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  • Is there a way to stop all javascript on the page?

    - by M28
    I need to stop all the javascript running on the page, but I have a limitation: I cannot control the tags content, I am editing the page after it's being loaded. Also, I need to remove all the variables defined by the old script that was running and stop all the intervals.

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  • jQuery animate slidding background image using mouse position wont stop... just keeps going

    - by simian
    I have a neat little jQuery script I am working on. Goal: parent div with overflow hidden holds a larger div with image. When I move the mouse to the left or right of the parent div, the div with image changes margin-left to move left or right. Problem is... if I move the mouse out of the parent div (left or right), the image keeps going. I need the image to stop when the mouse is not on the inside left or right edge of the parent div. Any ideas? <!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <script type="text/javascript" src="http://code.jquery.com/jquery-latest.js"></script> <script type="text/javascript"> //<![CDATA[ jQuery.noConflict (); jQuery(document).ready(function(){ jQuery('#container').mousemove(function(e){ var parentWidth = jQuery('#container').width(); var parentWidthLeft = Math.round(.1 * jQuery('#container').width()); var parentWidthRight = Math.round(jQuery('#container').width() - parentWidthLeft); var parentHeight = jQuery('#container').height(); var parentOffset = jQuery('#container').offset(); var X = Math.round(e.pageX - parentOffset.left); var Y = Math.round(e.pageY - parentOffset.top); if (X<parentWidthLeft) { jQuery('#image').animate({'left': '-' + parentWidth }, 5000); } if (X>parentWidthRight) { jQuery('#image').animate({'left': parentWidth }, 5000); } if (X<=parentWidthRight && X>=parentWidthLeft) { jQuery('#image').stop(); } if (X<1) { jQuery('#image').stop(); } }); jQuery('#container').mouseleave(function(){ jQuery('#image').stop(); }); }); // ]]> </script> </head> <body> <div id="container" style="width: 500px; height: 500px; overflow: hidden; border: 10px solid #000; position: relative; margin: auto auto;"> <div id="image" style="position: absolute; left: 0; top: 0;"><img src="http://dump4free.com/imgdump/1/Carmen-Electra_1wallpaper1024x768.jpg" alt="" /></div> </div> </body> </html>

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  • Thread won't stop when I want it to? (Java)

    - by Stuart
    I have a thread in my screen recording application that won't cooperate: package recorder; import java.awt.AWTException; import java.awt.Insets; import java.io.IOException; import javax.swing.JFrame; public class RepeatThread extends Thread { boolean stop; public volatile Thread recordingThread; JFrame frame; int count = 0; RepeatThread( JFrame myFrame ) { stop = false; frame = myFrame; } public void run() { while( stop == false ) { int loopDelay = 33; // 33 is approx. 1000/30, or 30 fps long loopStartTime = System.currentTimeMillis(); Insets insets = frame.getInsets(); // Get the shape we're recording try { ScreenRecorder.capture( frame.getX() + insets.left, frame.getY() + insets.top, frame.getWidth() - ( insets.left + insets.right ), frame.getHeight() - ( insets.top + insets.bottom ) ); } catch( AWTException e1 ) { // TODO Auto-generated catch block e1.printStackTrace(); } catch( IOException e1 ) { // TODO Auto-generated catch block e1.printStackTrace(); } // Add another picture long loopEndTime = System.currentTimeMillis(); int loopTime = (int )( loopEndTime - loopStartTime ); if( loopTime < loopDelay ) { try { sleep( loopDelay - loopTime ); // If we have extra time, // sleep } catch( Exception e ) { } // If something interrupts it, I don't give a crap; just // ignore it } } } public void endThread() { stop = true; count = 0; ScreenRecorder.reset(); // Once I get this annoying thread to work, I have to make the pictures // into a video here! } } It's been bugging me for ages. It periodically takes screenshots to the specified area. When you start recording, it hides (decativates) the window. On a Mac, when you give an application focus, any hidden windows will activate. In my class WListener (which I have confirmed to work), I have: public void windowActivated(WindowEvent e) { if(ScreenRecorder.recordingThread != null) { ScreenRecorder.recordingThread.endThread(); } } So what SHOULD happen is, the screenshot-taking thread stops when he clicks on the application. However, I must be brutally screwing something up, because when the thread is running, it won't even let the window reappear. This is my first thread, so I expected a weird problem like this. Do you know what's wrong?

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  • Samsung "Kies via Wifi" doesn't work, stuck on "Loading..."

    - by eyalb99
    When I connect my Galaxy S2 to my laptop using "Kies via Wifi" it doesn't work. On my phone it tells me it is connected, and on the laptop I can see the device "GT-I9100" under connected devices, but I see no files or anything else. When I move the mouse icon over the "GT-I9100", it writes "Loading...". I've waited long enough but nothing happens. When I connect the phone using USB cable, it works perfectly fine.

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  • OpenTK C# Loading Model (3DS?) for display and animation

    - by Randomman159
    For the last few days i have been searching for a model importer that support skeletal movement using OpenTK (C#, OpenGL). I am avoiding writing it myself because firstly i am only just learning OpenGL, but also because i don't see why there's a necessity in recreating the wheel. What do you guys use to import your models? I find it interesting that 90% of OpenTK users will import models for various projects, yet i havn't found a single working importer. Could any of you share your code or point me in the direction of a good loader? 3DS files would be best, but anything that can be exported from an autodesk program would be fine, as long as it uses skeleton animation. Thanks for any help :)

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  • Why does my PowerBook display “Fixing recursive fault but reboot is needed!” and stop booting?

