Search Results

Search found 8208 results on 329 pages for 'music player daemon'.

Page 83/329 | < Previous Page | 79 80 81 82 83 84 85 86 87 88 89 90  | Next Page >

  • What is the way to submit a patch to fix all the damage that LP: #600941 causes?

    - by nutznboltz
    What is the best way to submit a patch to fix all the damage that LP: #600941 causes? I ask because LP: #600941 was put into every version of Ubuntu still supported at this time. Should I pick a particular version and run ubuntu-bug on it? Should that version be the LTS or Oneiric or Precise (how can I get Precise if I need it?) The story is that after it was pushed out all of our systems started experiencing Nagios nrpe restart failures. Commands like /etc/init.d/nagios-nrpe-server restart would cause nrpe to stop but not restart. I tracked this down to the way that the /etc/init.d/nagios-nrpe-server script is calling start-stop-daemon. The issue is that the "stop" stanza in the /etc/init.d/nagios-nrpe-server script first calls start-stop-daemon which sends SIGTERM to nrpe and then waits only for one second. If nrpe has not exited by that time the pid file will still exist and the /etc/init.d/nagios-nrpe-server script will remove it. Worse if /etc/init.d/nagios-nrpe-server restart is used not only will the pid file be removed, the attempt to restart nrpe will fail provided that the nrpe daemon is still tardy in shutting down. The attempt to start under those circumstances will fail because nrpe will still be bound to a socket and the second attempt at binding will cause the nrpe startup to abort. They should have wondered why there was a comment about "sometimes the pid file does not get removed". They should have tested on systems that have a heavy load and therefore slow nrpe response times. The fix is to add --retry 10 or such to the invocation of start-stop-daemon ... --stop ... Thanks

    Read the article

  • Bluetooth headset A2DP works, HSP/HFP not (no sound/no mic)

    - by Stefan Armbruster
    My Philips SBH9001 headset pairs fine using Ubuntu 12.04. In the audio settings it's properly detected as A2DP device and as HSP/HFP device. Hardware: Thinkpad X230, Ubuntu 12.04 64bit, Kernel 3.6.0-030600rc3-generic (build from Ubuntu mainline repo), Bluetooth device is USB-Id 0a5c:21e6 from Broadcom, Headset is a Philips SBH9001. Note: Kernel 3.6 rc3 is used because of a fix for audio on the dockingstation that is not in any previous branches. Playing audio in A2DP works just fine out of the box, but when switching the headset to HSP/HSP mode there is no sound nor does the microphone work. When connecting the headset, /var/log/syslog shows: Aug 25 21:32:47 x230 bluetoothd[735]: Badly formated or unrecognized command: AT+CSRSF=1,1,1,1,1,7 Aug 25 21:32:49 x230 rtkit-daemon[1879]: Successfully made thread 17091 of process 14713 (n/a) owned by '1000' RT at priority 5. Aug 25 21:32:49 x230 rtkit-daemon[1879]: Supervising 4 threads of 1 processes of 1 users. Aug 25 21:32:50 x230 kernel: [ 4860.627585] input: 00:1E:7C:01:73:E1 as /devices/virtual/input/input17 When switching from A2DP (standard profile) to HSP/HFP: Aug 25 21:34:36 x230 bluetoothd[735]: /org/bluez/735/hci0/dev_00_1E_7C_01_73_E1/fd3: fd(34) ready Aug 25 21:34:36 x230 rtkit-daemon[1879]: Successfully made thread 17309 of process 14713 (n/a) owned by '1000' RT at priority 5. Aug 25 21:34:36 x230 rtkit-daemon[1879]: Supervising 4 threads of 1 processes of 1 users. Aug 25 21:34:41 x230 bluetoothd[735]: Audio connection got disconnected Any hints how to get HSP/HFP working here?

