps.googleapis.com/maps/api/js?v=3.exp&amp;libraries=places"></script> <script src="https://maps.gstatic.com/cat_js/intl/en_us/mapfiles/api-3/17/2/%7Bmain,places%7D.js" type="text/javascript"></script> <script src="/assets/map_new_marker_drag.js?body=1"></script> and the same error Uncaught ReferenceError : google is undefined. Do I have to put it in another order? what am I missing about the asset-pipeline mechanisms ? What should I do to make the link load before the code so to benefit from their objects and get rid of the error? PS : I tried using jquery functions and so , but I seem not to make it happen. If you still think this is a proper solution, please provide me some code I can use this is the jquery function I used jQuery(function($) { // Asynchronously Load the map API var script = document.createElement('script'); script.src = "http://maps.googleapis.com/maps/api/js?sensor=false&callback=initialize"; document.body.appendChild(script); var scriptTwo = document.createElement('script'); scriptTwo.src = "https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places"; document.body.appendChild(scripTwo); });

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  • I was stuck in implementing Simple Ftp with Winsock [migrated]

    - by user67449
    I want to implement a SimpleFtp with Winsock. But I was stuck in the maybe the file stream reading and writing. This is the Server. #include <WinSock2.h> #include <memory.h> #include <stdio.h> #include <iostream> using namespace std; #pragma comment(lib, "ws2_32.lib") #define MAX_FILE_NAME 100 #define DATA_PACK_SIZE 80*1000 // ??DataPack?????80KB #define SOCKKET_BUFFER_SIZE 80*1000 // socket??? #define FILE_BUFFER_SIZE DATA_PACK_SIZE-MAX_FILE_NAME-4*sizeof(int)-sizeof(u_long) //?????,??,??????content????? #define CONTENT_SIZE FILE_BUFFER_SIZE // DataPack?????content??? // Define a structure to hold the content of a file typedef struct FilePack{ char fName[MAX_FILE_NAME]; // File's name int fLen; // File's length int packNum; // Number of the DataPack int packLen; // DataPack's length int packCount; int contenLen; // the content length the DataPack actually holds u_long index; // ?????????? char content[CONTENT_SIZE]; // DataPack?????? }DataPack, *pDataPack; void WinsockInitial(){ WSADATA wsaData; WORD wVersionRequested; int err; wVersionRequested=MAKEWORD(2,2); err=WSAStartup(wVersionRequested, &wsaData); if(err!=0){ cout<<"Error at WSAStartup()."<<endl; exit(0); } if( LOBYTE(wsaData.wVersion)!=2 || HIBYTE(wsaData.wVersion)!=2 ){ cout<<"Error at version of Winsock. "<<endl; WSACleanup(); exit(0); } } void SockBind(SOCKET sock, int port, sockaddr_in &addrsock){ addrsock.sin_family=AF_INET; addrsock.sin_port=htons(port); addrsock.sin_addr.S_un.S_addr=htonl(INADDR_ANY); if( bind(sock, (sockaddr*)&addrsock, sizeof(addrsock)) == SOCKET_ERROR ){ cout<<"Error at bind(). Error: "<<GetLastError()<<endl; closesocket(sock); WSACleanup(); exit(0); } } void SockListen(SOCKET sock, int bak){ int err=listen(sock, bak); if(err==SOCKET_ERROR){ cout<<"Error at listen()."<<WSAGetLastError()<<endl; closesocket(sock); WSACleanup(); exit(0); } } int SockSend(DataPack &dataPack, SOCKET sock, char *sockBuf){ int bytesLeft=0, bytesSend=0; int idx=0; bytesLeft=sizeof(dataPack); // ?DataPack?????sockBuf??? memcpy(sockBuf, &dataPack, sizeof(dataPack)); while(bytesLeft>0){ bytesSend=send(sock, &sockBuf[idx], bytesLeft, 0); if(bytesSend==SOCKET_ERROR){ cout<<"Error at send()."<<endl; return 1; } bytesLeft-=bytesSend; idx+=bytesSend; } return 0; } int GetFileLen(FILE *fp){ // ?????? if(fp==NULL){ cout<<"Invalid argument. Error at GetFileLen()."<<endl; exit(0); } fseek(fp, 0, SEEK_END); int tempFileLen=ftell(fp); fseek(fp, 0, SEEK_SET); return tempFileLen; } int main(){ int err; sockaddr_in addrServ; int port=8000; // Initialize Winsock WinsockInitial(); // Create a socket SOCKET sockListen=socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); if(sockListen==INVALID_SOCKET){ cout<<"Error at socket()."