Search Results

Search found 3131 results on 126 pages for 'upper stage'.

Page 9/126 | < Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >

  • Deploying play! 2.0 application on an apache server with a reverse proxy

    - by locrizak
    I'm trying to deploy my play! 2.0 application on an Ubuntu 11.10 server and I have been running into error after error and hope someone can help me here. I am try to deploy my Play! application using a reverse proxy on Apache 2. I have enabled the apache proxy modules and configured the proxy.conf file in mods_enabled. The vhost for my domain looks like this: <Directory /var/www/stage.domain.com AllowOverride None Order Deny,Allow Deny from all </Directory <VirtualHost *:80 DocumentRoot /var/www/stage.domain.com/web ServerName stage.domain.com ServerAdmin [email protected] # ProxyRequests Off # ProxyPreserveHost On <Proxy * Order allow,deny Allow from all </Proxy # ProxyVia On # ProxyPass /play/ http://localhost:9000/ # ProxyPassReverse /play/ http://localhost:9000/ ErrorLog /var/log/ispconfig/httpd/stage.domain.com/error.log ErrorDocument 400 /error/400.html ErrorDocument 401 /error/401.html ErrorDocument 403 /error/403.html ErrorDocument 404 /error/404.html ErrorDocument 405 /error/405.html ErrorDocument 500 /error/500.html ErrorDocument 502 /error/502.html ErrorDocument 503 /error/503.html <IfModule mod_ssl.c </IfModule <Directory /var/www/stage.domain.com/web Options FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory <Directory /var/www/clients/client2/web7/web Options FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory # Clear PHP settings of this website <FilesMatch "\.ph(p3?|tml)$" SetHandler None </FilesMatch # mod_php enabled AddType application/x-httpd-php .php .php3 .php4 .php5 php_admin_value sendmail_path "/usr/sbin/sendmail -t -i [email protected]" php_admin_value upload_tmp_dir /var/www/clients/client2/web7/tmp php_admin_value session.save_path /var/www/clients/client2/web7/tmp # PHPIniDir /var/www/conf/web7 php_admin_value open_basedir /var/www/clients/client2/web7/:/var/www/clients/client2/web7/web:/va$ # add support for apache mpm_itk <IfModule mpm_itk_module AssignUserId web7 client2 </IfModule <IfModule mod_dav_fs.c # Do not execute PHP files in webdav directory <Directory /var/www/clients/client2/web7/webdav <FilesMatch "\.ph(p3?|tml)$" SetHandler None </FilesMatch </Directory # DO NOT REMOVE THE COMMENTS! # IF YOU REMOVE THEM, WEBDAV WILL NOT WORK ANYMORE! # WEBDAV BEGIN # WEBDAV END </IfModule # <Location /play/ # ProxyPass http://localhost:9000/ # SetEnv force-proxy-request-1.0 1 # SetEnv proxy-nokeepalive 1 # </Location ProxyRequests Off ProxyPass /play/ http://localhost:9000/ ProxyPassReverse /play/ localhost:9000/ ProxyPass /play http://localhost:9000/ ProxyPassReverse /play http://localhost:9000/ # SetEnv force-proxy-request-1.0 1 # SetEnv proxy-nokeepalive 1 </VirtualHost This vhost file was generated by ispconfig and I have not touched anything that was there before just added onto. As you can see by the commented out parts I have tried a lot of different things based on random tutorials I have found but all of them have ended up in Internal Server Error, 503 and most often a '502 Bad Gateway`. I can start play and it does connect successfully to my database. I can get a page to show up when there is an error and the play! stack trace error pages comes up but where everything is fine I get one of the errors above. My application.conf file looks like this: db info ....... application.mode=PROD logger.root=ERROR # Logger used by the framework: logger.play=INFO # Logger provided to your application: logger.application=DEBUG http.path="/play/" XForwardedSupport="127.0.0.1" And my hosts file looks like this (I have never changed or added anything to the host file): 127.0.0.1 localhost 127.0.1.1 matrix # The following lines are desirable for IPv6 capable hosts ::1 ip6-localhost ip6-loopback fe00::0 ip6-localnet ff00::0 ip6-mcastprefix ff02::1 ip6-allnodes ff02::2 ip6-allrouters Any insights onto what I might be doing wrong or if theres anything I can try please let me know! Thanks!! Edit Again the reverse proxy will work (I checked with sending to to google.com). Its when there is a successful connection to Netty. It's like Netty refuses the connection to the page. Edit 2 output from apachectl -S _default_:8081 127.0.0.1 (/etc/apache2/sites-enabled/000-apps.vhost:10) *:8090 is a NameVirtualHost default server 127.0.0.1 (/etc/apache2/sites-enabled/000-ispconfig.vhost:10) port 8090 namevhost 127.0.0.1 (/etc/apache2/sites-enabled/000-ispconfig.vhost:10) *:80 is a NameVirtualHost default server 127.0.0.1 (/etc/apache2/sites-enabled/000-default:1) port 80 namevhost 127.0.0.1 (/etc/apache2/sites-enabled/000-default:1) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7) port 80 namevhost stage.domain.com (/etc/apache2/sites-enabled/100-stage.domain.com.vhost:7) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7)

