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  • How to resize the UIView when CGAffineTransformIdentity

    - by Gowtham
    I am doing an app which has a feature to rotate and re size a view. i have implemented this feature but i do face an issue. My problem The View wil be resized when dragging its four corners, after resizing it i can rotate the view in both directions. Once the rotation is done, if i try again to resize the view by dragging its corner, the view's size gone to unpredictable value and its moving all around the screen. I googled lot finally i got the following solution The frame property is undefined when transform != CGAffineTransformIdentity, as per the docs on UIView I saw one app which has implemented the feature exactly what i wish to implement. How can i resize the UIView after rotation of UIView My code for resize the view Touches Began - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ UITouch *touch = [[event allTouches] anyObject]; NSLog(@"[touch view]:::%@",[touch view]); touchStart = [[touches anyObject] locationInView:testVw]; isResizingLR = (testVw.bounds.size.width - touchStart.x < kResizeThumbSize && testVw.bounds.size.height - touchStart.y < kResizeThumbSize); isResizingUL = (touchStart.x <kResizeThumbSize && touchStart.y <kResizeThumbSize); isResizingUR = (testVw.bounds.size.width-touchStart.x < kResizeThumbSize && touchStart.y<kResizeThumbSize); isResizingLL = (touchStart.x <kResizeThumbSize && testVw.bounds.size.height -touchStart.y <kResizeThumbSize); } Touches Moved - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{ CGPoint touchPoint = [[touches anyObject] locationInView:testVw]; CGPoint previous=[[touches anyObject]previousLocationInView:testVw]; float deltaWidth = touchPoint.x-previous.x; float deltaHeight = touchPoint.y-previous.y; NSLog(@"CVTM:%@",NSStringFromCGRect(testVw.frame)); if (isResizingLR) { testVw.frame = CGRectMake(testVw.frame.origin.x, testVw.frame.origin.y,touchPoint.x + deltaWidth, touchPoint.y + deltaWidth); } if (isResizingUL) { testVw.frame = CGRectMake(testVw.frame.origin.x + deltaWidth, testVw.frame.origin.y + deltaHeight, testVw.frame.size.width - deltaWidth, testVw.frame.size.height - deltaHeight); } if (isResizingUR) { testVw.frame = CGRectMake(testVw.frame.origin.x ,testVw.frame.origin.y + deltaHeight, testVw.frame.size.width + deltaWidth, testVw.frame.size.height - deltaHeight); } if (isResizingLL) { testVw.frame = CGRectMake(testVw.frame.origin.x + deltaWidth ,testVw.frame.origin.y , testVw.frame.size.width - deltaWidth, testVw.frame.size.height + deltaHeight); } if (!isResizingUL && !isResizingLR && !isResizingUR && !isResizingLL) { testVw.center = CGPointMake(testVw.center.x + touchPoint.x - touchStart.x,testVw.center.y + touchPoint.y - touchStart.y); } }

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  • Git repository with only remote branches for production

    - by becomingGuru
    On the remote production branch, I don't do any changes, so I don't need any branches. I always want it mirrored to the origin production git checkout origin production works. But, I can't seem to pull after that. Is creating a local branch that tracks the origin production by git checkout -b production --track origin production the only option, or, I'm wondering, if there is any other way.

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  • How to best work with a "forked" a git repo, and push some new features back to origin

    - by Jesper Blad Jensen aka. Deldy
    Hi all, I'm having a blog-project on GibHub, where a friend of mine, wants to base his code on. He will make some changes to some files that he do not wish to commit back to me (maybe stylesheets and images), but he will maybe implement a new feature that he would like to push back to my project. He should also be able to get new code from me, where he would like to get all new stuff. I've looked around, and it seams that Rebase is the way to go for him, to get updates from me, but how can he most easily push a feature back to me? (He is just learning Git, as well as me)

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  • CCSpriteHole in cocos2d 2.0?