<<endl; WSACleanup(); return 1; } // Bind the socket. SockBind(sockListen, port, addrServ); // Listen for incoming connection requests cout<<"Waiting for incoming connection requests..."<<endl; SockListen(sockListen, 5); // Accept the connection request. sockaddr_in addrClient; int len=sizeof(addrClient); SOCKET sockConn=accept(sockListen, (sockaddr*)&addrClient, &len); if(sockConn!=INVALID_SOCKET){ cout<<"Connected to client successfully."<<endl; } // Set the buffer size of socket char sockBuf[SOCKKET_BUFFER_SIZE]; int nBuf=SOCKKET_BUFFER_SIZE; int nBufLen=sizeof(nBuf); err=setsockopt(sockConn, SOL_SOCKET, SO_SNDBUF, (char*)&nBuf, nBufLen); if(err!=0){ cout<<"Error at setsockopt(). Failed to set buffer size for socket."<<endl; exit(0); } //??????????? err = getsockopt(sockConn, SOL_SOCKET, SO_SNDBUF, (char*)&nBuf, &nBufLen); if( SOCKKET_BUFFER_SIZE != nBuf){ cout<<"Error at setsockopt(). ?socket????????"<<endl; closesocket(sockListen); closesocket(sockConn); WSACleanup(); exit(0); } //------------------------------------------------------------------------// DataPack dataPackSend; memset(&dataPackSend, 0, sizeof(dataPackSend)); int bytesRead; int bytesLeft; int bytesSend; int packCount; // Counts how many DataPack needed FILE *frp; // Used to read if(strcpy_s(dataPackSend.fName, "music.mp3")!=0){ cout<<"Error at strcpy_s()."<<endl; return 1; } // Open the file in read+binary mode err=fopen_s(&frp, dataPackSend.fName, "rb"); if(err!=0){ cout<<"Error at fopen_s()."<<endl; return 1; } char fileBuf[FILE_BUFFER_SIZE]; // Set the buffer size of File if(setvbuf(frp, fileBuf, _IONBF, FILE_BUFFER_SIZE)!=0){ cout<<"Error at setvbuf().Failed to set buffer size for file."<<endl; closesocket(sockListen); closesocket(sockConn); WSACleanup(); exit(0); } // Get file's length int fileLen=GetFileLen(frp); cout<<"File ???:"<<fileLen<<" bytes."<<endl; // Calculate how many DataPacks needed packCount=ceil( (double)fileLen/CONTENT_SIZE ); cout<<"File Length: "<<fileLen<<" "<<"Content Size: "<<CONTENT_SIZE<<endl; cout<<"???"<<packCount<<" ?DataPack"<<endl; int i=0; for(i=0; i<packCount; i++){ //?????dataPackSend????? memset(&dataPackSend, 0, sizeof(dataPackSend)); // Fill the dataPackSend if(strcpy_s(dataPackSend.fName, "abc.txt")!=0){ cout<<"Error at strcpy_s()."<<endl; return 1; } dataPackSend.packLen=DATA_PACK_SIZE; dataPackSend.fLen=fileLen; dataPackSend.packCount=packCount; if( packCount==1 ){ //??DataPack??? bytesRead=fread(fileBuf, 1, dataPackSend.fLen, frp); dataPackSend.contenLen=dataPackSend.fLen; memcpy(dataPackSend.content, fileBuf, bytesRead); dataPackSend.packNum=0; //???????DataPack // ?????dataPackSend?Client? if( SockSend(dataPackSend, sockConn, sockBuf)==0 ){ cout<<"??? "<<dataPackSend.packNum<<" ?DataPack"<<endl; } }else if( packCount>1 && i<(packCount-1) ){ // ???(???????) bytesRead=fread(fileBuf, 1, CONTENT_SIZE, frp); dataPackSend.contenLen=CONTENT_SIZE; memcpy(dataPackSend.content, fileBuf, bytesRead); dataPackSend.packNum=i; //?dataPackSend??????Client? if( SockSend(dataPackSend, sockConn, sockBuf)==0 ){ cout<<"??? "<<dataPackSend.packNum<<" ?DataPack."<<endl; } }else{ // ????? bytesRead=fread(fileBuf, 1, (dataPackSend.fLen-i*CONTENT_SIZE), frp); dataPackSend.contenLen=dataPackSend.fLen-i*CONTENT_SIZE; memcpy(dataPackSend.content, fileBuf, bytesRead); dataPackSend.packNum=i; //?dataPackSend???Client? if( SockSend(dataPackSend, sockConn, sockBuf)==0 ){ cout<<"??? "<<dataPackSend.packNum<<" ?DataPack."<<endl; } } } fclose(frp); closesocket(sockListen); closesocket(sockConn); WSACleanup(); return 0; } And this is Client. #include <WinSock2.h> #include <memory.h> #include <stdio.h> #include <iostream> using namespace std; #pragma comment(lib, "ws2_32.lib") #define MAX_FILE_NAME 100 #define DATA_PACK_SIZE 80*1000 // ??DataPack?????80KB #define SOCKKET_BUFFER_SIZE 80*1000 // socket??? #define FILE_BUFFER_SIZE DATA_PACK_SIZE-MAX_FILE_NAME-4*sizeof(int)-sizeof(u_long) //?????,??,??????content????? #define CONTENT_SIZE FILE_BUFFER_SIZE // DataPack?????content??? // Define a structure to hold the content of a file typedef struct FilePack{ char fName[MAX_FILE_NAME]; // File's name int fLen; // File's length int packNum; // Number of the DataPack int packLen; // DataPack's length int packCount; //DataPack??? int contenLen; // the content length the DataPack actually holds u_long index; // ?????????? char content[CONTENT_SIZE]; // DataPack?????? }DataPack, *pDataPack; void WinsockInitial(){ WSADATA wsaData; WORD wVersionRequested; int err; wVersionRequested=MAKEWORD(2,2); err=WSAStartup(wVersionRequested, &wsaData); if(err!