    Read the article

  • emo-framework in android move on collision of sprites with physics

    - by KaHeL
    I'm developing my first ever game for Android where I'm still learning about using of framework. To begin I made two sprites of ball where one ball is movable by dragging and another one is just standing on it's place on load. Now I've already added the collision listener for both sprites and as tested it's working properly. Now what I need to learn is on how can I add physics on both sprites where when they collide the standing sprite will move based on the physics and bounce around the screen. It would be best if you teach it to me step by step since I'm a little slow on this. Here's my nut so far: local stage = emo.Stage(); class Okay_1 { sprite = null; spriteok = null; dragStart = false; angle = 0; // Called when the stage is loaded function onLoad() { print("Level_1 is loaded!"); // Create new sprite and load 'f1.png' sprite = emo.Sprite("f1.png"); sprite.moveCenter(stage.getWindowWidth() * 0.5, stage.getWindowHeight() * 0.5); sprite.load(); spriteok = emo.Sprite("okay.png") spriteok.setWidth(100); spriteok.setHeight(100); spriteok.load(); // Check if the coordinate (X=100, Y=100) is inside the sprite if (spriteok.contains(100, 100)) { print("contains!"); } // Does the sprite collides with the other sprite? if (spriteok.collidesWith(sprite)) { print("collides!"); } } function onMotionEvent(ev) { if (ev.getAction() == MOTION_EVENT_ACTION_DOWN) { // Moves the sprite at the position of motion event angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f2.png"); sprite.load(); sprite.rotate(angle); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } dragStart = true; }else if (ev.getAction() == MOTION_EVENT_ACTION_MOVE) { if (dragStart) { // Moves the sprite at the position of motion event sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } }else if (ev.getAction() == MOTION_EVENT_ACTION_UP || ev.getAction() == MOTION_EVENT_ACTION_CANCEL) { if (dragStart) { // change block color to red dragStart = false; angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f1.png"); sprite.load(); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(angle); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } } } // Called when the stage is disposed function onDispose() { sprite.remove(); // Remove the sprite print("Level_1 is disposed!"); } } function emo::onLoad() { emo.Stage().load(Okay_1()); }

    Read the article

  • (CanvsEngine) Collission problem ( TypeError: this._polygon[this._frame] is undefined) [on hold]

    - by user2127102
    How can i fix this error TypeError: this._polygon[this._frame] is undefined Heres my code: html: <!DOCTYPE Html> <head> <meta charset="utf-8"> <title>Project</title> <link href="css/style.css" rel="stylesheet"> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js" type="text/javascript"></script> <script src="js/canvasengine-1.3.0.all.min.js"></script> <script src="js/extends/Input.js"></script> <script src="main.js"></script> </head> <body> <canvas id="window"></canvas> </body> main.js: var canvas = CE.defines("window"). extend(Input). ready(function() { canvas.Scene.call("Game"); }); canvas.Scene.new({ name: "Game", materials: { images: { player: "img/character.png", Wall: "img/TestWall.png" } }, ready: function(stage) { var _canvas = this.getCanvas(); _canvas.setSize("browser", "strech"); this.Player = Class.new("Entity", [stage]); this.Player.el.drawImage("player"); stage.append(this.Player.el); this.Wall = Class.new("Entity", [stage]); this.Wall.el.drawImage("Wall"); this.Wall.position(300, 0); stage.append(this.Wall.el); }, render: function(stage) { //Controls ====== //Control calculations var self = this; this.Mover_A; this.Mover_D; this.Mover_W; this.Mover_S; canvas.Input.keyDown(Input.A, function(e) { self.Mover_A = true; }); canvas.Input.keyDown(Input.D, function(e) { self.Mover_D = true; }); canvas.Input.keyDown(Input.W, function(e) { self.Mover_W = true; }); canvas.Input.keyDown(Input.S, function(e) { self.Mover_S = true; console.log(self.Mover_S); }); canvas.Input.keyUp(Input.A, function(e) { self.Mover_A = false; }); canvas.Input.keyUp(Input.D, function(e) { self.Mover_D = false; }); canvas.Input.keyUp(Input.W, function(e) { self.Mover_W = false; }); canvas.Input.keyUp(Input.S, function(e) { self.Mover_S = false; }); x = 0; y = 0; if(this.Mover_A)x -= 1.5; //A if(this.Mover_D)x += 1.5;//D if(this.Mover_W)y -= 1.5;//W if(this.Mover_S)y += 1.5; //S this.Player.move(x, y); this.Player.hit("over", [this.Wall], function(state, el) { this.Player.move(x * -1, y * -1); }); //End Controls ===== stage.refresh(); } });

    Read the article

  • Problem getting GOBI 2000 HS to work

    - by Zypher
    I've been trying to get my integrated GOBI WWAN card to work under 10.10 for a while now. I was able to get the network manager to see the card after installing the gobi-loader package. I was able to setup the connection, but i cannot establish a connection to Verizon. Below is the output from /var/log/daemon.log as i try to connect. Oct 19 14:29:42 gbeech-x201 AptDaemon: INFO: Quiting due to inactivity Oct 19 14:29:42 gbeech-x201 AptDaemon: INFO: Shutdown was requested Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) starting connection 'Verizon connection' Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): device state change: 3 -> 4 (reason 0) Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) scheduled... Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) started... Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): device state change: 4 -> 6 (reason 0) Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) complete. Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) scheduled... Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) started... Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): device state change: 6 -> 4 (reason 0) Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) complete. Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <warn> CDMA connection failed: (32) No service Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): device state change: 4 -> 9 (reason 0) Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> Marking connection 'Verizon connection' invalid. Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <warn> Activation (ttyUSB0) failed. Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): device state change: 9 -> 3 (reason 0) Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): deactivating device (reason: 0). Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> Policy set 'Auto SO-GUEST' (wlan0) as default for IPv4 routing and DNS. Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> Policy set 'Auto SO-GUEST' (wlan0) as default for IPv4 routing and DNS.

    Read the article

  • How do I properly implement zooming in my game?

