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  • Any suggestions for good automated web load testing tool?

    - by fmunkert
    What are some good automated tools for load testing (stress testing) web applications, that do not use record and replay of HTTP network packets? I am aware that there are numerous load testing tools on the market that record and replay HTTP network packets. But these are unsuitable for my purpose, because of this: The HTTP packet format changes very often in our application (e.g. when we optimize an AJAX call). We do not want to adapt all test scripts just because there is a slight change in HTTP packet format. Our test team shall not need to know any internals about our application to write their test scripts. A tool that replays HTTP packets, however, requires the team to know the format of HTTP requests and responses, such that they can adapt details of the replayed HTTP packets (e.g. user name). The automated load testing tool I am looking for should be able to let the test team write "black box" test scripts such as: Invoke web page at URL http://... . First, enter XXX into text field XXX. Then, press button XXX. Wait until response has been received from web server. Verify that text field XXX now contains the text XXX. The tool should be able to simulate up to several 1000 users, and it should be compatible with web applications using ASP.NET and AJAX.

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  • Formatting the output of a custom tool so I can double click an error in Visual Studio and the file opens

    - by Ben Scott
    I've written a command line tool that preprocesses a number of files then compiles them using CodeDom. The tool writes a copyright notice and some progress text to the standard output, then writes any errors from the compilation step using the following format: foreach (var err in results.Errors) { // err is CompilerError var filename = "Path\To\input_file.xprt"; Console.WriteLine(string.Format( "{0} ({1},{2}): {3}{4} ({5})", filename, err.Line, err.Column, err.IsWarning ? "" : "ERROR: ", err.ErrorText, err.ErrorNumber)); } It then writes the number of errors, like "14 errors". This is an example of how the error appears in the console: Path\To\input_file.xrpt (73,28): ERROR: An object reference is required for the non-static field, method, or property 'Some.Object.get' (CS0120) When I run this as a custom tool in VS2008 (by calling it in the post-build event command line of one of my project's assemblies), the errors appear nicely formatted in the Error List, with the correct text in each column. When I roll over the filename the fully qualified path pops up. The line and column are different to the source file because of the preprocessing which is fine. The only thing that stands out is that the Project given in the list is the one that has the post-build event. The problem is that when I double click an error, nothing happens. I would have expected the file to open in the editor. I'm vaugely aware of the Microsoft.VisualStudio.Shell.Interop namespace but I think it should be possible just by writing to the standard output.

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • Free tools versus paid tools.

    - by Dennis Vroegop
    We live in a strange world. Information should be free. Tools should be free. Software should be free (and I mean free as in free beer, not as in free speech). Of course, since I make my living (and pay my mortgage) by writing software I tend to disagree. Or rather: I want to get paid for the things I do in the daytime. Next to that I also spend time on projects I feel are valuable for the community, which I do for free. The reason I can do that is because I get paid enough in the daytime to afford that time. It gives me a good feeling, I help others and it’s fun to do. But the baseline is: I get paid to write software. I am sure this goes for a lot of other developers. We get paid for what we do during the daytime and spend our free time giving back. So why does everyone always make a fuzz when a company suddenly starts to charge for software? To me, this seems like a very reasonable decision. Companies need money: they have staff to pay, buildings to rent, coffee to buy, etc. All of this doesn’t come free so it makes sense that they charge their customers for the things they produce. I know there’s a very big Open Source market out there, where companies give away (parts of) their software and get revenue out of the services they provide. But this doesn’t work if your product doesn’t need services. If you build a great tool that is very easy to use, and you give it away for free you won’t get any money by selling services that no user of your tool really needs. So what do you do? You charge money for your tool. It’s either that or stop developing the tool and turn to other, more profitable projects. Like it or not, that’s simple economics at work. You have something other people want, so you charge them for it. This week it was announced that what I believe is the most used tool for .net developers (besides Visual Studio of course),namely Red Gates .net reflector, will stop being a free tool. They will charge you $35 for the next version. Suddenly twitter was on fire and everyone was mad about it. But why? The tool is downloaded by so many developers that it must be valuable to them. I know of no serious .net developer who hasn’t got it on his or her machine. So apparently the tool gives them something they need. So why do they expect it to be free? There are developers out there maintaining and extending the tool, building new and better versions of it. And the price? $35 doesn’t seem much. If I think of the time the tool saved me the 35 dollars were earned back in a day. If by spending this amount of money I can rely on great software that helps me do my job better and faster, I have no problems by spending it. I know that there is a great team behind it, (the Red Gate tools are a must have when developing SQL systems, for instance), and I do believe they are in their right to charge this. So.. there you have it. This is of course, my opinion. You may think otherwise. Please let me know in the comments what you think! Tags van Technorati: redgate,reflector,opensource