    Read the article

  • How to rebuild fstab automatically

    - by yvoyer
    I accidentally removed all the entries from the fstab files while doing a backup (Yeah, I know ;)). I would like to know if there is a way to rebuild it with the current mount options, since I did not restart the server since the deletion. If there is no such program, could anybody help me rebuild it. Using this, I have found the command to show the current setup, but I don't know what to do with it. $ sudo blkid /dev/sda1: UUID="3fc55e0f-a9b3-4229-9e76-ca95b4825a40" TYPE="ext4" /dev/sda5: UUID="718e611d-b8a3-4f02-a0cc-b3025d8db54d" TYPE="swap" /dev/sdb1: LABEL="Files_Server_Int" UUID="02fc2eda-d9fb-47fb-9e60-5fe3073e5b55" TYPE="ext4" /dev/sdc1: UUID="41e60bc2-2c9c-4104-9649-6b513919df4a" TYPE="ext4" /dev/sdd1: LABEL="Expansion Drive" UUID="782042B920427E5E" TYPE="ntfs" $ cat /etc/mtab /dev/sda1 / ext4 rw,errors=remount-ro 0 0 proc /proc proc rw,noexec,nosuid,nodev 0 0 none /sys sysfs rw,noexec,nosuid,nodev 0 0 none /sys/fs/fuse/connections fusectl rw 0 0 none /sys/kernel/debug debugfs rw 0 0 none /sys/kernel/security securityfs rw 0 0 none /dev devtmpfs rw,mode=0755 0 0 none /dev/pts devpts rw,noexec,nosuid,gid=5,mode=0620 0 0 none /dev/shm tmpfs rw,nosuid,nodev 0 0 none /var/run tmpfs rw,nosuid,mode=0755 0 0 none /var/lock tmpfs rw,noexec,nosuid,nodev 0 0 none /lib/init/rw tmpfs rw,nosuid,mode=0755 0 0 none /var/lib/ureadahead/debugfs debugfs rw,relatime 0 0 /dev/sdc1 /home ext4 rw 0 0 /dev/sdb1 /media/Files_Server ext4 rw 0 0 binfmt_misc /proc/sys/fs/binfmt_misc binfmt_misc rw,noexec,nosuid,nodev 0 0 /dev/sdd1 /media/Expansion\040Drive fuseblk rw,nosuid,nodev,allow_other,blksize=4096,default_permissions 0 0 gvfs-fuse-daemon /home/yvoyer/.gvfs fuse.gvfs-fuse-daemon rw,nosuid,nodev,user=yvoyer 0 0 /dev/sdd1 /media/Backup500 fuseblk rw,nosuid,nodev,sync,allow_other,blksize=4096,default_permissions 0 0 /dev/sr0 /media/DIR-615 iso9660 ro,nosuid,nodev,uhelper=udisks,uid=1000,gid=1000,iocharset=utf8,mode=0400,dmode=0500 0 0 gvfs-fuse-daemon /home/cdrapeau/.gvfs fuse.gvfs-fuse-daemon rw,nosuid,nodev,user=cdrapeau 0 0

    Read the article

  • Galaxy Note II MTP on Ubuntu 12.04

    - by Anass Ahmed
    I bought a branding new Galaxy Note II and I tried to mount its storage to my ubuntu laptop. As you know, Android 4.0+ uses MTP by default. Android 4.1 doesn't support USB Mass Storage anymore! So I have to use MTP to open my files via USB. I followed this article to get it work. It worked only for External Memory Card. but the internal cannot be reached! $mount /dev/sda3 on / type ext4 (rw) proc on /proc type proc (rw,noexec,nosuid,nodev) sysfs on /sys type sysfs (rw,noexec,nosuid,nodev) none on /sys/fs/fuse/connections type fusectl (rw) none on /sys/kernel/debug type debugfs (rw) none on /sys/kernel/security type securityfs (rw) udev on /dev type devtmpfs (rw,mode=0755) devpts on /dev/pts type devpts (rw,noexec,nosuid,gid=5,mode=0620) tmpfs on /run type tmpfs (rw,noexec,nosuid,size=10%,mode=0755) none on /run/lock type tmpfs (rw,noexec,nosuid,nodev,size=5242880) none on /run/shm type tmpfs (rw,nosuid,nodev) /dev/sda5 on /media/Islamics type fuseblk (rw,noexec,nosuid,nodev,allow_other,blksize=4096) /dev/sda8 on /media/Technology type fuseblk (rw,noexec,nosuid,nodev,allow_other,blksize=4096) /dev/sda7 on /media/Misc type fuseblk (rw,noexec,nosuid,nodev,allow_other,blksize=4096) binfmt_misc on /proc/sys/fs/binfmt_misc type binfmt_misc (rw,noexec,nosuid,nodev) gvfs-fuse-daemon on /home/anass/.gvfs type fuse.gvfs-fuse-daemon (rw,nosuid,nodev,user=anass) gvfs-fuse-daemon on /root/.gvfs type fuse.gvfs-fuse-daemon (rw,nosuid,nodev) mtpfs on /media/GalaxyNote2 type fuse.mtpfs (rw,nosuid,nodev,allow_other,user=anass)

    Read the article

  • Android chess development design [on hold]

    - by Plejo
    I want to develop human vs human android chess game and I have bunch of new questions. I would like to have screen where online players are shown(nickname, rating) and when player challenge antoher player and he accpet it game begins. These are my questions: When player install application, does he have to create account/login or does every instance of installed application have some kind of ID so I can recognize it on server side? I want to have also ratings of players saved in my DB so login procedure will probably be necessary. When player connects to server server updates online players list. When he challenge another player and he accept server exchange ip`s(and ports? which port to use?) between players. Then they connect to each other and game begins. What is best practice for connection between server-android and android-android? Probably sockets, right? Is there any library for handling lost connection etc.? Which server do you recommend?