    - by Rudy_TM
    I'm trying to implement a zoom feature but I have a problem. I am zooming in and out a camera with a pinch gesture, I update the camera each time in the render, but my sprites keep their original position and don't change with the zoom in or zoom out. The Libraries are from libgdx. What am I missing? private void zoomIn() { ((OrthographicCamera)this.stage.getCamera()).zoom += .01; } public boolean pinch(Vector2 arg0, Vector2 arg1, Vector2 arg2, Vector2 arg3) { // TODO Auto-generated method stub zoomIn(); return false; } public void render(float arg0) { this.gl.glClear(GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT); ((OrthographicCamera)this.stage.getCamera()).update(); this.stage.draw(); } public boolean touchDown(int arg0, int arg1, int arg2) { this.stage.toStageCoordinates(arg0, arg1, point); Actor actor = this.stage.hit(point.x, point.y); if(actor instanceof Group) { ((LevelSelect)((Group) actor).getActors().get(0)).touched(); } return true; } Zoom In Zoom Out

    Read the article

  • Actionscript - Dropping Multiple Objects Using an Array?

    - by Eratosthenes
    I'm trying to get these fireBalls to drop more often, im not sure if im using Math.random correctly also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? this is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

    Read the article

  • What is the right way to scale a Flex application up to fullscreen?

    - by Impirator
    Fullscreen mode and I have been battling for a while in this Flex application, and I'm coming up short on Google results to end my woes. I have no problem going into fullscreen mode by doing a Application.application.stage.displayState = StageDisplayState.FULL_SCREEN;, but the rest of the content just sits there in the top, left corner at it's original size. All right, says I, I'll just do a stage.scaleMode = StageScaleMode.SHOW_ALL and make it figure out how to pull this off. And it looks like it does. Except that when you mouse over the individual checkboxes and buttons and various components, they all fidget slightly. Just a slight jump up or down as they resize...on mouse over. Well, this is frustrating, but bearable. I can always just invoke invalidateSize() explicitly for all of them. But for the comboboxes. The ones at the bottom have their menus go off the bottom of the screen, and when I pop out of fullscreen mode, their drop downs cut off half way. I have no idea how to fix that. Can someone step in here, and put me out of my misery? What is the right way to scale a Flex application up to fullscreen? var button:Button = button_fullscreen; try { if(stage.displayState == StageDisplayState.FULL_SCREEN) { Application.application.stage.displayState = StageDisplayState.NORMAL; button.label = "View Fullscreen Mode"; stage.scaleMode = StageScaleMode.NO_SCALE; } else { Application.application.stage.displayState = StageDisplayState.FULL_SCREEN; button.label = "Exit Fullscreen Mode"; stage.scaleMode = StageScaleMode.SHOW_ALL; } invalidateSizes(); // Calls invalidateSize() explicitly on several components. } catch(error:SecurityError) { Alert.show("The security settings of your computer prevent this from being displayed in fullscreen.","Error: "+error.name+" #"+error.errorID); } catch(error:Error) { Alert.show(error.message,error.name+" #"+error.errorID); }

    Read the article

  • C++ thread safety - exchange data between worker and controller

    - by peterchen
    I still feel a bit unsafe about the topic and hope you folks can help me - For passing data (configuration or results) between a worker thread polling something and a controlling thread interested in the most recent data, I've ended up using more or less the following pattern repeatedly: Mutex m; tData * stage; // temporary, accessed concurrently // send data, gives up ownership, receives old stage if any tData * Send(tData * newData) { ScopedLock lock(m); swap(newData, stage); return newData; } // receiving thread fetches latest data here tData * Fetch(tData * prev) { ScopedLock lock(m); if (stage != 0) { // ... release prev prev = stage; stage = 0; } return prev; // now current } Note: This is not supposed to be a full producer-consumer queue, only the msot recent data is relevant. Also, I've skimmed ressource management somewhat here. When necessary I'm using two such stages: one to send config changes to the worker, and for sending back results. Now, my questions assuming that ScopedLock implements a full memory barrier: do stage and/or workerData need to be volatile? is volatile necessary for tData members? can I use smart pointers instead of the raw pointers - say boost::shared_ptr? Anything else that can go wrong? I am basically trying to avoid "volatile infection" spreading into tData, and minimize lock contention (a lock free implementation seems possible, too). However, I'm not sure if this is the easiest solution. ScopedLock acts as a full memory barrier. Since all this is more or less platform dependent, let's say Visual C++ x86 or x64, though differences/notes for other platforms are welcome, too. (a prelimenary "thanks but" for recommending libraries such as Intel TBB - I am trying to understand the platform issues here)

    Read the article

  • ActionScript shiftKey Not Working In Full Screen Mode?

    - by Chunk1978
    i've drawn an ellipse sprite and added it to the display list of a container, which is added to the display list of the stage. to move the sprites with the keyboard arrows, it appears that my shiftModifier:Number variable is not working when the stage's display state is set to full screen. shiftModifier works as it should when the stage's display state is set to Normal. stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyboardDown); function onKeyboardDown(evt:KeyboardEvent):void { var shiftModifier:Number = 0.25; if (evt.shiftKey) {shiftModifier = 10;} if (evt.keyCode == Keyboard.UP) {ellipse1.y -= shiftModifier;} if (evt.keyCode == Keyboard.DOWN) {ellipse1.y += shiftModifier;} if (evt.keyCode == Keyboard.LEFT) {ellipse1.x -= shiftModifier;} if (evt.keyCode == Keyboard.RIGHT) {ellipse1.x += shiftModifier;} } fsm.addEventListener(MouseEvent.CLICK, toggleFullScreenMode); function toggleFullScreenMode(evt:MouseEvent):void { if (stage.displayState == StageDisplayState.FULL_SCREEN) {stage.displayState = StageDisplayState.NORMAL;} else {stage.displayState = StageDisplayState.FULL_SCREEN;} } full screen is tested in Safari and Firefox.