    - by Blacklight Shining
    I have an old PowerBook G4 that worked (more or less) fine with a previous installation of Ubuntu Desktop 12.04. A few days ago I decided to install Ubuntu Server instead, and got a copy of Ubuntu Server 12.10. The installation seemed to complete successfully, but now, whenever I try to boot the system, it simply halts at some point after I unlock the hard disk. There is a lot of text on the screen (which is normal for me during a boot, except now it's mostly errors and debug information), the last of which is this: [ 26.338228] Fixing recursive fault but reboot is needed! Pressing control command power to force a reboot yields exactly the same results. A search for the error message turned up many temporary solutions involving kernel parameters, but none of them have worked for me. I don't think I can remove the default set of parameters (which I think is quiet splash), but I can pass additional parameters on boot. I've tried booting on AC and battery power, as well as using these combinations of kernel parameters while on battery power: acpi=enable pci=noacpi pci=assign-busse acpi=ht acpi=off nomodeset nomodeset acpi=off Why am I getting this error and how can I fix it?

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  • Stop Spinning Your Wheels&hellip; Sage Advice for Aspiring Developers

    - by Mark Rackley
    So… lately I’ve been tasked with helping bring some non-developers over the hump and become full-fledged, all around, SharePoint developers. Well, only time will tell if I’m successful or a complete failure. Good thing about failures though, you know what NOT to do next time! Anyway, I’ve been writing some sort of code since I was about 10 years old; so I sometimes take for granted the effort some people have to go through to learn a new technology. I guess if I had to say I was an “expert” in one thing it would be learning (and getting “stuff” done) in new technologies. Maybe that’s why I’ve embraced SharePoint and the SharePoint community. SharePoint is the first technology I haven’t been able to master or get everything done without help from other people. I KNOW I’ll never know it all and I learn something new every day.  It keeps it interesting, it keeps me motivated, and keeps me involved. So, what some people may consider a downside of SharePoint, I definitely consider a plus. Crap.. I’m rambling. Where was I? Oh yeah… me trying to be helpful. Like I said, I am able to quickly and effectively pick up new languages, technology, etc. and put it to good use. Am I just brilliant? Well, my mom thinks so.. but maybe not. Maybe I’ve just been doing it for a long time…. 25 years in some form or fashion… wow I’m old… Anyway, what I lack in depth I make up for in breadth and being the “go-to” guy wherever I work when someone needs to “get stuff done”.  Let’s see if I can take some of that experience and put it to practical use to help new people get up to speed faster, learn things more effectively, and become that go-to guy. First off…  make sure you… Know The Basics I don’t have the time to teach new developers the basics, but you gotta know them. I’ve only been “taught” two languages.. Fortran 77 and C… everything else I’ve picked up from “doing”. I HAD to know the basics though, and all new developers need to understand the very basics of development.  97.23% of all languages will have the following: Variables Functions Arrays If statements For loops / While loops If you think about it, most development is “if this, do this… or while this, do this…”.  “This” may be some unique method to your language or something you develop, but the basics are the basics. YES there are MANY other development topics you need to understand, but you shouldn’t be scratching your head trying to figure out what a ”for loop” is… (Also learn about classes and hashtables as quickly as possible). Once you have the basics down it makes it much easier to… Learn By Doing This may just apply to me and my warped brain.  I don’t learn a new technology by reading or hearing someone speak about it. I learn by doing. It does me no good to try and learn all of the intricacies of a new language or technology inside-and-out before getting my hands dirty. Just show me how to do one thing… let me get that working… then show me how to do the next thing.. let me get that working… Now, let’s see what I can figure out on my own. Okay.. now it starts to make sense. I see how the language works, I can step through the code, and before you know it.. I’m productive in a new technology. Be careful here though…. make sure you… Don’t Reinvent The Wheel People have been writing code for what… 50+ years now? So, why are you trying to tackle ANYTHING without first Googling it with Bing to see what others have done first? When I was first learning C# (I had come from a Java background) I had to call a web service.  Sure! No problem! I’d done this many times in Java. So, I proceeded to write an HTTP Handler, called the Web Service and it worked like a charm!!!  Probably about 2.3 seconds after I got it working completely someone says to me “Why didn’t you just add a Web Reference?” Really? You can do that?  oops… I just wasted a lot of time. Before undertaking the development of any sort of utility method in a new language, make sure it’s not already handled for you… Okay… you are starting to write some code and are curious about the possibilities? Well… don’t just sit there… Try It And See What Happens This is actually one of my biggest pet peeves. “So… ‘x++’ works in C#, but does it also work in JavaScript?”   