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  • two different virtual hosts, one page displayed

    - by majdal
    Hello! I have two different sites configured using virtual hosts (the content of the virtualhost files is posted below) i just copied the default file and edited a few lines... When i direct my browser to either of the two sites, only the content of the first of the two appears... Why? <VirtualHost *:80> ServerAdmin [email protected] DocumentRoot /var/www/hunterprojects.com/public_html <Directory /> Options FollowSymLinks AllowOverride None </Directory> <Directory /var/www/hunterprojects.com/public_html> Options Indexes FollowSymLinks MultiViews AllowOverride None Order allow,deny allow from all </Directory> ScriptAlias /cgi-bin/ /usr/lib/cgi-bin/ <Directory "/usr/lib/cgi-bin"> AllowOverride None Options +ExecCGI -MultiViews +SymLinksIfOwnerMatch Order allow,deny Allow from all </Directory> ErrorLog /var/log/apache2/error.log # Possible values include: debug, info, notice, warn, error, crit, # alert, emerg. LogLevel warn CustomLog /var/log/apache2/access.log combined Alias /doc/ "/usr/share/doc/" <Directory "/usr/share/doc/"> Options Indexes MultiViews FollowSymLinks AllowOverride None Order deny,allow Deny from all Allow from 127.0.0.0/255.0.0.0 ::1/128 </Directory> </VirtualHost> AND THE SECOND ONE: <VirtualHost *:80> ServerAdmin [email protected] DocumentRoot /var/www/dodolabarchive.ca/public_html <Directory /> Options FollowSymLinks AllowOverride None </Directory> <Directory /var/www/dodolabarchive.ca/public_html> Options Indexes FollowSymLinks MultiViews AllowOverride None Order allow,deny allow from all </Directory> ScriptAlias /cgi-bin/ /usr/lib/cgi-bin/ <Directory "/usr/lib/cgi-bin"> AllowOverride None Options +ExecCGI -MultiViews +SymLinksIfOwnerMatch Order allow,deny Allow from all </Directory> ErrorLog /var/log/apache2/error.log # Possible values include: debug, info, notice, warn, error, crit, # alert, emerg. LogLevel warn CustomLog /var/log/apache2/access.log combined Alias /doc/ "/usr/share/doc/" <Directory "/usr/share/doc/"> Options Indexes MultiViews FollowSymLinks AllowOverride None Order deny,allow Deny from all Allow from 127.0.0.0/255.0.0.0 ::1/128 </Directory> </VirtualHost>

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  • removing specific warnings in Apache error.log

    - by Tereno
    Here's my situation. I have a directive that goes something like this: Options MultiViews FollowSymLinks I have a location directive where I have Options +Includes This causes warning errors in my Apache error log: mod_include: Options +Includes (or IncludesNoExec) wasn't set, INCLUDES filter removed These warnings are gone when I add +Includes to my options but I don't want. I want to have the Includes filter removed but without having warning errors. If there's something unclear, feel free to ask. Thanks

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  • nginx + apache subdomain redirection fault