    Read the article

  • Refactoring code/consolidating functions (e.g. nested for-loop order)

    - by bmay2
    Just a little background: I'm making a program where a user inputs a skeleton text, two numbers (lower and upper limit), and a list of words. The outputs are a series of modifications on the skeleton text. Sample inputs: text = "Player # likes @." (replace # with inputted integers and @ with words in list) lower = 1 upper = 3 list = "apples, bananas, oranges" The user can choose to iterate over numbers first: Player 1 likes apples. Player 2 likes apples. Player 3 likes apples. Or words first: Player 1 likes apples. Player 1 likes bananas. Player 1 likes oranges. I chose to split these two methods of outputs by creating a different type of dictionary based on either number keys (integers inputted by the user) or word keys (from words in the inputted list) and then later iterating over the values in the dictionary. Here are the two types of dictionary creation: def numkey(dict): # {1: ['Player 1 likes apples', 'Player 1 likes...' ] } text, lower, upper, list = input_sort(dict) d = {} for num in range(lower,upper+1): l = [] for i in list: l.append(text.replace('#', str(num)).replace('@', i)) d[num] = l return d def wordkey(dict): # {'apples': ['Player 1 likes apples', 'Player 2 likes apples'..] } text, lower, upper, list = input_sort(dict) d = {} for i in list: l = [] for num in range(lower,upper+1): l.append(text.replace('#', str(num)).replace('@', i)) d[i] = l return d It's fine that I have two separate functions for creating different types of dictionaries but I see a lot of repetition between the two. Is there any way I could make one dictionary function and pass in different values to it that would change the order of the nested for loops to create the specific {key : value} pairs I'm looking for? I'm not sure how this would be done. Is there anything related to functional programming or other paradigms that might help with this? The question is a little abstract and more stylistic/design-oriented than anything.

    Read the article

  • Linux HA cluster w/Xen, Heartbeat, Pacemaker. domU does not failover to secondary node

    - by Kendall
    I am having the followig problem with an OenSuSE + Heartbeat + Pacemaker + Xen HA cluster: when the node a Xen domU is running on is "dead" the Xen domU running on it is not restarted on the second node. The cluster is setup with two nodes, each running OpenSuSE-11.3, Heartbeat 3.0, and Pacemaker 1.0 in CRM mode. For storage I am using a LUN on an iSCSI SAN device; the LUN is formatted with OCFS2 and managed with LVM. The Xen domU has two logical volumes; one for root and the other for swap. I am using IPMI cards for STONITH devices, and a dedicated ethernet link for heartbeat communications. The ha.cf file is as follows: keepalive 1 deadtime 10 warntime 5 udpport 694 ucast eth1 auto_failback off node dhcp-166 node stage use_logd yes crm yes My resources look as follows: shocrm(live)configure# show node $id="5c1aa924-bba4-4f95-a367-6c9a58ac4a38" dhcp-166 node $id="cebc92eb-af24-4833-aaf0-672adf80b58e" stage primitive Xen-Util ocf:heartbeat:Xen \ meta target-role="Started" \ operations $id="Xen-Util-operations" \ op start interval="0" timeout="60" start-delay="0" \ op stop interval="0" timeout="120" \ params xmfile="/etc/xen/vm/xen-util" primitive my-stonith stonith:external/ipmi \ params hostname="dhcp-166" ipaddr="192.168.3.106" userid="ADMIN" passwd="xxx" \ op monitor interval="2m" timeout="60s" primitive my-stonith2 stonith:external/ipmi \ params hostname="stage" ipaddr="192.168.3.105" userid="ADMIN" passwd="xxx" \ op monitor interval="2m" timeout="60s" property $id="cib-bootstrap-options" \ dc-version="1.0.9-89bd754939df5150de7cd76835f98fe90851b677" \ cluster-infrastructure="Heartbeat" The Xen domU config file is as follows: name = "xen-util" bootloader = "/usr/lib/xen/boot/domUloader.py" #bootargs = "xvda1:/vmlinuz-xen,/initrd-xen" bootargs = "--entry=xvda1:/boot/vmlinuz-xen,/boot/initrd-xen" memory = 4096 disk = [ 'phy:vg_xen/xen-util-root,xvda1,w', 'phy:vg_xen/xen-util-swap,xvda2,w', ] root = "/dev/xvda1" vif = [ 'mac=00:16:3e:42:42:06' ] #vfb = [ 'type=vnc,vncunused=0,vnclisten=192.168.3.172' ] extra = "" Say domU "Xen-Util" is running on node "stage"; if "stage" goes down, "Xen-Util" does not restart on node "dhcp-166". It seems to want to try as an "xm list" will show it for a few seconds and if you "xm console xen-util" it will give a message like "copying /boot/kernel.gz from xvda1 to /var/lib/xen/tmp/kernel.a53gs for booting". However, it never gets past that, eventually gives up, and no longer appears in "xm list". Now, when node "stage" comes back online after being power cycled, it detects that "Xen-Util" isn't running, and starts it (on stage). I've tried starting "Xen-Util" on node "dhcp-166" without the cluster running, and it works fine. No problems. So, I know it works in that respect. Any ideas? Thanks!

    Read the article

  • Rails auto_complete "undefined method `auto_complete_for'" problem

    - by Andrew Wize
    rails - 2.3.8 ruby - 1.8.7 After auto_complete plugin installstion i still have "undefined method `auto_complete_for'" problem! Andrey-Bezruks-MacBook-Pro:eyeonasia.stage wizeflux$ ruby script/plugin install http://github.com/rails/auto_complete.git --force svn: '/Users/wizeflux/Projects/ionasia/eyeonasia.stage/vendor/plugins' is not a working copy Initialized empty Git repository in /Users/wizeflux/Projects/ionasia/eyeonasia.stage/vendor/plugins/auto_complete/.git/ warning: Option "depth" is ignored for github.com/rails/auto_complete.git From github.com/rails/auto_complete * branch HEAD - FETCH_HEAD Andrey-Bezruks-MacBook-Pro:eyeonasia.stage wizeflux$ after restarting server i get an error on line " auto_complete_for :listings, :name " - undefined method `auto_complete_for' for #

    Read the article

  • Navigating MainMenu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

    Read the article

  • How to port real time video service by FMS from PC to mobile phone(symbian,android,iphone)?