Really? Did you just ask me that? In the time it spent for you to type that email, press the send button, me receive the email, get around to reading it, and replying with “yes” you could have tested it 47 times and know the answer! Just TRY it! See what happens! You aren’t doing brain surgery. You aren’t going to kill anyone, and you BETTER not be developing in production. So, you are not going to crash any production systems!! Seriously! Get off your butt and just try it yourself. The extra added benefit is that it doesn’t work, the absolute best way to learn is to… Learn From Your Failures I don’t know about you… but if I screw up and something doesn’t work, I learn A LOT more debugging my problem than if everything magically worked. It’s okay that you aren’t perfect! Not everyone can be me? In the same vein… don’t ask someone else to debug your problem until you have made a valiant attempt to do so yourself. There’s nothing quite like stepping through code line by line to see what it’s REALLY doing… and you’ll never feel more stupid sometimes than when you realize WHY it’s not working.. but you realize... you learn... and you remember. There is nothing wrong with failure as long as you learn from it. As you start writing more and more and more code make sure that you ALWAYS… Develop for Production You will soon learn that the “prototype” you wrote last week to show as a “proof of concept” is going to go directly into production no matter how much you beg and plead and try to explain it’s not ready to go into production… it’s going to go straight there.. and it’s like herpes.. it doesn’t go away and there’s no fixing it once it’s in there.  So, why not write ALL your code like it will be put in production? It MIGHT take a little longer, but in the long run it will be easier to maintain, get help on, and you won’t be embarrassed that it’s sitting on a production server for everyone to use and see. So, now that you are getting comfortable and writing code for production it is important to to remember the… KISS Principle… Learn It… Love It… Keep It Simple Stupid Seriously.. don’t try to show how smart you are by writing the most complicated code in history. Break your problem up into discrete steps and write each step. If it turns out you have some redundancy, you can always go back and tweak your code later.  How bad is it when you write code that LOOKS cocky? I’ve seen it before… some of the most abstract and complicated classes when a class wasn’t even needed! Or the most elaborate unreadable code jammed into one really long line when it could have been written in three lines, performed just as well, and been SOOO much easier to maintain. Keep it clear and simple.. baby steps people. This will help you learn the technology, debug problems, AND it will help others help you find your problems if they don’t have to decipher the Dead Sea Scrolls just to figure out what you are trying to do…. Really.. don’t be that guy… try to curb your ego and… Keep an Open Mind No matter how smart you are… how fast you type… or how much you get paid, don’t let your ego get in the way. There is probably a better way to do everything you’ve ever done. Don’t become so cocky that you can’t think someone knows more than you. There’s a lot of brilliant, helpful people out there willing to show you tricks if you just give them a chance. A very super-awesome developer once told me “So what if you’ve been writing code for 10 years or more! Does your code look basically the same? Are you not growing as a developer?” Those 10 years become pretty meaningless if you just “know” that you are right and have not picked up new tips, tricks, methods, and patterns along the way. Learn from others and find out what’s new in development land (you know you don’t have to specifically use pointers anymore??). Along those same lines… If it’s not working, first assume you are doing something wrong. You have no idea how much it annoys people who are trying to help you when you first assume that the help they are trying to give you is wrong. Just MAYBE… you… the person learning is making some small mistake? Maybe you didn’t describe your problem correctly? Maybe you are using the wrong terminology? “I did exactly what you said and it didn’t work.”  Oh really? Are you SURE about that? “Your solution doesn’t work.”  Well… I’m pretty sure it works, I’ve used it 200 times… What are you doing differently? First try some humility and appreciation.. it will go much further, especially when it turns out YOU are the one that is wrong. When all else fails…. Try Professional Training Some people just don’t have the mindset to go and figure stuff out. It’s a gift and not everyone has it. If everyone could do it I wouldn’t have a job and there wouldn’t be professional training available.  So, if you’ve tried everything else and no light bulbs are coming on, contact the experts who specialize in training. Be careful though, there is bad training out there. Want to know the names of some good places? Just shoot me a message and I’ll let you know. I’m boycotting endorsing Andrew Connell anymore until I get that free course dangit!! So… that’s it.. that’s all I got right now. Maybe you thought all of this is common sense, maybe you think I’m smoking crack. If so, don’t just sit there, there’s a comments section for a reason. Finally, what about you? What tips do you have to help this aspiring to learn the dark arts??

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  • Is there any way to stop a window's title bar merging with the panel when maximised?

    - by Richard Turner
    I'm working on a desktop machine with plenty of screen real-estate, so I don't need my windows' title bars to merge with the global menu bar when the windows are maximised. Moreover, I'm working on a dual-screen set-up, so the fact that a window is maximised doesn't mean that it's the only window visible. Before Unity I'd switch to a maximised window by clicking on its title bar, or close the window, even though it isn't focused, by clicking on its close button; I can no longer do this because the title bar is missing and the global menu bar is empty on that screen. This isn't a huge problem - I can click on some of the window's chrome to focus it - but it's unintuitive and it's forcing me to relearn my mousing behaviour. I'd like to turn-off the merging of title and global menu bars, but how? EDIT: I simply want the title bar of the window NOT to merge with the top panel whenever I maximize a Window. The global menu should stay in the top panel as far as I am concerned. Current it maximizes like this I want it to maximize like this (In that screeny the unmaximized Window has been resized to take rest of the space)

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  • How to stop Cairo Dock minimizing Conky on Show Desktop?