    Read the article

  • Issue with TurnBased Multiplayer Game in Game-kit

    - by Nirav
    I am working with cocos2d game in which i am implementing Game-kit. My game supports multiplayer option. Actually as given example Raywenderlich link. I am GKTurnBasedMultiplayer class from Game-kit. But now the issue when first player connected to game center and will select option of "Play Now" it automatches for another player. but issue is it directly connects and starts the match, and doesn't wait for another player. I am using [[GCTurnBasedMatchHelper sharedInstance] findMatchWithMinPlayers:2 maxPlayers:4 viewController:viewConroller]; for connecting and playing with other players but directly connects the match. I want to wait for another player. That is the issue. I am also using GCTurnBasedMatchHelper Class.

    Read the article

  • How to use Moonlight to play videos on rtlmost.hu?

    - by B. Roland
    Hi! In Hungary, the biggest TV channel is RTL Klub, they has a video archive site. They use Silverlight instead of Flash :( What is annoying, they use the lastest version of Silverlight, about 4.x. But Moonlight doesn't support it yet. I've been tried in Google Chrome (last dev version), and in Firefox (last stable version), and I've been used the both versions of Moonlight, the lastest stable, and the prerelease. The player loader is displayed, and loaded, but no player displayed after 30 mins waiting. If I want to swith to Ubuntu completly, how can I manage to play these videos? Thanks for your anwsers. Testvideo here. Debug info: Source: http://www.rtlklub.hu/most/player/soda/SodaMediaCenter.Player.Rtl.v3.5.xap Width: 555px Height: 490px Background: # RuntimeVersion: 4.0.50826.0 Windowless: no MaxFrameRate: 60 Codecs: ms-codecs Build configuration: debug, sanity checks