    - by wamp
    Now I've set up the flash application to work in to stage: the uploading stage: uploading the stream from pc A's camera to FMS play stage: watch the real time stream from PC B's browser I want to make stage 2 work on mobile phones too. But currently it's using flash(actionscript) to connect and play the stream, which is not supported out of the box. How to port this kind of application to mobile phones?

    Read the article

  • KineticJS issue with repeatable mouse event

    - by nuclearpeace
    I have noob issue here (i obviously missing something). I simplified it from my bigger application: When i click blue rectangle, i add another layer to the stage that includes red rectangle (clickable), when i clik this red rectangle it removes second layer with red rect. Problem: When i click blue rect second time, nothing happens :( i.e. app works only once, and i need to add/remove second layer(with red rect) repeatedly. What's wrong? :) You can see it here, Fiddle http://jsfiddle.net/mAX8r/ Code: <!DOCTYPE HTML> <html> <head> <style> body { margin: 0px; padding: 0px; } canvas { border: 1px solid #9C9898; } </style> <script src="http://www.html5canvastutorials.com/libraries/kinetic-v4.0.3.js"> </script> <script> window.onload = function() { var stage = new Kinetic.Stage({ container: 'container', width: 578, height: 200 }); var layerBlue = new Kinetic.Layer(); var layerRed = new Kinetic.Layer(); var rectBlue = new Kinetic.Rect({ x: 100, y: 75, width: 100, height: 50, fill: 'blue', stroke: 'black', strokeWidth: 4 }); var rectRed = new Kinetic.Rect({ x: 300, y: 75, width: 100, height: 50, fill: 'red', stroke: 'black', strokeWidth: 4 }); // mouse events rectBlue.on('click', function() { stage.add(layerRed); stage.draw(); }); rectRed.on('click', function() { layerRed.remove(); stage.draw(); }); // add the shape to the layer layerBlue.add(rectBlue); layerRed.add(rectRed); // add the layer to the stage stage.add(layerBlue); }; </script> </head> <body> <div id="container"></div> </body> </html>