=0){ cout<<"Error at WSAStartup()."<<endl; exit(0); } if( LOBYTE(wsaData.wVersion)!=2 || HIBYTE(wsaData.wVersion)!=2 ){ cout<<"Error at version of Winsock. "<<endl; WSACleanup(); exit(0); } } int SockRecv(SOCKET sock, char *sockBuf){ int bytesLeft, bytesRecv; int idx=0; bytesLeft=DATA_PACK_SIZE; while(bytesLeft>0){ bytesRecv=recv(sock, &sockBuf[idx], bytesLeft, 0); if(bytesRecv==SOCKET_ERROR){ cout<<"Error at recv()."<<endl; return 1; } bytesLeft-=bytesRecv; idx+=bytesRecv; } return 0; } int main(){ int err; sockaddr_in addrServ; int port=8000; // Initialize Winsock WinsockInitial(); // Create a socket SOCKET sockClient=socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); if(sockClient==INVALID_SOCKET){ cout<<"Error at socket()."<<endl; WSACleanup(); return 1; } // Set the buffer size of socket char sockBuf[SOCKKET_BUFFER_SIZE]; int nBuf=SOCKKET_BUFFER_SIZE; int nBufLen=sizeof(nBuf); err=setsockopt(sockClient, SOL_SOCKET, SO_RCVBUF, (char*)&nBuf, nBufLen); if(err!=0){ cout<<"Error at setsockopt(). Failed to set buffer size for socket."<<endl; exit(0); } //??????????? err = getsockopt(sockClient, SOL_SOCKET, SO_RCVBUF, (char*)&nBuf, &nBufLen); if( SOCKKET_BUFFER_SIZE != nBuf){ cout<<"Error at getsockopt(). ?socket????????"<<endl; closesocket(sockClient); WSACleanup(); exit(0); } // Connect to the Server addrServ.sin_family=AF_INET; addrServ.sin_port=htons(port); addrServ.sin_addr.S_un.S_addr=inet_addr("127.0.0.1"); err=connect(sockClient, (sockaddr*)&addrServ, sizeof(sockaddr)); if(err==SOCKET_ERROR){ cout<<"Error at connect()."<<GetLastError()<<endl; closesocket(sockClient); WSACleanup(); return 1; }else{ cout<<"Connected to the FTP Server successfully."<<endl; } /* int i=0; int bytesRecv, bytesLeft, bytesWrite; int packCount=0, fLen=0; DataPack dataPackRecv; //?????? SockRecv(sockClient, sockBuf); memcpy(&dataPackRecv, sockBuf, sizeof(dataPackRecv)); cout<<"???? "<<dataPackRecv.packNum<<" ?DataPack."<<endl; cout<<"?DataPack??fName????: "<<dataPackRecv.fName<<endl; //??????? packCount=dataPackRecv.packCount; cout<<"?? "<<packCount<<" ?DataPack."<<endl; fLen=dataPackRecv.fLen; // Create a local file to write into FILE *fwp; err=fopen_s(&fwp, dataPackRecv.fName, "wb"); if(err!=0){ cout<<"Error at creat fopen_s(). Failed to create a local file to write into."<<endl; return 1; } // Set the buffer size of File char fileBuf[FILE_BUFFER_SIZE]; if(setvbuf(fwp, fileBuf, _IONBF, FILE_BUFFER_SIZE)!=0){ cout<<"Error at setvbuf().Failed to set buffer size for file."<<endl; memset(fileBuf, 0, sizeof(fileBuf)); closesocket(sockClient); WSACleanup(); exit(0); } //???????content???? memcpy(fileBuf, dataPackRecv.content, sizeof(dataPackRecv.content)); bytesWrite=fwrite(fileBuf, 1, sizeof(fileBuf), fwp); if(bytesWrite<sizeof(fileBuf)){ cout<<"Error at fwrite(). Failed to write the content of dataPackRecv to local file."<<endl; } //?????packCount-1????????????????? for(int i=1; i<packCount; i++){ // ????????? memset(sockBuf, 0, sizeof(sockBuf)); memset(&dataPackRecv, 0, sizeof(dataPackRecv)); memset(fileBuf, 0, sizeof(fileBuf)); SockRecv(sockClient, sockBuf); memcpy(&dataPackRecv, sockBuf, sizeof(dataPackRecv)); cout<<"???? "<<dataPackRecv.packNum<<" ?DataPack."<<endl; //???? memcpy(fileBuf, dataPackRecv.content, dataPackRecv.contenLen); bytesWrite=fwrite(fileBuf, 1, dataPackRecv.contenLen, fwp); if(bytesWrite<dataPackRecv.contenLen){ cout<<"Error at fwrite(). Failed to write the content of dataPackRecv to local file."<<endl; } } if( (i+1)==packCount ){ cout<<"??DataPack????????!"<<endl; } fclose(fwp); closesocket(sockClient); WSACleanup(); return 0;*/ }