    - by rakkarage
    i was using this cocos2d class CCSpriteHole in cocos2d 1.0 fine... http://jpsarda.tumblr.com/post/15779708304/new-cocos2d-iphone-extensions-a-progress-bar-and-a i am trying to convert it to cocos2d 2.0... i got it to compile by changing glVertexPointer to glVertexAttribPointer like in the 2.0 version of CCSpriteScale9 here http://jpsarda.tumblr.com/post/9162433577/scale9grid-for-cocos2d and changing contentSizeInPixels_ to contentSize_... -(id) init { if( (self=[super init]) ) { opacityModifyRGB_ = YES; opacity_ = 255; color_ = colorUnmodified_ = ccWHITE; capSize=capSizeInPixels=CGSizeZero; //Not used blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; // update texture (calls updateBlendFunc) [self setTexture:nil]; // default transform anchor anchorPoint_ = ccp(0.5f, 0.5f); vertexDataCount=24; vertexData = (ccV2F_C4F_T2F*) malloc(vertexDataCount * sizeof(ccV2F_C4F_T2F)); [self setTextureRectInPixels:CGRectZero untrimmedSize:CGSizeZero]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect { NSAssert(texture!=nil, @"Invalid texture for sprite"); // IMPORTANT: [self init] and not [super init]; if( (self = [self init]) ) { [self setTexture:texture]; [self setTextureRect:rect]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture { NSAssert(texture!=nil, @"Invalid texture for sprite"); CGRect rect = CGRectZero; rect.size = texture.contentSize; return [self initWithTexture:texture rect:rect]; } -(id) initWithFile:(NSString*)filename { NSAssert(filename!=nil, @"Invalid filename for sprite"); CCTexture2D *texture = [[CCTextureCache sharedTextureCache] addImage: filename]; if( texture ) return [self initWithTexture:texture]; return nil; } +(id)spriteWithFile:(NSString*)f { return [[self alloc] initWithFile:f]; } - (void) dealloc { if (vertexData) free(vertexData); } -(void) updateColor { ccColor4F color4; color4.r=(float)color_.r/255.0f; color4.g=(float)color_.g/255.0f; color4.b=(float)color_.b/255.0f; color4.a=(float)opacity_/255.0f; for (int i=0; i<vertexDataCount; i++) { vertexData[i].colors=color4; } } -(void)updateTextureCoords:(CGRect)rect { CCTexture2D *tex = texture_; if(!tex) return; float atlasWidth = (float)tex.pixelsWide; float atlasHeight = (float)tex.pixelsHigh; float left,right,top,bottom; left = rect.origin.x/atlasWidth; right = left + rect.size.width/atlasWidth; top = rect.origin.y/atlasHeight; bottom = top + rect.size.height/atlasHeight; // // |/|/|/| // CGSize capTexCoordsSize=CGSizeMake(capSizeInPixels.width/atlasWidth, capSizeInPixels.height/atlasHeight); // From left to right //Top band // Left vertexData[0].texCoords=(ccTex2F){left,top}; vertexData[1].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[2].texCoords=(ccTex2F){left+capTexCoordsSize.width,top}; vertexData[3].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[4].texCoords=(ccTex2F){right-capTexCoordsSize.width,top}; vertexData[5].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[6].texCoords=(ccTex2F){right,top}; vertexData[7].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Center band // Left vertexData[8].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[9].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[10].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[11].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[12].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[13].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[14].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; vertexData[15].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Bottom band //Left vertexData[16].texCoords=(ccTex2F){left,bottom}; vertexData[17].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[18].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom}; vertexData[19].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Center vertexData[20].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom}; vertexData[21].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Right vertexData[22].texCoords=(ccTex2F){right,bottom}; vertexData[23].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; } -(void) updateVertices { float left=0; //-spriteSizeInPixels.width*0.5f; float right=left+contentSize_.width; float bottom=0; //-spriteSizeInPixels.height*0.5f; float top=bottom+contentSize_.height; float holeLeft=holeRect.origin.x*CC_CONTENT_SCALE_FACTOR(); float holeRight=holeLeft+holeRect.size.width*CC_CONTENT_SCALE_FACTOR(); float holeBottom=holeRect.origin.y*CC_CONTENT_SCALE_FACTOR(); float holeTop=holeBottom+holeRect.size.height*CC_CONTENT_SCALE_FACTOR(); // // |/|/|/| // // From left to right //Top band // Left vertexData[0].vertices=(ccVertex2F){left,top}; vertexData[1].vertices=(ccVertex2F){left,holeTop}; vertexData[2].vertices=(ccVertex2F){holeLeft,top}; vertexData[3].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[4].vertices=(ccVertex2F){holeRight,top}; vertexData[5].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[6].vertices=(ccVertex2F){right,top}; vertexData[7].vertices=(ccVertex2F){right,holeTop}; //Center band // Left vertexData[8].vertices=(ccVertex2F){left,holeBottom}; vertexData[9].vertices=(ccVertex2F){left,holeTop}; vertexData[10].vertices=(ccVertex2F){holeLeft,holeBottom}; vertexData[11].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[12].vertices=(ccVertex2F){holeRight,holeBottom}; vertexData[13].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[14].vertices=(ccVertex2F){right,holeBottom}; vertexData[15].vertices=(ccVertex2F){right,holeTop}; //Bottom band //Left vertexData[16].vertices=(ccVertex2F){left,bottom}; vertexData[17].vertices=(ccVertex2F){left,holeBottom}; vertexData[18].vertices=(ccVertex2F){holeLeft,bottom}; vertexData[19].vertices=(ccVertex2F){holeLeft,holeBottom}; // Center vertexData[20].vertices=(ccVertex2F){holeRight,bottom}; vertexData[21].vertices=(ccVertex2F){holeRight,holeBottom}; // Right vertexData[22].vertices=(ccVertex2F){right,bottom}; vertexData[23].vertices=(ccVertex2F){right,holeBottom}; } -(void) setHole:(CGRect)r inRect:(CGRect)totalSurface { holeRect=r; self.contentSize=totalSurface.size; holeRect.origin=ccpSub(holeRect.origin,totalSurface.origin); CGPoint holeCenter=ccp(holeRect.origin.x+holeRect.size.width*0.5f,holeRect.origin.y+holeRect.size.height*0.5f); self.anchorPoint=ccp(holeCenter.x/contentSize_.width,holeCenter.y/contentSize_.height); //[self updateTextureCoords:rectInPixels_]; [self updateVertices]; [self updateColor]; } -(void) draw { BOOL newBlend = NO; if( blendFunc_.src != CC_BLEND_SRC || blendFunc_.dst != CC_BLEND_DST ) { newBlend = YES; glBlendFunc( blendFunc_.src, blendFunc_.dst ); } glBindTexture(GL_TEXTURE_2D, [texture_ name]); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); if( newBlend ) glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST); } -(void)setTextureRectInPixels:(CGRect)rect untrimmedSize:(CGSize)untrimmedSize { rectInPixels_ = rect; rect_ = CC_RECT_PIXELS_TO_POINTS( rect ); //[self setContentSizeInPixels:untrimmedSize]; [self updateTextureCoords:rectInPixels_]; } -(void)setTextureRect:(CGRect)rect { CGRect rectInPixels = CC_RECT_POINTS_TO_PIXELS( rect ); [self setTextureRectInPixels:rectInPixels untrimmedSize:rectInPixels.size]; } // // RGBA protocol // #pragma mark CCSpriteHole - RGBA protocol -(GLubyte) opacity { return opacity_; } -(void) setOpacity:(GLubyte) anOpacity { opacity_ = anOpacity; // special opacity for premultiplied textures if( opacityModifyRGB_ ) [self setColor: (opacityModifyRGB_ ? colorUnmodified_ : color_ )]; [self updateColor]; } - (ccColor3B) color { if(opacityModifyRGB_){ return colorUnmodified_; } return color_; } -(void) setColor:(ccColor3B)color3 { color_ = colorUnmodified_ = color3; if( opacityModifyRGB_ ){ color_.r = color3.r * opacity_/255; color_.g = color3.g * opacity_/255; color_.b = color3.b * opacity_/255; } [self updateColor]; } -(void) setOpacityModifyRGB:(BOOL)modify { ccColor3B oldColor = self.color; opacityModifyRGB_ = modify; self.color = oldColor; } -(BOOL) doesOpacityModifyRGB { return opacityModifyRGB_; } #pragma mark CCSpriteHole - CocosNodeTexture protocol -(void) updateBlendFunc { if( !texture_ || ! [texture_ hasPremultipliedAlpha] ) { blendFunc_.src = GL_SRC_ALPHA; blendFunc_.dst = GL_ONE_MINUS_SRC_ALPHA; [self setOpacityModifyRGB:NO]; } else { blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; [self setOpacityModifyRGB:YES]; } } -(void) setTexture:(CCTexture2D*)texture { // accept texture==nil as argument NSAssert( !texture || [texture isKindOfClass:[CCTexture2D class]], @"setTexture expects a CCTexture2D. Invalid argument"); texture_ = texture; [self updateBlendFunc]; } -(CCTexture2D*) texture { return texture_; } @end but now positioning and scaling seem to not work? and it starts in the wrong position... but changing the opacity still works. so i was wondering if anyone can see why my 2.0 version is not working? or if maybe there is a better way to do a sprite hole with cocos2d/opengl 2.0? shaders? thanks

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  • How Do I 'git fetch' and 'git merge' from a Remote Tracking Branch (like 'git pull')

    - by kaybenleroll
    I have set up some remote tracking branches in git, but I never seem to be able to merge them into the local branch once I have updated them with 'git fetch'. For example, suppose I have remote branch called 'an-other-branch'. I set that up locally as a tracking branch using git branch --track an-other-branch origin/an-other-branch So far, so good. But if that branch gets updated (usually by me moving machine and commiting from that machine), and I want to update it on the original machine, I'm running into trouble with fetch/merge: git fetch origin an-other-branch git merge origin/an-other-branch Whenever I do this, I get an 'Already up-to-date' message and nothing merges. However, a git pull origin an-other-branch always updates it like you would expect. Also, running git diff git diff origin/an-other-branch shows that there are differences, so I think I have my syntax wrong. What am I doing wrong?

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  • git pull fails "unalble to resolve reference" "unable to update local ref"

    - by Gabrielle
    When I do a git pull I get this error error: unable to resolve reference refs/remotes/origin/LT558-optimize-sql: No such file or directory From git+ssh://remoteserver/~/misk5 ! [new branch] LT558-optimize-sql -> origin/LT558-optimize-sql (unable to update local ref) error: unable to resolve reference refs/remotes/origin/split-css: No such file or directory ! [new branch] split-css -> origin/split-css (unable to update local ref) I've tried git remote prune origin, but it didn't help. Thanks in advance for any ideas.

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  • Simple Sinatra Ajax Not Working

    - by proteantech
    I was trying make an AJAX call from a static file on my computer to a simple sinatra service. The ajax call was returning with an error and no details. The server logged no errors either. Another strange symptom was that the Origin in the request header was null. I turns out that you can't make cross domain ajax calls without a little extra effort. You can set the Access-Control-Allow-Origin header on your sinatra response to expose your service to external domains using a snippet like this: get '/hi' do response['Access-Control-Allow-Origin'] = '*' content_type 'text/plain' "Hello World" end There's also another header you can set to allow other HTTP Methods besides gets, Access-Control-Request-Method. You can find more information by searching around for CORS: Cross Origin Resource Sharing and the previously mentioned headers. Oh, and in case you want to do this in Rails as well you can do something like this in your controller: after_filter :set_access_control_headers def set_access_control_headers headers['Access-Control-Allow-Origin'] = '*' headers['Access-Control-Request-Method'] = '*' end

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  • Python point lookup (coordinate binning?)

    - by Rince
    Greetings, I am trying to bin an array of points (x, y) into an array of boxes [(x0, y0), (x1, y0), (x0, y1), (x1, y1)] (tuples are the corner points) So far I have the following routine: def isInside(self, point, x0, x1, y0, y1): pr1 = getProduct(point, (x0, y0), (x1, y0)) if pr1 >= 0: pr2 = getProduct(point, (x1, y0), (x1, y1)) if pr2 >= 0: pr3 = getProduct(point, (x1, y1), (x0, y1)) if pr3 >= 0: pr4 = getProduct(point, (x0, y1), (x0, y0)) if pr4 >= 0: return True return False def getProduct(origin, pointA, pointB): product = (pointA[0] - origin[0])*(pointB[1] - origin[1]) - (pointB[0] - origin[0])*(pointA[1] - origin[1]) return product Is there any better way then point-by-point lookup? Maybe some not-obvious numpy routine? Thank you!

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  • Problems implementing a screen space shadow ray tracing shader

    - by Grieverheart
    Here I previously asked for the possibility of ray tracing shadows in screen space in a deferred shader. Several problems were pointed out. One of the most important problem is that only visible objects can cast shadows and objects between the camera and the shadow caster can interfere. Still I thought it'd be a fun experiment. The idea is to calculate the view coordinates of pixels and cast a ray to the light. The ray is then traced pixel by pixel to the light and its depth is compared with the depth at the pixel. If a pixel is in front of the ray, a shadow is casted at the original pixel. At first I thought that I could use the DDA algorithm in 2D to calculate the distance 't' (in p = o + t d, where o origin, d direction) to the next pixel and use it in the 3D ray equation to find the ray's z coordinate at that pixel's position. For the 2D ray, I would use the projected and biased 3D ray direction and origin. The idea was that 't' would be the same in both 2D and 3D equations. Unfortunately, this is not the case since the projection matrix is 4D. Thus, some tweak needs to be done to make this work this way. I would like to ask if someone knows of a way to do what I described above, i.e. from a 2D ray in texture coordinate space to get the 3D ray in screen space. I did implement a simple version of the idea which you can see in the following video: video here Shadows may seem a bit pixelated, but that's mostly because of the size of the step in 't' I chose. And here is the shader: #version 330 core uniform sampler2D DepthMap; uniform vec2 projAB; uniform mat4 projectionMatrix; const vec3 light_p = vec3(-30.0, 30.0, -10.0); noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } void main(void){ vec3 origin = CalcPosition(); if(origin.z < -60) discard; vec2 pixOrigin = pass_TexCoord; //tex coords vec3 dir = normalize(light_p - origin); vec2 texel_size = vec2(1.0 / 600.0); float t = 0.1; ivec2 pixIndex = ivec2(pixOrigin / texel_size); out_AO = 1.0; while(true){ vec3 ray = origin + t * dir; vec4 temp = projectionMatrix * vec4(ray, 1.0); vec2 texCoord = (temp.xy / temp.w) * 0.5 + 0.5; ivec2 newIndex = ivec2(texCoord / texel_size); if(newIndex != pixIndex){ float depth = texture(DepthMap, texCoord).r; float linearDepth = projAB.y / (depth - projAB.x); if(linearDepth > ray.z + 0.1){ out_AO = 0.2; break; } pixIndex = newIndex; } t += 0.5; if(texCoord.x < 0 || texCoord.x > 1.0 || texCoord.y < 0 || texCoord.y > 1.0) break; } } As you can see, here I just increment 't' by some arbitrary factor, calculate the 3D ray and project it to get the pixel coordinates, which is not really optimal. Hopefully, I would like to optimize the code as much as possible and compare it with shadow mapping and how it scales with the number of lights. PS: Keep in mind that I reconstruct position from depth by interpolating rays through a full screen quad.

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  • Create a Remote Git Repository from an Existing XCode Repository

    - by codeWithoutFear
    Introduction Distributed version control systems (VCS’s), like Git, provide a rich set of features for managing source code.  Many development tools, including XCode, provide built-in support for various VCS’s.  These tools provide simple configuration with limited customization to get you up and running quickly while still providing the safety net of basic version control. I hate losing (and re-doing) work.  I have OCD when it comes to saving and versioning source code.  Save early, save often, and commit to the VCS often.  I also hate merging code.  Smaller and more frequent commits enable me to minimize merge time and effort as well. The work flow I prefer even for personal exploratory projects is: Make small local changes to the codebase to create an incrementally improved (and working) system. Commit these changes to the local repository.  Local repositories are quick to access, function even while offline, and provides the confidence to continue making bold changes to the system.  After all, I can easily recover to a recent working state. Repeat 1 & 2 until the codebase contains “significant” functionality and I have connectivity to the remote repository. Push the accumulated changes to the remote repository.  The smaller the change set, the less likely extensive merging will be required.  Smaller is better, IMHO. The remote repository typically has a greater degree of fault tolerance and active management dedicated to it.  This can be as simple as a network share that is backed up nightly or as complex as dedicated hardware with specialized server-side processing and significant administrative monitoring. XCode’s out-of-the-box Git integration enables steps 1 and 2 above.  Time Machine backups of the local repository add an additional degree of fault tolerance, but do not support collaboration or take advantage of managed infrastructure such as on-premises or cloud-based storage. Creating a Remote Repository These are the steps I use to enable the full workflow identified above.  For simplicity the “remote” repository is created on the local file system.  This location could easily be on a mounted network volume. Create a Test Project My project is called HelloGit and is located at /Users/Don/Dev/HelloGit.  Be sure to commit all outstanding changes.  XCode always leaves a single changed file for me after the project is created and the initial commit is submitted. Clone the Local Repository We want to clone the XCode-created Git repository to the location where the remote repository will reside.  In this case it will be /Users/Don/Dev/RemoteHelloGit. Open the Terminal application. Clone the local repository to the remote repository location: git clone /Users/Don/Dev/HelloGit /Users/Don/Dev/RemoteHelloGit Convert the Remote Repository to a Bare Repository The remote repository only needs to contain the Git database.  It does not need a checked out branch or local files. Go to the remote repository folder: cd /Users/Don/Dev/RemoteHelloGit Indicate the repository is “bare”: git config --bool core.bare true Remove files, leaving the .git folder: rm -R * Remove the “origin” remote: git remote rm origin Configure the Local Repository The local repository should reference the remote repository.  The remote name “origin” is used by convention to indicate the originating repository.  This is set automatically when a repository is cloned.  We will use the “origin” name here to reflect that relationship. Go to the local repository folder: cd /Users/Don/Dev/HelloGit Add the remote: git remote add origin /Users/Don/Dev/RemoteHelloGit Test Connectivity Any changes made to the local Git repository can be pushed to the remote repository subject to the merging rules Git enforces. Create a new local file: date > date.txt /li> Add the new file to the local index: git add date.txt Commit the change to the local repository: git commit -m "New file: date.txt" Push the change to the remote repository: git push origin master Now you can save, commit, and push/pull to your OCD hearts’ content! Code without fear! --Don

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  • How to find if a branch is a locally tracked branch or user created local branch?

    - by Senthil A Kumar
    I have a remote tracking branch tracked locally in my local repository using 'git branch -b branch-name origin/branch-name'. My remote branch is test2/test2 (origin/branch-name) which is being tracked locally as test2. The origin is also named test2. I haven't checked-out my local tracking branch test2. When i do a 'git pull origin remote-branch:local-tracked-branch' i get this error [test2]$ git pull test2 test2:test2 From /gitvobs/git_bare/test2 ! [rejected] test2 - test2 (non fast forward) Whereas when i checkout my local tracking branch test2 and do pull 'git pull origin local-tracked-branch' i don't get the error and i do a pull using 'git pull test2 test2' From /gitvobs/git_bare/test2 * branch test2 - FETCH_HEAD Auto-merging a.txt Automatic merge failed; fix conflicts and then commit the result. i know that adding a + (git pull test2 +test2:test2) would help but it overwrites local changes. So how do i know which of my local branches are created by me locally using 'git branch new-branch-name' or tracked locally from remote branches using git branch -b branch-name origin/branch-name'?

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  • My cocoa app won't capture key events

    - by Oscar
    Hi, i usually develop for iPhone. But now trying to make a pong game in Cocoa desktop application. Working out pretty well, but i can't find a way to capture key events. Here's my code: #import "PongAppDelegate.h" #define GameStateRunning 1 #define GameStatePause 2 #define BallSpeedX 10 #define BallSpeedY 15 @implementation PongAppDelegate @synthesize window, leftPaddle, rightPaddle, ball; - (void)applicationDidFinishLaunching:(NSNotification *)aNotification { gameState = GameStateRunning; ballVelocity = CGPointMake(BallSpeedX, BallSpeedY); [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(gameLoop) userInfo:nil repeats:YES]; } - (void)gameLoop { if(gameState == GameStateRunning) { [ball setFrameOrigin:CGPointMake(ball.frame.origin.x + ballVelocity.x, ball.frame.origin.y + ballVelocity.y)]; if(ball.frame.origin.x + 15 > window.frame.size.width || ball.frame.origin.x < 0) { ballVelocity.x =- ballVelocity.x; } if(ball.frame.origin.y + 35 > window.frame.size.height || ball.frame.origin.y < 0) { ballVelocity.y =- ballVelocity.y; } } } - (void)keyDown:(NSEvent *)theEvent { NSLog(@"habba"); // Arrow keys are associated with the numeric keypad if ([theEvent modifierFlags] & NSNumericPadKeyMask) { [window interpretKeyEvents:[NSArray arrayWithObject:theEvent]]; } else { [window keyDown:theEvent]; } } - (void)dealloc { [ball release]; [rightPaddle release]; [leftPaddle release]; [super dealloc]; } @end

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  • tracking the position of dragview

    - by user262325
    Hello everyone I put a dragview on an UIView, I hope when I drag the dragview, its superview (UIView) tracks the position of the dragview and moves itself to the position where to keep dragview at the original position on the UIView. The codes show below: #import <UIKit/UIKit.h> @interface DragView : UIImageView { CGPoint startLocation; } @end #import "DragView.h" @implementation DragView - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } - (void)drawRect:(CGRect)rect { // Drawing code } -(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent*)event { CGPoint pt=[[touches anyObject] locationInView:self]; startLocation=pt; [[self superview] bringSubviewToFront:self]; } -(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { CGPoint pt=[[touches anyObject] locationInView:self]; CGRect frame=[self frame]; frame.origin.x+=pt.x-startLocation.x; frame.origin.y+=pt.y-startLocation.y; CGRect frame1=[[self superview] frame];//superview of the dragview frame1.origin.x+=frame.origin.x; //tracks the postion of dragview frame1.origin.y+=frame.origin.y; [[self superview] setFrame: frame1 ]; //move to new position [self setFrame:frame]; } my problem is that the UIView moved but lagged to the movement of the drageview(RED BLOCK). Welcome any comment Thanks interdev

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  • Rebasing a branch which is public

    - by Dror
    I'm failing to understand how to use git-rebase, and I consider the following example. Let's start a repository in ~/tmp/repo: $ git init Then add a file foo $ echo "hello world" > foo which is then added and committed: $ git add foo $ git commit -m "Added foo" Next, I started a remote repository. In ~/tmp/bare.git I ran $ git init --bare In order to link repo to bare.git I ran $ git remote add origin ../bare.git/ $ git push --set-upstream origin master Next, lets branch, add a file and set an upstream for the new branch b1: $ git checkout -b b1 $ echo "bar" > foo2 $ git add foo2 $ git commit -m "add foo2 in b1" $ git push --set-upstream origin b1 Now it is time to switch back to master and change something there: $ echo "change foo" > foo $ git commit -a -m "changed foo in master" $ git push At this point in master the file foo contain changed foo, while in b1 it is still hello world. Finally, I want to sync b1 with the progress made in master. $ git checkout b1 $ git fetch origin $ git rebase origin/master At this point git st returns: # On branch b1 # Your branch and 'origin/b1' have diverged, # and have 2 and 1 different commit each, respectively. # (use "git pull" to merge the remote branch into yours) # nothing to commit, working directory clean At this point the content of foo in the branch b1 is change foo as well. So what does this warning mean? I expected I should do a git push, git suggests to do git pull... According to this answer, this is more or less it, and in his comment @FrerichRaabe explicitly say that I don't need to do a pull. What's going on here? What is the danger, how should one proceed? How should the history be kept consistent? What is the interplay between the case described above and the following citation: Do not rebase commits that you have pushed to a public repository. taken from pro git book. I guess it is somehow related, and if not I would love to know why. What's the relation between the above scenario and the procedure I described in this post.

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  • PHP remote development workflow: git, symfony and hudson

    - by user2022
    I'm looking to develop a website and all the work will be done remotely (no local dev server). The reason for this is that my shared hosting company a2hosting has a specific configuration (symfony,mysql,git) that I don't want to spend time duplicating when I can just ssh and develop remotely or through netbeans remote editing features. My question is how can I use git to separate my site into three areas: live, staging and dev. Here's my initial thought: public_html (live site and git repo) testing: a mirror of the site used for visual tests (full git repo) dev/ticket# : git branches of public_html used for features and bug fixes (full git repo) Version Control with git: Initial setup: cd public_html git init git add * git commit -m ‘initial commit of the site’ cd .. git clone public_html testing mkdir dev Development: cd /dev git clone ../testing ticket# all work is done in ./dev/ticket#, then visit www.domain.com/dev/ticket# to visually test make granular commits as necessary until dev is done git push origin master:ticket# if the above fails: merge latest testing state into current dev work: git merge origin/master then try the push again mark ticket# as ready for integration integration and deployment process: cd ../../testing git merge ticket# -m "integration test for ticket# --no-ff (check for conflicts ) run hudson tests visit www.domain.com/testing for visual test if all tests pass: if this ticket marks the end of a big dev sprint: make a snapshot with git tag git push --tags origin else git push origin cd ../public_html git checkout -f (live site should have the latest dev from ticket#) else: revert the merge: git checkout master~1; git commit -m "reverting ticket#" update ticket# that testing failed with the failure details Snapshots: Each major deployment sprint should have a standard name and should be tracked. Method: git tag Naming convention: TBD Reverting site to previous state If something goes wrong, then revert to previous snapshot and debug the issue in dev with a new ticket#. Once the bug is fixed, follow the deployment process again. My questions: Does this workflow make sense, if not, any recommendations Is my approach for reverting correct or is there a better way to say 'revert to before x commit'

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  • How do I implement a Bullet Physics CollisionObject that represents my cube like terrain?

    - by Byte56
    I've successfully integrated the Bullet Physics library into my entity/component system. Entities can collide with each other. Now I need to enable them to collide with the terrain, which is finite and cube-like (think InfiniMiner or it's clone Minecraft). I only started using the Bullet Physics library yesterday, so perhaps I'm missing something obvious. So far I've extended the RigidBody class to override the checkCollisionWith(CollisionObject co) function. At the moment it's just a simple check of the origin, not using the other shape. I'll iterate on that later. For now it looks like this: @Override public boolean checkCollideWith(CollisionObject co) { Transform t = new Transform(); co.getWorldTransform(t); if(COLONY.SolidAtPoint(t.origin.x, t.origin.y,t.origin.z)){ return true; } return false; } This works great, as far as detecting when collisions happen. However, this doesn't handle the collision response. It seems that the default collision response is to move the colliding objects outside of each others shapes, possibly their AABBs. At the moment the shape of the terrain is just a box the size of the world. This means the entities that collide with the terrain just shoot away to outside that world size box. So it's clear that I either need to modify the collision response or I need to create a shape that conforms directly to the shape of the terrain. So which option is best and how do I go about implementing it? It should be noted that the terrain is dynamic and frequently modified by the player.

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  • How to account for speed of the vehicle when shooting shells from it?

    - by John Murdoch
    I'm developing a simple 3D ship game using libgdx and bullet. When a user taps the mouse I create a new shell object and send it in the direction of the mouse click. However, if the user has tapped the mouse in the direction where the ship is currently moving, the ship catches up to the shells very quickly and can sometimes even get hit by them - simply because the speed of shells and the ship are quite comparable. I think I need to account for ship speed when generating the initial impulse for the shells, and I tried doing that (see "new line added"), but I cannot figure out if what I'm doing is the proper way and if yes, how to calculate the correct coefficient. public void createShell(Vector3 origin, Vector3 direction, Vector3 platformVelocity, float velocity) { long shellId = System.currentTimeMillis(); // hack ShellState state = getState().createShellState(shellId, origin.x, origin.y, origin.z); ShellEntity entity = EntityFactory.getInstance().createShellEntity(shellId, state); add(entity); entity.getBody().applyCentralImpulse(platformVelocity.mul(velocity * 0.02f)); // new line added, to compensate for the moving platform, no idea how to calculate proper coefficient entity.getBody().applyCentralImpulse(direction.nor().mul(velocity)); } private final Vector3 v3 = new Vector3(); public void shootGun(Vector3 direction) { Vector3 shipVelocity = world.getShipEntities().get(id).getBody().getLinearVelocity(); world.getState().getShipStates().get(id).transform.getTranslation(v3); // current location of our ship v3.add(direction.nor().mul(10.0f)); // hack; this is to avoid shell immediately impacting the ship that it got shot out from world.createShell(v3, direction, shipVelocity, 500); }

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  • Can anyone explain step-by-step how the as3isolib depth-sorts isometric objects?

    - by Rob Evans
    The library manages to depth-sort correctly, even when using items of non-1x1 sizes. I took a look through the code but it's a big project to go through line by line! There are some questions about the process such as: How are the x, y, z values of each object defined? Are they the center points of the objects or something else? I noticed that the IBounds defines the bounds of the object. If you were to visualise a cuboid of 40, 40, 90 in size, where would each of the IBounds metrics be? I would like to know how as3isolib achieves this although I would also be happy with a generalised pseudo-code version. At present I have a system that works 90% of the time but in cases of objects that are along the same horizontal line, the depth is calculated as the same value. The depth calculation currently works like this: x = object horizontal center point y = object vertical center point originX and Y = the origin point relative to the object so if you want the origin to be the center, the value would be originX = 0.5, originY = 0.5. If you wanted the origin to be vertical center, horizontal far right of the object it would be originX = 1.0, originY = 0.5. The origin adjusts the position that the object is transformed from. AABB_width = The bounding box width. AABB_height = The bounding box height. depth = x + (AABB_width * originX) + y + (AABB_height * originY) - z; This generates the same depth for all objects along the same horizontal x.

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  • How to configure Bullet for LookAt?

    - by AllCoder
    I'm having problems positioning Bullet objects. I am doing: ToolVec3 origin = ToolVec3( obj_posx, obj_posy, obj_posz ); ToolVec3 vmod = ToolVec3( object_sizex / 2.0f, object_sizey / 2.0f, object_sizez / 2.0f ); btTransform shapeTransform = btTransform::getIdentity(); shapeTransform.setOrigin( btVector3(origin.x+vmod.x, origin.y+vmod.y, origin.z+vmod.z) ); btDefaultMotionState* myMotionState = new btDefaultMotionState(shapeTransform); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,m_collisionShapes[2],localInertia); btRigidBody* body = new btRigidBody(rbInfo); I then do: btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[i]; btRigidBody* body = btRigidBody::upcast(colObj); if(body && body->getMotionState()) { btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState(); myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(m); } else { colObj->getWorldTransform().getOpenGLMatrix(m); } And after obtaining the matrix m, I paste it as model matrix. I am observing few things: I must add some weird "size / 2" to object's position, to have it drawed normally, I have following "up" look at vector defined: "0.0f, -1.0f, 0.0f" – basically, Y grows up, Z grows forward (to monitor), BUT – x grows LEFT, I think there is some conflict with the X direction.. I cannot obtain consistent positioning having world setup like this How to configure this in Bullet? Why the weird + size/2 requirement?

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  • Business rule validation of hierarchical list of objects ASP.NET MVC

    - by SergeanT
    I have a list of objects that are organized in a tree using a Depth property: public class Quota { [Range(0, int.MaxValue, ErrorMessage = "Please enter an amount above zero.")] public int Amount { get; set; } public int Depth { get; set; } [Required] [RegularExpression("^[a-zA-Z]+$")] public string Origin { get; set; } // ... another properties with validation attributes } For data example (amount - origin) 100 originA 200 originB 50 originC 150 originD the model data looks like: IList<Quota> model = new List<Quota>(); model.Add(new Quota{ Amount = 100, Depth = 0, Origin = "originA"); model.Add(new Quota{ Amount = 200, Depth = 0, Origin = "originB"); model.Add(new Quota{ Amount = 50, Depth = 1, Origin = "originC"); model.Add(new Quota{ Amount = 150, Depth = 1, Orinig = "originD"); Editing of the list Then I use Editing a variable length list, ASP.NET MVC 2-style to raise editing of the list. Controller actions QuotaController.cs: public class QuotaController : Controller { // // GET: /Quota/EditList public ActionResult EditList() { IList<Quota> model = // ... assigments as in example above; return View(viewModel); } // // POST: /Quota/EditList [HttpPost] public ActionResult EditList(IList<Quota> quotas) { if (ModelState.IsValid) { // ... save logic return RedirectToAction("Details"); } return View(quotas); // Redisplay the form with errors } // ... other controller actions } View EditList.aspx: <%@ Page Title="" Language="C#" ... Inherits="System.Web.Mvc.ViewPage<IList<Quota>>" %> ... <h2>Edit Quotas</h2> <%=Html.ValidationSummary("Fix errors:") %> <% using (Html.BeginForm()) { foreach (var quota in Model) { Html.RenderPartial("QuotaEditorRow", quota); } %> <% } %> ... Partial View QuotaEditorRow.ascx: <%@ Control Language="C#" Inherits="System.Web.Mvc.ViewUserControl<Quota>" %> <div class="quotas" style="margin-left: <%=Model.Depth*45 %>px"> <% using (Html.BeginCollectionItem("Quotas")) { %> <%=Html.HiddenFor(m=>m.Id) %> <%=Html.HiddenFor(m=>m.Depth) %> <%=Html.TextBoxFor(m=>m.Amount, new {@class = "number", size = 5})%> <%=Html.ValidationMessageFor(m=>m.Amount) %> Origin: <%=Html.TextBoxFor(m=>m.Origin)%> <%=Html.ValidationMessageFor(m=>m.Origin) %> ... <% } %> </div> Business rule validation How do I implement validation of business rule: Amount of quota and sum of amounts of nested quotas should equal (e.a. 200 = 50 + 150 in example)? I want to appropriate inputs Html.TextBoxFor(m=>m.Amount) be highlighted red if the rule is broken for it. In example if user enters not 200, but 201 - it should be red on submit. Using sever validation only. Thanks a lot for any advise.

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  • How and where to implement basic authentication in Kibana 3

    - by Jabb
    I have put my elasticsearch server behind a Apache reverse proxy that provides basic authentication. Authenticating to Apache directly from the browser works fine. However, when I use Kibana 3 to access the server, I receive authentication errors. Obviously because no auth headers are sent along with Kibana's Ajax calls. I added the below to elastic-angular-client.js in the Kibana vendor directory to implement authentication quick and dirty. But for some reason it does not work. $http.defaults.headers.common.Authorization = 'Basic ' + Base64Encode('user:Password'); What is the best approach and place to implement basic authentication in Kibana? /*! elastic.js - v1.1.1 - 2013-05-24 * https://github.com/fullscale/elastic.js * Copyright (c) 2013 FullScale Labs, LLC; Licensed MIT */ /*jshint browser:true */ /*global angular:true */ 'use strict'; /* Angular.js service wrapping the elastic.js API. This module can simply be injected into your angular controllers. */ angular.module('elasticjs.service', []) .factory('ejsResource', ['$http', function ($http) { return function (config) { var // use existing ejs object if it exists ejs = window.ejs || {}, /* results are returned as a promise */ promiseThen = function (httpPromise, successcb, errorcb) { return httpPromise.then(function (response) { (successcb || angular.noop)(response.data); return response.data; }, function (response) { (errorcb || angular.noop)(response.data); return response.data; }); }; // check if we have a config object // if not, we have the server url so // we convert it to a config object if (config !== Object(config)) { config = {server: config}; } // set url to empty string if it was not specified if (config.server == null) { config.server = ''; } /* implement the elastic.js client interface for angular */ ejs.client = { server: function (s) { if (s == null) { return config.server; } config.server = s; return this; }, post: function (path, data, successcb, errorcb) { $http.defaults.headers.common.Authorization = 'Basic ' + Base64Encode('user:Password'); console.log($http.defaults.headers); path = config.server + path; var reqConfig = {url: path, data: data, method: 'POST'}; return promiseThen($http(angular.extend(reqConfig, config)), successcb, errorcb); }, get: function (path, data, successcb, errorcb) { $http.defaults.headers.common.Authorization = 'Basic ' + Base64Encode('user:Password'); path = config.server + path; // no body on get request, data will be request params var reqConfig = {url: path, params: data, method: 'GET'}; return promiseThen($http(angular.extend(reqConfig, config)), successcb, errorcb); }, put: function (path, data, successcb, errorcb) { $http.defaults.headers.common.Authorization = 'Basic ' + Base64Encode('user:Password'); path = config.server + path; var reqConfig = {url: path, data: data, method: 'PUT'}; return promiseThen($http(angular.extend(reqConfig, config)), successcb, errorcb); }, del: function (path, data, successcb, errorcb) { $http.defaults.headers.common.Authorization = 'Basic ' + Base64Encode('user:Password'); path = config.server + path; var reqConfig = {url: path, data: data, method: 'DELETE'}; return promiseThen($http(angular.extend(reqConfig, config)), successcb, errorcb); }, head: function (path, data, successcb, errorcb) { $http.defaults.headers.common.Authorization = 'Basic ' + Base64Encode('user:Password'); path = config.server + path; // no body on HEAD request, data will be request params var reqConfig = {url: path, params: data, method: 'HEAD'}; return $http(angular.extend(reqConfig, config)) .then(function (response) { (successcb || angular.noop)(response.headers()); return response.headers(); }, function (response) { (errorcb || angular.noop)(undefined); return undefined; }); } }; return ejs; }; }]); UPDATE 1: I implemented Matts suggestion. However, the server returns a weird response. It seems that the authorization header is not working. Could it have to do with the fact, that I am running Kibana on port 81 and elasticsearch on 8181? OPTIONS /solar_vendor/_search HTTP/1.1 Host: 46.252.46.173:8181 User-Agent: Mozilla/5.0 (Windows NT 6.1; WOW64; rv:25.0) Gecko/20100101 Firefox/25.0 Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8 Accept-Language: de-de,de;q=0.8,en-us;q=0.5,en;q=0.3 Accept-Encoding: gzip, deflate Origin: http://46.252.46.173:81 Access-Control-Request-Method: POST Access-Control-Request-Headers: authorization,content-type Connection: keep-alive Pragma: no-cache Cache-Control: no-cache This is the response HTTP/1.1 401 Authorization Required Date: Fri, 08 Nov 2013 23:47:02 GMT WWW-Authenticate: Basic realm="Username/Password" Vary: Accept-Encoding Content-Encoding: gzip Content-Length: 346 Connection: close Content-Type: text/html; charset=iso-8859-1 UPDATE 2: Updated all instances with the modified headers in these Kibana files root@localhost:/var/www/kibana# grep -r 'ejsResource(' . ./src/app/controllers/dash.js: $scope.ejs = ejsResource({server: config.elasticsearch, headers: {'Access-Control-Request-Headers': 'Accept, Origin, Authorization', 'Authorization': 'Basic XXXXXXXXXXXXXXXXXXXXXXXXXXXXX=='}}); ./src/app/services/querySrv.js: var ejs = ejsResource({server: config.elasticsearch, headers: {'Access-Control-Request-Headers': 'Accept, Origin, Authorization', 'Authorization': 'Basic XXXXXXXXXXXXXXXXXXXXXXXXXXXXX=='}}); ./src/app/services/filterSrv.js: var ejs = ejsResource({server: config.elasticsearch, headers: {'Access-Control-Request-Headers': 'Accept, Origin, Authorization', 'Authorization': 'Basic XXXXXXXXXXXXXXXXXXXXXXXXXXXXX=='}}); ./src/app/services/dashboard.js: var ejs = ejsResource({server: config.elasticsearch, headers: {'Access-Control-Request-Headers': 'Accept, Origin, Authorization', 'Authorization': 'Basic XXXXXXXXXXXXXXXXXXXXXXXXXXXXX=='}}); And modified my vhost conf for the reverse proxy like this <VirtualHost *:8181> ProxyRequests Off ProxyPass / http://127.0.0.1:9200/ ProxyPassReverse / https://127.0.0.1:9200/ <Location /> Order deny,allow Allow from all AuthType Basic AuthName “Username/Password” AuthUserFile /var/www/cake2.2.4/.htpasswd Require valid-user Header always set Access-Control-Allow-Methods "GET, POST, DELETE, OPTIONS, PUT" Header always set Access-Control-Allow-Headers "Content-Type, X-Requested-With, X-HTTP-Method-Override, Origin, Accept, Authorization" Header always set Access-Control-Allow-Credentials "true" Header always set Cache-Control "max-age=0" Header always set Access-Control-Allow-Origin * </Location> ErrorLog ${APACHE_LOG_DIR}/error.log </VirtualHost> Apache sends back the new response headers but the request header still seems to be wrong somewhere. Authentication just doesn't work. Request Headers OPTIONS /solar_vendor/_search HTTP/1.1 Host: 46.252.26.173:8181 User-Agent: Mozilla/5.0 (Windows NT 6.1; WOW64; rv:25.0) Gecko/20100101 Firefox/25.0 Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8 Accept-Language: de-de,de;q=0.8,en-us;q=0.5,en;q=0.3 Accept-Encoding: gzip, deflate Origin: http://46.252.26.173:81 Access-Control-Request-Method: POST Access-Control-Request-Headers: authorization,content-type Connection: keep-alive Pragma: no-cache Cache-Control: no-cache Response Headers HTTP/1.1 401 Authorization Required Date: Sat, 09 Nov 2013 08:48:48 GMT Access-Control-Allow-Methods: GET, POST, DELETE, OPTIONS, PUT Access-Control-Allow-Headers: Content-Type, X-Requested-With, X-HTTP-Method-Override, Origin, Accept, Authorization Access-Control-Allow-Credentials: true Cache-Control: max-age=0 Access-Control-Allow-Origin: * WWW-Authenticate: Basic realm="Username/Password" Vary: Accept-Encoding Content-Encoding: gzip Content-Length: 346 Connection: close Content-Type: text/html; charset=iso-8859-1 SOLUTION: After doing some more research, I found out that this is definitely a configuration issue with regard to CORS. There are quite a few posts available regarding that topic but it appears that in order to solve my problem, it would be necessary to to make some very granular configurations on apache and also make sure that the right stuff is sent from the browser. So I reconsidered the strategy and found a much simpler solution. Just modify the vhost reverse proxy config to move the elastisearch server AND kibana on the same http port. This also adds even better security to Kibana. This is what I did: <VirtualHost *:8181> ProxyRequests Off ProxyPass /bigdatadesk/ http://127.0.0.1:81/bigdatadesk/src/ ProxyPassReverse /bigdatadesk/ http://127.0.0.1:81/bigdatadesk/src/ ProxyPass / http://127.0.0.1:9200/ ProxyPassReverse / https://127.0.0.1:9200/ <Location /> Order deny,allow Allow from all AuthType Basic AuthName “Username/Password” AuthUserFile /var/www/.htpasswd Require valid-user </Location> ErrorLog ${APACHE_LOG_DIR}/error.log </VirtualHost>

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  • June 25 changes to BIS 742.15 How does it impact SSL iPhone App export compliance

    - by Rob
    This question isn't strictly development-related but I hope it's still acceptable :) On June 25, 2010 the BIS updated 742.15 and of interest to me is the new 742.14(b)(4) "Exclusions from mass market classification request, encryption registration and self-classification reporting requirements" and 742.15(b)(4)(ii) which states… (ii) Foreign products developed with or incorporating U.S.-origin encryption source code, components, or toolkits. Foreign products developed with or incorporating U.S. origin encryption source code, components or toolkits that are subject to the EAR, provided that the U.S. origin encryption items have previously been classified or registered and authorized by BIS and the cryptographic functionality has not been changed. Such products include foreign developed products that are designed to operate with U.S. products through a cryptographic interface. I take this to mean that my Canadian produced product that uses https is now excluded from requiring a CCATTS. What does everyone else think?

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