    Read the article

  • JavaFx 2.1, 2.2 TableView update issue

    - by Lewis Liu
    My application uses JPA read data into TableView then modify and display them. The table refreshed modified record under JavaFx 2.0.3. Under JavaFx 2.1, 2.2, the table wouldn't refresh the update anymore. I found other people have similar issue. My plan was to continue using 2.0.3 until someone fixes the issue under 2.1 and 2.2. Now I know it is not a bug and wouldn't be fixed. Well, I don't know how to deal with this. Following are codes are modified from sample demo to show the issue. If I add a new record or delete a old record from table, table refreshes fine. If I modify a record, the table wouldn't refreshes the change until a add, delete or sort action is taken. If I remove the modified record and add it again, table refreshes. But the modified record is put at button of table. Well, if I remove the modified record, add the same record then move the record to the original spot, the table wouldn't refresh anymore. Below is a completely code, please shine some light on this. import javafx.application.Application; import javafx.beans.property.SimpleStringProperty; import javafx.collections.FXCollections; import javafx.collections.ObservableList; import javafx.event.ActionEvent; import javafx.event.EventHandler; import javafx.geometry.HPos; import javafx.geometry.Insets; import javafx.geometry.Pos; import javafx.scene.Group; import javafx.scene.Scene; import javafx.scene.control.*; import javafx.scene.control.cell.PropertyValueFactory; import javafx.scene.layout.GridPane; import javafx.scene.layout.HBox; import javafx.scene.layout.VBox; import javafx.scene.text.Font; import javafx.stage.Modality; import javafx.stage.Stage; import javafx.stage.StageStyle; public class Main extends Application { private TextField firtNameField = new TextField(); private TextField lastNameField = new TextField(); private TextField emailField = new TextField(); private Stage editView; private Person fPerson; public static class Person { private final SimpleStringProperty firstName; private final SimpleStringProperty lastName; private final SimpleStringProperty email; private Person(String fName, String lName, String email) { this.firstName = new SimpleStringProperty(fName); this.lastName = new SimpleStringProperty(lName); this.email = new SimpleStringProperty(email); } public String getFirstName() { return firstName.get(); } public void setFirstName(String fName) { firstName.set(fName); } public String getLastName() { return lastName.get(); } public void setLastName(String fName) { lastName.set(fName); } public String getEmail() { return email.get(); } public void setEmail(String fName) { email.set(fName); } } private TableView<Person> table = new TableView<Person>(); private final ObservableList<Person> data = FXCollections.observableArrayList( new Person("Jacob", "Smith", "[email protected]"), new Person("Isabella", "Johnson", "[email protected]"), new Person("Ethan", "Williams", "[email protected]"), new Person("Emma", "Jones", "[email protected]"), new Person("Michael", "Brown", "[email protected]")); public static void main(String[] args) { launch(args); } @Override public void start(Stage stage) { Scene scene = new Scene(new Group()); stage.setTitle("Table View Sample"); stage.setWidth(535); stage.setHeight(535); editView = new Stage(); final Label label = new Label("Address Book"); label.setFont(new Font("Arial", 20)); TableColumn firstNameCol = new TableColumn("First Name"); firstNameCol.setCellValueFactory( new PropertyValueFactory<Person, String>("firstName")); firstNameCol.setMinWidth(150); TableColumn lastNameCol = new TableColumn("Last Name"); lastNameCol.setCellValueFactory( new PropertyValueFactory<Person, String>("lastName")); lastNameCol.setMinWidth(150); TableColumn emailCol = new TableColumn("Email"); emailCol.setMinWidth(200); emailCol.setCellValueFactory( new PropertyValueFactory<Person, String>("email")); table.setItems(data); table.getColumns().addAll(firstNameCol, lastNameCol, emailCol); //--- create a edit button and a editPane to edit person Button addButton = new Button("Add"); addButton.setOnAction(new EventHandler<ActionEvent>() { @Override public void handle(ActionEvent event) { fPerson = null; firtNameField.setText(""); lastNameField.setText(""); emailField.setText(""); editView.show(); } }); Button editButton = new Button("Edit"); editButton.setOnAction(new EventHandler<ActionEvent>() { @Override public void handle(ActionEvent event) { if (table.getSelectionModel().getSelectedItem() != null) { fPerson = table.getSelectionModel().getSelectedItem(); firtNameField.setText(fPerson.getFirstName()); lastNameField.setText(fPerson.getLastName()); emailField.setText(fPerson.getEmail()); editView.show(); } } }); Button deleteButton = new Button("Delete"); deleteButton.setOnAction(new EventHandler<ActionEvent>() { @Override public void handle(ActionEvent event) { if (table.getSelectionModel().getSelectedItem() != null) { data.remove(table.getSelectionModel().getSelectedItem()); } } }); HBox addEditDeleteButtonBox = new HBox(); addEditDeleteButtonBox.getChildren().addAll(addButton, editButton, deleteButton); addEditDeleteButtonBox.setAlignment(Pos.CENTER_RIGHT); addEditDeleteButtonBox.setSpacing(3); GridPane editPane = new GridPane(); editPane.getStyleClass().add("editView"); editPane.setPadding(new Insets(3)); editPane.setHgap(5); editPane.setVgap(5); Label personLbl = new Label("Person:"); editPane.add(personLbl, 0, 1); GridPane.setHalignment(personLbl, HPos.LEFT); firtNameField.setPrefWidth(250); lastNameField.setPrefWidth(250); emailField.setPrefWidth(250); Label firstNameLabel = new Label("First Name:"); Label lastNameLabel = new Label("Last Name:"); Label emailLabel = new Label("Email:"); editPane.add(firstNameLabel, 0, 3); editPane.add(firtNameField, 1, 3); editPane.add(lastNameLabel, 0, 4); editPane.add(lastNameField, 1, 4); editPane.add(emailLabel, 0, 5); editPane.add(emailField, 1, 5); GridPane.setHalignment(firstNameLabel, HPos.RIGHT); GridPane.setHalignment(lastNameLabel, HPos.RIGHT); GridPane.setHalignment(emailLabel, HPos.RIGHT); Button saveButton = new Button("Save"); saveButton.setOnAction(new EventHandler<ActionEvent>() { @Override public void handle(ActionEvent event) { if (fPerson == null) { fPerson = new Person( firtNameField.getText(), lastNameField.getText(), emailField.getText()); data.add(fPerson); } else { int k = -1; if (data.size() > 0) { for (int i = 0; i < data.size(); i++) { if (data.get(i) == fPerson) { k = i; } } } fPerson.setFirstName(firtNameField.getText()); fPerson.setLastName(lastNameField.getText()); fPerson.setEmail(emailField.getText()); data.set(k, fPerson); table.setItems(data); // The following will work, but edited person has to be added to the button // // data.remove(fPerson); // data.add(fPerson); // add and remove refresh the table, but now move edited person to original spot, // it failed again with the following code // while (data.indexOf(fPerson) != k) { // int i = data.indexOf(fPerson); // Collections.swap(data, i, i - 1); // } } editView.close(); } }); Button cancelButton = new Button("Cancel"); cancelButton.setOnAction(new EventHandler<ActionEvent>() { @Override public void handle(ActionEvent event) { editView.close(); } }); HBox saveCancelButtonBox = new HBox(); saveCancelButtonBox.getChildren().addAll(saveButton, cancelButton); saveCancelButtonBox.setAlignment(Pos.CENTER_RIGHT); saveCancelButtonBox.setSpacing(3); VBox editBox = new VBox(); editBox.getChildren().addAll(editPane, saveCancelButtonBox); Scene editScene = new Scene(editBox); editView.setTitle("Person"); editView.initStyle(StageStyle.UTILITY); editView.initModality(Modality.APPLICATION_MODAL); editView.setScene(editScene); editView.close(); final VBox vbox = new VBox(); vbox.setSpacing(5); vbox.getChildren().addAll(label, table, addEditDeleteButtonBox); vbox.setPadding(new Insets(10, 0, 0, 10)); ((Group) scene.getRoot()).getChildren().addAll(vbox); stage.setScene(scene); stage.show(); } }

    Read the article

  • How exactly are textures drawn on faces of cubes?

    - by Christian Frantz
    Are they drawn from the lower left corner clockwise? I know how triangles are created, I'm not just sure if textures are the same way. The texture on my cube is skewed way off and after playing around with the U,V coordinates, I still can't get it right. //front left bottom corner ok vertices[0] = (new VertexPositionTexture(new Vector3(0, 0, 0), new Vector2(1, 0))); //front left upper corner vertices[1] = (new VertexPositionTexture(new Vector3(0, 1, 0), new Vector2(1, 1))); //front right upper corner ok vertices[2] = (new VertexPositionTexture(new Vector3(1, 1, 0), new Vector2(0, 1))); //front lower right corner vertices[3] = (new VertexPositionTexture(new Vector3(1, 0, 0), new Vector2(0, 0))); //back left lower corner ok vertices[4] = (new VertexPositionTexture(new Vector3(0, 0, -1), new Vector2(0, 1))); //back left upper corner vertices[5] = (new VertexPositionTexture(new Vector3(0, 1, -1), new Vector2(1, 1))); //back right upper corner ok vertices[6] = (new VertexPositionTexture(new Vector3(1, 1, -1), new Vector2(1, 0))); //back right lower corner vertices[7] = (new VertexPositionTexture(new Vector3(1, 0, -1), new Vector2(0, 0)));