    - by webwolf
    i really need your advice folks since i'm experiencing some troubles with nginx & apache2 subdomains configs first of all, there's a site (say, site.com) and two subdomains (links.site.com and shop.site.com) whose files are physically located at the same level of FS hierarchy as the site.com itself my hoster has configured both apache and nginx by my request, but it still doesn't work as it used to both of subdomains point to the main page of site.com for some unknown and implicit (for me) reason :( my assumption is that's happen because site.com record is placed first in both configs?!.. please help me solve this out! every opinion would be appreciated =) nginx.conf: server { listen 95.169.187.234:80; server_name site.com www.site.com ; access_log /home/www/site.com/logs/nginx.access.log main; location ~* ^.+\.(jpeg|jpg|gif|png|ico|css|zip|tgz|gz|rar|bz2|doc|xls|exe|pdf|ppt|txt|tar|mid|midi|wav|bmp|rtf|js|swf|avi|mp3|mpg|mpeg|asf|vmw)$ { expires 30d; root /home/www/site.com/www; } #error_page 404 /404.html; # redirect server error pages to the static page /50x.html # error_page 500 502 503 504 /50x.html; location = /50x.html { root html; } # deny access to .htaccess files, if Apache's document root # concurs with nginx's one # location ~ /\.ht { deny all; } location / { set $referer $http_referer; proxy_pass http://127.0.0.1:8080/; proxy_redirect off; proxy_set_header X-Real-IP $remote_addr; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; proxy_set_header Referer $referer; proxy_set_header Host $host; client_max_body_size 10m; client_body_buffer_size 64k; proxy_connect_timeout 90; proxy_send_timeout 90; proxy_read_timeout 90; proxy_buffer_size 4k; proxy_buffers 4 32k; proxy_busy_buffers_size 64k; proxy_temp_file_write_size 64k; } } server { listen 95.169.187.234:80; server_name links.site.com www.links.site.com ; access_log /home/www/links.site.com/logs/nginx.access.log main; location ~* ^.+\.(jpeg|jpg|gif|png|ico|css|zip|tgz|gz|rar|bz2|doc|xls|exe|pdf|ppt|txt|tar|mid|midi|wav|bmp|rtf|js|swf|avi|mp3|mpg|mpeg|asf|vmw)$ { expires 30d; root /home/www/links.site.com/www; } #error_page 404 /404.html; # redirect server error pages to the static page /50x.html # error_page 500 502 503 504 /50x.html; location = /50x.html { root html; } # deny access to .htaccess files, if Apache's document root # concurs with nginx's one # location ~ /\.ht { deny all; } location / { set $referer $http_referer; proxy_pass http://127.0.0.1:8080/; proxy_redirect off; proxy_set_header X-Real-IP $remote_addr; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; proxy_set_header Referer $referer; proxy_set_header Host $host; client_max_body_size 10m; client_body_buffer_size 64k; proxy_connect_timeout 90; proxy_send_timeout 90; proxy_read_timeout 90; proxy_buffer_size 4k; proxy_buffers 4 32k; proxy_busy_buffers_size 64k; proxy_temp_file_write_size 64k; } } server { listen 95.169.187.234:80; server_name shop.site.com www.shop.site.com ; access_log /home/www/shop.site.com/logs/nginx.access.log main; location ~* ^.+\.(jpeg|jpg|gif|png|ico|css|zip|tgz|gz|rar|bz2|doc|xls|exe|pdf|ppt|txt|tar|mid|midi|wav|bmp|rtf|js|swf|avi|mp3|mpg|mpeg|asf|vmw)$ { expires 30d; root /home/www/shop.site.com/www; } #error_page 404 /404.html; # redirect server error pages to the static page /50x.html # error_page 500 502 503 504 /50x.html; location = /50x.html { root html; } # deny access to .htaccess files, if Apache's document root # concurs with nginx's one # location ~ /\.ht { deny all; } location / { set $referer $http_referer; proxy_pass http://127.0.0.1:8080/; proxy_redirect off; proxy_set_header X-Real-IP $remote_addr; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; proxy_set_header Referer $referer; proxy_set_header Host $host; client_max_body_size 10m; client_body_buffer_size 64k; proxy_connect_timeout 90; proxy_send_timeout 90; proxy_read_timeout 90; proxy_buffer_size 4k; proxy_buffers 4 32k; proxy_busy_buffers_size 64k; proxy_temp_file_write_size 64k; } } httpd.conf: # ServerRoot "/usr/local/apache2" PidFile /var/run/httpd.pid Timeout 300 KeepAlive On MaxKeepAliveRequests 100 KeepAliveTimeout 15 Listen 127.0.0.1:8080 NameVirtualHost 127.0.0.1:8080 ... #Listen *:80 NameVirtualHost *:80 ServerName www.site.com ServerAlias site.com UseCanonicalName Off CustomLog /home/www/site.com/logs/custom_log combined ErrorLog /home/www/site.com/logs/error_log DocumentRoot /home/www/site.com/www AllowOverride All Options +FollowSymLinks Options -MultiViews Options -Indexes Options Includes Order allow,deny Allow from all DirectoryIndex index.html index.htm index.php ServerName www.links.site.com ServerAlias links.site.com UseCanonicalName Off CustomLog /home/www/links.site.com/logs/custom_log combined ErrorLog /home/www/links.site.com/logs/error_log DocumentRoot /home/www/links.site.com/www AllowOverride All Options +FollowSymLinks Options -MultiViews Options -Indexes Options Includes Order allow,deny Allow from all DirectoryIndex index.html index.htm index.php ServerName www.shop.site.com ServerAlias shop.site.com UseCanonicalName Off CustomLog /home/www/shop.site.com/logs/custom_log combined ErrorLog /home/www/shop.site.com/logs/error_log DocumentRoot /home/www/shop.site.com/www AllowOverride All Options +FollowSymLinks Options -MultiViews Options -Indexes Options Includes Order allow,deny Allow from all DirectoryIndex index.html index.htm index.php # if DSO load module first: LoadModule rpaf_module modules/mod_rpaf-2.0.so RPAFenable On RPAFsethostname On RPAFproxy_ips 127.0.0.1 RPAFheader X-Forwarded-For Include conf/virthost/*.conf