    - by César
    Every time I use Cairo Dock Show Desktop add-on Conky minimizes: I've read about the own_window_type override option on .conkyrc and it seems to work for some people but it doesn't work for me. Conky won't show up if I use this option (it is currently set to own_window_type normal). Any suggestions? .conkyrc # Conky settings # background no update_interval 1 cpu_avg_samples 2 net_avg_samples 2 override_utf8_locale yes double_buffer yes no_buffers yes text_buffer_size 2048 #imlib_cache_size 0 temperature_unit fahrenheit # Window specifications # own_window yes own_window_type normal own_window_transparent yes own_window_hints undecorate,sticky,skip_taskbar,skip_pager,below border_inner_margin 0 border_outer_margin 0 minimum_size 200 250 maximum_width 200 alignment tr gap_x 35 gap_y 55 # Graphics settings # draw_shades no draw_outline no draw_borders no draw_graph_borders no # Text settings # use_xft yes override_utf8_locale yes xftfont Neuropolitical:size=8 xftalpha 0.8 uppercase no temperature_unit celsius default_color FFFFFF # Lua Load # lua_load ~/.lua/scripts/clock_rings.lua lua_draw_hook_pre clock_rings TEXT ${font Neuropolitical:size=42}${time %e} ${goto 100}${font Neuropolitical:size=18}${color FF3300}${voffset -75}${time %b} ${font Neuropolitical:size=10}${color FF3300}${voffset 15}${time %A}${color FF3300}${hr} ${goto 100}${font Neuropolitical:size=15}${color FFFFFF}${voffset -35}${time %Y} ${font Neuropolitical:size=30}${voffset 40}${alignc}${time %H}:${time %M} ${goto 175}${voffset -30}${font Neuropolitical:size=10}${time %S} ${voffset 10}${font Neuropolitical:size=11}${color FF3300}${alignr}HOME${font} ${font Neuropolitical:size=13}${color FFFFFF}${alignr}temp: ${weather http://weather.noaa.gov/pub/data/observations/metar/stations/ LQBK temperature temperature 30} °C${font} ${hr} ${image ~/.conky/logo.png -p 165,10 -s 35x35} ${color FFFFFF}${font Neuropolitical:size=8}Uptime: ${uptime_short} ${color FFFFFF}${font Neuropolitical:size=8}Processes: ${processes} ${color FFFFFF}${font Neuropolitical:size=8}Running: ${running_processes} ${color FF3300}${goto 125}${voffset 27}CPU ${color FFFFFF}${goto 125}${cpu cpu0}% ${color FF3300}${goto 125}${voffset 55}RAM ${color FFFFFF}${goto 125}${memperc}% ${color FF3300}${goto 125}${voffset 56}Swap ${color FFFFFF}${goto 125}${swapperc}% ${color FF3300}${goto 125}${voffset 57}Disk ${color FFFFFF}${goto 125}${fs_used_perc /}% ${color FF3300}${goto 130}${voffset 55}Net ${color FFFFFF}${goto 130}${downspeed eth0} ${color FFFFFF}${goto 130}${upspeed eth0} ${color FF3300}${font Neuropolitical:size=8}${alignr}${nodename} ${color FF3300}${font Neuropolitical:size=8}${alignr}${pre_exec cat /etc/issue.net} $machine ${color FF3300}${font Neuropolitical:size=8}${alignr}Kernel: ${kernel} ${hr}

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  • Files are piling up in /usr/src/. How can I stop this?

    - by Bogdanovist
    I have been having many serious system issues over the past few weeks and have been scratching my head as to why. I've now worked out that this problem is having no inodes left on the root partition $ df -i Filesystem Inodes IUsed IFree IUse% Mounted on /dev/sda6 732960 724565 8395 99% / udev 125179 518 124661 1% /dev tmpfs 127001 464 126537 1% /run none 127001 4 126997 1% /run/lock none 127001 8 126993 1% /run/shm /dev/sda7 5234688 144639 5090049 3% /home What is the cause? I've found that 400K of those are in use in /usr/src $ ls /usr/src linux-headers-3.2.0-25-generic linux-headers-3.2.0-33 linux-headers-3.2.0-25-generic-pae linux-headers-3.2.0-33-generic linux-headers-3.2.0-26 linux-headers-3.2.0-33-generic-pae linux-headers-3.2.0-26-generic linux-headers-3.2.0-35 linux-headers-3.2.0-26-generic-pae linux-headers-3.2.0-35-generic linux-headers-3.2.0-27 linux-headers-3.2.0-35-generic-pae linux-headers-3.2.0-27-generic linux-headers-3.2.0-36 linux-headers-3.2.0-27-generic-pae linux-headers-3.2.0-36-generic linux-headers-3.2.0-29 linux-headers-3.2.0-36-generic-pae linux-headers-3.2.0-29-generic linux-headers-3.2.0-39 linux-headers-3.2.0-29-generic-pae linux-headers-3.2.0-39-generic linux-headers-3.2.0-30 linux-headers-3.2.0-39-generic-pae linux-headers-3.2.0-30-generic linux-headers-3.2.0-40 linux-headers-3.2.0-30-generic-pae linux-headers-3.2.0-40-generic linux-headers-3.2.0-31 linux-headers-3.2.0-40-generic-pae linux-headers-3.2.0-31-generic linux-headers-3.2.0-41 linux-headers-3.2.0-31-generic-pae linux-headers-3.2.0-41-generic linux-headers-3.2.0-32 linux-headers-3.2.0-41-generic-pae linux-headers-3.2.0-32-generic linux-headers-3.2.0-43 linux-headers-3.2.0-32-generic-pae Surely not all of these are actually needed? I've tried apt-get autoremove but it leaves them all be. I don't want to remove them manually, but this is crippling my machine. They also take up almost 2G of the 11G system partition that is getting full (80%) aside from the inode issue. How can I safely remove the headers that are not needed?