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  • Looking for Kiosk-style / camera store easy photo memory card to CD/DVD burning program for Windows-7 Notebook? For non techie user.

    - by Rob
    I'm looking for a Kiosk-style / camera shop easy photo memory card to CD/DVD burning program? For non technie user. The kind of system you see in a camera shop / store, e.g. in the UK, Jessops and Boots stores. This is for my Dad who is adept at general PC usage as a notebook owner, but would prefer something fairly simple. The task of burning photos to CD/DVD, in their original photo file .jpg form, i.e. NOT as CD or DVD video or slideshow, is what I'm looking for. I'm guessing this might be possible in Picasa, but all the options available might be superfluous and confusing. He could probably learn to use that but thought I would try simpler options first. Looking for something that guides the user through the steps/stages of the process, 'Wizard' style. Any suggestions? Platform: HP Windows 7 Home notebook with CD/DVD burner and SD memory card slot.

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  • gcc 4.5 installation problem under ubuntu

    - by Claire Huang
    I tried to install gcc 4.5 on ubuntu 10.04 but failed. Here is a compile error that I don't know how to solve. Is there anyone successfully install the latest gcc on ubuntu? Following is my steps and the error message, I'd like to know where is the problem.... Step1: download these files: gcc-core-4.5.0.tar.gz gcc-g++-4.5.0.tar.gz gmp-4.3.2.tar.bz2 mpc-0.8.1.tar.gz mpfr-2.4.2.tar.gz Step2: Unzip above files Step3: move gmp, mpc, mpfr to the gcc-4.5.0/ directory. mv gmp-4.3.2 gcc-4.5.0/gmp mv mpc-0.8.1 gcc-4.5.0/mpc mv mpfr-2.4.2 gcc-4.5.0/mpfr Step4: go to gcc-4.5.0 directory and do configuration: sudo ./configure Step5: compile and install sudo make sudo make install The first 4 steps is OK, I can configure it successfully. However, when I try to compile it, following error message comes out, I cannot figure out what the problem is. Should I change the name from "gcc 4.5" to "gcc"?? It's a little strange that we need to do this by ourself. Is there anything I missed during the installation? xxx@xxx-laptop:/media/Data/Tool/linux/gcc 4.5/gcc-4.5.0$ sudo make [sudo] password for xxx: [ -f stage_final ] || echo stage3 > stage_final /bin/bash: line 2: test: /media/Data/Tool/linux/gcc: binary operator expected /bin/bash: /media/Data/Tool/linux/gcc: No such file or directory make[1]: Entering directory `/media/Data/Tool/linux/gcc 4.5/gcc-4.5.0' make[2]: Entering directory `/media/Data/Tool/linux/gcc 4.5/gcc-4.5.0' make[3]: Entering directory `/media/Data/Tool/linux/gcc 4.5/gcc-4.5.0' rm -f stage_current make[3]: Leaving directory `/media/Data/Tool/linux/gcc 4.5/gcc-4.5.0' make[2]: Leaving directory `/media/Data/Tool/linux/gcc 4.5/gcc-4.5.0' make[2]: Entering directory `/media/Data/Tool/linux/gcc 4.5/gcc-4.5.0' Configuring stage 1 in host-x86_64-unknown-linux-gnu/intl /bin/bash: /media/Data/Tool/linux/gcc: No such file or directory make[2]: *** [configure-stage1-intl] Error 127 make[2]: Leaving directory `/media/Data/Tool/linux/gcc 4.5/gcc-4.5.0' make[1]: *** [stage1-bubble] Error 2 make[1]: Leaving directory `/media/Data/Tool/linux/gcc 4.5/gcc-4.5.0' make: *** [all] Error 2