    Read the article

  • I Can't Install or Remove Any Application

    - by berkay gürsoy
    when i try to install or remove an application via either software center or apt-get install they both fail and give some debconf errors below is the log please help.Sorry some of the text is not english. sudo apt-get install aptitude Paket listeleri okunuyor... Bitti Bagimlilik agaci insa ediliyor. Durum bilgisi okunuyor... Bitti Asagidaki ek paketler de yüklenecek: aptitude-common libboost-iostreams1.49.0 libcwidget3 Önerilen paketler: aptitude-doc-en aptitude-doc tasksel debtags libcwidget-dev Asagidaki YENI paketler kurulacak: aptitude aptitude-common libboost-iostreams1.49.0 libcwidget3 Yükseltilen: 0, Yeni Kurulan: 4, Kaldirilacak: 0 ve Yükseltilmeyecek: 48. 8 tam olarak kurulmadi veya kaldirilmadi. Indirilmesi gereken dosya boyutu 0 B/2.498 kB Bu islemden sonra 10,4 MB ek disk alani kullanilacak. Devam etmek istiyor musunuz [E/h]? e Use of uninitialized value in concatenation (.) or string at /usr/share/perl5/Debconf/DbDriver/File.pm line 44, <DEBCONF_CONFIG> chunk 3. Use of uninitialized value in -e at /usr/share/perl5/Debconf/DbDriver/File.pm line 46, <DEBCONF_CONFIG> chunk 3. Use of uninitialized value in pattern match (m//) at /usr/share/perl5/Debconf/DbDriver/File.pm line 47, <DEBCONF_CONFIG> chunk 3. Use of uninitialized value $directory in -d at /usr/share/perl5/Debconf/DbDriver/File.pm line 48, <DEBCONF_CONFIG> chunk 3. Use of uninitialized value $directory in concatenation (.) or string at /usr/share/perl5/Debconf/DbDriver/File.pm line 49, <DEBCONF_CONFIG> chunk 3. debconf: DbDriver "config": mkdir :Böyle bir dosya ya da dizin yok Selecting previously unselected package aptitude-common. dpkg: uyari: files list file for package 'aspell' missing; assuming package has no files currently installed dpkg: uyari: files list file for package 'ubuntu-desktop' missing; assuming package has no files currently installed dpkg: uyari: files list file for package 'vuze' missing; assuming package has no files currently installed dpkg: uyari: files list file for package 'java-wrappers' missing; assuming package has no files currently installed (Veritabani okunuyor... 198988 files and directories currently installed.) Unpacking aptitude-common (from .../aptitude-common_0.6.8.1-2ubuntu1_all.deb) ... Selecting previously unselected package libboost-iostreams1.49.0. Unpacking libboost-iostreams1.49.0 (from .../libboost-iostreams1.49.0_1.49.0-3.1ubuntu1_amd64.deb) ... Selecting previously unselected package libcwidget3. Unpacking libcwidget3 (from .../libcwidget3_0.5.16-3.4ubuntu1_amd64.deb) ... Selecting previously unselected package aptitude. Unpacking aptitude (from .../aptitude_0.6.8.1-2ubuntu1_amd64.deb) ... wicd-daemon (1.7.2.4-2ubuntu1) kuruluyor... Use of uninitialized value in concatenation (.) or string at /usr/share/perl5/Debconf/DbDriver/File.pm line 44, <DEBCONF_CONFIG> chunk 3. Use of uninitialized value in -e at /usr/share/perl5/Debconf/DbDriver/File.pm line 46, <DEBCONF_CONFIG> chunk 3. Use of uninitialized value in pattern match (m//) at /usr/share/perl5/Debconf/DbDriver/File.pm line 47, <DEBCONF_CONFIG> chunk 3. Use of uninitialized value $directory in -d at /usr/share/perl5/Debconf/DbDriver/File.pm line 48, <DEBCONF_CONFIG> chunk 3. Use of uninitialized value $directory in concatenation (.) or string at /usr/share/perl5/Debconf/DbDriver/File.pm line 49, <DEBCONF_CONFIG> chunk 3. debconf: DbDriver "config": mkdir :Böyle bir dosya ya da dizin yok dpkg: error processing wicd-daemon (--configure): installed post-installation script alt islemi çikis durumunda hata döndürdü : 1 man-db (2.6.3-1) kuruluyor... Use of uninitialized value in concatenation (.) or string at /usr/share/perl5/Debconf/DbDriver/File.pm line 44, <DEBCONF_CONFIG> chunk 3. Use of uninitialized value in -e at /usr/share/perl5/Debconf/DbDriver/File.pm line 46, <DEBCONF_CONFIG> chunk 3. Use of uninitialized value in pattern match (m//) at /usr/share/perl5/Debconf/DbDriver/File.pm line 47, <DEBCONF_CONFIG> chunk 3. Use of uninitialized value $directory in -d at /usr/share/perl5/Debconf/DbDriver/File.pm line 48, <DEBCONF_CONFIG> chunk 3. Use of uninitialized value $directory in concatenation (.) or string at /usr/share/perl5/Debconf/DbDriver/File.pm line 49, <DEBCONF_CONFIG> chunk 3. debconf: DbDriver "config": mkdir :Böyle bir dosya ya da dizin yok dpkg: error processing man-db (--configure): installed post-installation script alt islemi çikis durumunda hata döndürdü : 1 dictionaries-common (1.12.10) kuruluyor... Use of uninitialized value in concatenation (.) or string at /usr/share/perl5/Debconf/DbDriver/File.pm line 44, <DEBCONF_CONFIG> chunk 3. Use of uninitialized value in -e at /usr/share/perl5/Debconf/DbDriver/File.pm line 46, <DEBCONF_CONFIG> chunk 3. Use of uninitialized value in pattern match (m//) at /usr/share/perl5/Debconf/DbDriver/File.pm line 47, <DEBCONF_CONFIG> chunk 3. Use of uninitialized value $directory in -d at /usr/share/perl5/Debconf/DbDriver/File.pm line 48, <DEBCONF_CONFIG> chunk 3. Use of uninitialized value $directory in concatenation (.) or string at /usr/share/perl5/Debconf/DbDriver/File.pm line 49, <DEBCONF_CONFIG> chunk 3. debconf: DbDriver "config": mkdir :Böyle bir dosya ya da dizin yok dpkg: error processing dictionaries-common (--configure): installed post-installation script alt islemi çikis durumunda hata döndürdü : 1 dpkg: dependency problems prevent configuration of aspell: aspell depends on dictionaries-common (>> 0.40); bununla beraber: Package dictionaries-common is not configured yet. dpkg: error processing aspell (--configure): bagimlilik sorunlari - yapilandirilmadan birakiliyor dpkg: dependency problems prevent configuration of aspell-en: aspell-en depends on aspell (>= 0.60.3-2); bununla beraber: Package aspell is not configured yet. aspell-en depends on dictionaries-common (>= 0.49.2); bununla beraber: Package dictionaries-common is not configured yet. dpkg: error processing aspell-en (--configure): bagimlilik sorunlari - yapilandirilmadan birakiliyor dpkg: dependency problems prevent configuration of hyphen-en-us: hyphen-en-us depends on dictionaries-common (>= 0.10) | openoffice.org-updatedicts; bununla beraber: Package dictionaries-common is not configured yet. openoffice.org-updatedicts paketi yüklenmedi. Package dictionaries-common which provides openoffice.org-updatedicts is not configured yet. dpkg: error processing hyphen-en-us (--configure): bagimlilik sorunlari - yapilandirilmadan birakiliyor dpkg: dependency problems prevent configuration of wicd-gtk: wicd-gtk depends on wicd-daemon (= 1.7.2.4-2ubuntu1); bununla beraber: Package wicd-daemon is not configured yet. dpkg: error processing wicd-gtk (--configure): bagimlilik sorunlari - yapilandirilmadan birakiliyor dpkg: dependency problems prevent configuration of wicd: wicd depends on wicd-daemon (= 1.7.2.4-2ubuntu1); bununla beraber: Package wicd-daemon is not configured yet. wicd depends on wicd-gtk (= 1.7.2.4-2ubuntu1) | wicd-curses (= 1.7.2.4-2ubuntu1) | wicd-cli (= 1.7.2.4-2ubuntu1) | wicd-client; bununla beraber: Package wicd-gtk is not configured yet. wicd-curses paketi yüklenmedi. wicd-cli paketi yüklenmedi. wicd-client paketi yüklenmedi. Package wicd-gtk which provides wicd-client is not configured yet. dpkg: error processing wicd (--configure): bagimlilik sorunlari - yapilandirilmadan birakiliyor aptitude-common (0.6.8.1-2ubuntu1) kuruluyor... libboost-iostreams1.49.0 (1.49.0-3.1ubuntu1) kuruluyor... libcwidget3 (0.5.16-3.4ubuntu1) kuruluyor... aptitude (0.6.8.1-2ubuntu1) kuruluyor... update-alternatives: using /usr/bin/aptitude-curses to provide /usr/bin/aptitude (aptitude) in Otomatik Mod Processing triggers for libc-bin ... ldconfig deferred processing now taking place Islem sirasinda hatalar bulundu: wicd-daemon man-db dictionaries-common aspell aspell-en hyphen-en-us wicd-gtk wicd E: Sub-process /usr/bin/dpkg returned an error code (1)

    Read the article

  • Improving first person camera and implementing third person camera

    - by brainydexter
    I want to improve upon my first person camera implementation and extend it to, so the user can toggle between third person/first person view. My current setup: draw():: glPushMatrix(); m_pCamera->ApplyCameraTransform(); // Render gameObjects glPopMatrix(); Camera is strongly coupled to the player, so much so, that it is a friend of player. This is what the Camera::ApplyCameraTransform looks like: glm::mat4 l_TransformationMatrix; m_pPlayer->m_pTransformation->GetTransformation(l_TransformationMatrix, false); l_TransformationMatrix = glm::core::function::matrix::inverse(l_TransformationMatrix); glMultMatrixf(glm::value_ptr(l_TransformationMatrix)); So, I take the player's transformation matrix and invert it to yield First person camera view. Since, Third person camera view is just a 'translated' first person view behind the player; what would be a good way to improve upon this (keeping in mind that I will be extending it to Third person camera as well. Thanks

    Read the article

  • Get Members of Band

    - by user168083
    If I look at the Freebase page for the band '311', I see Chad Sexton listed. http://www.freebase.com/view/en/311 I am trying to query for the members of a band : { "name" : "311", "/music/artist/album" : [{"name":null, "id":null, "optional": true}], "type|=" : ["/music/artist","/music/musical_group"], "/award/award_winner/awards_won" : ["award":null, "optional" => true], "/award/award_nominated_work/award_nominations" : ["award":null, "optional" => true], "/music/artist/supporting_artists":[{}] } I thought supporting_artists would return the band member names, but the array is always empty. But if I query for all properties related to Chad Sexton, I don't see 311 mentioned. But he is listed as member on the Freebase web info page (which is correct). { "*": null, "name": "Chad Sexton", "type": "/music/artist" } How can I grab the band member names along with the band info?

    Read the article

  • Django Managers

    - by owca
    I have the following models code : from django.db import models from categories.models import Category class MusicManager(models.Manager): def get_query_set(self): return super(MusicManager, self).get_query_set().filter(category='Music') def count_music(self): return self.all().count() class SportManager(models.Manager): def get_query_set(self): return super(MusicManager, self).get_query_set().filter(category='Sport') class Event(models.Model): title = models.CharField(max_length=120) category = models.ForeignKey(Category) objects = models.Manager() music = MusicManager() sport = SportManager() Now by registering MusicManager() and SportManager() I am able to call Event.music.all() and Event.sport.all() queries. But how can I create Event.music.count() ? Should I call self.all() in count_music() function of MusicManager to query only on elements with 'Music' category or do I still need to filter through them in search for category first ?

    Read the article

  • 2D Side Scrolling game and "walk over ground" collision detection

    - by Fire-Dragon-DoL
    The question is not hard, I'm writing a game engine for 2D side scrolling games, however I'm thinking to my 2D side scrolling game and I always come up with the problem of "how should I do collision with the ground". I think I couldn't handle the collision with ground (ground for me is "where the player walk", so something heavily used) in a per-pixel way, and I can't even do it with simple shape comparison (because the ground can be tilted), so what's the correct way? I'know what tiles are and i've read about it, but how much should be big each tile to not appear like a stairs?Are there any other approach? I watched this game and is very nice how he walks on ground: http://www.youtube.com/watch?v=DmSAQwbbig8&feature=player_embedded If there are "platforms" in mid air, how should I handle them?I can walk over them but I can't pass "inside". Imagine a platform in mid air, it allows you to walk over it but limit you because you can't jump in the area she fits Sorry for my english, it's not my native language and this topic has a lot of keywords I don't know so I have to use workarounds Thanks for any answer Additional informations and suggestions: I'm doing a game course in this period and I asked them how to do this, they suggested me this approach (a QuadTree): -All map is divided into "big nodes" -Each bigger node has sub nodes, to find where the player is -You can find player's node with a ray on player position -When you find the node where the player is, you can do collision check through all pixels (which can be 100-200px nothing more) Here is an example, however i didn't show very well the bigger nodes because i'm not very good with photoshop :P How is this approach?

    Read the article

  • Problem with jQuery selector and MasterPage

    - by Daemon
    Hi, I have a problem with a master page containing a asp:textbox that I'm trying to access using jQuery. I have read lot sof thread regarding this and tried all the different approaches I have seen, but regardless, the end result end up as Undefined. This is the relevant part of the MasterPage code: <p><asp:Label ID="Label1" AssociatedControlID="osxinputfrom" runat="server">Navn</asp:Label><asp:TextBox CssClass="osxinputform" ID="osxinputfrom" runat="server"></asp:TextBox></p> When I click the button, the following code from a jQuery .js file is run: show: function(d) { $('#osx-modal-content .osxsubmitbutton').click(function (e) { e.preventDefault(); if (OSX.validate()){ $('#osx-modal-data').fadeOut(200); d.container.animate( {height:80}, 500, function () { $('#osx-modal-data').html("<h2>Sender...</h2>").fadeIn(250, function () { $.ajax({ type: "POST", url: "Default.aspx/GetDate", data: "{'from':'" + $("#osxinputfrom").val() + "','mailaddress':'" + $("#osxinputmail").val() + "','header':'Test3','message':'Test4'}", contentType: "application/json; charset=utf-8", dataType: "json", success: function(msg) { $('#osx-modal-data').fadeOut(200, function () { $('#osx-modal-data').html('<h2>Meldingen er sendt!</h2>'); $('#osx-modal-data').fadeIn(200); }); }, error: function(msg){ $('#osx-modal-data').fadeOut(200, function () { $('#osx-modal-data').html('<h2>Feil oppstod ved sending av melding!</h2>'); $('#osx-modal-data').fadeIn(200); }); } }); }); } ); } else{ $('#osxinputstatus').fadeOut(250, function () { $('#osxinputstatus').html('<p id="osxinputstatus">' + OSX.message + '</a>'); $('#osxinputstatus').fadeIn(250); }); } }); }, So the problem here is that $("#osxinputfrom").val() evaluated to Undefined. I understand that the masterpage will add some prefix to the ID, so I tried using the ID from the page when it's run that ends up as ct100_osxinputfrom, and I also tried some other hinds that I found while searching like $("#<%=osxinputfrom.ClientID%"), but it ends up as Undefined in the method that is called from the jQuery ajax method anyway. The third and fourth parameters to the ajay function that is hardcoded as Test3 and Test4 comes fine in the C# backend method. So my question is simply: How can I rewrite the jQuery selector to fetch the correct value from the textbox? (before I used master pages it worked fine by the way) Best regards Daemon

    Read the article

  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

    Read the article

  • How To Watch Indian Union Budget 2011-2012 Live On Your PC

    - by Gopinath
    The Union Budget of India 2011-2012 will be tabled on Lok Sabha on 26th Feb, 2011. The finance minister, Mr. Pranab Muhkerjee will present the budget in the house and it will be broadcasted live on the TV channels(DD, NDTV, IBN Live and others) as well as on the web. For those who are willing to watch the budget session live on computers here is the required information. National Informatics Centre – Budget 2011 Live Web Cast Indian Government official stream of Union Budget 2011-2011 is available  at  http://budgetlive.nic.in/. This live stream will provide the budget information as is, without any masala, hype or so called analysis by experts sitting in private TV channel studios (and talking rubbish!) To view the primary live stream you need to install Windows Media Player plugin on your browser. As it’s a government website, better you use Internet Explorer browser to watch it. It may not work on Firefox or Chrome. Also the live stream is provided in other formats like Real Media and Flash. Here are the various streaming formats for you to choose Flash Player – High Bandwidth Stream Windows Media Player – Low Bandwidth Stream (IE browser is preferred) Windows Media Player – High Bandwidth Stream  (IE browser is preferred) Real Media Player – Low Bandwidth Stream Real Media Player – High Bandwidth Stream Indian Media Channels Covering Live Of Union Budget 2011 – 2012 Most of the news media channels live stream are available for free on the web, here are the few new channels you can watch live to follow Union Budget 2011 – 2012. NDTV 24 x 7 News Live Stream (English) NDTV India Live Streaming (Hindi) CNBC TV 18 Live Streaming (English) CNN IBN Live Streaming (English) IBN 7 Live Streaming (Hindi) Caution: In the name of analysis, most of the media channels mislead the viewers and provide base less information at times. Take utmost care in absorbing the information you see in any of the Indian news channel. This article titled,How To Watch Indian Union Budget 2011-2012 Live On Your PC, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

    Read the article

  • OpenGL 2D Depth Perception

    - by Stephen James
    This is the first time i have ever commented on a forum about programming, so sorry if I'm not specific enough. Here's my problem: I have a 2D RPG game written in Java using LWJGL. All works fine, but at the moment I'm having trouble deciding what the best way to do depth perception is. So , for example, if the player goes in front of the tree/enemy (lower than the objects y-coordinate) then show the player in front), if the player goes behind the tree/enemy (higher than the objects specific y-coordinate), then show the player behind the object. I have tried writing a block of code to deal with this, and it works quite well for the trees, but not for the enemies yet. Is there a simpler way of doing this in LWJGL that I'm missing? Thanks :)

    Read the article

  • OpenGL 2D Depth Perception

    - by Stephen James
    I have a 2D RPG game written in Java using LWJGL. All works fine, but at the moment I'm having trouble deciding what the best way to do depth perception is. So , for example, if the player goes in front of the tree/enemy (lower than the objects y-coordinate) then show the player in front), if the player goes behind the tree/enemy (higher than the objects specific y-coordinate), then show the player behind the object. I have tried writing a block of code to deal with this, and it works quite well for the trees, but not for the enemies yet. Is there a simpler way of doing this in LWJGL that I'm missing?

    Read the article

  • 1080p playback on external monitor

    - by xibalban
    My system (netbook) specs: 1.6 GHz dual core atom N2600 2 GB DDR3 RAM Integrated GMA3600 GPU Win 7 Professional 32 Bit Daum Pot Player V-1.5 The issue: I downloaded a 1.33 GB sized 1920 x 1080 HD documentary (file extension: mp4) and it plays without a hitch using pot player. However, when I connected an external display (an LED Full HD 24" monitor) using D-Sub, the video plays fine but the player controls become very unresponsive. For instance, it takes about 40 seconds to exit full screen while playing. I tried: Installed/updated all the latest monitor drivers Updated the VGA drivers for GMA3600 No other programs ran while the video played, with most unwanted services and background processes disabled/killed. CPU usage goes only up to 49% when the video plays Question: What may I do in order to improve the player response/video playback experience? Do I need to play with (or change) Pot Player's default video decoders, etc?

    Read the article

  • How to optimise Andengine's PathModifer (with singleton or pool)?

    - by Casla
    I am trying to build a game where the character find and follows a new path when a new destination is issued by the player, kinda like how units in RTS games work. This is done on a TMX map and I am using the A Star path finder utilities in Andengine to do this.David helped me on that: How can I change the path a sprite is following in real time? At the moment, every-time a new path is issued, I have to abandon the existing PathModifer and Path instances, and create new ones, and from what I read so far, creating new objects when you could re-use existing ones are a big waste for mobile applications. This is how I coded it at the moment: private void loadPathFound() { if (mAStarPath != null) { modifierPath = new org.andengine.entity.modifier.PathModifier.Path(mAStarPath.getLength()); /* replace the first node in the path as the player's current position */ modifierPath.to(player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_X]-12, player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_Y]-31); for (int i=1; i<mAStarPath.getLength(); i++) { modifierPath.to(mAStarPath.getX(i)*TILE_WIDTH, mAStarPath.getY(i)*TILE_HEIGHT); /* passing in the duration depended on the length of the path, so that the animation has a constant duration for every step */ player.registerEntityModifier(new PathModifier(modifierPath.getLength()/100, modifierPath, null, mIPathModifierListener)); } } The ideal implementation will be to always have just one object of PathModifer and just reset the destination of the path. But I don't know how you can apply the singleton patther on Andengine's PathModifer, there is no method to reset attribute of the path nor the pathModifer. So without re-write the PathModifer and the Path class, or use reflection, is there any other way to implement singleton PathModifer? Thanks for your help.