    Read the article

  • Parallelize code using CUDA [migrated]

    - by user878944
    If I have a code which takes struct variable as input and manipulate it's elements, how can I parallelize this using CUDA? void BackpropagateLayer(NET* Net, LAYER* Upper, LAYER* Lower) { INT i,j; REAL Out, Err; for (i=1; i<=Lower->Units; i++) { Out = Lower->Output[i]; Err = 0; for (j=1; j<=Upper->Units; j++) { Err += Upper->Weight[j][i] * Upper->Error[j]; } Lower->Error[i] = Net->Gain * Out * (1-Out) * Err; } } Where NET and LAYER are structs defined as: typedef struct { /* A LAYER OF A NET: */ INT Units; /* - number of units in this layer */ REAL* Output; /* - output of ith unit */ REAL* Error; /* - error term of ith unit */ REAL** Weight; /* - connection weights to ith unit */ REAL** WeightSave; /* - saved weights for stopped training */ REAL** dWeight; /* - last weight deltas for momentum */ } LAYER; typedef struct { /* A NET: */ LAYER** Layer; /* - layers of this net */ LAYER* InputLayer; /* - input layer */ LAYER* OutputLayer; /* - output layer */ REAL Alpha; /* - momentum factor */ REAL Eta; /* - learning rate */ REAL Gain; /* - gain of sigmoid function */ REAL Error; /* - total net error */ } NET; What I could think of is to first convert the 2d Weight into 1d. And then send it to kernel to take the product or just use the CUBLAS library. Any suggestions?

    Read the article

  • 1136: Incorrect number of arguments. Expected 0.? AS3 Flash Cs4 (Round 2)

    - by charmaine
    (I have asked this before but I dont think I was direct enough with my question and therefore it did not get resolved so here goes again!) I am working through a book called Foundation Actionscript 3.0 Animation, making things move. I am now on Chapter 9 - Collision Detection. On two lines of my code I get the 1135 error, letting me know that I have an incorrect number of arguments. I have highlighted the two areas in which this occurs with asterisks: package { import flash.display.Sprite; import flash.events.Event; public class Bubbles extends Sprite { private var balls:Array; private var numBalls:Number = 10; private var centerBall:Ball; private var bounce:Number = -1; private var spring:Number = 0.2; public function Bubbles() { init(); } private function init():void { balls = new Array(); ***centerBall = new Ball(100, 0xcccccc);*** addChild(centerBall); centerBall.x = stage.stageWidth / 2; centerBall.y = stage.stageHeight / 2; for(var i:uint = 0; i < numBalls; i++) { ***var ball:Ball = new Ball(Math.random() * 40 + 5, Math.random() * 0xffffff);*** ball.x = Math.random() * stage.stageWidth; ball.y = Math.random() * stage.stageHeight; ball.vx = Math.random() * 6 - 3; ball.vy = Math.random() * 6 - 3; addChild(ball); balls.push(ball); } addEventListener(Event.ENTER_FRAME, onEnterFrame); } private function onEnterFrame(event:Event):void { for(var i:uint = 0; i < numBalls; i++) { var ball:Ball = balls[i]; move(ball); var dx:Number = ball.x - centerBall.x; var dy:Number = ball.y - centerBall.y; var dist:Number = Math.sqrt(dx * dx + dy * dy); var minDist:Number = ball.radius + centerBall.radius; if(dist < minDist) { var angle:Number = Math.atan2(dy, dx); var tx:Number = centerBall.x + Math.cos(angle) * minDist; var ty:Number = centerBall.y + Math.sin(angle) * minDist; ball.vx += (tx - ball.x) * spring; ball.vy += (ty - ball.y) * spring; } } } private function move(ball:Ball):void { ball.x += ball.vx; ball.y += ball.vy; if(ball.x + ball.radius > stage.stageWidth) { ball.x = stage.stageWidth - ball.radius; ball.vx *= bounce; } else if(ball.x - ball.radius < 0) { ball.x = ball.radius; ball.vx *= bounce; } if(ball.y + ball.radius > stage.stageHeight) { ball.y = stage.stageHeight - ball.radius; ball.vy *= bounce; } else if(ball.y - ball.radius < 0) { ball.y = ball.radius; ball.vy *= bounce; } } } } I think this is due to the non-existance of a Ball.as, when reading the tutorial I assumed it meant that I had to create a movie clip of a ball on stage and then export it for actionscript with the class name being Ball, however when flicking back through the book I saw that a Ball.as already existed, stating that I may need to use this again later on in the book, this read: package { import flash.display.Sprite; public class Ball extends Sprite { private var radius:Number; private var color:uint; public var vx:Number=0; public var vy:Number=0; public function Ball(radius:Number=40, color:uint=0xff0000) { this.radius=radius; this.color=color; init(); } public function init():void { graphics.beginFill(color); graphics.drawCircle(0, 0, radius); graphics.endFill(); } } } This managed to stop all the errors appearing however, it did not transmit any of the effects from Bubbles.as it just braught a Red Ball on the center of the stage. How would I alter this code in order to work in favour of Bubbles.as? Please Help! Thanks!

    Read the article

  • AJAX: Statusbar: force update of UpdatePanel while function executes

    - by John Bourke
    Hi Guys, I have a label inside an update panel which I wouldl ike to use as a status bar. Basically the user clicks a button which executes a main fucntion that performs a series of tasks. I'd like to inform the user as to the state of the function as it progresses e.g.: Stage 1: Retrieving data... Stage 2: Calculating values... Stage 3: Printing values... Stage 4: Done! I've tried updating the updatepanel directly from the function but it only updates the panel at the end of function (stage 4) and shows "Done!" (which I understand is how it should work). I've been looking into timers and threads to try and update the panel seperate to the main function but I thought I'd post here incase anyone has any better ideas? Thanks for any help in advance! John bourkeyo is offline Reply With Quote

    Read the article

  • Math - Convert Arbitrary Length to Range From -1.0 to 1.0?