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  • C compiler selection in cabal package

    - by ony
    Today I've tried C compiler (Clang) for C code I use in my haskell library and found that I can gain speed increase in comparsing with my system compiler (GCC 4.4.3) from 426.404 Gbit/s to 0.823 Tbit/s So I decided to add some flags to control the way that C source file is compiled (i.e. something like use-clang, use-intel etc.). Snippet of cabal package description file: C-Sources: c_lib/tiger.c Include-Dirs: c_lib Install-Includes: tiger.h if flag(debug) GHC-Options: -debug -Wall -fno-warn-orphans CPP-Options: -DDEBUG CC-Options: -DDEBUG -g else GHC-Options: -Wall -fno-warn-orphans Question is: which options in descritpion file need to be modified to change C compiler used to compile "c_lib/tiger.c"? I did found only CC-Options.

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  • Streaming desktop with avconv - severe sound issues

    - by Tommy Brunn
    I'm trying to do some live streaming in Ubuntu 12.10, but I'm having some problems with audio. More specifically, the quality is complete garbage and it's at least 10 seconds out of sync with the video. I'm using an excellent guide found here to set up my loopback devices so that I can combine the desktop audio with the microphone input. It seems to work, as I'm able to stream both audio and video to Twitch.tv. But, as I said, the audio quality is terrible. The microphone audio is very, very low, but if I increase it, I get a horrible garbled sound that is absolutely unbearable. Nothing like that is present during VoIP calls or when recording sound alone with the sound recorder, so it's not an issue with the microphone itself. The entire audio stream is also delayed about 10-15 seconds compared to the video stream. I put together an imgur album of my settings. Here is some example output from when I'm streaming: avconv version 0.8.4-6:0.8.4-0ubuntu0.12.10.1, Copyright (c) 2000-2012 the Libav developers built on Nov 6 2012 16:51:11 with gcc 4.7.2 [x11grab @ 0x162fd80] device: :0.0+570,262 -> display: :0.0 x: 570 y: 262 width: 1280 height: 720 [x11grab @ 0x162fd80] shared memory extension found [x11grab @ 0x162fd80] Estimating duration from bitrate, this may be inaccurate Input #0, x11grab, from ':0.0+570,262': Duration: N/A, start: 1353181686.735113, bitrate: 884736 kb/s Stream #0.0: Video: rawvideo, bgra, 1280x720, 884736 kb/s, 30 tbr, 1000k tbn, 30 tbc [alsa @ 0x163fce0] capture with some ALSA plugins, especially dsnoop, may hang. [alsa @ 0x163fce0] Estimating duration from bitrate, this may be inaccurate Input #1, alsa, from 'pulse': Duration: N/A, start: 1353181686.773841, bitrate: N/A Stream #1.0: Audio: pcm_s16le, 48000 Hz, 2 channels, s16, 1536 kb/s Incompatible pixel format 'bgra' for codec 'libx264', auto-selecting format 'yuv420p' [buffer @ 0x1641ec0] w:1280 h:720 pixfmt:bgra [scale @ 0x1642480] w:1280 h:720 fmt:bgra -> w:852 h:480 fmt:yuv420p flags:0x4 [libx264 @ 0x165ae80] VBV maxrate unspecified, assuming CBR [libx264 @ 0x165ae80] using cpu capabilities: MMX2 SSE2Fast SSSE3 FastShuffle SSE4.2 [libx264 @ 0x165ae80] profile Main, level 3.1 [libx264 @ 0x165ae80] 264 - core 123 r2189 35cf912 - H.264/MPEG-4 AVC codec - Copyleft 2003-2012 - http://www.videolan.org/x264.html - options: cabac=1 ref=2 deblock=1:0:0 analyse=0x1:0x111 me=hex subme=6 psy=1 psy_rd=1.00:0.00 mixed_ref=0 me_range=16 chroma_me=1 trellis=1 8x8dct=0 cqm=0 deadzone=21,11 fast_pskip=1 chroma_qp_offset=-2 threads=4 sliced_threads=0 nr=0 decimate=1 interlaced=0 bluray_compat=0 constrained_intra=0 bframes=3 b_pyramid=0 b_adapt=1 b_bias=0 direct=1 weightb=0 open_gop=1 weightp=1 keyint=250 keyint_min=25 scenecut=40 intra_refresh=0 rc_lookahead=30 rc=cbr mbtree=1 bitrate=712 ratetol=1.0 qcomp=0.60 qpmin=0 qpmax=69 qpstep=4 vbv_maxrate=712 vbv_bufsize=512 nal_hrd=none ip_ratio=1.25 aq=1:1.00 Output #0, flv, to 'rtmp://live.justin.tv/app/live_23011330_Pt1plSRM0z5WVNJ0QmCHvTPmpUnfC4': Metadata: encoder : Lavf53.21.0 Stream #0.0: Video: libx264, yuv420p, 852x480, q=-1--1, 712 kb/s, 1k tbn, 30 tbc Stream #0.1: Audio: libmp3lame, 44100 Hz, 2 channels, s16, 712 kb/s Stream mapping: Stream #0:0 -> #0:0 (rawvideo -> libx264) Stream #1:0 -> #0:1 (pcm_s16le -> libmp3lame) Press ctrl-c to stop encoding frame= 17 fps= 0 q=0.0 size= 0kB time=10000000000.00 bitrate= 0.0kbitframe= 32 fps= 31 q=0.0 size= 0kB time=10000000000.00 bitrate= 0.0kbitframe= 40 fps= 23 q=29.0 size= 44kB time=0.03 bitrate=13786.2kbits/s dup=frame= 47 fps= 21 q=31.0 size= 93kB time=2.73 bitrate= 277.7kbits/s dup=0frame= 62 fps= 23 q=29.0 size= 160kB time=3.23 bitrate= 406.2kbits/s dup=0frame= 77 fps= 24 q=23.0 size= 209kB time=3.71 bitrate= 462.5kbits/s dup=0frame= 92 fps= 25 q=20.0 size= 267kB time=4.91 bitrate= 445.2kbits/s dup=0frame= 107 fps= 25 q=20.0 size= 318kB time=5.41 bitrate= 482.1kbits/s dup=0frame= 123 fps= 26 q=18.0 size= 368kB time=5.96 bitrate= 505.7kbits/s dup=0frame= 139 fps= 26 q=16.0 size= 419kB time=6.48 bitrate= 529.7kbits/s dup=0frame= 155 fps= 27 q=15.0 size= 473kB time=7.00 bitrate= 553.6kbits/s dup=0frame= 170 fps= 27 q=14.0 size= 525kB time=7.52 bitrate= 571.7kbits/s dup=0 frame= 180 fps= 25 q=-1.0 Lsize= 652kB time=7.97 bitrate= 670.0kbits/s dup=0 drop=32 //Here I stop the streaming video:531kB audio:112kB global headers:0kB muxing overhead 1.345945% [libx264 @ 0x165ae80] frame I:1 Avg QP:30.43 size: 39748 [libx264 @ 0x165ae80] frame P:45 Avg QP:11.37 size: 11110 [libx264 @ 0x165ae80] frame B:134 Avg QP:15.93 size: 27 [libx264 @ 0x165ae80] consecutive B-frames: 0.6% 0.0% 1.7% 97.8% [libx264 @ 0x165ae80] mb I I16..4: 7.3% 0.0% 92.7% [libx264 @ 0x165ae80] mb P I16..4: 0.1% 0.0% 0.1% P16..4: 49.1% 1.2% 2.1% 0.0% 0.0% skip:47.4% [libx264 @ 0x165ae80] mb B I16..4: 0.0% 0.0% 0.0% B16..8: 0.1% 0.0% 0.0% direct: 0.0% skip:99.9% L0:42.5% L1:56.9% BI: 0.6% [libx264 @ 0x165ae80] coded y,uvDC,uvAC intra: 82.3% 87.4% 71.9% inter: 7.1% 8.4% 7.0% [libx264 @ 0x165ae80] i16 v,h,dc,p: 27% 29% 16% 28% [libx264 @ 0x165ae80] i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 22% 21% 14% 8% 8% 8% 7% 5% 7% [libx264 @ 0x165ae80] i8c dc,h,v,p: 47% 22% 20% 11% [libx264 @ 0x165ae80] Weighted P-Frames: Y:0.0% UV:0.0% [libx264 @ 0x165ae80] ref P L0: 96.4% 3.6% [libx264 @ 0x165ae80] kb/s:474.19 Received signal 2: terminating. Any ideas on how I can resolve this? The video delay is perfectly acceptable, so I wouldn't think that it's a network issue that's causing the delay in the audio. Any help would be appreciated.

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  • Create dynamic buffer SharpDX

    - by fedab
    I want to set a buffer that is updated every frame but can't figure it out, what i have to do. The only working thing i have is this: mdexcription = new BufferDescription(Matrix.SizeInBytes * Matrices.Length, ResourceUsage.Dynamic, BindFlags.VertexBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, 0); instanceBuffer = SharpDX.Direct3D11.Buffer.Create(Device, Matrices, mdexcription); vBB = new VertexBufferBinding(instanceBuffer, Matrix.SizeInBytes, 0); DeviceContext.InputAssembler.SetVertexBuffers(1, vBB); Draw: //Change Matrices (Matrix[]) every frame... instanceBuffer.Dispose(); instanceBuffer = SharpDX.Direct3D11.Buffer.Create(Device, Matrices, mdexcription); vBB = new VertexBufferBinding(instanceBuffer, Matrix.SizeInBytes, 0); DeviceContext.InputAssembler.SetVertexBuffers(1, vBB); I guess Dispose() and creating a new buffer is slow and can be done much faster. I've read about DataStream but i do not know, how to set this up properly. What steps do i have to do to set up a DataStream to achieve fast every-frame update?

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  • How can I easily maintain a cross-file JavaScript Library Development Environment

    - by John
    I have been developing a new JavaScript application which is rapidly growing in size. My entire JavaScript Application has been encapsulated inside a single function, in a single file, in a way like this: (function(){ var uniqueApplication = window.uniqueApplication = function(opts){ if (opts.featureOne) { this.featureOne = new featureOne(opts.featureOne); } if (opts.featureTwo) { this.featureTwo = new featureTwo(opts.featureTwo); } if (opts.featureThree) { this.featureThree = new featureThree(opts.featureThree); } }; var featureOne = function(options) { this.options = options; }; featureOne.prototype.myFeatureBehavior = function() { //Lots of Behaviors }; var featureTwo = function(options) { this.options = options; }; featureTwo.prototype.myFeatureBehavior = function() { //Lots of Behaviors }; var featureThree = function(options) { this.options = options; }; featureThree.prototype.myFeatureBehavior = function() { //Lots of Behaviors }; })(); In the same file after the anonymous function and execution I do something like this: (function(){ var instanceOfApplication = new uniqueApplication({ featureOne:"dataSource", featureTwo:"drawingCanvas", featureThree:3540 }); })(); Before uploading this software online I pass my JavaScript file, and all it's dependencies, into Google Closure Compiler, using just the default Compression, and then I have one nice JavaScript file ready to go online for production. This technique has worked marvelously for me - as it has created only one global footprint in the DOM and has given me a very flexible framework to grow each additional feature of the application. However - I am reaching the point where I'd really rather not keep this entire application inside one JavaScript file. I'd like to move from having one large uniqueApplication.js file during development to having a separate file for each feature in the application, featureOne.js - featureTwo.js - featureThree.js Once I have completed offline development testing, I would then like to use something, perhaps Google Closure Compiler, to combine all of these files together - however I want these files to all be compiled inside of that scope, as they are when I have them inside one file - and I would like for them to remain in the same scope during offline testing too. I see that Google Closure Compiler supports an argument for passing in modules but I haven't really been able to find a whole lot of information on doing something like this. Anybody have any idea how this could be accomplished - or any suggestions on a development practice for writing a single JavaScript Library across multiple files that still only leaves one footprint on the DOM?

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  • Ubunti 12.10 wake on lan not working with Realtek 8139

    - by f.cipriani
    My pc doesn't wake up when receiving a magic packet from a pc connected to the same router. ethtool: fcipriani@ubuntu:~$ sudo ethtool eth0 Settings for eth0: Supported ports: [ TP MII ] Supported link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full Supported pause frame use: No Supports auto-negotiation: Yes Advertised link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full Advertised pause frame use: No Advertised auto-negotiation: Yes Link partner advertised link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full Link partner advertised pause frame use: No Link partner advertised auto-negotiation: Yes Speed: 100Mb/s Duplex: Full Port: MII PHYAD: 32 Transceiver: internal Auto-negotiation: on Supports Wake-on: pumbg Wake-on: g Current message level: 0x00000007 (7) drv probe link Link detected: yes I have enabled all the wake up features in my bios, and I have verified the magic packet gets to the pc. I suspect the main problem is that the NIC light is completely turned off after the shutdown, but even after spending a lot of time researching I can't understand if this is a limit of my network card, my mobo, or something in the OS which needs to be configured correctly in order to leave the NIC in stand by mode with the light flashing. the NIC is Realtek 8139, the motherboard Asus P5L13L-X

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  • Need help about Drag a sprite with Animation (Cocos2d)

    - by Zishan
    I want to play an animation when someone drag a sprite from it's default position to another selected position. If he drag half of the selected position then animation will be play half. Example, I have 15 Frames of a animation and have a projectile arm. The projectile arm can be rotate maximum 30°, if someone rotate the arm 2° then animation sprite will be show 2nd frame, if rotate 12° then animation sprite will be show 6th frame.... and so on. Also when he release the arm, then the arm will be reverse back to it's default position and animation frames also will be reverse back to it's default first frame. I am new on cocos2d.I know how to make an animation and how to drag a sprite but I have no idea how to do this. Can anyone Please give me any idea or any tutorial how to do this, it will be very helpful for me. Thank you in advance.

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  • Calculating 3D camera positions from a video

    - by Geotarget
    I need to calculate the 3D camera position and rotation for each frame in a given video. This is typically used for motion-tracking, and to insert 3D objects into a video. I'm currently using VideoTrace to calculate this for me, and I'm getting the data exported as a 3DS Maxscript file. However when I try to use the 3D camera rotations, I'm getting strange errors in my 3D calculations, as if there is an error with the 3x3 rotation matrices. Can you spot any error with the data itself? Or is it my other calculations that are erroneous? frame 1 rotation=(matrix3[-0.011938, 0.756018, -0.654442][-0.382040, -0.608284, -0.695727][-0.924068, 0.241718, 0.296091][0, 0, 0]).rotationpart position=[-0.767177, 0.308723, -0.232722] fov=57.352135 frame 2 rotation=(matrix3[-0.460922, -0.726580, -0.509541][-0.200163, 0.644491, -0.737947][ 0.864572, -0.238145, -0.442495][0, 0, 0]).rotationpart position=[-0.856630, 0.198654, -0.243853] fov=57.352135

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  • Fastest bit-blit in C# ?

    - by AttackingHobo
    I know there is Unity, and XNA that both use C#, but I am don't know what else I could use. The reason I say C# is that the syntax and style is similar to AS3, which I am familiar with, and I want to choose the correct framework to start learning with. What should I use to be able to do the most possible bit-blit(direct pixel copy) objects per frame. EDIT: I should not need to add this, but I am looking for the most possible amount of objects per frame because I am making a few Bullet-Hell SHMUPS. I need thousands and thousands of bullets, particles, and hundreds of enemies on the screen at once. I am looking for a solution to do as many bit-blit operations per frame, I am not looking for a general purpose engine. EDIT2: I want bit-blitting because I do not want to exclude people who have lower end video cards but a fast processor from playing my games.

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  • How do I provide arguments to an application launcher in kde?

    - by bobdobbs
    So I can create launchers in a quicklaunch thing on the kde desktop. The launchers are easy to create, and work most of the time. What I haven't figured out, is how to pass arguments to the applications that I want to launch. I want to launch the firefox profile manager and I also want to add a launcher for an emacsclient frame. For emacsclient, I've tried these: emacsclient -c "emacsclient -c" 'emacsclient -c' None of them work. When I click the launcher, the tiny emacs logo appears attached to the mouse pointer, and stays there for at least a couple of minutes, but no new frame opens. So, how can I actually open an emacsclient frame, or any other application with an argument from quicklaunch?

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  • how to do partial updates in OpenGL?

    - by Will
    It is general wisdom that you redraw the entire viewport on each frame. I would like to use partial updates; what are the various ways can do that, and what are their pros, cons and relative performance? (Using textures, FBOs, the accumulator buffer, any kind of scissors that can affect swapbuffers etc?) A scenario: a scene with a fair few thousand visible trees; although the textures are mipmapped and they are drawn via VBOs roughly front-to-back with so on, its still a lot of polys. Would streaming a single screen-sized texture be better than throwing them at the screen every frame? You'd have to redraw and recapture them only on camera movement or as often as your wind model updates or whatever, which need not be every frame.

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  • C# XNA Make rendered screen a texture2d

    - by redcodefinal
    I am working on a cool little city generator which makes cities in the isometric perspective. However, a problem arose where if the grid size was over a certain limit it would have awful lag. I found the main problem to be in the draw method. So I took the precautionary step of rendering only items that were onscreen. This fixed the lag but, not by much. The idea I have is to render the frame once and take a snapshot. Then, display that as a texture2d on screen. This way I don't have to render 1,000,000 objects every frame since they don't change anyways. TL;DR - I want to Take a snapshot of an already rendered frame Turn it into a Texture2D Render that to the screen instead of all the objects. Any help appreciated.

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  • Can I do this with just SQL?

    - by Josh
    At the moment I have two tables, products and options. Products contains id title description Options contains id product_id sku title Sample data may be: Products id: 1 title: 'test' description: 'my description' Options id: 1 product_id: 1 sku: 1001 title: 'red' id: 2 product_id: 1 sku: 1002 title: 'blue' I need to display each item, with each different option. At the moment, I select the rows in products and iterate through them, and for each one select the appropriate rows from options. I then create an array, similar to: [product_title] = 'test'; [description] = 'my description'; [options][] = 1, 1001, 'red'; [options][] = 2, 1002, 'blue'; Is there a better way to do this with just sql (I'm using codeigniter, and would ideally like to use the Active Record class)?

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  • Sending state diffs (deltas) and unreliable connections

    - by spaceOwl
    We're building a realtime multiplayer game, in which each player is responsible for reporting its state on every iteration of the game loop. The state updates are broadcasted using unreliable UDP. To minimize state data sending, we've come up with a system that will send only deltas (whatever state data that was changed). This method however is flawed, since a lost packet will mean that other players will not receive the delta, making the game behave in an unexpected way. For example: Assume that state is comprised of: { positionX, positionY, health } Frame 1 - positionX changed --> send a packet with positionX only. Frame 2 - health changed // lost ! Frame 3 - positionY changed --> send a packet with positionY only. // Other players don't know about health change. How can one overcome this issue then? sending the entire data is not always feasible.

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  • Animating isometric sprites

    - by Mike
    I'm having trouble coming up with a way to animate these 2D isometric sprites. The sprites are stored like this: < Game Folder Root /Assets/Sprites/< Sprite Name /< Sprite Animation /< Sprite Direction /< Frame Number .png So for example, /Assets/Sprites/Worker/Stand/North-East/01.png Sprite sheets aren't really viable for this type of animation. The example stand animation is 61 frames. 61 frames for all 8 directions alone is huge, but there's more then just a standing animation for each sprite. Creating an sf::Texture for every image and every frame seems like it will take up a lot of memory and be hard to keep track of that many images. Unloading the image and loading the next one every single frame seems like it will do a lot of unnecessary work. What's the best way to handle this?

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  • Migrating a Core Data Store from iCloud to local

    - by schmok
    I'm currently struggling with Core Data iCloud migration. I want to move a store from an iCloud ubiquity container (.nosync) to a local URL. Problem is whenever I call something like this: NSPersistentStore *newStore = [self.persistentStoreCoordinator migratePersistentStore: currentiCloudStore toURL: localURL options: nil withType: NSSQLiteStoreType error: &error]; I get this error: -[NSPersistentStoreCoordinator addPersistentStoreWithType:configuration:URL:options:error:](1055): CoreData: Ubiquity: Error: A persistent store which has been previously added to a coordinator using the iCloud integration options must always be added to the coordinator with the options present in the options dictionary. If you wish to use the store without iCloud, migrate the data from the iCloud store file to a new store file in local storage. file://localhost/Users/sch/Library/Containers/bla/Data/Documents/tmp.sqlite. This will be a fatal error in a future release Anyone ever seen this error? Maybe I'm just missing the right migration options?

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  • Duplicated Label in add_menu_page

    - by Blackdream
    I have created a function for a theme customization. function create_theme_option() { add_menu_page( 'Manage Options', //Page Title 'Theme Option', //WP Administrator Menu Title 'manage_options', // 'theme-options', //Link to a page to your Administration Area 'deploy_theme_options', //Function Name get_template_directory_uri() . '/Plugins/Background Changer/images/icons/icon.png',//Menu Icon 99); add_submenu_page("theme-options", "Theme Settings", "Theme Settings", 1, "theme-settings", "theme_settings"); add_submenu_page("theme-options", "Manage Header", "Manage Header", 1, "manage-header", "manage_header"); add_submenu_page("theme-options", "Social Media", "Social Media Links", 1, "social-media", "social_media"); add_submenu_page("theme-options", "Catalog Manager", "Catalog Manager", 1, "catalog-manager", "catalog_manager"); } but I noticed that after the label "Theme Option" there is another text appear next to it as "Theme Option". Check the Image below: How can I fix this? Please help!

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  • Is it possible to reference object within the same object?

    - by fudgey
    I've been messing around with jQuery plugin code and I'm trying to put all of my common variables into a single object for easy access. I have included a few examples below on how I've done this, but I'm wondering how others deal with this problem. Lets say I have this var x = function(options){ var defaults = { ulist : $('ul#list'), listLen : $('ul#list').children().length } $.extend(options, defaults); // do other stuff } What I'm trying to do is use the ulist object in as a base, then find the number of li's I guess I could do this: var x = function(options){ var defaults = { ulist : $('ul#list'), listLen : 0 } defaults.listLen = defaults.ulist.children().length; $.extend(options, defaults); // do other stuff } or this: var x = function(options){ var defaults = { ulist : $('ul#list') }; var defaults2 = { listLen : defaults.ulist.children().length } $.extend(defaults, defaults2); $.extend(options, defaults); // do other stuff } The above code samples are just thrown together, and only meant to get the idea across to you. Anyway, is there a better way to do this?

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  • ASP.NET MVC. Hot to guess autogenerated id value ?

    - by Andrew Florko
    My web form contains list of dynamic fields that are generated like this: <% for (int i = 0; i < Model.Options.Count; i++) { %> ... <%= Html.Hidden("Options[" + i + "].Id", Model.Options[i].Id)%> <%= Html.CheckBox("Options[" + i + "].Selected", Model.Options[i].Selected)%> ... This maps perfectly on array of controller method parameters as described in Model Binding To A List article. I want to add label for checkboxes to title them, but I have to guess their ids in hmtl layout. Options[" + i + "].Selected turns into Options_0__Selected How can I avoid hardcoding Id generation in-built asp.net mvc rules? Thank you advance.

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  • Wake-on-lan under Ubuntu 12.04

    - by iUngi
    I would like to setup the wake-on-lan, the two PCs are connected through a switch. Here is the configuration of the eth0, in the BIOS I couldn't find any information regarding the wake-on-lan. Supported ports: [ TP MII ] Supported link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full 1000baseT/Half 1000baseT/Full Supported pause frame use: No Supports auto-negotiation: Yes Advertised link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full 1000baseT/Half 1000baseT/Full Advertised pause frame use: Symmetric Receive-only Advertised auto-negotiation: Yes Link partner advertised link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full 1000baseT/Full Link partner advertised pause frame use: Symmetric Link partner advertised auto-negotiation: Yes Speed: 1000Mb/s Duplex: Full Port: MII PHYAD: 0 Transceiver: internal Auto-negotiation: on Supports Wake-on: pumbg Wake-on: g Current message level: 0x00000033 (51) drv probe ifdown ifup Link detected: yes After I shut down the PC, I used different tools to send out the magic package, but nothing happens. Any suggestion?

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  • is jargon related to a frameWork (concept)

    - by MaKo
    If this is not the right place to ask this question please inform where it would belong, to change it... I have a doubt for the correct word or concept in english language [not my native], about the relationship of language to framework for example i work with objective C, with the cocoa touch frame work || python with the django frame work My comparison is between natural languages and formal languages, So would be in a natural language english and the frame work a [computer, it]jargon? Does this make sense? Or what other concept would be the relationship between natural language - framework?

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  • How do I control an animation with a drag command?

    - by Zishan
    I want to play an animation when someone drags a sprite from it's default position to another selected position. If they drag half of the selected position then animation will be play half. For example, I have 15 frames of a animation for a projectile arm. The projectile arm can be rotated a maximum of 30°, if someone rotates the arm 2° then the animation sprite should show the 2nd frame, if rotated 12° then the animation sprite should show the 6th frame.... and so on. Also when they release the arm, the arm will be reverse back to it's default position and animation frames also will be reverse back to the default first frame. I am new on cocos2D. I know how to make an animation and how to drag a sprite but I have no idea how to combine them. Can anyone give me an idea or any tutorial on how to do this?

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  • How can I efficiently create/store/implement animations as I add to my game?

    - by nickbadal
    My game's characters are made up of different parts (head/body/legs/etc), and whatever items they have equipped. As I'm creating the animation system for my game, I want to try to anticipate a large number of combinations for different pieces for each character. Originally, I had planned on having a frame-by frame animation for each piece for each animation, and then layer them to combine them into a character, but this seems like it would be a lot of work for my artist, and that the memory/disk size would start to add up as well since we would need a sprite for every frame, of every customization of every piece, in every animation, for every character. What efficient ways are there to create/implement these animations as we add more and more configurations to our game?

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