    Read the article

  • unity4.3 rigidbody2d unexpected force behaviour

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

    Read the article

  • Bot strategy in an arena

    - by joulesm
    I am writing the player's behavior for an arena game, and I'm wondering if you could offer some strategies. I'm writing it in Python, but I'm just interested in the high level game play. Here are the game aspects: Arena is a circle of a given size. The arena's size shrinks every round to help break any ties. Players are much smaller circles, and can be on teams of 1 or 2 players. Players attack by colliding with other players, and based on the physics of the collision (speed of both players, angle), one could force another player out of the arena. Once a player is out of the arena, they are out of the game (for that round). The goal is to be on the only team with players left in the arena. All other players have been pushed (through collisions or mistakes) out of the arena. It is possible for there to be no winner if the last two players exit the arena at the same time. Once the player has been programmed, the game just runs. There is no human intervention in the game. I'm thinking it's easiest to implement a few simple programmatic rules for my player to follow. For example, stay close to center of the arena, attack opponents from the inner side of the arena, etc. Are there any good simple game strategies? Would adding a random aspect to the game help? For example, to avoid predictability by the other team or something. Thanks in advance.

    Read the article

  • Is there good .sol editor for Flash Player 9 Local Shared Objects? Can we build one?

    - by nerdabilly
    There's plenty of them out there but none of them do what I would like them to do. Most of them crash when opening a file or simply corrupt the data. Many don't run at all. It seems to me that most were written 3-4 years ago for AS2 .sols and no longer work with FP9/AS3 sols. I'd attempt to write my own using AIR but I can't find a new spec of the byte format. There's an explanation of the file format here: http://sourceforge.net/docman/display_doc.php?docid=27026&group_id=131628 and another here: http://sourceforge.net/docman/display_doc.php?docid=27026&group_id=131628 but it looks as though both of these docs are a good 4 years old (pre-FP9) and as I'm not skilled or experienced in file formats, writing a new one, especially without an updated spec, is seeming like less and less of a viable option. Ideally I'd like one that can not only read the .sol, but edit and save new values also. Thanks!

    Read the article

  • How to optimize collision detection

    - by Niklas
    I am developing a 2D Java Game with LibGDX. This is what it kinda looks like (simplified): The big black circle is the player, which you can move by tilting the smartphone. The red circles and blue rectangles are enemies, which will move from the right of the screen to the left. The player has to avoid crashing into them. Right now I am checking in the Game Loop every enemy against the player, whether they collide or not. This seems kinda inefficient to me, but I don't know how to improve it. I have tried the Quadtree approach, but it did not really work. The player could easily glitch through enemies and the collision was not detected. Unfortunately, I have destroyed the Quadtree implementation. I used this [tutorial/blog] as my Quadtree implementation(http://gamedevelopment.tutsplus.com/tutorials/quick-tip-use-quadtrees-to-detect-likely-collisions-in-2d-space--gamedev-374).

    Read the article

  • What datastructure would you use for a collision-detection in a tilemap?

    - by Solom
    Currently I save those blocks in my map that could be colliding with the player in a HashMap (Vector2, Block). So the Vector2 represents the coordinates of the blog. Whenever the player moves I then iterate over all these Blocks (that are in a specific range around the player) and check if a collision happened. This was my first rough idea on how to implement the collision-detection. Currently if the player moves I put more and more blocks in the HashMap until a specific "upper bound", then I clear it and start over. I was fully aware that it was not the brightest solution for the problem, but as said, it was a rough first implementation (I'm still learning a lot about game-design and the data-structure). What data-structure would you use to save the Blocks? I thought about a Queue or even a Stack, but I'm not sure, hence I ask.

    Read the article

  • changing the default program when external harddisk is plugged in

    - by bharath
    I have updated to ubuntu 11.10. The problem is when I plug in my external harddisk,all the files are trying to get opened with movie player. Also when I click the icon of external harddisk which shows up automatically when we plug in external harddisk in the right side panel, movie player opens up and try to open the files in it. How can I change this default opening program from movie player to file browser. Thanks in earlier.

    Read the article

< Previous Page | 79 80 81 82 83 84 85 86 87 88 89 90  | Next Page >