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  • Make Your Site's RSS Feed Shine

    RSS is a way of life these days, but there's no reason your site's RSS feed needs to look like it was written by a computer. Sure, in order for an RSS feed to be read by most RSS readers it needs to be valid XML, but who says you have to stop there?

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  • “Advanced” talk to text program [on hold]

    - by Rocky
    So, I have asked this question on 3 sites before, without getting a good answer, basically what I need is: being able to put recorded voice in a file (preferrebly .txt) Automatic recording when saying a key-word Automatic stop of the recording after a bit of silence If you have any idea on how this is possible I would be very happy :) I tried dragon natural speaking before as someone said it would work (it did not) so unless you know how that is possible dont say it ;) (Not sure what site to ask this on)

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  • Query Tuning Mastery at PASS Summit 2012: The Demos

    - by Adam Machanic
    For the second year in a row, I was asked to deliver a 500-level "Query Tuning Mastery" talk in room 6E of the Washington State Convention Center, for the PASS Summit. ( Here's some information about last year's talk, on workspace memory. ) And for the second year in a row, I had to deliver said talk at 10:15 in the morning, in a room used as overflow for the keynote, following a keynote speaker that didn't stop speaking on time. Frustrating! Last Thursday, after very, very quickly setting up and...(read more)

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  • No desktop icons after upgrade to 11.10

    - by anjanesh
    I just upgraded from 11.04 to 11.10 and after restart it showed the login screen. After login, only the desktop background shows with ubuntu 11.10 text at the bottom-left corner. Did my GNOME stop working ? My mouse pointer moves though, so its not a system crash. These are my h/w specs : Ubuntu 11.04 x86_64 • Intel Core 2 Quad Q6600 2.4GHz 8MB cache 1066MHz Intel MoBo DG33 8GB DDR2 RAM @ 800MHz • 1GB 8600 GT nVidia Graphics Card • Dell SP2309W • LG Flatron L222WS

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  • APress Deal of the Day 16/August/2014 - Node.js Recipes

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2014/08/15/apress-deal-of-the-day-16august2014---node.js-recipes.aspxToday’s $10 Deal of the Day from APress at http://www.apress.com/9781430260585 is Node.js Recipes. “Node.js Recipes is your one-stop reference for solving Node.js problems. Filled with useful recipes that follow a problem/solution format, you can look up recipes for many situations that you may come across in your day-to-day server-side development. ”

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  • Programmatically Starting and Stopping FTP Sites in IIS 7 and IIS 8

    - by The Official Microsoft IIS Site
    I was recently contacted by someone who was trying to use Windows Management Instrumentation (WMI) code to stop and restart FTP websites by using code that he had written for IIS 6.0; his code was something similar to the following: Option Explicit On Error Resume Next Dim objWMIService, colItems, objItem ' Attach to the IIS service. Set objWMIService = GetObject( "winmgmts:\root\microsoftiisv2" ) ' Retrieve the collection of FTP sites. Set colItems = objWMIService.ExecQuery( "Select...(read more)

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  • SQLBeat Episode 11 – Ted the Fred Krueger Halloween SQL

    - by SQLBeat
    In this episode of the SQLBeat Podcast I speak conversationally (Ok I will just say I converse) with Ted Krueger about Elm Street, where he works as a DBA who stores nightmares in SQL Server database tables. The joke about it being BLOB storage is only one of several that may scare you away from this Halloween Special. If you like listening to two SQL guys talking about the bands they used to be in, rainbow trout and video games, come on in. Bwaaaa Haaaa Haaa…..Ok I will stop. Download the MP3

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  • 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?

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  • Travelling MVP #3: Community event in Varna, Bulgaria

    - by DigiMortal
    Second stop in my DevReach 2012 trip was at Varna. We had not much time to hang around there but this problem will get fixed next year if not before. But still we had sessions there with Dimitar Georgijev and I had also chance to meet local techies. Next time we will have more tech and beers for sure! We started in the morning from Bucharest and travelled through Ruse, Razgrad and Shumen to Varna. It’s about 275km. We used cab, local bus and Dimitar father’s car. We had one food stop in Ruse and after that we went directly to Varna. Here is our route on map. Varna is Bulgarian city that locates on western coast of Black Sea. I have been there once before this trip and it’s good place to have vacation under sun. Also autumn is there milder than here in Estonia (third day of snow is going on). Bulgaria has some good beers, my favorite mankind killer called rakia and very good national cuisine. Food is made of fresh stuff and it is damn good experience. Here are some arbitrarily selected images (you can click on these to view at original size): Old bus “monument” in Razgrad Stuffed peppers, Bulgarian national cuisine Infra-red community having good time and beers We made our sessions at one study class of Varna technical university. It’s a little bit old style university but everything we needed was there and we had no problems with machinery. Sessions were same as in Bucharest. The user group in Varna is brand new and hopefully it will be something bigger one good day. At least I try to make my commits so they get on their feet quicker. As we had not much time to announce the event there was about 15 guys listening to us and I’m happy that it was not too much hyped event because still I was getting my first experiences with foreign audiences. After sessions we took our stuff to hotel and went to hang around with local techies. We had some good time there and made some new friends. Next time when I go to Varna I go back as more experienced speaker and I plan to do there one tougher and highly challenging session. Maybe somebody from Estonian community will join me and then it will be well planned surprise-attack to Varna :)

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  • Why lock statements don't scale

    - by Alex.Davies
    We are going to have to stop using lock statements one day. Just like we had to stop using goto statements. The problem is similar, they're pretty easy to follow in small programs, but code with locks isn't composable. That means that small pieces of program that work in isolation can't necessarily be put together and work together. Of course actors scale fine :) Why lock statements don't scale as software gets bigger Deadlocks. You have a program with lots of threads picking up lots of locks. You already know that if two of your threads both try to pick up a lock that the other already has, they will deadlock. Your program will come to a grinding halt, and there will be fire and brimstone. "Easy!" you say, "Just make sure all the threads pick up the locks in the same order." Yes, that works. But you've broken composability. Now, to add a new lock to your code, you have to consider all the other locks already in your code and check that they are taken in the right order. Algorithm buffs will have noticed this approach means it takes quadratic time to write a program. That's bad. Why lock statements don't scale as hardware gets bigger Memory bus contention There's another headache, one that most programmers don't usually need to think about, but is going to bite us in a big way in a few years. Locking needs exclusive use of the entire system's memory bus while taking out the lock. That's not too bad for a single or dual-core system, but already for quad-core systems it's a pretty large overhead. Have a look at this blog about the .NET 4 ThreadPool for some numbers and a weird analogy (see the author's comment). Not too bad yet, but I'm scared my 1000 core machine of the future is going to go slower than my machine today! I don't know the answer to this problem yet. Maybe some kind of per-core work queue system with hierarchical work stealing. Definitely hardware support. But what I do know is that using locks specifically prevents any solution to this. We should be abstracting our code away from the details of locks as soon as possible, so we can swap in whatever solution arrives when it does. NAct uses locks at the moment. But my advice is that you code using actors (which do scale well as software gets bigger). And when there's a better way of implementing actors that'll scale well as hardware gets bigger, only NAct needs to work out how to use it, and your program will go fast on it's own.

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  • Safely deploying changes to production servers

    - by oazabir
    When you deploy incremental changes on a production server, which is running and live all the time, you some times see error messages like “Compiler Error Message: The Type ‘XXX’ exists in both…”. Sometimes you find Application_Start event not firing although you shipped a new class, dll or web.config. Sometimes you find static variables not getting initialized and so on. There are so many weird things happen on webservers when you incrementally deploy changes to the server and the server has been up and running for several weeks. So, I came up with a full proof house keeping steps that we always do whenever we deploy some incremental change to our websites. These steps ensure that the web sites are properly recycled , cached are cleared, all the data stored at Application level is initialized. First of all you should have multiple web servers behind load balancer. This way you can take one server our of the production traffic, do your deployment and house keeping tasks like restarting IIS, and then put it back. Then you can do it for the second server and so on. This ensures there’s no outage for customer. If you can do it reasonable fast, hopefully customers won’t notice discrepancy between the servers some having new code and some having old code. You should only do this when your changes aren’t drastic. For ex, you aren’t delivering a complete revamped UI. In that case, some users hitting server1 with latest UI will suddenly get a completely different experience and then on next page refresh, they might hit server2 with old code and get a totally different experience. This works for incremental non-dramatic changes only.   During deployment you should follow these steps: Take server X out of load balancer so that it does not get any traffic. Stop all windows services on the server. Stop IIS. Delete the Temporary ASP.NET folders of all .NET versions incase you have multiple .NET versions running. You can follow this link. Deploy the changes. Flush any distributed cache you have, for ex, Velocity or Memcached. Start IIS. Start the windows services on the server. Warm up all websites by hitting major URLs on the websites. You should have some automated script to do this. You can use tinyget to hit some major URLs, especially pages that take a lot of time to compile. Read my post on keeping websites warm with zero coding. Put server X back to load balancer so that it starts receiving traffic. That’s it. It should give you a clean deployment and prevent unexpected errors. You should print these steps and hang on the desk of your deployment guys so that they never forget during deployment pressure.

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  • Learn Best Practices at Oracle OpenWorld

    - by Oracle OpenWorld Blog Team
    By Joan JenkinsOracle Advanced Customer Support Services Knows BestLearn key best practices to maximize performance and availability from Oracle Advanced Customer Support Services. Plan to attend one or more of our sessions, with topics including Oracle Exadata best practices, Oracle E-Business Suite upgrades, Oracle GoldenGate, and Oracle Platinum Services. Or stop by the Support Stars Bar to ask questions and get more information. Find out more what you can learn from Oracle Advanced Customer Support Services at Oracle OpenWorld.

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  • Ubuntu 12.10 64 bits not booting on a Dell Inspiron 15z Puissance (French) in UEFI mode

    - by NicoGuich
    When trying to start Ubuntu from my USB key in UEFI mode (it works in Legacy mode, but I have to keep Windows) on a Dell Inspiron 15z , Grub starts, but when I choose any option, I get a black screen and my USB key stop teling me it is being read. EDIT: when using the legacy mode and trying to install Ubuntu, I get a blank partition table with Ubiquity… … and a very strange partition table from GParted (I have a hybrid 32Go SSD + 500Go HDD disk) :

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  • Zombie Survival Gear and Critical Survival Skills Chart

    - by Asian Angel
    Halloween is fast approaching and what more opportune time could there be for the Zombie Apocalypse to finally occur? Be prepared with the right survival gear and skills to safely see you through it using this handy guide! Zombie Survival Gear [infographic] [via Cheeseburger Network] What To Do If You Get a Virus on Your Computer Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked HTG Explains: What is the Windows Page File and Should You Disable It?

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  • Impulsioned jumping

    - by Mutoh
    There's one thing that has been puzzling me, and that is how to implement a 'faux-impulsed' jump in a platformer. If you don't know what I'm talking about, then think of the jumps of Mario, Kirby, and Quote from Cave Story. What do they have in common? Well, the height of your jump is determined by how long you keep the jump button pressed. Knowing that these character's 'impulses' are built not before their jump, as in actual physics, but rather while in mid-air - that is, you can very well lift your finger midway of the max height and it will stop, even if with desacceleration between it and the full stop; which is why you can simply tap for a hop and hold it for a long jump -, I am mesmerized by how they keep their trajetories as arcs. My current implementation works as following: While the jump button is pressed, gravity is turned off and the avatar's Y coordenate is decremented by the constant value of the gravity. For example, if things fall at Z units per tick, it will rise Z units per tick. Once the button is released or the limit is reached, the avatar desaccelerates in an amount that would make it cover X units until its speed reaches 0; once it does, it accelerates up until its speed matches gravity - sticking to the example, I could say it accelerates from 0 to Z units/tick while still covering X units. This implementation, however, makes jumps too diagonal, and unless the avatar's speed is faster than the gravity, which would make it way too fast in my current project (it moves at about 4 pixels per tick and gravity is 10 pixels per tick, at a framerate of 40FPS), it also makes it more vertical than horizontal. Those familiar with platformers would notice that the character's arc'd jump almost always allows them to jump further even if they aren't as fast as the game's gravity, and when it doesn't, if not played right, would prove itself to be very counter-intuitive. I know this because I could attest that my implementation is very annoying. Has anyone ever attempted at similar mechanics, and maybe even succeeded? I'd like to know what's behind this kind of platformer jumping. If you haven't ever had any experience with this beforehand and want to give it a go, then please, don't try to correct or enhance my explained implementation, unless I was on the right way - try to make up your solution from scratch. I don't care if you use gravity, physics or whatnot, as long as it shows how these pseudo-impulses work, it does the job. Also, I'd like its presentation to avoid a language-specific coding; like, sharing us a C++ example, or Delphi... As much as I'm using the XNA framework for my project and wouldn't mind C# stuff, I don't have much patience to read other's code, and I'm certain game developers of other languages would be interested in what we achieve here, so don't mind sticking to pseudo-code. Thank you beforehand.

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  • TDD vs. Productivity

    - by Nairou
    In my current project (a game, in C++), I decided that I would use Test Driven Development 100% during development. In terms of code quality, this has been great. My code has never been so well designed or so bug-free. I don't cringe when viewing code I wrote a year ago at the start of the project, and I have gained a much better sense for how to structure things, not only to be more easily testable, but to be simpler to implement and use. However... it has been a year since I started the project. Granted, I can only work on it in my spare time, but TDD is still slowing me down considerably compared to what I'm used to. I read that the slower development speed gets better over time, and I definitely do think up tests a lot more easily than I used to, but I've been at it for a year now and I'm still working at a snail's pace. Each time I think about the next step that needs work, I have to stop every time and think about how I would write a test for it, to allow me to write the actual code. I'll sometimes get stuck for hours, knowing exactly what code I want to write, but not knowing how to break it down finely enough to fully cover it with tests. Other times, I'll quickly think up a dozen tests, and spend an hour writing tests to cover a tiny piece of real code that would have otherwise taken a few minutes to write. Or, after finishing the 50th test to cover a particular entity in the game and all aspects of it's creation and usage, I look at my to-do list and see the next entity to be coded, and cringe in horror at the thought of writing another 50 similar tests to get it implemented. It's gotten to the point that, looking over the progress of the last year, I'm considering abandoning TDD for the sake of "getting the damn project finished". However, giving up the code quality that came with it is not something I'm looking forward to. I'm afraid that if I stop writing tests, then I'll slip out of the habit of making the code so modular and testable. Am I perhaps doing something wrong to still be so slow at this? Are there alternatives that speed up productivity without completely losing the benefits? TAD? Less test coverage? How do other people survive TDD without killing all productivity and motivation?

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  • Merry Christmas and Happy new year everyone and bye bye we meet again soon as possible

    - by anirudha
    few days ago i plan that i enjoy this cold days with my family so i decide that i go their and enjoy Christmas even i am Hindus no problem. so those days i stop everything relate to my daily technical life routine. because on Christmas and  new year i never meet you so Merry Christmas  and Happy new year to all [ friends , relative and all guys who know me or  even not] bye bye take care i come again as soon as possible.

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  • Catch AutoVue at the COE 2010 PLM Conference

    - by [email protected]
    It's a busy tradeshow season! The AutoVue team will be exhibiting at next week's COE 2010 PLM Conference and Technifair in Las Vegas, NV. This will be a unique opportunity to meet with AutoVue visualization experts and discuss how to leverage visualization throughout your engineering organization to capitalize on product and engineering information to improve business processes, such as design reviews, change management and design revisions. If you plan on attending, be sure to stop by Oracle's AutoVue booth (#508). Click here for more details about the show.

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  • Why do iterators in Python raise an exception?

    - by NullUserException
    Here's the syntax for iterators in Java (somewhat similar syntax in C#): Iterator it = sequence.iterator(); while (it.hasNext()) { System.out.println(it.next()); } Which makes sense. Here's the equivalent syntax in Python: it = iter(sequence) while True: try: value = it.next() except StopIteration: break print(value) I thought Exceptions were supposed to be used only in, well, exceptional circumstances. Why does Python use exceptions to stop iteration?

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  • Moving from building internal applications as WPF to ASP NET MVC?

    - by stuartmclark
    I have worked on quite a few internal applications for my work and I have always defaulted to using WPF, but I am considering re-writing existing ones into a web app. This is so that anyone in my company can use it without having to download anything from the network. I am just wondering if this is the way forward with any development of new internal applications? So, should I stop using WPF and start using ASP.NET MVC for internal applications that a lot of people need to use?

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  • OBI & P6 Analytics Demo @ MAOAUG

    - by mark.kromer
    Mark will be speaking in King of Prussia, outside of Philly, for the Mid-Atlantic Oracle Apps Users Group on Oracle BI w/P6 Analytics for IT projects this Friday: http://www.maoaug.org. Stop by and say HI if you are in the area!

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  • TDD vs. Productivity

    - by Nairou
    In my current project (a game, in C++), I decided that I would use Test Driven Development 100% during development. In terms of code quality, this has been great. My code has never been so well designed or so bug-free. I don't cringe when viewing code I wrote a year ago at the start of the project, and I have gained a much better sense for how to structure things, not only to be more easily testable, but to be simpler to implement and use. However... it has been a year since I started the project. Granted, I can only work on it in my spare time, but TDD is still slowing me down considerably compared to what I'm used to. I read that the slower development speed gets better over time, and I definitely do think up tests a lot more easily than I used to, but I've been at it for a year now and I'm still working at a snail's pace. Each time I think about the next step that needs work, I have to stop every time and think about how I would write a test for it, to allow me to write the actual code. I'll sometimes get stuck for hours, knowing exactly what code I want to write, but not knowing how to break it down finely enough to fully cover it with tests. Other times, I'll quickly think up a dozen tests, and spend an hour writing tests to cover a tiny piece of real code that would have otherwise taken a few minutes to write. Or, after finishing the 50th test to cover a particular entity in the game and all aspects of it's creation and usage, I look at my to-do list and see the next entity to be coded, and cringe in horror at the thought of writing another 50 similar tests to get it implemented. It's gotten to the point that, looking over the progress of the last year, I'm considering abandoning TDD for the sake of "getting the damn project finished". However, giving up the code quality that came with it is not something I'm looking forward to. I'm afraid that if I stop writing tests, then I'll slip out of the habit of making the code so modular and testable. Am I perhaps doing something wrong to still be so slow at this? Are there alternatives that speed up productivity without completely losing the benefits? TAD? Less test coverage? How do other people survive TDD without killing all productivity and motivation?

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