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  • Conversion of DVC-PRO HD 1080, any free tool?

    - by Andrea Ambu
    Is there any free (as in beer, and if it's possible as in bird) tool to convert a dvd in the format DVC-PRO HD 1080 to a normal/standard dvd format so that I can play it on a normal DVD player? EDIT: I changed the wording a bit. We've a video in DVC-PRO HD 1080 but as far as I know it is a proprietary format. We'd like to create a standard dvd out of it. I'm not really in video encoding and dvd conversion. I thought I need to be more precise. VLC currently doesn't support DVC-PRO HD 1080.

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  • How to get a tool window title bar height in WPF ?

    - by user275587
    WPF includes the title bar height in the total window height instead of using only the client content area height. Is there a way to disable this behaviour? If not, how can I get the height of a tool window title bar? I'm aware of the SystemParameters.CaptionHeight property and the SystemParameters.WindowCaptionHeight property but they both return the height of a regular window title bar. This is not the correct value for a tool window because the title bar is smaller for this type of window. I need something like SystemParameters.ToolWindowCaptionHeight Thanks.

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  • Is there a PHP refactoring tool to tell what functions are never called?

    - by ae
    I have a large codebase which has suffered many changes over the years. I would like to remove the functions that are no longer called or relevant. Is there a tool that will analysis the codebase and determine if a method is ever used? I'm also using phpunit/xdebug which reports which functions have not been run for the unit tests, however coverage is only at 55% and will require a massive amount of work to bring it up to 100% (I'm working on it!). Anything that was a command line tool would be extra good as I could hook it into hudson (CI).

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  • How do you use any2mobi command line tool (part of Calibre) to make mobi files from HTML?

    - by Paul Chernoch
    I am on MAC OS X 10.5.5. I installed Calibre, a tool for converting e-book files from one format to another. It has a GUI as well as command line tools. I am trying to run the command line tool "any2mobi" to convert HTML files to MOBI pocket format or Kindle AZW format, with a TOC. I get the error "-bash: any2mobi: command not found". Clearly, any2mobi is not in my path. Where is it? I tried searching but came up empty. I installed version 0.6.0b6 of Calibre.

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  • Is there a way to test HTTP Live Streaming via an iSight camera?

    - by bpapa
    I'm working on an iPhone app that will use HTTP Live Streaming. Using Apple's provided tools (particularly mediafilesegmenter), I'm able to successfully segment and serve an archived video. Now I want to test Live Streaming stuff. I don't own any sort of camcorder, I just have my iSight built-in to my Mac. Is there a way to leverage this camera to test out Live Streaming? Run iSight from the command line maybe? If so, I need a port number for mediastreamsegmenter.

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  • Windows 7 / 8 tool for amplifying sound / equivalent to pavucontrol?

    - by Quandary
    I'm watching live streamed videos, but the volume sometimes is barely loud enough. With Windows, I can only turn the system volume and the flash volume up to maximum, and then bad luck if that's still not loud enough. On Linux, on the same notebook, I have the same problem, but I can use pavucontrol to amplify the sound volume beyond 100%. Unfortunately, I can't always work on Linux, since Visual Studio and SQL-Server only run on Windows. Is there any tool or way to amplify volume on Windows 7 / 8 , without having to resort to run Linux in a virtual machine?

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  • How to Recover HDD Formatted by "Create a Recovery Drive" Tool of Windows 8.1?

    - by ide
    I have 2 TB USB HDD which had these drives F: about 1 TB with 750 GB data H: about 120 GB with 60 GB data I: about 780 GB with 250 GB data (For TV: It was raw in Windows but visible in the Smart TV) I took 521 MB from last part of H to get new G drive. Then I run "Create a Recovery Drive" tool of Windows 8.1 and chose G drive. It said all data in the drive will be deleted. I thought it is just G drive but it deleted my whole HDD. It created 32 GB new F drive with writing 337 MB on it and rest of HDD is unallocated. I tried these programs to get my first 3 drives but non of them helped for getting 1st partition. TestDisk MiniTool Partition Wizard Home Edition EaseUS Partition Master 9.2.2 (I deleted new F drive volume because it scans only unallocated part) Recuva PC Inspector File Recovery

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  • Why did Google remove the search box in developer tool from Chrome 22 stable release?

    - by Bruce
    In previous version of Chrome, there's the search box in developer tool, on the right top when I open it, just as shown below. (Sorry I can't upload image cuz' I don't have enough reputation for now.) http://i.minus.com/iklSx2vi0uzFB.JPG But, after I upgraded to the first release of Chrome 22 yesterday, that search box was gone, as shown below. http://i.minus.com/ibxXt9wnBekR7E.JPG It is such a useful search box that I rely on all the time, to search for something, or to validate an xpath. So does Google just 'hide' it somewhere else? Or do they really remove it? Anyone know why they made such changes?

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  • Is there any project estimation tool to give estimate for web design/ development work?

    - by jitendra
    Is there any project estimation tool which gives estimates for web design/ development work? I don't have to calculate Price just want to calculate estimated time. Just for example, for things like: Page creation (layout in XHTML) CSS creation Content creation (Word to HTML, including images in some pages) Bulk PDF upload PHP Script for Form Testing all pages I need like Items Quantity Time for each task(min) Estimated total (in hour) PDF upload x 30 = 2 min = 60 Min pages with images x 30 = 15 min for each = 60 Min Is there any simple JQuery calculator power with JQuery? Where we can add add/remove custom thing to calculate time? Or any other free online/offline tool ?

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  • Is there a 3 way merger tool that “understands” common refactoring?

    - by Ian Ringrose
    When a simple refactoring like “rename field” has been done on one branch it can be very hard to merge the changes into the other branches. (Extract method is much harder as the merge tools don’t seem to match the unchanged blocks well) Now in my dreams, I am thinking of a tool that can record (or work out) what well defined refactoring operations have been done on one branch and then “replay” them on the other branch, rather than trying to merge every line the refactoring has affected. see also "Is there an intelligent 3rd merge tool that understands VB.NET" for the other half of my pain! Also has anyone try something like MolhadoRef (blog article about MolhadoRef and Refactoring-aware SCM), This is, in theory, refactoring-aware source control.

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  • benchmark tcp: ab or iperf like tool to send hex/binary/pcap data?

    - by olan
    Hello all, I have written a server in Twisted for a current project I'm working on, and now I need to test it. It receives TCP packets, with the payload consisting of just a serialised binary string. I want to be able to test the server for concurrency/throughput using the binary data as the payload, but can not find any tool that will allow me to do this. I tried iperf -F but it didn't work, as I think it was sending the binary/hex data as chars. I've also looked at ab which seems to be perfect - if only for http. As well as these, I've had a look at tcpreplay, but it doesn't perform any testing (or establish TCP connections) so it's not much use. Any help would be greatly appreciated as I'm rather stuck on this one!

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  • What is the point in using a "real" database modeling tool?

    - by cdeszaq
    We currently have a 10 year old nasty, spaghetti-code-style SQL Server database that we are soon looking to pretty much re-write from scratch as part of a re-write to a large web application. (The existing application will serve as the functional requirements for the next incarnation of the app). Some have suggested we use Visio to do all the diagramming and to generate the DDL, but others have suggested we use a dedicated database design tool, rather than a diagramming tool that is able to export DDL. Is there any benefit to using "real" DB design tools, such as ModelRight, over general tools like Visio? If so, what are those specific benefits? Edit: In a nutshell, what can real/dedicated tools do that something like Visio can't, and how much do these capabilities matter (from a best-practices standpoint, for example)

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  • Optimal preferences for prefix queries with Oracle catalog (CTXCAT) index

    - by nw
    The documentation for Oracle Text gives this example of a prefix/substring preference setting for context and catalog indexes: begin ctx_ddl.create_preference('mywordlist', 'BASIC_WORDLIST'); ctx_ddl.set_attribute('mywordlist','PREFIX_INDEX','TRUE'); ctx_ddl.set_attribute('mywordlist','PREFIX_MIN_LENGTH', '3'); ctx_ddl.set_attribute('mywordlist','PREFIX_MAX_LENGTH', '4'); ctx_ddl.set_attribute('mywordlist','SUBSTRING_INDEX', 'YES'); end; What I need to know is whether the substring_index attribute is necessary if I only ever issue prefix searches, such as: SELECT title FROM auction WHERE CATSEARCH(title, 'cam*', '') > 0; TITLE --------------- CANON CAMERA FUJI CAMERA NIKON CAMERA OLYMPUS CAMERA PENTAX CAMERA SONY CAMERA 6 rows selected

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  • Is there a tool to copy a folder using shadow copy?

    - by Borek
    Is there a tool similar to Robocopy or TeraCopy that would do a "shadow copy" of a folder? I'm not sure if this is technically possible on Windows 7 but what I'd like to find a utility that, when I execute the "copy" command, would create a fixed copy of that folder at that given time and then copy the result over to another location. What I'd like to achieve are consistent copies of folders that might be currently in use. Is this possible on Windows? Is there any user friendly utility to help with this?

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  • Custom tool error: Command.proto:11:18: "Message2" is not defined.

    - by cornerback84
    I am using the latest version of protobuf-net with VS2008 integration. I have created 2 messages (Message1 and Message2), 1 message in 1 proto file. When I try to reference Message2 in Message1 the code generator tool gives me error "Message2" is not defined and won't generate the code file. The package for both messages is same. It look like that because of the integration of the tool with VS2008 it expects all the messages in same .proto file to compile. Currently I have to paste an empty message with same name in Message1.proto file, like this: message Message1 { optional Message2 message2 = 1; } message Message2 { } And then later on remove the declaration of class Message2 from Message1.cs. Are there any settings that I need to do so to avoid this error, or is providing an empty declaration the only way?

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  • Read/WRITE/Verify disk diagnostic tool for Mac OS X?

    - by Spiff
    It seems that there are many tools out there for Mac OS X that test a hard drive for bad blocks by doing a Read/Verify pass. That is, they read a block, then read it a second time, and verify that both reads yielded the same results. I need a tool that does a non-destructive Read/Write/Verify pass. It should read each block, write those same contents back out, and then read it again to verify. That way every block gets written, giving the hard drive a chance to spare out bad blocks. But since the same contents that were just read get written back out, it doesn't destroy data that wasn't already lost. I'm aware of several tools that can do Read/Verify, but I'm not aware of any that do Read/Write/Verify. Are there any tools that do what I want? Unix / open source tools that compile and run on Mac OS X are fair game too.

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  • Is there an audio recording application/tool that has Tivo-like functionality?

    - by Bob
    I do a lot of live speech recording that requires me to quickly jump back and then transcribe a particular piece of the audio, then go back to recording again, while still maintaining the full audio file. So Far I've done this by splitting the audio and running one line to a recorder (for the whole audio), and one to my computer. Then I use something like Audacity to record, and then stop/go back whenever I hear something worth transcribing. This requires me to stop the recording, then start it up again and I end up missing chunks of the speech I'm listening to. Is there a tool that would let me rewind, then listen again and continue listening at a buffered distance from the audio recording, the way Tivo does with television shows?

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