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  • Ubuntu 11.10 - How can i stop self-feedback-loop, coming directly from my microphone to speaker?

    - by YumYumYum
    I have microphone audio, which comes instantly to my speaker. I am using default pulseaudio and alsa from the package. I have tried to setup: 1) PA /etc/pulse/default.pa /etc/asound.conf $ ls analog-input-aux.conf analog-input-fm.conf analog-input-mic.conf analog-input-tvtuner.conf analog-output-desktop-speaker.conf analog-output-mono.conf analog-input.conf analog-input-front-mic.conf analog-input-mic.conf.common analog-input-video.conf analog-output-headphones-2.conf analog-output-speaker.conf analog-input.conf.common analog-input-internal-mic.conf analog-input-mic-line.conf analog-output.conf analog-output-headphones.conf iec958-stereo-output.conf analog-input-dock-mic.conf analog-input-linein.conf analog-input-rear-mic.conf analog-output.conf.common analog-output-lfe-on-mono.conf 2) ALSA in lsmod to make sure no loopback modules are loaded etc but none is resolving it. And there are many less information available on this. Has anyone similar problem solution in Ubuntu 11.10? (this problem i have resolved in Ubuntu 11.04 by replacing the default pulseaudio version to latest source from git, but while trying the same in Ubuntu 11.10 does not worked). Any tips please?

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  • What is causing my spacebar to randomly stop working?

    - by Chris Billington
    A couple of times a day, I'll be typing something and realise I can't type spaces. Usually the cursor will flicker instead when I press the spacebar, and I can type all other letters as far as I can tell. If I'm in a terminal the cursor turns from a solid square to an empty square until I release the spacebar. For some reason, restarting compiz with alt-F2 compiz fixes it, until it next occurs. I can still copy and paste spaces from sources that already have them, and I can still insert spaces with ctrl-shift-u, 20, enter. This has been happening for a while, since before I upgraded to maverick, but it feels like its beceoming more frequent. There really doesn't seem to be any kind of a pattern to it. I'm using 64 bit ubuntu 10.10 on a system76 panp7 laptop. Any ideas how I might troubleshoot? EDIT: using xev, normally a spacebar registers as: KeyPress event, serial 36, synthetic NO, window 0x5600001, root 0x101, subw 0x0, time 26488647, (88,403), root:(748,458), state 0x10, keycode 65 (keysym 0x20, space), same_screen YES, XLookupString gives 1 bytes: (20) " " XmbLookupString gives 1 bytes: (20) " " XFilterEvent returns: False KeyRelease event, serial 36, synthetic NO, window 0x5600001, root 0x101, subw 0x0, time 26488729, (88,403), root:(748,458), state 0x10, keycode 65 (keysym 0x20, space), same_screen YES, XLookupString gives 1 bytes: (20) " " XFilterEvent returns: False But when it's stopped behaving a press of the spacebar instead gives the three events: FocusOut event, serial 36, synthetic NO, window 0x5600001, mode NotifyGrab, detail NotifyAncestor FocusIn event, serial 36, synthetic NO, window 0x5600001, mode NotifyUngrab, detail NotifyAncestor KeymapNotify event, serial 36, synthetic NO, window 0x0, keys: 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 FURTHER EDIT: Ok, so I think I've solved the problem, and by that I mean I now know which package to file a bug against. I have a hot corner which initiates a window picker, and I've customised the window picking so that left click goes to a window, right click closes one and spacebar zooms in on one. When I go to this hot corner, compiz must take control of my spacebar, and clearly isn't giving it back when I leave the window picker. So I'll be filing a bug against compiz. reported:here

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  • How to create scripts that create another scripts

    - by sfrj
    I am writing an script that needs to generate another script that will be used to shutdown an appserver... This is how my code looks like: echo "STEP 8: CREATE STOP SCRIPT" stopScriptContent="echo \"STOPING GLASSFISH PLEASE WAIT...\"\n cd glassfish4/bin\n chmod +x asadmin\n ./asadmin stop-domain\n #In order to work it is required that the original folder of glassfish don't contain already any #project, otherwise, there will be a conflict\n" ${stopScriptContent} > stop.sh chmod +x stop.sh But it is not being created correctly, this is how the output stop.sh looks like: "STOPING GLASSFISH PLEASE WAIT..."\n cd glassfish4/bin\n chmod +x asadmin\n ./asadmin stop-domain\n #In order to work it is required that the original folder of glassfish don't contain already any #project, otherwise, there will be a conflict\n As you see, lots of things are wrong: there is no echo command is taking the \n literaly so there is no new line My doubts are: What is the correct way of making an .sh script create another .sh script. What do you thing I am doing wrong?