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  • How can I tweak this A* search pathfinding algorithm to handle different terrain movement values?

    - by user422318
    I'm creating a 2D map-based action game with similar interaction design as Diablo II. In other words, the player clicks around a map to move their player. I just finished player movement and am moving on to pathfinding. In the game, enemies should charge the player's character. There are also five different terrain types that give different movement bonuses. I want the AI to take advantage of these terrain bonuses as they try to reach the player. I was told to check out the A* search algorithm (http://en.wikipedia.org/wiki/A*_search_algorithm). I'm doing this game in HTML5 and JavaScript, and found a version in JavaScript: http://www.briangrinstead.com/blog/astar-search-algorithm-in-javascript I'm trying to figure out how to tweak it though. Below are my ideas about what I need to change. What else do I need to worry about? When I create a graph, I will need to initialize the 2D array I pass in passed on with a traversal of a map that corresponds to the different terrain types. in graph.js: "GraphNodeType" definition needs to be modified to handle the 5 terrain types. There will be no walls. in astar.js: The g and h scoring will need to be modified. How should I do this? in astar.js: isWall() should probably be removed. My game doesn't have walls. in astar.js: I'm not sure what this is. I think it indicates a node that isn't valid to be processed. When would this happen, though? At a high level, how do I change this algorithm from "oh, is there a wall there?" to "will this terrain get me to the player faster than the terrain around me?" Because of time, I'm also debating reusing my Bresenham algorithm for the enemies. Unfortunately, the different terrain movement bonuses won't be used by the AI, which will make the game suck. :/ I'd really like to have this in for the prototype, but I'm not a developer by trade nor am I a computer scientist. :D If you know of any code that does what I'm looking for, please share! Sanity check tips for this are also appreciated.

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  • ExplorerCanvas and JQuery

    - by PhubarBaz
    I am working on a Javascript app (CloudGraph) that uses HTML5 canvas and JQuery. I'm using ExplorerCanvas to support canvas in IE. I recently came across an interesting problem. What I was trying to do is restore the user's settings when the page is loaded. I read some information from a cookie that I set the last time the user accessed the application. One of these settings is the size of the canvas. I decided that the best place to do this would be when the document is ready using JQuery $(document).ready(). This worked fine in browsers that natively support the canvas element. But in IE it kept getting errors the first time I would hit the page. It seemed that the excanvas element wasn't initialized yet because I was getting null reference and unknown properties errors. If I refreshed the page the errors went away but the resized canvas wasn't drawing on the entire area of the canvas. It was like the clipping rectangle was still set to the default canvas size. I found that the canvas element when using excanvas has a div child element which is where the actual drawing takes place. When I changed the width and height of the canvas element in document.ready it didn't change the width and height of the child div. Initially my solution was to also change the div element when changing the canvas element and that worked. But then I realized that having to refresh the page every time I started the app in IE really sucked. That wouldn't be acceptable for users. Since it seemed like the canvas wasn't getting initialized before I was trying to use it I decided to try to initialize my app at a different time. I figured the next best place was in the onload event. Sure enough, moving my initialization to onload fixed all of the problems. So, it looks like the canvas shouldn't be manipulated until the onload event when using ExplorerCanvas. There might be ways to do it when the document is ready. I found some posts on initializing excanvas manually, but for me waiting until onload worked just fine.

