Search Results

Search found 1999 results on 80 pages for 'nathan wall'.

Page 62/80 | < Previous Page | 58 59 60 61 62 63 64 65 66 67 68 69  | Next Page >

  • Should a server "be lenient" in what it accepts and "discard faulty input silently"?

    - by romkyns
    I was under the impression that by now everyone agrees this maxim was a mistake. But I recently saw this answer which has a "be lenient" comment upvoted 137 times (as of today). In my opinion, the leniency in what browsers accept was the direct cause of the utter mess that HTML and some other web standards were a few years ago, and have only recently begun to properly crystallize out of that mess. The way I see it, being lenient in what you accept will lead to this. The second part of the maxim is "discard faulty input silently, without returning an error message unless this is required by the specification", and this feels borderline offensive. Any programmer who has banged their head on the wall when something fails silently will know what I mean. So, am I completely wrong about this? Should my program be lenient in what it accepts and swallow errors silently? Or am I mis-interpreting what this is supposed to mean? The original question said "program", and I take everyone's point about that. It can make sense for programs to be lenient. What I really meant, however, is APIs: interfaces exposed to other programs, rather than people. HTTP is an example. The protocol is an interface that only other programs use. People never directly provide the dates that go into headers like "If-Modified-Since". So, the question is: should the server implementing a standard be lenient and allow dates in several other formats, in addition to the one that's actually required by the standard? I believe the "be lenient" is supposed to apply to this situation, rather than human interfaces. If the server is lenient, it might seem like an overall improvement, but I think in practice it only leads to client implementations that end up relying on the leniency and thus failing to work with another server that's lenient in slightly different ways. So, should a server exposing some API be lenient or is that a very bad idea? Now onto lenient handling of user input. Consider YouTrack (a bug tracking software). It uses a language for text entry that is reminiscent of Markdown. Except that it's "lenient". For example, writing - foo - bar - baz is not a documented way of creating a bulleted list, and yet it worked. Consequently, it ended up being used a lot throughout our internal bugtracker. Next version comes out, and this lenient feature starts working slightly differently, breaking a bunch of lists that (mis)used this (non)feature. The documented way to create bulleted lists still works, of course. So, should my software be lenient in what user inputs it accepts?

    Read the article

  • Finding furthermost point in game world

    - by user13414
    I am attempting to find the furthermost point in my game world given the player's current location and a normalized direction vector in screen space. My current algorithm is: convert player world location to screen space multiply the direction vector by a large number (2000) and add it to the player's screen location to get the distant screen location convert the distant screen location to world space create a line running from the player's world location to the distant world location loop over the bounding "walls" (of which there are always 4) of my game world check whether the wall and the line intersect if so, where they intersect is the furthermost point of my game world in the direction of the vector Here it is, more or less, in code: public Vector2 GetFurthermostWorldPoint(Vector2 directionVector) { var screenLocation = entity.WorldPointToScreen(entity.Location); var distantScreenLocation = screenLocation + (directionVector * 2000); var distantWorldLocation = entity.ScreenPointToWorld(distantScreenLocation); var line = new Line(entity.Center, distantWorldLocation); float intersectionDistance; Vector2 intersectionPoint; foreach (var boundingWall in entity.Level.BoundingWalls) { if (boundingWall.Intersects(line, out intersectionDistance, out intersectionPoint)) { return intersectionPoint; } } Debug.Assert(false, "No intersection found!"); return Vector2.Zero; } Now this works, for some definition of "works". I've found that the further out my distant screen location is, the less chance it has of working. When digging into the reasons why, I noticed that calls to Viewport.Unproject could result in wildly varying return values for points that are "far away". I wrote this stupid little "test" to try and understand what was going on: [Fact] public void wtf() { var screenPositions = new Vector2[] { new Vector2(400, 240), new Vector2(400, -2000), }; var viewport = new Viewport(0, 0, 800, 480); var projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, viewport.Width / viewport.Height, 1, 200000); var viewMatrix = Matrix.CreateLookAt(new Vector3(400, 630, 600), new Vector3(400, 345, 0), new Vector3(0, 0, 1)); var worldMatrix = Matrix.Identity; foreach (var screenPosition in screenPositions) { var nearPoint = viewport.Unproject(new Vector3(screenPosition, 0), projectionMatrix, viewMatrix, worldMatrix); var farPoint = viewport.Unproject(new Vector3(screenPosition, 1), projectionMatrix, viewMatrix, worldMatrix); Console.WriteLine("For screen position {0}:", screenPosition); Console.WriteLine(" Projected Near Point = {0}", nearPoint.TruncateZ()); Console.WriteLine(" Projected Far Point = {0}", farPoint.TruncateZ()); Console.WriteLine(); } } The output I get on the console is: For screen position {X:400 Y:240}: Projected Near Point = {X:400 Y:629.571 Z:599.0967} Projected Far Point = {X:392.9302 Y:-83074.98 Z:-175627.9} For screen position {X:400 Y:-2000}: Projected Near Point = {X:400 Y:626.079 Z:600.7554} Projected Far Point = {X:390.2068 Y:-767438.6 Z:148564.2} My question is really twofold: what am I doing wrong with the unprojection such that it varies so wildly and, thus, does not allow me to determine the corresponding world point for my distant screen point? is there a better way altogether to determine the furthermost point in world space given a current world space location, and a directional vector in screen space?

    Read the article

  • Implementing a wheeled character controller

    - by Lazlo
    I'm trying to implement Boxycraft's character controller in XNA (with Farseer), as Bryan Dysmas did (minus the jumping part, yet). My current implementation seems to sometimes glitch in between two parallel planes, and fails to climb 45 degree slopes. (YouTube videos in links, plane glitch is subtle). How can I fix it? From the textual description, I seem to be doing it right. Here is my implementation (it seems like a huge wall of text, but it's easy to read. I wish I could simplify and isolate the problem more, but I can't): public Body TorsoBody { get; private set; } public PolygonShape TorsoShape { get; private set; } public Body LegsBody { get; private set; } public Shape LegsShape { get; private set; } public RevoluteJoint Hips { get; private set; } public FixedAngleJoint FixedAngleJoint { get; private set; } public AngleJoint AngleJoint { get; private set; } ... this.TorsoBody = BodyFactory.CreateRectangle(this.World, 1, 1.5f, 1); this.TorsoShape = new PolygonShape(1); this.TorsoShape.SetAsBox(0.5f, 0.75f); this.TorsoBody.CreateFixture(this.TorsoShape); this.TorsoBody.IsStatic = false; this.LegsBody = BodyFactory.CreateCircle(this.World, 0.5f, 1); this.LegsShape = new CircleShape(0.5f, 1); this.LegsBody.CreateFixture(this.LegsShape); this.LegsBody.Position -= 0.75f * Vector2.UnitY; this.LegsBody.IsStatic = false; this.Hips = JointFactory.CreateRevoluteJoint(this.TorsoBody, this.LegsBody, Vector2.Zero); this.Hips.MotorEnabled = true; this.AngleJoint = new AngleJoint(this.TorsoBody, this.LegsBody); this.FixedAngleJoint = new FixedAngleJoint(this.TorsoBody); this.Hips.MaxMotorTorque = float.PositiveInfinity; this.World.AddJoint(this.Hips); this.World.AddJoint(this.AngleJoint); this.World.AddJoint(this.FixedAngleJoint); ... public void Move(float m) // -1, 0, +1 { this.Hips.MotorSpeed = 0.5f * m; }

    Read the article

  • Profiling Startup Of VS2012 &ndash; Ants Profiler

    - by Alois Kraus
    I just downloaded ANTS Profiler 7.4 to check how fast it is and how deep I can analyze the startup of Visual Studio 2012. The Pro version which is useful does cost 445€ which is ok. To measure a complex system I decided to simply profile VS2012 (Update 1) on my older Intel 6600 2,4GHz with 3 GB RAM and a 32 bit Windows 7. Ants Profiler is really easy to use. So lets try it out. The Ants Profiler does want to start the profiled application by its own which seems to be rather common. I did choose Method Level timing of all managed methods. In the configuration menu I did want to get all call stacks to get full details. Once this is configured you are ready to go.   After that you can select the Method Grid to view Wall Clock Time in ms. I hate percentages which are on by default because I do want to look where absolute time is spent and not something else.   From the Method Grid I can drill down to see where time is spent in a nice and I can look at the decompiled methods where the time is spent. This does really look nice. But did you see the size of the scroll bar in the method grid? Although I wanted all call stacks I do get only about 4 pages of methods to drill down. From the scroll bar count I would guess that the profiler does show me about 150 methods for the complete VS startup. This is nonsense. I will never find a bottleneck in VS when I am presented only a fraction of the methods that were actually executed. I have also tried in the configuration window to also profile the extremely trivial functions but there was no noticeable difference. It seems that the Ants Profiler does filter away way too many details to be useful for bigger systems. If you want to optimize a CPU bound operation inside NUnit then Ants Profiler is with its line level timings a very nice tool to work with. But for bigger stuff it is certainly not usable. I also do not like that I must start the profiled application from the profiler UI. This makes it hard to profile processes which are started by some other process. Next: JetBrains dotTrace

    Read the article

  • I need help with specific types of movement.

    - by IronGiraffe
    I'm adding movable crates to my game and I need some help with my movement code. The way I've set up my movement code the crate's X and Y are moved according to a vector2 unless it hits a wall. Here's the movement code: if (frameCount % (delay / 2) == 0) { for (int i = 0; i < Math.Abs(cSpeed.X); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X += Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } else { if (!Level.CollideTiles(crateBounds.X - (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X -= Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } } for (int i = 0; i < Math.Abs(cSpeed.Y); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y += Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } else { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y - Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y -= Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } } } The frameCount and delay variables just slow down the movement somewhat. Anyway, I've added a tool to my game that acts as a gravity well (drawing objects into it's center; the closer they get to the center the faster they go) and what I'm trying to do is make it so that the crate will bounce off the player (and vice versa) when they collide. Thus far, my code only keeps the crate and player from getting stuck inside each other (the player can still get stuck under the crate, but I'll fix that later.) So what I'd like to know is how I can best make the crate bounce off the player. The other movement problem I'm having is related to another tool which allows the player to pick up crates and move around with them. The problem is that the crate's movement while being carried isn't tied to the movement script (it moves the crate itself, instead of adding to speed), which makes the crate go through walls and such. I know what I have to do: make the crate's speed match the player's speed while the player is holding it, but I need the crate to snap to a certain position (just in front of the player) when the player grabs it and it needs to switch to another position (just in front of the player on the other side) when they player faces the other direction while holding it. What would be the best way to make it switch places while keeping all the movement tied to the speed vector?

    Read the article

  • Designing Snake AI

    - by Ronald
    I'm new to this gamedev stackechange but have used the math and cs sites before. So, I'm in a competition to create AI for a snake that will compete with 3 other snakes in 5 minute rounds where the rules are much like the traditional Nokia snake game except that there are 4 snakes, the board is 50x50 and there are a number of small obstacles on the field. Like the Nokia game, your snake grows when you get to the fruit and if you crash into yourself, another snake or the wall you die. The game runs with a 50ms delay between moves and the server sends the new game state every 50ms which the code must analyze and what not and output the next move. The winner is the snake who had the longest length at any point in the game. Tie breakers are decided by kills. So far what I have done is implemented an A* graph search from each snake to determine if my snake is the closest to the apple and if it is, it goes for the apple. Otherwise, I made a neat little algorithm to determine the emptiest area of the board, which my snake goes for, to anticipate the next apple. Other than this I have some small survivability checks to ensure my snake isn't walking into a trap that it can't get out and if it does get stuck, I have something to give it a better chance of getting out. ... Anyway, I've tested my snake on a test server and it does quite well. Generally, my strategy of only going for the apple when its a sure thing and finding space when its not makes it grow faster than any other snakes (some snakes do a similar thing but often just go to the middle or a corner) sometimes it wins these trial games but is more often than not beaten by the same snake who seems to have the edge on survivability(my snake grows quicker but then dies somehow and this other snake just plods slowly along and wins on consistency. So I was wondering about any ideas anyone has to try and improve my snake. Or maybe ideas at a new approach to take. My functions and classes are good so changes that might seem drastic shouldn't be too bad. I encourage all ideas. Any thoughts ??

    Read the article

  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric (2D) game with moderate-scale multiplayer - 20-30 players. I've had some difficulty getting a good movement prediction implementation in place. Right now, clients are authoritative for their own position. The server performs validation and broad-scale cheat detection, and I fully realize that the system will never be fully robust against cheating. However, the performance and implementation tradeoffs work well for me right now. Given that I'm dealing with sprite graphics, the game has 8 defined directions rather than free movement. Whenever the player changes their direction or speed (walk, run, stop), a "true" 3D velocity is set on the entity and a packet it sent to the server with the new movement state. In addition, every 250ms additional packets are transmitted with the player's current position for state updates on the server as well as for client prediction. After the server validates the packet, it gets automatically distributed to all of the other "nearby" players. Client-side, all entities with non-zero velocity (ie/ moving entities) are tracked and updated by a rudimentary "physics" system - basically nothing more than changing the position by the velocity according to the elapsed time slice (40ms or so). What I'm struggling with is how to implement clean movement prediction. I have the nagging suspicion that I've made a design mistake somewhere. I've been over the Unreal, Half-life, and all other movement prediction/lag compensation articles I could find, but they all seam geared toward shooters: "Don't send each control change, send updates every 120ms, server is authoritative, client predicts, etc". Unfortunately, that style of design won't work well for me - there's no 3D environment so each individual state change is important. 1) Most of the samples I saw tightly couple movement prediction right into the entities themselves. For example, storing the previous state along with the current state. I'd like to avoid that and keep entities with their "current state" only. Is there a better way to handle this? 2) What should happen when the player stops? I can't interpolate to the correct position, since they might need to walk backwards or another strange direction if their position is too far ahead. 3) What should happen when entities collide? If the current player collides with something, the answer is simple - just stop the player from moving. But what happens if two entities take up the same space on the server? What if the local prediction causes a remote entity to collide with the player or another entity - do I stop them as well? If the prediction had the misfortune of sticking them in front of a wall that the player has gone around, the prediction will never be able to compensate and once the error gets to high the entity will snap to the new position.

    Read the article

  • 3 Monitors, Ubuntu 12.04, Gnome 3, 2 nvidia cards, WITH xrandr or xinerama?

    - by Josh
    Ok. I have been banging my head against the wall for over a week now trying to get 3 monitors to work. I have: 1 - Nvidia 8600 GT 512MB PCIEx16 1 - Nvidia GT 240 1GB PCIEx16 They are not running in SLI (obviously). I have tried to use everything from tutorials to a few templates, all the way up to nvidia-settings, etc etc etc.. From what I hear, Xinerama doesnt like gnome 3 because of the compositing, although I have read a lot about using Xrandr instead, and getting the compositing working, but alas, I cannot. It always either crashes X and I have to replace the xorg.conf with my backup, or it defaults to the gnome-classic desktop, and on top of that, when it does default, it keeps adding more and more panels. Basically, I want to be able to use all 3 monitors (yes, just like in windows) to drag and drop from different windows. I have xorg-edit, but I am still not too sure on how to set this up? Is there any way to: A Get compositing working with 3 monitors, 2 nvidia cards, xinerama, and gnome 3? or BUse twinview with 3 monitors (I have heard it can be done by manually editing xorg.conf) or CSet up Xrandr to draw all 3 monitors with compositing. or DUse separate X for each monitor, and be able to use gnome with compositing, as well as drag between all 3 or EANYTHING. lol. I just want this to work. Any help you can provide would be greatly appreciated. BTW, I am running an ubuntu mini install with gnome. Everything works great but this. I can run it fine with 2 monitors and compositing, but not with 3. Also, what is the best GUI tool for editing xorg.conf? Im not finding anything that is up to date at all, and also is understandable by humans. haha. Im actually an engineer by trade, and have been working with computers a LONG time, but this xorg.conf stuff is really confusing the crap out of me. lol Thanks!

    Read the article

  • 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.

    Read the article

  • rotating an object on an arc

    - by gardian06
    I am trying to get a turret to rotate on an arc, and have hit a wall. I have 8 possible starting orientations for the turrets, and want them to rotate on a 90 degree arc. I currently take the starting rotation of the turret, and then from that derive the positive, and negative boundary of the arc. because of engine restrictions (Unity) I have to do all of my tests against a value which is between [0,360], and due to numerical precision issues I can not test against specific values. I would like to write a general test without having to go in, and jury rig cases //my current test is: // member variables public float negBound; public float posBound; // found in Start() function (called immediately after construction) // eulerAngles.y is the the degree measure of the starting y rotation negBound = transform.eulerAngles.y-45; posBound = transform.eulerAngles.y+45; // insure that values are within bounds if(negBound<0){ negBound+=360; }else if(posBound>360){ posBound-=360; } // called from Update() when target not in firing line void Rotate(){ // controlls what direction if(transform.eulerAngles.y>posBound){ dir = -1; } else if(transform.eulerAngles.y < negBound){ dir = 1; } // rotate object } follows is a table of values for my different cases (please excuse my force formatting) read as base is the starting rotation of the turret, neg is the negative boundry, pos is the positive boundry, range is the acceptable range of values, and works is if it performs as expected with the current code. |base-|-neg-|-pos--|----------range-----------|-works-| |---0---|-315-|--45--|-315-0,0-45----------|----------| |--45--|---0---|--90--|-0-45,54-90----------|----x----| |-135-|---90--|-180-|-90-135,135-180---|----x----| |-180-|--135-|-225-|-135-180,180-225-|----x----| |-225-|--180-|-270-|-180-225,225-270-|----x----| |-270-|--225-|-315-|-225-270,270-315-|----------| |-315-|--270-|---0---|--270-315,315-0---|----------| I will need to do all tests from derived, or stored values, but can not figure out how to get all of my cases to work simultaneously. //I attempted to concatenate the 2 tests: if((transform.eulerAngles.y>posBound)&&(transform.eulerAngles.y < negBound)){ dir *= -1; } this caused only the first case to be successful // I attempted to store a opposite value, and do a void Rotate(){ // controlls what direction if((transform.eulerAngles.y > posBound)&&(transform.eulerAngles.y<oposite)){ dir = -1; } else if((transform.eulerAngles.y < negBound)&&(transform.eulerAngles.y>oposite)){ dir = 1; } // rotate object } this causes the opposite situation as indicated on the table. What am I missing here?

    Read the article

  • Keeping the meshes "thickness" the same when scaling an object

    - by user1806687
    I've been bashing my head for the past couple of weeks trying to find a way to help me accomplish, on first look very easy task. So, I got this one object currently made out of 5 cuboids (2 sides, 1 top, 1 bottom, 1 back), this is just for an example, later on there will be whole range of different set ups. Now, the thing is when the user chooses to scale the whole object this is what should happen: X scale: top and bottom cuboids should get scaled by a scale factor, sides should get moved so they are positioned just like they were before(in this case at both ends of top and bottom cuboids), back should get scaled so it fits like before(if I simply scale it by a scale factor it will leave gaps on each side). Y scale: sides should get scaled by a scale factor, top and bottom cuboid should get moved, and back should also get scaled. Z scale: sides, top and bottom cuboids should get scaled, back should get moved. Hope you can help, EDIT: So, I've decided to explain the situation once more, this time more detailed(hopefully). I've also made some pictures of how the scaling should look like, where is the problem and the wrong way of scaling. I this example I will be using a thick walled box, with one face missing, where each wall is made by a cuboid(but later on there will be diffrent shapes of objects, where a one of the face might be roundish, or triangle or even under some angle), scaling will be 2x on X axis. 1.This is how the default object without any scaling applied looks like: http://img856.imageshack.us/img856/4293/defaulttz.png 2.If I scale the whole object(all of the meshes) by some scale factor, the problem becomes that the "thickness" of the object walls also change(which I do not want): http://img822.imageshack.us/img822/9073/wrongwaytoscale.png 3.This is how the correct scaling should look like. Appropriate faces gets caled in this case where the scale is on X axis(top, bottom, back): http://imageshack.us/photo/my-images/163/rightwayxscale1.png/ 4.But the scale factor might not be the same for all object all of the times. In this case the back has to get scaled a bit more or it leaves gaps: http://imageshack.us/photo/my-images/9/problemwhenscaling.png/ 5.If everything goes well this is how the final object should look like: http://imageshack.us/photo/my-images/856/rightwayxscale2.png/ So, as you have might noticed there are quite a bit of things to look out when scaling. I am asking you, if any of you have any idea on how to accomplish this scaling. I have tried whole bunch of things, from scaling all of the object by the same scale factor, to subtracting and adding sizes to get the right size. But nothing I tried worked, if one mesh got scaled correctly then others didnt. Donwload the example object. English is not my first language, so I am really sorry if its hard to understand what I am saying.

    Read the article

  • Multiple Problems Installing 12.04, now can't use Windows

    - by user87997
    First I tried using the 32-bit wubi.exe installer from the main Ubuntu website. It worked fine, dual booted with Windows 7 and all. I tried installing several applications and got errors. After searching for a little while for a fix, I found that someone else had solved the problem by uninstalling the 32-bit version and installing 64-bit Ubuntu. Apparently there is no wubi.exe installer for the 64-bit version, so I used LinuxLive to put the iso file onto a USB drive. I changed my the boot order in BIOS to check the USB first. It did, and I got into the Ubuntu installer just fine. Everything was working fine, but then I got an error that GRUB could not be installed. I chose "install manually later" or something like that. Immediately, the installer said it was done and ready for a reboot. At this point, my USB is still in the computer. The computer reboots...and it's back at the installer for the USB. I look up what's going on here, and someone says in a thread they solved it by selecting "Try Ubuntu" then installing it via a shortcut on the desktop. I assumed that Ubuntu simply hadn't installed and it would be safe to try again, so I did. It finished installing, this time I chose a different partition that wasn't being used. The thread also said to reinstall grub to the mounted drive, so I did that. Next I took out my USB and rebooted. I get stuck on the GRUB GNU loader, v.1.99 or something I believe it says at the top. I can't do anything, and it doesn't detect Windows 7 OR Ubuntu. When I check partitions, I have two 43 GB partitions that both have the same files in them (I'm assuming those are the two Ubuntu installations), and can only run Ubuntu off of my USB-- and can't run Windows 7 at all, however from within Ubuntu the windows 7 filesystem and files can still be seen. I have no idea what to do now. I used Ubuntu in the past (9.xx) and never had these sorts of problems! Please help. And sorry for the wall of text.

    Read the article

  • Gathering Staff anyone interested?

    - by kasene
    Thread Title - Gathering Staff Rush-Soft Game Design is currently looking for staff of a moderate skill level. Team Name - RushSoft Game Design Project Name - N/A We are gathering staff so that we can begin working on a new game. Target Aim - Freeware / Free Version - Paid Version With our first project our aim is to simply get our name out there. Generally we will be targeting a freeware distribution platform or a Free and Paid version. Compensation - Prehaps in the future but don't rely on it If in the future we start developing a game we intend to make any sort of sizable profit from then yes, there will be compensation however currently our low, low funding comes from generous donations. Any money that we make for now will go to the teams funding for things like engine licenses and company registration. Technology - C/C++ RSETech Our primary functional language will be C/C++ as most games are. We will be using a custom built library built on Direct3D called RSETech or RushSoft Engine Technology. Currently its is fully capable of being used for developing a game. The final version is made up of almost entirely C (No C++ or OOP). There is a C++ version currently in the works. Programming: - Microsoft Visual C++ 2008 / 2010 2D Art - Photoshop CS2 - GIMP Talent Needed - We currently are in need of x2 Programmers - With understanding of the following C/C ++ and game programming aspects: -If/Else Conditions -Functions/Methods -Arrays -Pointers (You don't need to fully understand these. Just know when they need to be used.) -Enums -Loops (For and While) -Structs (and How to use . and - syntax) -Classes (and how to call methods and access variables from a class) -State Machines -Switches -Include Guards -Understanding of how game loops work in general. (Init, Update, Render, Deinit) x2 Artists - As long as you have the means to and are able to draw 2D sprites and collab with a game designer to get a good result. 1 or more Game Designers - You can design levels (for platformers) as well as write game scripts and you can come up with good ideas and game mechanics. As long as you can do these things and are able to work well with artists and programmers you're golden. Business Consultant - Someone who knows the industry and how it works. Will inquire about possible distribution platforms as well as contact other developers, websites, and publishers on RushSofts behalf. Team Structure - Kasene Clark - Co-Founder/Lead Programmer/Game Designer Casey W - Co-Founder/Artist(GC/Animation)/Game Designer Nathan Mayworm - Game Designer. Website - RushSoft Websitek Contact - Kasene Clark [email protected] - [email protected] Phone - 12075181967 Feedback - Any Thank You! -Kasene

    Read the article

  • what to do with a flawed C++ skills test

    - by Mike Landis
    In the following gcc.gnu.org post, Nathan Myers says that a C++ skills test at SANS Consulting Services contained three errors in nine questions: Looking around, one of fthe first on-line C++ skills tests I ran across was: http://www.geekinterview.com/question_details/13090 I looked at question 1... find(int x,int y) { return ((x<y)?0:(x-y)):} call find(a,find(a,b)) use to find (a) maximum of a,b (b) minimum of a,b (c) positive difference of a,b (d) sum of a,b ... immediately wondering why would anyone write anything so obtuse. Getting past the absurdity, I didn't really like any of the answers, immediately eliminating (a) and (b) because you can get back zero (which is neither a nor b) in a variety of circumstances. Sum or difference seemed more likely, except that you could also get zero regardless of the magnitudes of a and b. So... I put Matlab to work (code below) and found: when either a or b is negative you get zero; when b a you get a; otherwise you get b, so the answer is (b) min(a,b), if a and b are positive, though strictly speaking the answer should be none of the above because there are no range restrictions on either variable. That forces test takers into a dilemma - choose the best available answer and be wrong in 3 of 4 quadrants, or don't answer, leaving the door open to the conclusion that the grader thinks you couldn't figure it out. The solution for test givers is to fix the test, but in the interim, what's the right course of action for test takers? Complain about the questions? function z = findfunc(x,y) for i=1:length(x) if x(i) < y(i) z(i) = 0; else z(i) = x(i) - y(i); end end end function [b,d1,z] = plotstuff() k = 50; a = [-k:1:k]; b = (2*k+1) * rand(length(a),1) - k; d1 = findfunc(a,b); z = findfunc(a,d1); plot( a, b, 'r.', a, d1, 'g-', a, z, 'b-'); end

    Read the article

  • XNA Notes 010

    - by George Clingerman
    With GDC 2011 wrapping up there were a LOT of great interviews and posts with and about XNA and XBLIG and some of our more notorious developers. Definitely worth spending many, many hours watching, listening and reading all those. Very inspiring! Also, don’t forget to get signed up for Dream Build Play! And just as an early warning reminder do NOT, I repeat do NOT wait to submit your game the last day. There are major issues submitting the last day every year and you do not want all your hard work to be hanging on whether your entry actually went through in that last day. Plan on submitting a few days if not a week before. I’m serious, you’ll thank yourself later! Now on to what’s happening in the XNA community! Time Critical XNA News: PAX East Meet Up (really wish I was going!) http://forums.create.msdn.com/forums/p/71921/439262.aspx Want to stay panicked about the countdown to Dream Build Play? Mike McLaughlin shares his DBP countdown clock http://twitter.com/#!/mikebmcl/status/44454458960252928 XNA Team: Nick Gravelyn Only needs less than 600 new users in his unique marketing plan for Pixel Man 2 http://nickgravelyn.com/pixelman2/ And hares his ad revenue numbers with his XNA WP7 games http://theoneswiththelight.com/2011/my-results-with-ad-revenue-for-wp7-games/ XNA MVPs: Andy “The ZMan” Dunn posts his 15,000th App Hub forum post and shares a few thoughts on the MVP summit http://forums.create.msdn.com/forums/t/77625.aspx Chris Williams shares his thoughts on the MVP summit http://geekswithblogs.net/cwilliams/archive/2011/03/07/144229.aspx XNA Developers: Nathan Fouts of Mommy’s Best games Wraps up GDC http://mommysbest.blogspot.com/2011/03/gdc-2011-wrapped.html And shares the wonderful screenshots from Serious Sam. (I’m so jealous people at PAX East willl be playing a demo of this game!) http://mommysbest.blogspot.com/2011/03/serious-sam-double-d.html James Silva of Ska Studios announces http://www.ska-studios.com/2011/03/09/vampire-smile-at-hotel-sierra/ http://www.ska-studios.com/2011/03/08/vengeance-begins-april-6th/ http://www.ska-studios.com/2011/03/04/good-morning-gato-52/ Michael McLaughlin writes an extremely useful set of tips for XNA WP7 developers http://geekswithblogs.net/mikebmcl/archive/2011/03/10/tips-for-xna-wp7-developers.aspx Robert Boyd “the one man XBLIG improving machine” posts his 9 tips for marketing an Xbox LIVE Indie Gam http://www.gamasutra.com/blogs/RobertBoyd/20110309/7183/9_Tips_for_XBLIG_Marketing.php http://forums.create.msdn.com/forums/p/77534/470586.aspx#470586 And shares his day by day experience at GDC this year http://www.gamasutra.com/blogs/RobertBoyd/20110301/7118/GDC_Saves_the_World__Impressions_Day_1.php http://www.gamasutra.com/blogs/RobertBoyd/20110301/7123/GDC_Saves_the_World__Impressions_Day_2.php http://www.gamasutra.com/blogs/RobertBoyd/20110303/7129/GDC_Saves_the_World__Impressions_Day_3.php http://www.gamasutra.com/blogs/RobertBoyd/20110307/7133/GDC_Saves_the_World__Impressions_Day_4.php http://www.gamasutra.com/blogs/RobertBoyd/20110307/7160/GDC_Saves_the_World__Impressions_Day_5.php Phillipe Da Silva releases new IGF Pong Sample preview http://www.vimeo.com/20904070 Xbox LIVE Indie Games (XBLIG): Gamergeddon posts XBox Indie Game Roundup for March 6th http://www.gamergeddon.com/2011/03/06/xbox-indie-game-round-up-march-6th/ Dealspwn interviews FortressCraft developer Projector Games http://www.dealspwn.com/fortresscraft-developer-interview-minecraft-clones-venting-haters-part-1/ http://www.dealspwn.com/fortresscraft-developer-interview-part-2-trials-tribulations-indie-development/ Writings of Mass Destruction continues the Xbox LIVE Indie Game a day campaign, here’s his take on FishCraft (be sure to check out his other posts!) http://writingsofmassdeduction.com/2011/03/05/day-116-fishcraft/ Tom Ogburn shares his GDC notes on the XBLIG panel jotted quickly while attending the panel http://twitter.com/#!/TOgburn/status/44454191028125696 http://www.starlitskygames.com/blogs/site_news/archive/2011/03/06/802.aspx Dave Voyles of Armless Octopus has crazy good coverage on XNA and Xbox LIVE Indie Game developers at GDC 2011. Interviews and articles all extremely well done! http://www.armlessoctopus.com/2011/03/06/gdc-2011-successful-indie-developers-share-insight-on-microsofts-self-publishing-service/ There’s honestly so many posts and interviews you should just hit his front page and scroll down through all of the latest ones. http://www.armlessoctopus.com/ GameMarx Episode 12 http://www.gamemarx.com/video/the-show/27/ep-12-march-4-2011.aspx B.U.T.T.O.N now on Steam! http://www.gamesetwatch.com/2011/03/button_party_game_now_on_steam.php German Xbox Dashboard gets review program from GamePro http://www.armlessoctopus.com/2011/03/07/gamepo-indie-review-show-debuts-on-german-xbox-dashboard/ XboxIndies.com (one of the best XNA sites out there at this point!) continues to add review sites to it’s main review feed. (And don’t forget to play with that awesome XBLIG pivot control!) http://xboxindies.com/ Kris Steele of FunInfused Games shares early footage of his game World of Chalk http://twitter.com/#!/kriswd40/status/45007114371989504 Raymond Matthews of Darkstarmatryx reviews FunInfused Games Abduction Action http://www.darkstarmatryx.com/?p=264 TheVideoGamerRob reviews Zombie Football Carnage http://videogamerrob.wordpress.com/2011/03/08/xblig-review-zombie-football-carnage/ XBLIG Square Off Making the Jump to WP7 http://www.wp7connect.com/2011/03/08/xblig-square-off-will-make-the-jump-to-windows-phone/ Mommy’s Best Games making the news round with their Serious Sam announcement http://www.joystiq.com/2011/03/09/serious-sam-gets-serious-indie-cred-with-new-indie-series/ Most quoted and linked XBLIG article of the week with the least amount of actual facts and reporting. Shared only because it makes me sad that this is the best coverage we get. (Hey reporters, there’s LOT and LOTS of XBLIG and XNA experts you can contact if you need to check up on facts or wonder why on questions like, Why can’t XBLIGs have Nazis? There’s actually a real answer for that..) http://www.joystiq.com/2011/03/06/xblig-facts-nazi-killing-a-no-no-revenue-a-yes-yes/ XNA Development: Mort8088 has been in an XNA tutorial writing frenzy releasing 4 XNA 4.0 entry level tutorials this week! http://mort8088.com/2011/03/06/xna-4-0-tutorial-0-intro/ http://mort8088.com/2011/03/06/xna-4-0-tutorial-1-fonts/ http://mort8088.com/2011/03/06/xna-4-0-tutorial-2-sprites/ http://mort8088.com/2011/03/06/xna-4-0-tutorial-3-input-from-keyboard/ Interesting discussion on what it means to be a community (you do have to sign up to be a member of the XNA UK forums to read it...) http://twitter.com/#!/XNAUK/status/44705269254594560 Slyprid continues his incredible pace on Transmute and shares screens of his new Animation Builder http://twitter.com/#!/slyprid/status/45169271847911424 http://forgottenstarstudios.com/blog/ Philippe Da Silva wants to know who is using IGF for their games. If it’s you, drop him a note letting him know! http://twitter.com/#!/philippedasilva/status/44325893719588864 New Sunburn Video Tutorials released http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/03/07/new-documentation-video-tutorials.aspx Loading and rendering animated collada models using XNA 4.0 http://bunkernetz.wordpress.com/2011/03/09/loading-and-rendering-animated-collada-models-using-xna-4-0/ XNA for Silverlight Developers Part 6 Accelerometer Input http://buzzgamesnews.blogspot.com/2011/03/xna-for-silverlight-developers-part-6.html

    Read the article

  • Columnstore Case Study #2: Columnstore faster than SSAS Cube at DevCon Security

    - by aspiringgeek
    Preamble This is the second in a series of posts documenting big wins encountered using columnstore indexes in SQL Server 2012 & 2014.  Many of these can be found in my big deck along with details such as internals, best practices, caveats, etc.  The purpose of sharing the case studies in this context is to provide an easy-to-consume quick-reference alternative. See also Columnstore Case Study #1: MSIT SONAR Aggregations Why Columnstore? As stated previously, If we’re looking for a subset of columns from one or a few rows, given the right indexes, SQL Server can do a superlative job of providing an answer. If we’re asking a question which by design needs to hit lots of rows—DW, reporting, aggregations, grouping, scans, etc., SQL Server has never had a good mechanism—until columnstore. Columnstore indexes were introduced in SQL Server 2012. However, they're still largely unknown. Some adoption blockers existed; yet columnstore was nonetheless a game changer for many apps.  In SQL Server 2014, potential blockers have been largely removed & they're going to profoundly change the way we interact with our data.  The purpose of this series is to share the performance benefits of columnstore & documenting columnstore is a compelling reason to upgrade to SQL Server 2014. The Customer DevCon Security provides home & business security services & has been in business for 135 years. I met DevCon personnel while speaking to the Utah County SQL User Group on 20 February 2012. (Thanks to TJ Belt (b|@tjaybelt) & Ben Miller (b|@DBADuck) for the invitation which serendipitously coincided with the height of ski season.) The App: DevCon Security Reporting: Optimized & Ad Hoc Queries DevCon users interrogate a SQL Server 2012 Analysis Services cube via SSRS. In addition, the SQL Server 2012 relational back end is the target of ad hoc queries; this DW back end is refreshed nightly during a brief maintenance window via conventional table partition switching. SSRS, SSAS, & MDX Conventional relational structures were unable to provide adequate performance for user interaction for the SSRS reports. An SSAS solution was implemented requiring personnel to ramp up technically, including learning enough MDX to satisfy requirements. Ad Hoc Queries Even though the fact table is relatively small—only 22 million rows & 33GB—the table was a typical DW table in terms of its width: 137 columns, any of which could be the target of ad hoc interrogation. As is common in DW reporting scenarios such as this, it is often nearly to optimize for such queries using conventional indexing. DevCon DBAs & developers attended PASS 2012 & were introduced to the marvels of columnstore in a session presented by Klaus Aschenbrenner (b|@Aschenbrenner) The Details Classic vs. columnstore before-&-after metrics are impressive. Scenario   Conventional Structures   Columnstore   Δ SSRS via SSAS 10 - 12 seconds 1 second >10x Ad Hoc 5-7 minutes (300 - 420 seconds) 1 - 2 seconds >100x Here are two charts characterizing this data graphically.  The first is a linear representation of Report Duration (in seconds) for Conventional Structures vs. Columnstore Indexes.  As is so often the case when we chart such significant deltas, the linear scale doesn’t expose some the dramatically improved values corresponding to the columnstore metrics.  Just to make it fair here’s the same data represented logarithmically; yet even here the values corresponding to 1 –2 seconds aren’t visible.  The Wins Performance: Even prior to columnstore implementation, at 10 - 12 seconds canned report performance against the SSAS cube was tolerable. Yet the 1 second performance afterward is clearly better. As significant as that is, imagine the user experience re: ad hoc interrogation. The difference between several minutes vs. one or two seconds is a game changer, literally changing the way users interact with their data—no mental context switching, no wondering when the results will appear, no preoccupation with the spinning mind-numbing hurry-up-&-wait indicators.  As we’ve commonly found elsewhere, columnstore indexes here provided performance improvements of one, two, or more orders of magnitude. Simplified Infrastructure: Because in this case a nonclustered columnstore index on a conventional DW table was faster than an Analysis Services cube, the entire SSAS infrastructure was rendered superfluous & was retired. PASS Rocks: Once again, the value of attending PASS is proven out. The trip to Charlotte combined with eager & enquiring minds let directly to this success story. Find out more about the next PASS Summit here, hosted this year in Seattle on November 4 - 7, 2014. DevCon BI Team Lead Nathan Allan provided this unsolicited feedback: “What we found was pretty awesome. It has been a game changer for us in terms of the flexibility we can offer people that would like to get to the data in different ways.” Summary For DW, reports, & other BI workloads, columnstore often provides significant performance enhancements relative to conventional indexing.  I have documented here, the second in a series of reports on columnstore implementations, results from DevCon Security, a live customer production app for which performance increased by factors of from 10x to 100x for all report queries, including canned queries as well as reducing time for results for ad hoc queries from 5 - 7 minutes to 1 - 2 seconds. As a result of columnstore performance, the customer retired their SSAS infrastructure. I invite you to consider leveraging columnstore in your own environment. Let me know if you have any questions.

    Read the article

  • multiple monitor, ATI EyeFinity vs NVidia Mosaic on HDMI

    - by user1531897
    i have been googling much for answer but only someone with real experience can help here. my aim is to have 5 monitors connected to one computer in 2x2 full screen on all 4 monitors (video wall) with same resolution, 4xfullHD for example, plus one -5th monitor as controling. Ati have example picture of this configuration here. I have no gaming nor 3d needs here. Simple desktop applications plus video streams. So because graphic cards for this are expensive, i need to find out before buying pros and cons of 2 possible solutions (1) Ati Eyefinity capable card(s) ...and (2) Nvidia Quadro/NVS card(s) with mosaic and/or nvidia surround technology. For example i can find that current good cards for this can be: Ati's 7870 eyefinity6 card, link here pros: one card can handle all 5 displays, cons: active DP adapters needed (sometimes with aditional usb-powering complication) Nvidia Qudro NVS 450, link here Both cards have DisplayPorts as outputs (my targets are HDMI displays), but as far i saw information is that Eyefinity needs "active DP-DVI/hdmi adapters" for outputs and they are little expensive...? Does nvidia have this limitation (active adapters) ??? And final question, is Ati Eyefinity still better for this purpose than Nvidia-mosaic by someone's real experience there.

    Read the article

  • Why do I get "unsupported architecture" errors trying to install a Python library in OSX?

    - by Emma518
    I am trying to install a Python library in the Presto package, source http://www.cv.nrao.edu/~sransom/presto/ Using 'gmake fftfit' I get the following error: cd fftfit_src ; f2py-2.7 -c fftfit.pyf *.f running build running config_cc unifing config_cc, config, build_clib, build_ext, build commands --compiler options running config_fc unifing config_fc, config, build_clib, build_ext, build commands --fcompiler options running build_src build_src building extension "fftfit" sources creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7 f2py options: [] f2py: fftfit.pyf Reading fortran codes... Reading file 'fftfit.pyf' (format:free) Post-processing... Block: fftfit Block: cprof Block: fftfit Post-processing (stage 2)... Building modules... Building module "fftfit"... Constructing wrapper function "cprof"... c,amp,pha = cprof(y,[nmax,nh]) Constructing wrapper function "fftfit"... shift,eshift,snr,esnr,b,errb,ngood = fftfit(prof,s,phi,[nmax]) Wrote C/API module "fftfit" to file "/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64- 2.7/fftfitmodule.c" adding '/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7/fortranobject.c' to sources. adding '/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7' to include_dirs. copying /Library/Python/2.7/site-packages/numpy-1.8.2-py2.7-macosx-10.9- intel.egg/numpy/f2py/src/fortranobject.c -> /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7 copying /Library/Python/2.7/site-packages/numpy-1.8.2-py2.7-macosx-10.9-intel.egg/numpy/f2py/src/fortranobject.h -> /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7 build_src: building npy-pkg config files running build_ext customize UnixCCompiler customize UnixCCompiler using build_ext customize Gnu95FCompiler Found executable /usr/local/bin/gfortran customize Gnu95FCompiler customize Gnu95FCompiler using build_ext building 'fftfit' extension compiling C sources C compiler: /usr/bin/clang -DNDEBUG -g -fwrapv -O3 -Wall -Wstrict-prototypes -arch ppc -arch i386 -arch x86_64 -g -O2 creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h00 00gp/T creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h00 00gp/T/tmp9MmLz8 creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h00 00gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7 compile options: '-I/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9- x86_64-2.7 -I/Library/Python/2.7/site-packages/numpy-1.8.2-py2.7-macosx-10.9- intel.egg/numpy/core/include - I/opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7 -c' clang: /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64- 2.7/fftfitmodule.c In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:19: In file included from /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/clang/ 5.1/include/limits.h:38: In file included from /usr/include/limits.h:63: /usr/include/sys/cdefs.h:658:2: error: Unsupported architecture #error Unsupported architecture ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:19: In file included from /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/clang/ 5.1/include/limits.h:38: In file included from /usr/include/limits.h:64: /usr/include/machine/limits.h:8:2: error: architecture not supported #error architecture not supported ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:67: In file included from /usr/include/_types.h:27: In file included from /usr/include/sys/_types.h:33: /usr/include/machine/_types.h:34:2: error: architecture not supported #error architecture not supported ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:67: In file included from /usr/include/_types.h:27: /usr/include/sys/_types.h:94:9: error: unknown type name '__int64_t' typedef __int64_t __darwin_blkcnt_t; /* total blocks */ ^ /usr/include/sys/_types.h:95:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_blksize_t; /* preferred block size */ ^ /usr/include/sys/_types.h:96:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_dev_t; /* dev_t */ ^ /usr/include/sys/_types.h:99:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_gid_t; /* [???] process and group IDs */ ^ /usr/include/sys/_types.h:100:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_id_t; /* [XSI] pid_t, uid_t, or gid_t*/ ^ /usr/include/sys/_types.h:101:9: error: unknown type name '__uint64_t' typedef __uint64_t __darwin_ino64_t; /* [???] Used for 64 bit inodes */ ^ /usr/include/sys/_types.h:107:9: error: unknown type name '__darwin_natural_t' typedef __darwin_natural_t __darwin_mach_port_name_t; /* Used by mach */ ^ /usr/include/sys/_types.h:109:9: error: unknown type name '__uint16_t' typedef __uint16_t __darwin_mode_t; /* [???] Some file attributes */ ^ /usr/include/sys/_types.h:110:9: error: unknown type name '__int64_t' typedef __int64_t __darwin_off_t; /* [???] Used for file sizes */ ^ /usr/include/sys/_types.h:111:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_pid_t; /* [???] process and group IDs */ ^ /usr/include/sys/_types.h:131:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_sigset_t; /* [???] signal set */ ^ /usr/include/sys/_types.h:132:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_suseconds_t; /* [???] microseconds */ ^ /usr/include/sys/_types.h:133:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_uid_t; /* [???] user IDs */ ^ /usr/include/sys/_types.h:134:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_useconds_t; /* [???] microseconds */ ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:71: /usr/include/sys/_types/_va_list.h:31:9: error: unknown type name '__darwin_va_list'; did you mean '__builtin_va_list'? typedef __darwin_va_list va_list; ^ note: '__builtin_va_list' declared here In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:72: /usr/include/sys/_types/_size_t.h:30:9: error: unknown type name '__darwin_size_t'; did you mean '__darwin_ino_t'? typedef __darwin_size_t size_t; ^ /usr/include/sys/_types.h:103:26: note: '__darwin_ino_t' declared here typedef __darwin_ino64_t __darwin_ino_t; /* [???] Used for inodes */ ^ fatal error: too many errors emitted, stopping now [-ferror-limit=] 20 errors generated. In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:19: In file included from /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/clang/5.1/include/limits.h:38: In file included from /usr/include/limits.h:63: /usr/include/sys/cdefs.h:658:2: error: Unsupported architecture #error Unsupported architecture ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:19: In file included from /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/clang/ 5.1/include/limits.h:38: In file included from /usr/include/limits.h:64: /usr/include/machine/limits.h:8:2: error: architecture not supported #error architecture not supported ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:67: In file included from /usr/include/_types.h:27: In file included from /usr/include/sys/_types.h:33: /usr/include/machine/_types.h:34:2: error: architecture not supported #error architecture not supported ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:67: In file included from /usr/include/_types.h:27: /usr/include/sys/_types.h:94:9: error: unknown type name '__int64_t' typedef __int64_t __darwin_blkcnt_t; /* total blocks */ ^ /usr/include/sys/_types.h:95:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_blksize_t; /* preferred block size */ ^ /usr/include/sys/_types.h:96:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_dev_t; /* dev_t */ ^ /usr/include/sys/_types.h:99:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_gid_t; /* [???] process and group IDs */ ^ /usr/include/sys/_types.h:100:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_id_t; /* [XSI] pid_t, uid_t, or gid_t*/ ^ /usr/include/sys/_types.h:101:9: error: unknown type name '__uint64_t' typedef __uint64_t __darwin_ino64_t; /* [???] Used for 64 bit inodes */ ^ /usr/include/sys/_types.h:107:9: error: unknown type name '__darwin_natural_t' typedef __darwin_natural_t __darwin_mach_port_name_t; /* Used by mach */ ^ /usr/include/sys/_types.h:109:9: error: unknown type name '__uint16_t' typedef __uint16_t __darwin_mode_t; /* [???] Some file attributes */ ^ /usr/include/sys/_types.h:110:9: error: unknown type name '__int64_t' typedef __int64_t __darwin_off_t; /* [???] Used for file sizes */ ^ /usr/include/sys/_types.h:111:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_pid_t; /* [???] process and group IDs */ ^ /usr/include/sys/_types.h:131:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_sigset_t; /* [???] signal set */ ^ /usr/include/sys/_types.h:132:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_suseconds_t; /* [???] microseconds */ ^ /usr/include/sys/_types.h:133:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_uid_t; /* [???] user IDs */ ^ /usr/include/sys/_types.h:134:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_useconds_t; /* [???] microseconds */ ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:71: /usr/include/sys/_types/_va_list.h:31:9: error: unknown type name '__darwin_va_list'; did you mean '__builtin_va_list'? typedef __darwin_va_list va_list; ^ note: '__builtin_va_list' declared here In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:72: /usr/include/sys/_types/_size_t.h:30:9: error: unknown type name '__darwin_size_t'; did you mean '__darwin_ino_t'? typedef __darwin_size_t size_t; ^ /usr/include/sys/_types.h:103:26: note: '__darwin_ino_t' declared here typedef __darwin_ino64_t __darwin_ino_t; /* [???] Used for inodes */ ^ fatal error: too many errors emitted, stopping now [-ferror-limit=] 20 errors generated. error: Command "/usr/bin/clang -DNDEBUG -g -fwrapv -O3 -Wall -Wstrict-prototypes -arch ppc -arch i386 -arch x86_64 -g -O2 -I/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7 -I/Library/Python/2.7/site-packages/numpy-1.8.2-py2.7-macosx-10.9- intel.egg/numpy/core/include - I/opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7 -c /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7/fftfitmodule.c -o /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h00 00gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7/fftfitmodule.o" failed with exit status 1 Makefile:5: recipe for target 'fftfit' failed gmake: *** [fftfit] Error 1 How can I solve this architecture problem?

    Read the article

  • IIS URL Rewrite HTTP to HTTPS with Port

    - by Andy Arismendi
    My website has two bindings: 1000 and 1443 (port 80/443 are in use by another website on the same IIS instance). Port 1000 is HTTP, port 1443 is HTTPS. What I want to do is redirect any incoming request using "htt p://server:1000" to "htt ps://server:1443". I'm playing around with IIS 7 rewrite module 2.0 but I'm banging my head against the wall. Any insight is appreciated! BTW the rewrite configuration below works great with a site that has an HTTP binding on port 80 and HTTPS binding on port 443, but it doesn't work with my ports. P.S. My URLs intentionally have spaces because the 'spam prevention mechanism' kicked in. For some reason google login doesn't work anymore so I had to create an OpenID account (No Script could be the culprit). I'm not sure how to get XML to display nicely so I added spaces after the opening brackets. < ?xml version="1.0" encoding="utf-8"? < configuration < system.webServer < rewrite < rules < rule name="HTTP to HTTPS redirect" stopProcessing="true" < match url="(.*)" / < conditions trackAllCaptures="true" < add input="{HTTPS}" pattern="off" / < /conditions < action type="Redirect" redirectType="Found" url="htt ps: // {HTTP_HOST}/{R:1}" / < /rule < /rules < /rewrite < /system.webServer < /configuration

    Read the article

  • Exchange 2007 two node cluster setup on Windows 2008 Enterprise, install error

    - by Shadow00Caster
    I am installing Microsoft Exchange 2007 x64 in a two node environment using Microsoft Windows 2008 Enterprise x64. The Failover Cluster is all setup properly and following best practices for setting up the windows clustering for use with Exchange 2007. All the validation tests pass on the cluster and all of that portion is working fine. The problem is when I go to install the first Exchange node as an Active mailbox in configuration for a two node CCR. It gets all the way through the first 3 steps (Copy Exchange Files, Management Tools, Mailbox Role) and then fails on the 4th step 'Clustered Mailbox Server' with the following error: Error: The clustered mailbox server's group 'XXXX' was not found, and should already exist. Firewalls are all disabled, DNS is all setup properly, the environment has 3 domain controllers all 2k8 ent x64, all replication works. The name I pick for the CCR cluster (XXX) does not exist in AD or in DNS. I have attempted this install from both of the two Exchange nodes and multiple times .. tried with different names. I have been banging my head against the wall for days working on this and would appreciate any feedback on the issue.

    Read the article

  • How do I force Windows 7 to recognize my Projector?

    - by user63564
    I have a new Dell XPS with an NVIDIA GeForce GT 445M and an old (several years) Epson PowerLite Cinema 550 projector. Windows 7 refuses to recognize that the projector is connected under normal conditions (I'll get to the strange condition in a moment). Here are some things that I have already tried: Confirm that the projector continues to work well on my old Windows XP laptop. Confirm that the video cable (HDMI to HDMI) is connected Make sure the Dell laptop is plugged in to wall power at all times Reboot both the computer and the projector Click "Detect" under the "Connect to an External Display" Windows dialog (no reaction) Click "Rigorous Display Detection" under NVIDIA Control Panel (dialog: none found) Checked "Force Television Detection on startup" under "My display is not shown..." in NVIDIA Control Panel (no effect) Here's where it gets weird... My projector has three states: off, standby and on. Standby means the power switch on the back is on, but the projector is effectively off (no picture, no access to menu or controls). When I plug in the HDMI cable while the projector is in standby, Windows detects the projector! It lets me switch to Duplicate, Extend, or Project Only mode, and adjusts the resolution appropriately. A new Generic Plug-n-Play monitor shows up in my device manager. A "Seiko EPSON PJ" display shows up in my NVIDIA control panel. Then if I turn my projector on, Windows no longer recognizes the display. This is true whether I turn the projector on while the HDMI cable is plugged in, or if I unplug the HDMI cable while turning on the projector. Anyone have any ideas, because I'm completely stumped...?

    Read the article

  • Azure can't ping or telnet VM from client

    - by Raif
    I have a VM on Azure with an instance sqlserver 2012 running on it. From my work computer and my home computer I can't get sqlserver management studio connect to it. I have looked at ALL the settings recommended in numerous articles. everything is setup correctly. endpoint 1433 Private and public sqlserver tcp enabled. sqlserver tcp listening on right port sqlserver using mixed auth windows fire wall, holes poked and then disabled on both client and VM can log in from VM using the credentials that I'm trying to use remotely further more I can't ping the dns or ip or tellnet address from my local machines. I can however hit the iis from a browser using the ip. strange. CS asked me to download MS Network Monitor, which I did and pinged and telneted. I have the results saved but can't really make heads or tails of them. CS hasn't responded yet. I can post some info here that would help. EDIT Never one to shrink from a challenge, I deleted my VM and re-did everything. Now it works although my confidence azure is somewhat shaken.

    Read the article

  • Multiple vlans access to shared pbx system

    - by Matt
    I'm new to networking and was looking for some assistance. First off I'm using packet tracer to diagram my scenario as I will be receiving my equipment next week to deploy. Hardware to be used: 2 catalyst 3560 switches all connect to a sonic wall router I have two companies that work in the same office space. I need to keep these companies separate on their own vlan. They will however need to share the phone system. (Packet tracer file uploaded to give those who have the time to see what I put together.) http://dl.dropbox.com/u/86234623/network%20build.pkt Here is my current test scenario: on switch 0 I have: company A on vlan 2 computers 172.16.1.100 and 101 255.255.0.0 FA0/10 FA0/11 company B on vlan 3 computers 172.16.2.102, 255.255.0.0 FA0/12 PBX on a trunk port 172.16.0.5, 255.255.0.0 FA0/5 trunk port on FA0/1 to connect the switches on switch 1 I have: company A on vlan 2 computers 172.16.1.102, 255.255.0.0 company B on vlan 3 computers 172.16.2.100 and 101, 255.255.0.0 trunk port on FA0/1 to connect the switches I can ping the respective computers on the same vlan but cant ping company A to B which is what I want. However neither company can talk (ping) the PBX. Here are the commands I used to configure what I have: switch 0 en conf t vlan 2 name A vlan 3 name B int fa0/10 switchport mode access switchport access vlan 2 int fa0/11 switchport mode access switchport access vlan 2 int fa0/12 switchport mode access switchport access vlan 3 int fa0/5 switchport trunk encapsulation dot1q switchport mode trunk switchport trunk allowed vlan 1-3 int fa0/1 (to connect the switches) switchport trunk encapsulation dot1q switchport mode trunk switchport trunk allowed vlan 1-3 Switch 1 en conf t vlan 2 name A vlan 3 name B int fa0/10 switchport mode access switchport access vlan 3 int fa0/11 switchport mode access switchport access vlan 3 int fa0/12 switchport mode access switchport access vlan 2 int fa0/1 (to connect the switches) switchport trunk encapsulation dot1q switchport mode trunk switchport trunk allowed vlan 1-3

    Read the article

  • Dell Studio 17 - turning off suddenly

    - by studiohack
    I have a Dell Studio 17 laptop, a refurbished model almost 2 years old...It is currently running Windows 7 32-bit, Home Premium. Via a clean install, it is a Vista upgrade machine...A while back, a problem started to develop while running Vista that it would suddenly just turn off. No warnings, messages, anything. It was like I had the battery out, then just unplugged it from the wall. Just like that. Over several months of this happening (or more), I've observed several things...First, it only seems to happen when I'm doing memory-intensive things, such as watching a online video full screen or running many applications in the background...Second, I can tell when it is about to "flip" as I've termed it, when the fan starts running...the computer gets really hot in places... Anyways, I'm pretty sure this is a hardware problem, because it still exists, even after a Vista-to-7 Upgrade...Is this true? Hardware vs. software? Is there anything I can do to fix this? Is it just a specific component or what? What do you recommend? Thanks!!

    Read the article

  • Joining two routers together, but I have no access to the second router, although I know it's IP address and Gateway

    - by JohnnyVegas
    I have temporarily moved into a rented apartment for 4 months, which has wireless. The trouble I am having is that the access points here are wifi only and no RJ45 and I need to use RJ45 to connect some equipment that I am working with. I have purchased an RT-N66U and installed Tomato (shibby ver. 1.28) and successfully replaced the existing access point, but now I want to enable the access point that I have replaced as it links wirelessly to 3 others. Can I plug in a cable from the access point to my RT-N66U and get it to access the internet via my router? I have no access to the existing wireless access point, and don't want to reset it as it's not mine. There is another router situated in the roof somewhere which I also have no access to, but it's supplying my RT-N66U internet and I most definitely have a double-nat, which although isn't the best way of doing things I am limited with what I can do. Any suggestions on routing tables, vlans etc would be helpful, but I have no experience in these fields before - but I know the tomato firmware can cater for this. My router is set to IP 10.0.1.1 and dhcp is 10.0.1.100-200 The wireless access point address was 192.168.1.2 but this was assigned by the router in the roof which has the address 192.168.1.1. There is a cable from this router going to a wall socket which I now have my RT-N66u attached to via the WAN port. I understand it's scruffy and it isn't the way to do things but I have tried to ask for the admin details but as the wireless network is looked after by a third party and nobody knows their details I am stuck with this dilemma. I could buy three wireless access points and replace the existing but this isn't what I want to do, and although I have installed plenty of DD-WRT wireless repeater bridges they simply don't work here for some unknown reason. The phone line here is very noisy too and I don't have the rights to install ADSL in a building that isn't mine, and 3G coverage isn't good enough either. Thanks for your time

    Read the article

< Previous Page | 58 59 60 61 62 63 64 65 66 67 68 69  | Next Page >