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  • How do you stop OgreBullet Capsule from falling over?

    - by Nathan Baggs
    I've just started implementing bullet into my Ogre project. I followed the install instructions here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+1 And the rest if the tutorial here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+2 I got that to work fine however now I wanted to extend it to a handle a first person camera. I created a CapsuleShape and a Rigid Body (like the tutorial did for the boxes) however when I run the game the capsule falls over and rolls around on the floor, causing the camera swing wildly around. I need a way to fix the capsule to always stay upright, but I have no idea how Below is the code I'm using. (part of) Header File OgreBulletDynamics::DynamicsWorld *mWorld; // OgreBullet World OgreBulletCollisions::DebugDrawer *debugDrawer; std::deque<OgreBulletDynamics::RigidBody *> mBodies; std::deque<OgreBulletCollisions::CollisionShape *> mShapes; OgreBulletCollisions::CollisionShape *character; OgreBulletDynamics::RigidBody *characterBody; Ogre::SceneNode *charNode; Ogre::Camera* mCamera; Ogre::SceneManager* mSceneMgr; Ogre::RenderWindow* mWindow; main file bool MinimalOgre::go(void) { ... mCamera = mSceneMgr->createCamera("PlayerCam"); mCamera->setPosition(Vector3(0,0,0)); mCamera->lookAt(Vector3(0,0,300)); mCamera->setNearClipDistance(5); mCameraMan = new OgreBites::SdkCameraMan(mCamera); OgreBulletCollisions::CollisionShape *Shape; Shape = new OgreBulletCollisions::StaticPlaneCollisionShape(Vector3(0,1,0), 0); // (normal vector, distance) OgreBulletDynamics::RigidBody *defaultPlaneBody = new OgreBulletDynamics::RigidBody( "BasePlane", mWorld); defaultPlaneBody->setStaticShape(Shape, 0.1, 0.8); // (shape, restitution, friction) // push the created objects to the deques mShapes.push_back(Shape); mBodies.push_back(defaultPlaneBody); character = new OgreBulletCollisions::CapsuleCollisionShape(1.0f, 1.0f, Vector3(0, 1, 0)); charNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); charNode->attachObject(mCamera); charNode->setPosition(mCamera->getPosition()); characterBody = new OgreBulletDynamics::RigidBody("character", mWorld); characterBody->setShape( charNode, character, 0.0f, // dynamic body restitution 10.0f, // dynamic body friction 10.0f, // dynamic bodymass Vector3(0,0,0), Quaternion(0, 0, 1, 0)); mShapes.push_back(character); mBodies.push_back(characterBody); ... }

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  • How do I stop XNA/Visual Studio from rebuilding my content project every time I build?

    - by Phil Quinn
    My group and I are working on a game in XNA 4.0 with Visual Studio 2010/2012. The main solution has 6 projects: 2 XNA game projects (1 executable/ 1 class library), 1 WPF executable for the level editor, 2 standard class libraries, and a content project. Originally, the editor and engine XNA game projects had a content reference to separate content projects. Recently, I consolidated the content projects into one to simplify asset additions. Since pushing these changes to our git repo, certain members of my group have been experiencing weird build issues. Every time they run the project, they have to re-build all of the assets. This happens regardless of whether any changes were made, even if they just run the project directly after building. I've taken a few steps to figure out why this is happening. Below is the MSBuild output set on Normal verbosity. The seemingly important part is at 4, with the line 4> Rebuilding all content because build settings have changed 1>------ Build started: Project: Engine.Core, Configuration: Debug x86 ------ 1>Build started 11/29/2012 3:24:24 AM. 1>ResolveAssemblyReferences: 1> A TargetFramework profile exclusion list will be generated. 1>EmbedXnaFrameworkRuntimeProfile: 1>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 1>GenerateTargetFrameworkMonikerAttribute: 1>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 1>CoreCompile: 1>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 1>XnaWriteCacheFile: 1>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 1>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 1> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 1>_CopyAppConfigFile: 1>Skipping target "_CopyAppConfigFile" because all output files are up-to-date with respect to the input files. 1>CopyFilesToOutputDirectory: 1> Engine.Core -> <solution-dir>\src\Engine.Core\bin\x86\Debug\TimeSink.Engine.Core.dll 1> 1>Build succeeded. 1> 1>Time Elapsed 00:00:00.13 2>------ Build started: Project: TimeSink.Entities, Configuration: Debug x86 ------ 2>Build started 11/29/2012 3:24:25 AM. 2>ResolveAssemblyReferences: 2> A TargetFramework profile exclusion list will be generated. 2>EmbedXnaFrameworkRuntimeProfile: 2>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 2>GenerateTargetFrameworkMonikerAttribute: 2>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 2>CoreCompile: 2>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 2>XnaWriteCacheFile: 2>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 2>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 2> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 2>CopyFilesToOutputDirectory: 2> TimeSink.Entities -> <solution-dir>\src\TimeSink.Entities\bin\x86\Debug\TimeSink.Entities.dll 2> 2>Build succeeded. 2> 2>Time Elapsed 00:00:00.11 3>------ Build started: Project: Editor (Editor\Editor), Configuration: Debug x86 ------ 4>------ Build started: Project: Engine.Game, Configuration: Debug x86 ------ 3>Build started 11/29/2012 3:24:25 AM. 3>CoreCompile: 3> All content is already up to date 3>ResolveAssemblyReferences: 3> A TargetFramework profile exclusion list will be generated. 3>EmbedXnaFrameworkRuntimeProfile: 3>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 3>GenerateTargetFrameworkMonikerAttribute: 3>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 3>CoreCompile: 3>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 3>XnaWriteCacheFile: 3>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 3>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 3> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 3>_CopyOutOfDateNestedContentItemsToOutputDirectory: 3>Skipping target "_CopyOutOfDateNestedContentItemsToOutputDirectory" because all output files are up-to-date with respect to the input files. 3>CopyFilesToOutputDirectory: 3> Editor -> <solution-dir>\src\Editor\Editor\bin\x86\Debug\Editor.dll 3> 3>Build succeeded. 3> 3>Time Elapsed 00:00:00.39 4>Build started 11/29/2012 3:24:25 AM. 4>CoreCompile: 4> Rebuilding all content because build settings have changed 4> Building Textures\circle.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\circle.xnb 4> Importing Textures\circle.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\circle.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\circle.xnb 4> Building Textures\giroux.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\giroux.xnb 4> Importing Textures\giroux.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\giroux.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\giroux.xnb 4> Building Textures\Body_Neutral.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\Body_Neutral.xnb 4> Importing Textures\Body_Neutral.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\Body_Neutral.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\Body_Neutral.xnb 4> Building font.spritefont -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\font.xnb 4> Importing font.spritefont with Microsoft.Xna.Framework.Content.Pipeline.FontDescriptionImporter 4> Processing font.spritefont with Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\font.xnb 4>ResolveAssemblyReferences: 4> A TargetFramework profile exclusion list will be generated. 4>EmbedXnaFrameworkRuntimeProfile: 4>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 4>GenerateTargetFrameworkMonikerAttribute: 4>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 4>CoreCompile: 4>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 4>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 4> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 4>_CopyOutOfDateNestedContentItemsToOutputDirectory: 4>Skipping target "_CopyOutOfDateNestedContentItemsToOutputDirectory" because all output files are up-to-date with respect to the input files. 4>_CopyAppConfigFile: 4>Skipping target "_CopyAppConfigFile" because all output files are up-to-date with respect to the input files. 4>CopyFilesToOutputDirectory: 4> Engine.Game -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Engine.Game.exe 4>IncrementalClean: 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\circle.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\giroux.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Body_Neutral.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\font.xnb". 4> 4>Build succeeded. 4> 4>Time Elapsed 00:00:01.72 ========== Build: 4 succeeded, 0 failed, 1 up-to-date, 0 skipped ========== I can't think of how build settings could change between consecutive executions. Like I said, this only happens for half our group. One member is on a 32-bit Windows 7 Prof bootcamp partition on a Mac. Everyone else, including those who don't have the issue, are running straight 64-bit Windows 7 Prof. Both have tried using VS 2010 and VS 2012. Any insight would be greatly appreciated. Also, I can post more details upon request if this isn't thorough enough.

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  • How to stop Feedreader fetching content from my site using iFrame?

    - by Wei Kai
    As you all can see from the picture below, my site's content is duplicated by FeedReader (using iFrame) and indexed at Google. When I clicked at the FeedReader link, it uses some sort of iFrame to draw content from my site live. At the meantime, my site traffic has dropped significantly, but I not sure if this is the reason. https://lh4.googleusercontent.com/-hc4pVwHvQoo/UGGcwVyRqYI/AAAAAAAAAIc/9m04UOwmfEk/s1600/1.PNG https://lh3.googleusercontent.com/-ljj6dV7xTik/UGGc0x4GiZI/AAAAAAAAAIk/3mZ6HiCiQ2w/s1600/2.PNG What can I do to prevent Feedreader to fetch my content to their site? Any help would be much appreciated. By the way, I'm using wordpress as my CMS. I have also highlighted this issue to FeedReader 2 days ago, but yet to get any reply from them.

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  • Hey You! Stop Using the Apply Button and Just Click OK! [Geek Rants]

    - by The Geek
    As a computer geek, I often find myself helping people, and watching them change settings on their PC… and they almost always click the Apply button, and then the OK button. Why? Whenever you encounter a dialog box in Windows, there are the standard OK, Cancel, Apply buttons—but you don’t actually have to click the Apply button first. The OK button does the same thing, saves the settings, and then closes the dialog box… saving you an extra click. Don’t believe me? Try it out for yourself. Only the worst possible application won’t behave that way, and you probably don’t want to use that type of application to begin with. The only exception to this rule is a multiple tab dialog box, on a badly written application. Sometimes… your settings on one tab won’t stick unless you click Apply. Note that in this particular case, you can make changes in any one of the tabs, and they will carry through without having to click Apply, because this dialog window is well written. We’re just using the screenshot as an example of a multiple tab setting interface. So now that you know better, you can tell us… do you always use the Apply button first? Have you ever found an instance where it behaves differently? Similar Articles Productive Geek Tips Got Awesome Skills? Why Not Write for How-To Geek?Customize Your Windows Vista Logon ScreenUse Outlook Rules to Prevent "Oh No!" After Sending EmailsGot Awesome Geek Skills? The How-To Geek is Looking for WritersQuick Firefox UI Tweaks TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Recycle ! Find That Elusive Icon with FindIcons Looking for Good Windows Media Player 12 Plug-ins? Find Out the Celebrity You Resemble With FaceDouble Whoa ! Use Printflush to Solve Printing Problems

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  • Why do I get this file loading exception when trying to draw sprites with libgdx?

    - by BluFire
    I'm having trouble with the "Drawing Images" section on the libgdx tutorial. I set up the documents completely and I typed the code as follows: public class Game implements ApplicationListener { public static final String LOG = Game.class.getSimpleName(); private FPSLogger fpsLogger; private SpriteBatch batch; private Texture texture; private Sprite sprite; private TextureRegion region; //removed irrelevant code for this question... @Override public void render() { texture = new Texture(Gdx.files.internal("android.png")); region = new TextureRegion(texture, 20, 20, 50, 50); sprite = new Sprite(texture, 20, 20, 50, 50); sprite.setPosition(10, 10); sprite.setRotation(45); Gdx.gl.glClearColor(0f, 1f, 0f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); batch.draw(texture,10,10); batch.draw(region,10,10); sprite.draw(batch); batch.end(); // output the current FPS fpsLogger.log(); } } I went through the tutorial on the website but when I run the code I get errors: Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: android.png at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137) at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:55) at com.badlogic.gdx.graphics.Texture.load(Texture.java:175) at com.badlogic.gdx.graphics.Texture.create(Texture.java:159) at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:133) at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:122) at com.game.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop (LwjglApplication.java:163) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: android.png (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:108) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:364) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:156) at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:134) ... 8 more I set the android.png in my assests folder in my android project linking it to the desktop one, I don't understand what I'm doing wrong. What is making these errors? FIX. Weird ending.this was the plus where the sprite is suppose to look like. The top right corner of the next image should look like, the bottom left is what turned out in the code. I'm think it was because of the texture region but I'm not 100%. Can somebody explain why it is really warped? I thought the changes I made in the coding will just change position/rotation, rather then a change in the image.

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  • How can we stop GitHub from emailing too many people too much? [migrated]

    - by Michael Bishop
    I recently joined a research team that uses R and Git/GitHub. The team includes 4 full-time R programmers and 10 social scientists who only run simple analyses. I was told by one of the more experienced programmers on the project that they haven't found a way to use many of GitHub's tools for collaboration (bug reports, to-do lists, code comments, etc.) because they generate emails to everyone who is a contributor to the repo every time. This is incredibly puzzling to me, so I'd love to hear from someone that there are ways to adjust the email settings. I'd expect there would be multiple ways, so that individuals could opt-in or opt-out of certain emails, and also so contributors could explicitly choose whether certain people get certain emails or not. Is it possible to adjust these settings?

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  • Stop using flash? Or improve the flash experience?

    - by Detnuomnu
    I'd like to setup my Ubuntu to work without Flash (= not installed), but still be able to view videos on sites like Youtube, wisevid, etc. I want to try this because recently Flash has crashed a couple times. It also often 'feels' sluggish. Also a couple other flash related questions here got me thinking there might be a better way of doing things. So how should i do this? Note: Answers that have flash + work-arounds are also welcome.

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  • How do I properly use String literals for loading content?

    - by Dave Voyles
    I've been using verbatim string literals for some time now, and never quite thought about using a regular string literal until I started to come across them in Microsoft provided XNA samples. With that said, I'm trying to implement a new AudioManager class from the Net Rumble sample. I have two (2) issues here: Question 1: In my code for my GameplayScreen screen I have a folder location written as the following, and it works fine: menuButton = content.Load<SoundEffect>(@"sfx/menuButton"); menuClose = content.Load<SoundEffect>(@"sfx/menuClose"); If you notice, you'll see that I'm using a verbatim string, with a forward slash "/". In the AudioManager class, they use a regular string literal, but with two backslashes "\". I understand that one is used as an escape, but why are they BACK instead of FORWARD? (See below) soundList[soundName] = game.Content.Load<SoundEffect>("audio\\wav\\"+ soundName); Question 2: I seem to be doing everything correctly in my AudioManager class, but I'm not sure of what this line means: audioFileList = audioFolder.GetFiles("*.xnb"); I suppose that the *xnb means look for everything BUT files that end in *xnb? I can't figure out what I'm doing wrong with my file locations, as the sound effects are not playing. My code is not much different from what I've linked to above. private AudioManager(Game game, DirectoryInfo audioDirectory) : base(game) { try { audioFolder = audioDirectory; audioFileList = audioFolder.GetFiles("*.mp3"); soundList = new Dictionary<string, SoundEffect>(); for (int i = 0; i < audioFileList.Length; i++) { string soundName = Path.GetFileNameWithoutExtension(audioFileList[i].Name); soundList[soundName] = game.Content.Load<SoundEffect>(@"sfx\" + soundName); soundList[soundName].Name = soundName; } // Plays this track while the GameplayScreen is active soundtrack = game.Content.Load<Song>("boomer"); } catch (NoAudioHardwareException) { // silently fall back to silence } }

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