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  • Drawing a line using openGL does not work

    - by vikasm
    I am a beginner in OpenGL and tried to write my first program to draw some points and a line. I can see that the window opens with white background but no line is drawn. I was expecting to see red colored (because glColor3f(1.0, 0.0, 0.0);) dots (pixels) and line. But nothing is seen. Here is my code. void init2D(float r, float g, float b) { glClearColor(r,g,b,0.0); glMatrixMode(GL_PROJECTION); gluOrtho2D(0.0, 200.0, 0.0, 150.0); } void display() { glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0, 0.0, 0.0); glBegin(GL_POINTS); for(int i = 0; i < 10; i++) { glVertex2i(10+5*i, 110); } glEnd(); //draw a line glBegin(GL_LINES); glVertex2i(10,10); glVertex2i(100,100); glEnd(); glFlush(); } int main(int argc, char** argv) { //Initialize Glut glutInit(&argc, argv); //setup some memory buffers for our display glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); //set the window size glutInitWindowSize(500, 500); //create the window with the title 'points and lines' glutCreateWindow("Points and Lines"); init2D(0.0, 0.0, 0.0); glutDisplayFunc(display); glutMainLoop(); } I wanted to verify that the glcontext was opening properly and used this code: int main(int argc, char **argv) { glutInit(&argc, argv); //setup some memory buffers for our display glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); //set the window size glutInitWindowSize(500, 500); //create the window with the title 'points and lines' glutCreateWindow("Points and Lines"); char *GL_version=(char *)glGetString(GL_VERSION); puts(GL_version); char *GL_vendor=(char *)glGetString(GL_VENDOR); puts(GL_vendor); char *GL_renderer=(char *)glGetString(GL_RENDERER); puts(GL_renderer); getchar(); return 0; } And the ouput I got was: 3.1.0 - Build 8.15.10.2345 Intel Intel(R) HD Graphics Family Can someone point out what I am doing wrong ? Thanks.

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  • In what order does the Asset-Pipeline in Ruby on Rails load JavaScript Files? [on hold]

    - by psycatham
    So, when I decided to remove the tags <script></script> and benefit from the asset-pipeline instead, complications took place. I am working with Google Maps' API V3, and to benefit from their functions and objects that their code provides, you have load the link first <script src="https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places"></script> Basically, If I put this line before their code, and put their code in script tags, things work out pretty perfecty, but when I use javascript_include_tag instead of script tag in html and copy my code to the file I pointed at -Like This - <script src="https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places"></script> <%=javascript_include_tag "map_new_marker_drag"%> , the asset-pipeline seems to load That file before loading the link of Google Maps API, thus I get the error : - Uncaught ReferenceError : google is undefined I tried putting the link in javascript_include_tag too -Like this- <%=javascript_include_tag "https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places" %> <%=javascript_include_tag "map_new_marker_drag"%> , and it generated this <script src="https://maps.googleapis.com/maps/api/js?v=3.exp&amp;libraries=places"></script> <script src="https://maps.gstatic.com/cat_js/intl/en_us/mapfiles/api-3/17/2/%7Bmain,places%7D.js" type="text/javascript"></script> <script src="/assets/map_new_marker_drag.js?body=1"></script> and the same error Uncaught ReferenceError : google is undefined. Do I have to put it in another order? what am I missing about the asset-pipeline mechanisms? What should I do to make the link load before the code so to benefit from their objects and get rid of the error? PS : I tried using jquery functions and so , but I seem not to make it happen. If you still think this is a proper solution, please provide me some code I can use this is the jquery function I used jQuery(function($) { // Asynchronously Load the map API var script = document.createElement('script'); script.src = "http://maps.googleapis.com/maps/api/js?sensor=false&callback=initialize"; document.body.appendChild(script); var scriptTwo = document.createElement('script'); scriptTwo.src = "https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places"; document.body.appendChild(scripTwo); });

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  • Help recovering broken OS (permissions issue)

    - by Guandalino
    (At the bottom there is an important update.) I was doing experiments in order to backup a remote account to my local system, Ubuntu 12.04 LTS. I'm not confident with duplicity and probably, due to wrong syntax, some local files have been replaced with remote files. This is just a supposition, I'm not sure this is the real cause of OS corruption. The corruption happened after experimenting with backups, so I think I did something wrong at this regard. I was aware there was a problem when I tried to access a command using sudo: $ sudo ls sudo: unable to open /etc/sudoers: Permission denied sudo: no valid sudoers sources found, quitting sudo: unable to initialize policy plugin This is how /etc/sudoers looks like: $ ls -ald /etc/sudoers -r--r----- 1 root root 788 Oct 2 18:30 /etc/sudoers At this point I tried to reboot and now this is the message I get: The system is running in low graphics mode. Your screen, graphics card and input device settings could not be detected correctly. You will need to configure these yourself. I tried to follow the wizard to configure these settings, but without luck (the system prevents me going on when I press "Next"). The thing that makes me a bit less worried is that all the data on the disk seems readable and I'm able to access them using a live cd. I run memtest and RAM seems to be OK. Do you have any idea about how to recover my system? I'm very glad to provide further information, just let me know what info could be helpful. UPDATE. The issue is about wrong permissions and this is how I discovered: I mounted the root partition of the broken OS on /mnt/broken/ (live CD) and did ls /mnt/broken/. I got a permission denied error, while I expected to have the directory listing. I had to do sudo ls /mnt/broken/ and this worked. Thus without having root permission via sudo it's impossible to access the root of broken os. The current output of ls -ld /mnt/broken/ is: drwxr-x--- 29 1000 812 4096 2012-12-08 21:58 /mnt/broken Any thoughts on how to restore the old (working) set of permissions?

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  • Cannot reactivate RAID-5 volume: The size of the plex member is invalid

    - by Ian Boyd
    We had a 3-drive Windows Server 2008 R2 RAID-5 fail (operating in redundancy mode): WDC 1 TB WDC 1 TB WDC 1 TB We removed the failed hard drive, and put a WDC 1 TB drive (that we had standing by) into the machine. When launched, Disk Manager, asked permission to "initialize" the disk as either: Master Boot Record (MBR) Guid Partition Table (GPT) We initialized the disk as GPT, converted it to dynamic, and tried to use the Repair Volume command - except it was greyed out. (which is a terrifying thing on a failed production server hosting 3 virtual servers) i tried from the diskpart command line tool. First we look for our RAID-5 volume that is in Failed Rd mode: DISKPART> list volume Volume ### Ltr Label Fs Type Size Status Info ---------- --- ----------- ----- ---------- ------- --------- -------- Volume 0 E VMs (Raid5) NTFS RAID-5 1863 GB Failed Rd Volume 1 D DVD-ROM 0 B No Media Volume 2 System Rese NTFS Partition 100 MB Healthy System Volume 3 C NTFS Partition 1862 GB Healthy Boot There, Volume 0. Make that our active context: DISKPART> select volume 0 Volume 0 is the selected volume. Now we need to find the disk we will be repairing the volume with: DISKPART> list disk Disk ### Status Size Free Dyn Gpt -------- ------------- ------- ------- --- --- Disk 0 Online 931 GB 0 B * Disk 1 Online 931 GB 931 GB * Disk 2 Online 1863 GB 0 B Disk 3 Online 931 GB 0 B * Disk M0 Missing 0 B 0 B * The disk with 931 GB free, Disk 1. Now we just need to repair the volume: DISKPART> repair disk=1 Virtual Disk Service error: The size of the plex member is invalid.

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  • DriveImage XML fails with a Windows Volume Shadow Service Error

    - by Ssvarc
    I'm trying to image a SATA laptop hard drive, using DriveImageXML, that is attached to my computer via a USB adapter. I'm running Win7 Ultimate 64 bit. DriveXML is returning: Could not initialize Windows Volume Shadow Service (VSS). ERROR C:\Program Files (x86)\Runtime Software\Drivelmage XML\vss64.exe failed to start. ERROR TIMEOUT Make sure VSSVC.EXE is running in your task manager. Click Help for more information. VSSVC.EXE is running in Task Manager, as is VSS64.exe. Looking at the FAQ on the Runtime webpage this turned up: Please verify in Settings-Control Panel-Administrative Tools-Services that the following services are enabled: MS Software Shadow Copy Provider Volume Shadow Copy Also make sure you are able to stop and start these services. Possible reasons for VSS failures: For VSS to work, at least one volume in your computer must be NTFS. If you use only FAT drives, VSS will not function. The required NTFS volume does not need to be identical with the volume you want to image. You should make sure that VSSVC.EXE is running in your task manager. If the problems persist, registering "oleaut.dll" and "oleaut32.dll" using "regsvr32" might help. Both of those services are running and can be started and stopped without issue. Using "regsvr32" to register ""oleaut32.dll" returns successful, but "oleaut.dll" returns: The module "oleaut.dll" failed to load. Make sure the binary is stored at the specified path or debug it to check for problems with the binary or dependent .DLL files. The specified module could not be found. Some other information that might be relevant. Browsing to the drive is successful, but accessing certain folders returns an "access" error. Windows runs a permissions adder that adds the current user profile to the NFTS permissions. Could this be the cause of the issue? DriveImage XML is running as Administrator. Thoughts?

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  • API numbers don't match on compiled PHP extension

    - by tixrus
    I'm trying to get GD into my PHP. I recently installed PHP5.3.0 on my system running Mac Leopard using mac ports. It did not come with the gd module. So I downloaded gd, compiled it as an extension module as per http://www.kenior.ch/macintosh/adding-gd-library-for-mac-os-x-leopard, made php.ini point to it, restarted apache etc. But no GD. So in apache error log it says PHP Warning: PHP Startup: gd: Unable to initialize module\nModule compiled with module API=20060613\nPHP compiled with module API=20090115\nThese options need to match\n in Unknown on line 0 So a bit of googling says I should not use the phpize I have before configuring and making these. I should use a new one called phpize5. I surely don't have any such thing. Unless its packed up inside something else in my php5.3. distro. Where do you get it. In Ubuntu I could just run sudo apt-get install php-dev, (apparently) and it would just appear by magic. At least that's what the webpage said. Unfortunately I am running MacOSX version Leopard. How can I build this GD module on Leopard so that it will match the API number in my PHP?

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  • Vista logs into black screen, "Application Error 0xc0000022" for explorer.exe

    - by IMAPC
    Whenever I attempt to log into a Windows Vista computer (the only account on it), I'm presented with a black screen & a cursor. I can open Task Manager, and from there I can launch applications. It seems to be using Aero Basic (instead of the full Aero which I had set as default before the problem started). When attempting to launch "explorer.exe" I get "explorer.exe - Application Error 'The application failed to initialize properly (0xc0000022). Click OK to terminate the application.'" Every now and then I get an error along the lines of "the application has failed to start because its side by side configuration is incorrect please see the application event log for more detail." I can boot into safe mode successfully, but I still get the black screen when I log into it in regular mode. I've tried most of the suggestions here, but did not work. I'm attempting to back up everything right now in case the only fix is to reinstall Windows. Has anyone seen this before?

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  • Problem with MS DTC on SQL2008 win server 2k8 with linked server from sql2000 win server 2k

    - by user31648
    Hi, We have migrated our db from sql2000 win server 2k to sql2008 win server 2k8. We have linked server from sql2000 win server 2k. By our opinion the problem is with DTC and we have made a lot of setting that we found as solution for our problem, but still the problem exist. There is no any error or worning or information niether in the sql log nor in win event viewer. The application is hanging out and at the end the time out exception is shown. What we have done till now: Enable Network DTC Access with inbound and outbound with No Authentication Required on win 2k8 We have opened RPC dynamic port allocation through registry on 2k and 2k8 We have entered subkey TurnOffRpcSecurity in the registry HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\MSDTC and made it enable on 2k and 2k8 We have added exception for DTC in firewall for all entities What we have notice that when we restart SQL service and make the first try for our transaction the following is shown: "Attempting to initialize Microsoft Distributed Transaction Coordinator (MS DTC). This is an informational message only. No user action is required." and after it: "Recovery of any in-doubt distributed transactions involving Microsoft Distributed Transaction Coordinator (MS DTC) has completed. This is an informational message only. No user action is required." Does someone have any idea what else can be done in order to solve the problem? Thanks in advance. Regards, Snezana

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  • Drive XML returning Windows Volume Shadow Service Error

    - by Ssvarc
    I'm trying to image a SATA laptop hard drive, using DriveImageXML, that is attached to my computer via a USB adapter. I'm running Win7 Ultimate 64 bit. DriveXML is returning: Could not initialize Windows Volume Shadow Service (VSS). ERROR C:\Program Files (x86)\Runtime Software\Drivelmage XML\vss64.exe failed to start. ERROR TIMEOUT Make sure VSSVC.EXE is running in your task manager. Click Help for more information. VSSVC.EXE is running in Task Manager, as is VSS64.exe. Looking at the FAQ on the Runtime webpage this turned up: Please verify in Settings-Control Panel-Administrative Tools-Services that the following services are enabled: MS Software Shadow Copy Provider Volume Shadow Copy Also make sure you are able to stop and start these services. Possible reasons for VSS failures: For VSS to work, at least one volume in your computer must be NTFS. If you use only FAT drives, VSS will not function. The required NTFS volume does not need to be identical with the volume you want to image. You should make sure that VSSVC.EXE is running in your task manager. If the problems persist, registering "oleaut.dll" and "oleaut32.dll" using "regsvr32" might help. Both of those services are running and can be started and stopped without issue. Using "regsvr32" to register ""oleaut32.dll" returns successful, but "oleaut.dll" returns: The module "oleaut.dll" failed to load. Make sure the binary is stored at the specified path or debug it to check for problems with the binary or dependent .DLL files. The specified module could not be found. Some other information that might be relevant. Browsing to the drive is successful, but accessing certain folders returns an "access" error. Windows runs a permissions adder that adds the current user profile to the NFTS permissions. Could this be the cause of the issue? DriveImage XML is running as Administrator. Thoughts?

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  • How can I make my PCI-E graphics card visible to Ubuntu when the motherboard has integrated graphics

    - by Norman Ramsey
    I have a Gigabyte GA-MA74GM-S2 motherboard with integrated graphics that shows up on lspci as an ATI Radeon 2100. I also bought a PCI-Express Nvidia graphics card so I could use the VDPAU feature on Linux (plays H.264 in hardware). The BIOS has three settings about which display to initialize first: Integrated graphics PCI graphics PCI-Express graphics (PEG) I set the BIOS on PEG, but I cannot get anything, not even a splash screen or POST messages, to emerge from the PCI-Express graphics card. (I'm using a DVI connector; the card also has an HDMI output.) I cannot get the kernel lspci to see the graphics card; the only VGA controller it acknowledges is the integrated one. Running dmidecode acknowledges the existence of an x16 PCI Express slot, and it says Current usage: Unknown There is an additional BIOS setting called "Internal Graphics Mode" which is normally set to "Auto" which means it is supposed to prefer a PCI Express VGA card. I set it to "Disabled" which now means I'm getting no output at all. I will soon be learning how to do a BIOS reset! Other information: The PCI-E card is a MSI N210-MD512H GeForce 210. This is a fanless card. Although there are no fans to see turning, the heat sink on the PCI-E card is definitely getting hot, so the card is getting some sort of power. It gets all its power from the PCI-E slot; there is no external power connector. The BIOS is an AMI Award BIOS. My question: how can I make the PCI Express graphics card visible to Ubuntu?

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  • Internal disk not correctly recognised by Windows 7

    - by david
    i'm having problems configuring a disk in a brand new, clean windows-7 install. here are some system specifics- . disk- western digital velociraptor wd6000hlhx . mobo- gigabyte z77x-ud3h . bios sata-mode set to ahci [not raid], w/disk connected to sata0 [6gb/s hi-speed sata]. . windows 7 enterprise sp1 x64 the disk is recognized by bios and correctly identified [name & size ok]. the disk is also recognized by windows on a h/w level, but it won't show up in the explorer. windows reports the device is working correctly. windows disk manager shows the drive, but says it's uninitialized and has no partitions [which is incorrect]. if i try to initialize the drive, windows throws an error saying that it "cannot find the file specified". [which file???] before connecting the drive to the new machine, i partitioned and formatted the disk under windows xp sp2, giving it 2 partitions [mbr, not gpt] and copying over a boatload of data. obviously none of this appears under windows 7. removing the disk from the new machine and replacing it back in the windows xp machine shows the disk and all data are intact and functional. i'd like to have windows 7 recognize the disk w/o having to lose the data and start over. is this possible? if so, how would i do that? I checked this post, but even though the problem seems identical, the information didn't help. any help appreciated. thanks!

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  • Solr error; JNDI not configured for solr; Anybody know what this means?

    - by Camran
    I am installing solr on my VPS (Ubuntu 9.10) via PuTTY. First, I thought about installing Solr with Tomcat, but then after installing tomcat, I changed my mind and went for the Jetty which comes with Solr. Now that I have setup everything on my Server, and try to start the "start.jar" file, I get some errors... Here is some text from the log file: 2010-05-29 00:22:42.074::INFO: jetty-6.1.3 2010-05-29 00:22:42.134::INFO: Extract jar:file:/var/www/webapps/solr.war!/ to /var/www/work/Jetty_0_0_0_0_8983_solr.war__solr__k1kf17/webapp May 29, 2010 12:22:42 AM org.apache.solr.core.SolrResourceLoader locateSolrHome INFO: JNDI not configured for solr (NoInitialContextEx) May 29, 2010 12:22:42 AM org.apache.solr.core.SolrResourceLoader locateSolrHome INFO: solr home defaulted to 'solr/' (could not find system property or JNDI) May 29, 2010 12:22:42 AM org.apache.solr.core.SolrResourceLoader <init> INFO: Solr home set to 'solr/' May 29, 2010 12:22:42 AM org.apache.solr.servlet.SolrDispatchFilter init INFO: SolrDispatchFilter.init() May 29, 2010 12:22:42 AM org.apache.solr.core.SolrResourceLoader locateSolrHome INFO: JNDI not configured for solr (NoInitialContextEx) May 29, 2010 12:22:42 AM org.apache.solr.core.SolrResourceLoader locateSolrHome INFO: solr home defaulted to 'solr/' (could not find system property or JNDI) May 29, 2010 12:22:42 AM org.apache.solr.core.CoreContainer$Initializer initialize INFO: looking for solr.xml: /var/www/solr/solr.xml May 29, 2010 12:22:42 AM org.apache.solr.core.SolrResourceLoader <init> INFO: Solr home set to 'solr/' Anybody know what this is? Thanks

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