    - by TheDarkIn1978
    how can i convert a length into a range of -1.0 to 1.0? example: my stage is 440px in length and accepts mouse events. i would like to click in the middle of the stage, and rather than an output of X = 220, i'd like it to be X = 0. similarly, i'd like the real X = 0 to become X = -1.0 and the real X = 440 to become X = 1.0. i don't have access to the stage, so i can't simply center-register it, which would make this process a lot easier. also, it's not possible to dynamically change the actual size of my stage, so i'm looking for a formula that will translate the mouse's real X coordinate of the stage to evenly fit within a range from -1 to 1.

    Read the article

  • Convert arbitrary length to a value between -1.0 a 1.0?

    - by TheDarkIn1978
    How can I convert a length into a value in the range -1.0 to 1.0? Example: my stage is 440px in length and accepts mouse events. I would like to click in the middle of the stage, and rather than an output of X = 220, I'd like it to be X = 0. Similarly, I'd like the real X = 0 to become X = -1.0 and the real X = 440 to become X = 1.0. I don't have access to the stage, so i can't simply center-register it, which would make this process a lot easier. Also, it's not possible to dynamically change the actual size of my stage, so I'm looking for a formula that will translate the mouse's real X coordinate of the stage to evenly fit within a range from -1 to 1.

    Read the article

  • How to run an external SWF inside a Flex Application?

    - by lk
    I want to run an Action Script 3.0 Application into a Flex Application. To do this I've done the following: <?xml version="1.0" encoding="utf-8"?> <mx:WindowedApplication windowComplete="loadSwfApplication()" xmlns:mx="http://www.adobe.com/2006/mxml"> <mx:Script> <![CDATA[ private function loadSwfApplication() { var urlRequest:URLRequest = new URLRequest("path/to/the/application.swf"); swfLoader.addEventListener(Event.COMPLETE, loadComplete); swfLoader.load(urlRequest); } private function loadComplete(completeEvent:Event) { var swfApplication:* = completeEvent.target.content; swfApplication.init(); // this is a Function that I made it in the Root class of swfApplication } ]]> </mx:Script> <mx:SWFLoader id="sfwLoader"/> </mx:WindowedApplication> The problem is that in the calling of swfApplication.init(); the AIR Player throws me an exception: Security sandbox violation: caller file:///path/to/the/application.swf cannot access Stage owned by app:/SWFApplicationLoader.swf. This is because somewhere in application.swf I use the stage like this: if (root.stage != null) root.stage.addEventListener(Event.REMOVED, someFunction); root.stage.stageFocusRect = false; How can I load this swf application and USE the stage without any problems?

    Read the article

  • CSS styles are not applied to elements added to JavaFX component tree

    - by pazabo
    I have applied CSS style to JavaFX components and it looks like everything is working fine except one situation: when I add JavaFX components to component tree on-the-fly their CSS styles are not applied. For example following code: package test; import javafx.stage.Stage; import javafx.scene.Scene; import javafx.scene.shape.Rectangle; import javafx.scene.input.MouseEvent; import javafx.util.Math; import javafx.scene.paint.Color; function getRect(): Rectangle { return Rectangle { x: 230 * Math.random() y: 60 * Math.random() width: 20, height: 20 styleClass: "abc" } } def stage: Stage = Stage { scene: Scene { width: 250, height: 80 stylesheets: "{__DIR__}main.css" content: [ Rectangle { x: 0, y: 0, width: 250, height: 80 fill: Color.WHITE onMouseClicked: function (evt: MouseEvent): Void { insert getRect() into stage.scene.content; } } getRect() ] } } with following stylesheet: .abc { fill: red; } in main.css file (both in test package) display red square on white background, but after clicking the main rectangle black (not red) squares are added to scene. I noticed that: Components added dynamically look just like style information was not applied. If you set their style in JavaFX code then everything works fine. After changing stylesheets property (so that it points to another valid stylesheet) the objects already added render properly. Does anyone know the solution to this problem? I could of course put all the properties into JavaFX code or provide another stylesheet (for every existing stylesheed) that would contain the same data and change stylesheet right after adding any component, but I would like to find some elegant solution. Thanks in advance.

    Read the article

  • movie does not start in full screen in flash video player

    - by jodeci
    We have this legacy code of a flash video player that functions well enough but still has some loose ends I need to tighten up. It can do the basic "switch to full screen and back to normal size" stunts, however with one exception. On the first fresh load of the app, if I switch to full screen mode first, and then click to play the movie, the player would be in full screen, yet the movie itself would remain in it's original size. //trigger if (stage.displayState == StageDisplayState.NORMAL) { stage.addEventListener('fullScreen', procFullScreen); stage.scaleMode = StageScaleMode.NO_SCALE; stage.displayState = StageDisplayState.FULL_SCREEN; //mv:VideoDisplay mv.percentHeight = 100; mv.percentWidth = 100; mv.x = 0; mv.y = 0; } // event handler if (event.fullScreen) { mv.smoothing = true; this.height = stage.height; this.width = stage.width; //videoCanvas:Canvas videoCanvas.height = Application.application.height; videoCanvas.width = Application.application.width; fullScreenViewStack.selectedIndex = 1; } The VideoDisplay object even returns the expected width/height, but the movie just plays in it's original size. If I switch screen sizes during movie playback, then the movie size will shrink or stretch as it should. I'm running out of ideas, any suggestions? Thanks in advance!

    Read the article

< Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >