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  • What is the space character for the browser?

    - by Hiro Protagonist
    echo "\n\s\s\s\s\s\s" . "<div id='data-load' data-load='" . $load . "'></div>"; \n works for adding a return in...I tried \s logically for space but this does not work. Keep mind, I don't want this rendered in the browser view...but in the source view ( when you click view-source )...I'm trying to put my html in to a readable form. echo "&nbsp&nbsp&nbsp&nbsp&nbsp&nbsp\n" . "<div id='data-path' data-path='" . $path . "'></div>"; This does not work either. I am composing HTML from PHP... echo " \n" . "<div id='data-load' data-load='" . $load . "'></div>"; This does not work either. Actual Code: public static function setUniversals() { $shared_object = new Shared(); if ( $shared_object->getLoadOn() == 1 ) { $load = 'server'; } else { $load = 'client'; } if( getcwd() === '/home/foo/public_html/develop' ) { $path = 'development'; } else { $path = 'production'; } $shared_object = new Shared(); echo "\n"; echo "\n " . "<div id='data-path' data-path='" . $path . "'></div>"; echo "\n " . "<div id='data-load' data-load='" . $load . "'></div>"; }

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • Removing empty space with jQuery after deleting Selectable item

    - by Tx3
    I have two ordered lists and user can move items between them. I am using jQuery UI's Selectable for both of them. Problem is that when I move item from the middle of the list it leaves an empty space behind. How can I make list shrink according to the how many items is actually in the list? HTML <ol id="allUnits"> <li class="ui-state-default">Item 1</li> <li class="ui-state-default">Item 2</li> <li class="ui-state-default">Item 3</li> <li class="ui-state-default">Item 4</li> <li class="ui-state-default">Item 5</li> </ol> <input id="arrowRight" type="image" alt="Move item to right" src="<%= Url.Content("~/Content/Images/arrowRight.png")%>" /> <input id="arrowLeft" type="image" alt="Move item to left" src="<%= Url.Content("~/Content/Images/arrowLeft.png")%>" /> <ol id="productUnits"> <li class="ui-state-default">Item 1</li> <li class="ui-state-default">Item 2</li> <li class="ui-state-default">Item 3</li> <li class="ui-state-default">Item 4</li> <li class="ui-state-default">Item 5</li> </ol> jQuery $().ready(function () { $("#allUnits").selectable(); $("#productUnits").selectable(); $('#arrowRight').click(function () { return !$('#allUnits .ui-selected').remove().appendTo('#productUnits').removeClass(".ui-selected"); }); $('#arrowLeft').click(function () { return !$('#productUnits .ui-selected').remove().appendTo('#allUnits').removeClass(".ui-selected"); }); });

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  • Calculating and saving space in Postgresql

    - by punkish
    I have a table in Pg like so CREATE TABLE t ( a BIGSERIAL NOT NULL, -- 8 b b SMALLINT, -- 2 b c SMALLINT, -- 2 b d REAL, -- 4 b e REAL, -- 4 b f REAL, -- 4 b g INTEGER, -- 4 b h REAL, -- 4 b i REAL, -- 4 b j SMALLINT, -- 2 b k INTEGER, -- 4 b l INTEGER, -- 4 b m REAL, -- 4 b CONSTRAINT a_pkey PRIMARY KEY (a) ) The above adds up to 50 bytes per row. My experience is that I need another 40% to 50% for system overhead, without even any user-created indexes to the above. So, about 75 bytes per row. I will have many, many rows in the table, potentially upward of 145 billion rows, so the table is going to be pushing 13-14 Terabytes. What tricks, if any, could I use to compact this table? My possible ideas below -- Convert the REAL values to INTEGERs. If they can stored as SMALLINT, that is a saving of 2 bytes per field. Convert the columns b .. m into an array. I don't need to search on those columns, but I do need to be able to return one column's value at a time. So, if I need column g, I could do something like SELECT a, arr[5] FROM t; Would I save space with the array option? Would there be a speed penalty? Any other ideas?

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  • Reduce white space between lines of text

    - by user654466
    I am creating a webpage (first time) and i'm following as much of the CSS rules and tags as I can. However, I ran into a problem with white space. I've underlined the first line of text but now the second line seems to have drifted below. Is there a way to make it a bit more snug, i'd like the second line of text to be just below the above line. body,td,th { color: #000000; } body { margin: 0; padding: 0; padding-top: 6px; text-align: center; background-color: #FFFFFF; } #centered { width: 800px; /* set to desired width in px or percent */ text-align: left; /* optionally you could use "justified" */ border: 0px; /* Changing this value will add lines around the centered area */ padding: 0; margin: 0 auto; } .style3 { font-size: 32pt; color: #666666; margin-left: 0px; border-bottom: 3px double; } .style5 { margin-left: 390px; font-size: 32pt; color: #CCCCCC; } --> </style></head> <div id="centered"> <body> <p class="style3">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;FIRST LINE OF TEXT</p> <p class="style5">INDENTED SECOND LINE</p> </body> </div> </body> </html>

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  • Extra space in Opera

    - by HiveHicks
    I'm trying to put a progress bar inside td of my table. Here's the code: <td style="width: 150px; max-height: 16px;"> <div style="height: 16px; max-height: 16px; overflow: hidden; border: 1px solid #80C622;"> <div style="height: 16px; width: 10%; background-color: #bbea7d;"></div> <div style="margin-top: -16px; text-align: center;"> 1470/14166 </div> </div> </td> Chrome, Firefox, Safari and (!) IE displays it correctly, whereas Opera extends the row so there is some extra space above. Here's how it's supposed to look like: http://ipicture.ru/uploads/100616/16el6B3lB1.png Here's how it looks in Opera: http://ipicture.ru/uploads/100616/fE4Ad63N1l.png

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  • Triangulation in 3D Space

    - by w3b_wizzard
    Disclaimer: This is for class, however I'm fresh out of ideas and a nudge in the right direction would be much appreciated. Also, this needs to be implemented in raw C, so no fancy libraries can be used. I have to write a search and rescue simulator for submarines, it has to find a probe that is randomly placed in 3D space in a grid from of the MAX_XYZ (100000). The only tools I'm given are a "ping" which will give the magnitude of the distance between a certain sub and the probe. The goal is to optimize the costs of this entire operation so a brute force attempt, like looking at every single coordinate, won't work. Hence I was thinking triangulation. Now, it makes loads of sense to me, place three subs, each one of them uses their ping to get the distance between them and the probe. Since each sub have a known distance relative to one another, it's easy to build the base of a tetrahedron with them, and the results of the ping will point to a certain coordinate, the problem I'm having is how to figure out the elevation, or the height, of the tetrahedron. So what I have as data is the following: Distances between subs (In vector format) Angles between each subs (very easy to compute) Distance between each sub and the probe (3 segments from the base to the peak) Angles inside each of the outer 3 surfaces of the tetrahedron. I tried finding some sort of relationship with the vertices of the tetrahedron and the relative angles in each of them, however all I found had to deal with tetrahedrons built with equilateral triangles, which isn't much help. I have the impression this can be easily solved with trig but either I'm not seeing it or I need more coffee. Any suggestions would be appreciated!

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  • centos 6 debuginfo repository does not have httpd debug version available

    - by Zippy Zeppoli
    I am trying to get the debug version of httpd so I can use it in conjunction with gdb. I am having a hard time getting them, and they don't seem to be in the standard epel-debuginfo repository. What should I do? > [root@buildbox-rhel6 ~]# debuginfo-install httpd Loaded plugins: fastestmirror, presto enabling epel-debuginfo Loading mirror speeds from cached hostfile epel-debuginfo/metalink | 8.3 kB 00:00 * base: mirrors.cicku.me * epel: mirrors.kernel.org * epel-debuginfo: mirrors.kernel.org * extras: mirrors.arpnetworks.com * updates: linux.mirrors.es.net epel-debuginfo | 3.1 kB 00:00 epel-debuginfo/primary_db | 487 kB 00:01 Checking for new repos for mirrors Could not find debuginfo for main pkg: httpd-2.2.15-15.el6.centos.1.x86_64 Could not find debuginfo pkg for dependency package apr-1.3.9-5.el6_2.x86_64 Could not find debuginfo pkg for dependency package apr-util-1.3.9-3.el6_0.1.x86_64 Could not find debuginfo pkg for dependency package glibc-2.12-1.80.el6_3.6.x86_64 Could not find debuginfo pkg for dependency package glibc-2.12-1.80.el6_3.6.x86_64 Could not find debuginfo pkg for dependency package glibc-2.12-1.80.el6_3.6.x86_64 Could not find debuginfo pkg for dependency package glibc-2.12-1.80.el6_3.6.x86_64 Could not find debuginfo pkg for dependency package glibc-2.12-1.80.el6_3.6.x86_64 Could not find debuginfo pkg for dependency package glibc-2.12-1.80.el6_3.6.x86_64 Could not find debuginfo pkg for dependency package db4-4.7.25-17.el6.x86_64 Could not find debuginfo pkg for dependency package expat-2.0.1-11.el6_2.x86_64 Could not find debuginfo pkg for dependency package openldap-2.4.23-26.el6_3.2.x86_64 Could not find debuginfo pkg for dependency package openldap-2.4.23-26.el6_3.2.x86_64 Could not find debuginfo pkg for dependency package glibc-2.12-1.80.el6_3.6.x86_64 Could not find debuginfo pkg for dependency package pcre-7.8-4.el6.x86_64 Could not find debuginfo pkg for dependency package glibc-2.12-1.80.el6_3.6.x86_64 Could not find debuginfo pkg for dependency package glibc-2.12-1.80.el6_3.6.x86_64 Could not find debuginfo pkg for dependency package libselinux-2.0.94-5.3.el6.x86_64 Could not find debuginfo pkg for dependency package zlib-1.2.3-27.el6.x86_64 No debuginfo packages available to install

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  • sg_map & lsscsi showing old storage version

    - by PratapSingh
    I am using SUN storage and recently upgraded/refreshed my ISCSI LUN storage. We have replicated old storage to new storage and attached to our servers. I can see at SUN storage side that storage is attached to server and also from server when I run the below command it prints the following output : iscsiadm -m session tcp: [1] 10.1.1.10:3260,2 iqn.86-03.com.sun:02:afsfsf58-c56a-6ba8-a944-addd258687cd The above storage is SUN STORAGE 7420 But when I run sg_map or lsscsi command it prints different version: lsscsi disk SUN Sun Storage 7410 1.0 /dev/sda disk SUN Sun Storage 7410 1.0 /dev/sdb disk SUN Sun Storage 7410 1.0 /dev/sdc disk SUN Sun Storage 7410 1.0 /dev/sdd Output of ls on "/dev/disk/by-path/" ls -1 /dev/disk/by-path/ ip-10.1.1.10:3260-iscsi-iqn.86-03.com.sun:02:afsfsf58-c56a-6ba8-a944-addd258687cd-lun-0 ip-10.1.1.10:3260-iscsi-iqn.86-03.com.sun:02:afsfsf58-c56a-6ba8-a944-addd258687cd-lun-0-part1 ip-10.1.1.10:3260-iscsi-iqn.86-03.com.sun:02:afsfsf58-c56a-6ba8-a944-addd258687cd-lun-18 ip-10.1.1.10:3260-iscsi-iqn.86-03.com.sun:02:afsfsf58-c56a-6ba8-a944-addd258687cd-lun-18-part1 ip-10.1.1.10:3260-iscsi-iqn.86-03.com.sun:02:afsfsf58-c56a-6ba8-a944-addd258687cd-lun-2 ip-10.1.1.10:3260-iscsi-iqn.86-03.com.sun:02:afsfsf58-c56a-6ba8-a944-addd258687cd-lun-2-part1 ip-10.1.1.10:3260-iscsi-iqn.86-03.com.sun:02:afsfsf58-c56a-6ba8-a944-addd258687cd-lun-4 ip-10.1.1.10:3260-iscsi-iqn.86-03.com.sun:02:afsfsf58-c56a-6ba8-a944-addd258687cd-lun-4-part1 ip-10.1.1.10:3260-iscsi-iqn.86-03.com.sun:02:afsfsf58-c56a-6ba8-a944-addd258687cd-lun-6 ip-10.1.1.10:3260-iscsi-iqn.86-03.com.sun:02:afsfsf58-c56a-6ba8-a944-addd258687cd-lun-6-part1 I have rebooted server twice but still I am getting the same output as given above.

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  • OSX: sync Documents folder to Dropbox with version control

    - by James Porter
    I have ample storage in Dropbox to sync my entire OSX Documents folder, and I'd like to this just so that I have it anywhere I go. I found this question, which describes a method for doing this with symlinks. Seems good, the only problem is that it would be nice also to have everything under version control. I thought perhaps a better solution would be to set up my Documents folder as a git repo with a remote that I would push to in my Dropbox folder. Alternatively, just set up Documents as a git repo with no remote and then symlink it to Dropbox. Which of these two alternatives is preferable? What are some pitfalls I might not be thinking of with each? It also has occurred to me that some of the subdirectories of Documents are themselves git repos with github remotes. Would it cause problems for these subdirectories if I made Documents a git repo? If so, how do I get around this? Would making Documents an svn repo instead help? Is there a way to set up git so that this is not an issue?

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  • Apache is running the wrong version of PHP.

    - by The Rook
    I am trying to enable CURL in php, and possibly update php as well. I have run into a road block where Apache seems to be running the wrong version of PHP. Here is some evidence. #lsof | grep php httpd 18397 nobody 135w REG 8,3 242 528537 /usr/local/apache/modules/libphp5.so I download the latest php 5.2.13 and build from source. I run a service httpd stop, do a make install and then I manually overwrite /usr/local/apache/modules/libphp5.so just to be safe. Using ldd i can see that its my fresh binary compiled with curl (the old one doesn't have curl.) ldd /usr/local/apache/modules/libphp5.so | grep curl libcurl.so.4 => /usr/local/lib/libcurl.so.4 (0x0064e000) I execute a phpinfo() and 5.2.3 is being executed instated of my new 5.2.13 and "curl" is nowhere to be found. What am I doing wrong? Why is curl disabled even though its statically linked? This is a RHEL 5.5 system.

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  • 'Bug in Mailman version 2.1.12'

    - by davorg
    I'm working on setting up a server running Plesk 10.4.4 Update #13 on Centos 6.2. I've configured Mailman and now I want to set up some mailing lists. I've created a list in the Plesk control panel, but when I try to administer the new list (by visiting http://lists.[domain].com/mailman/admin/[listname] I see the following error: Bug in Mailman version 2.1.12 We're sorry, we hit a bug! Please inform the webmaster for this site of this problem. Printing of traceback and other system information has been explicitly inhibited, but the webmaster can find this information in the Mailman error logs. I see exactly the same error if I try to go to the list info page at http://lists.[domain].com/mailman/listinfo/[listname]. I would follow the instructions and look in the error logs, but I can't find them. I would expect to find a file at /var/log/mailman/error, but there's nothing there. My test list seems to work correctly. It sends all the expected email. It's just the web pages for the list that seem to be broken. Has anyone else seen this? Any suggestions for tracking down and fixing the problem? p.s. I think I've chosen the correct Stack Exchange site, but it this question would be better asked elsewhere, please let me know. Update: I got to the bottom of this, so I'm documenting the answer in case anyone else has the same problem. The fact that I couldn't find the error log was the clue. The problem was that the Mailman process didn't have permissions to create an error log. And it seems that if Mailman can't create an error log then it will respond to any web request with this error page. Creating an error log file (in /var/log/mailman/error) and giving it the correct permissions fixed the problem.

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  • aspx page versioning on a filesystem.

    - by Janis Veinbergs
    Hello. As noted by some developers, workflow versioning is somekind of headache in SharePoint. I`m wondering is there a way I can version my aspx forms? For sure, i can version code behind assemblies, but if markup changes for any of my files in LAYOUTS folder? Is there versioning available for files or do i have to choose new filename for my form?

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  • Can MKS Integrity integrate with other source control tools? (SVN, Git...)

    - by bnsmith
    My boss is interested in using MKS Integrity for bug tracking, feature requests, Wiki documentation and so on. However, we currently use Subversion, and he doesn't want to force us devs to use a version control system that we don't like. Is is possible to integrate a different version control program into MKS Integrity? I'm particularly interested in SVN, Git, Mercurial and Bazaar. If you've tried mixing tools like this before, I'd love to hear about your experiences.

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  • download previous iphone sdk

    - by Buffernet
    Hi does anyone know where I can download iPhone sdk 2.0 and 2.2.1 . I upgraded to the latest version of the sdk (3.1.2) and it broke my application. In the 3.1.2 installer it gave option to install the 2.2 sdk but it doesn't show up as an option in xcode when I try to execute my app. The earliest version it will show me is 2.2.1 Thanks, Joe

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  • Why Kiln is based on Mercurial, and not other (D)VCS

    - by Jakub Narebski
    What were the reason for chosing Mercurial as a basis of FogCreek Kiln, a source control management system with tightly integrated code review, and FogBugz integration? Why Mercurial, and not other (distributed) version control system, like Bazaar, Git or Monotone, or creating own version control system like Fossil (distributed software configuration management, including bug tracking and wiki) did? What were features that make FogCreek choose Mercurial as Kiln engine?

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  • Selective Checkout or a View, on a project in repository

    - by Yossi Zach
    I have a bunch of interconnected projects which share the same project tree. I'm looking for a version control system which provides a possibility to checkout a subset of the project tree. If my the full project tree looks like this: Project Root |-Feature1 | |-SubFeature11 | \-SubFeature12 |-Feature2 | |-SubFeature21 | \-SubFeature22 |-file1 \-file2 I want be able to checkout only subset like this: Project Root |-Feature1 | \-SubFeature12 |-Feature2 | \-SubFeature22 |-file1 \-file2 So do you know any version control system that allows to do selective checkout or a view on a repository?

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  • Sharing the same file between different projects

    - by selsine
    Hi Everyone, For version control we currently use Visual Source Safe and are thinking of migrating to another version control system (SVN, Mercurial, Git). Currently we use Visual Source Safe's "Shared" file feature quite heavily. This allows us to share code between design and runtimes of a single product, and between multiple products as well. For example: **Product One** - Design Login.cpp Login.h Helper.cpp Helper.h - Runtime Login.cpp Login.h Helper.cpp Helper.h **Product Two** - Design Login.cpp Login.h - Launcher Login.cpp Login.h - Runtime Login.cpp Login.h In this example Login.cpp and Login.h contain common code that all of our projects need, Helper.cpp and Helper.h is only used in Product One. In Visual Source Safe they are shared between the specific projects, which means that whenever the files are updated in one project they are updated in any project they are shared with. This is a simple example but hopefully it explains why we use the shared feature: to reduce the amount of duplicated code and ensure that when a bug is fixed all projects automatically have access to the new fixed code. After researching alternatives to Visual Source Safe it seems that most version control systems do not have the idea of shared files, instead they seem to use the idea of sub repositories. (http://mercurial.selenic.com/wiki/subrepos http://svnbook.red-bean.com/en/1.0/ch07s03.html) My question (after all of that) is about what the best practices for achieving this are using other version control systems? Should we restructure our projects so that two copies of the files do not exist and an include directory is used instead? e.g. Product One Design Login.cpp Login.h Runtime Login.cpp Login.h Common Helper.cpp Helper.h This still leaves what to do with Login.cpp and Logon.h Should the shared files be moved to their own repository and then compiled into a lib or dll? This would make bug fixing more time consuming as the lib projects would have to be edited and then rebuilt. Should we use externals or sub repositories? Should we combine our projects (i.e. runtime, design, and launcher) into one large project? Any help would be appreciated. We have the feeling that our project design has evolved based on the tools that we used and now that we are thinking of switching tools it's difficult for us to see how we can best modify our practices. Or maybe we are the only people are there doing this...? Also, we use Visual Studio for all of our stuff. Thanks.

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  • Subversion Question - How to skip a revision...

    - by Albert
    So say I have the three latest revisions of an aspx file: 55,56, and 57. Revision 56 added a feature that I want to remove, but I also want to have the new features deployed in version 57. Is there any way I can merge version 55 with 57, leaving revision 56 out of the picture? If it matters, I'm using Tortoise SVN and Visual SVN, but I normally just use Tortoise. Thanks for any ideas.

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  • Can i specify the productversion in a window title?

    - by djerry
    Hey guys, To let people know what version of the program they are using, i want to show the productversion in the title of the window. I can do that manually, but i want this to be dynamic, so i don't have to change both items everytime the version changes. Is this possible doing this in code behind without messing with the installer? Thanks in advance.

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  • Why does ubuntu have a separate package for unison version 2.27.57?

    - by intuited
    The current ubuntu repo contains an extra set of packages for version 2.27.57 of the unison file sychronization utility: $ aptitude search unison p unison - A file-synchronization tool for Unix and W p unison-gtk - A file-synchronization tool for Unix and W p unison2.27.57 - A file-synchronization tool for Unix and W p unison2.27.57-gtk - A file-synchronization tool for Unix and W $ aptitude show '~nunison[^-]*$' | grep 'Package\|Version' Package: unison Version: 2.32.52-1ubuntu2 Package: unison2.27.57 Version: 2.27.57-2 What is the reason for this? Are there backwards incompatibilities in more recent versions of unison?

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  • How can I determine which version of FFMPEG comes by default?

    - by Ryan McClure
    I am honestly confused beyond belief about my package that I have installed for FFMPEG. It is, according to Synaptic, version: 4:0.8.1-1really0u1 For some reason, I feel like this is not the version that would come in the repositories and I feel like another PPA that I may have used installed a wrong version. I believe it was the VLC PPA for nightly builds. Can anyone who does not have this PPA on their system tell me what version of FFMPEG they are running?

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  • Opera 11.10 sort en version bêta : meilleur support du CSS3 et prise en charge du standard WOFF et du format ouvert WebP

    Opera 11.10 sort en version bêta Meilleur support du CSS3 et prise en charge du standard WOFF et du format ouvert WebP Opera Software vient de dévoiler la bêta de la version 11.10 de son navigateur, encore plus rapide, épurée et performante. Côté visuel, cette version (nom de code Barracuda) garde le même design général simplifié de la version 11. Seule la fonctionnalité Speed Dial (galerie des miniatures) a été relookée pour faciliter et accélérer l'accès aux sites favoris. Le nombre d'adresses que l'utilisateur peut désormais placer da...

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