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Articles indexed in June 2014

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  • How to install CUPS 1.6.3 on Ubuntu 13.04

    - by chmike
    We have a CUPS server 1.3 and my freshly installed Ubuntu 13.04 PC has CUPS client 1.6.2. They are incompatible. On the CUPS web server I saw that CUPS 1.6.3 has fixed the issue. "CUPS 1.6.3 fixes some compatibility issues with servers running CUPS 1.3.12 or older..." So I would like to replace CUPS 1.6.2 with 1.6.3 on my Ubuntu 13.04 PC. I guess Ubuntu 13.10 will have CUPS 1.6.3 and later I would like to upgrade from 13.04 to 13.10. I would thus prefer avoiding installing CUPS 1.6.3 manually to avoid any troubles. Is there a way to install CUPS version 1.6.3 using a ppa or something like that ?

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  • wordpress woocommerce php variable usage %1$s

    - by tech
    I am using wordpress with woocommerce and I am trying to manipulate a copy of myaccount.php The default code uses some variables of some sort that I am not familiar with nor have I been able to find documentation on. The variables in question are %1$s, %2$s and %s <p class="myaccount_user"> <?php printf( __( 'Hello <strong>%1$s</strong> (not %1$s? <a href="%2$s">Sign out</a>).', 'woocommerce' ) . ' ', $current_user->display_name, wp_logout_url( get_permalink( wc_get_page_id( 'myaccount' ) ) ) ); ?> <?php printf( __( 'From this page you can view your recent orders, manage your shipping and billing addresses and <a href="%s">edit your password and account details</a>.', 'woocommerce' ), wc_customer_edit_account_url() ); ?> </p> How can I identify the variables, what they represent and how to use them? Thank you.

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  • Meta description of my blog post changes

    - by Aadarsh sojitra
    I have some problems in Meta description tags in my Blogger blog. When I update my pages in search engine with the help of the Fetch as Google feature in GWT, all my blog's results comes with a correct meta description like Today I am back with a reason that "WHY IS ORIGINAL MEMORY IN HARD-DISK IS LESS THAN PRINTED" on a box. If we buy any hard-disk or a pen drive... But after approx 5-6 days, it changes to my blog's default meta description. This is also happening after changing the default meta description of my blog. I want only one answer that why its happening? After deleting my blog and creating a new blog with the same name this problem was solved. Why this problem was solved? - I am asking this question because to solve problems in the future.

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  • Can we 301 redirect to a new page, but still publish the old content somewhere else?

    - by KBS
    We have a page on the site which ranks well for an SEO term (top 5) but contains old information. We have added a new page but Google doesn't rank it that well. Information on these pages is time sensitive. Old: example.com/2013-related-information.html New: example.com/2014-related-information.html Obvious solution is to delete old page and do a 301 redirect to the new page. Now, can we still keep the old page by giving it a new URL. example.com/2013-related-information.html is redirected to example.com/2014-related-information.html example.com/2014-related-information.html is recreated with a new address such as example.com/new-2013-related-information.html What we are trying to do is to send the user to the fresh page but still not destroying the record copy if someone wants to go and dig up the old information.

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  • If Variable = True show this, else show this [on hold]

    - by Tim Marshall
    If my variable of $userLoggedIn is true, the <?php if ($userLoggedIn == 'true') : ?> works perfect, however if the variable is false, the <?php if ($userLoggedIn == 'false') : ?> does not work at all. How do I resolve this problem? <?php $EditingWagesPage = false; $userLoggedIn = false; ?> <!DOCTYPE html> <!--[if IE 8]> <html lang="en" class="ie8 no-js"> <![endif]--> <!--[if IE 9]> <html lang="en" class="ie9 no-js"> <![endif]--> <!--[if !IE]><!--> <html lang="en" class="no-js"> <!--<![endif]--> <!-- BEGIN HEAD --> <?php if ($userLoggedIn == 'true') : ?> <head> ** HEADER STUFF ** </head> <body> ** BODY STUFF ** </body> <?php endif;?> <?php if ($userLoggedIn == 'false') : ?> <head> </head> <body> hiya </body> <?php endif;?> </html>

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  • How to remove HTML code from search result page content

    - by Jack Torris
    I have music website. There are 46 album pages and each page has different player and files. I just entered the one of album's URLs in a search engine. I found that Google is displaying player code in search result content. For example, enter this URL in Google and check the results. Each result displays a .mp3 file in content section. I see this: This page contains a demo of and documentation for the new jPlayer Playlist add-on, ... mp3:"http://www.jplayer.org/audio/mp3/Miaow-01-Tempered-song.mp3", ... I don't want Google to show the player code and mp3 files in search result. How can I hide audio files and player code from search engine? What would be the best solution for it?

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  • Can I use nofollow for offsite links without it affecting my page rank?

    - by Jack
    What I have is a page with almost all offsite links. Each clicked link is forwarded on to the destination. What I would like the search engines to do is to index the text between the anchor tag and not follow the link itself. <a href="somelink">Index This Text Only</a> I've read several articles and they all seem to contradict themselves as to when to use nofollow. What's been happening over the past 2 months that the site has been live is that both Google and Bing are crawling the site as well as all the links on the site that it has been forwarded to. The search engines are now generating a lot of 404s for images and files that never existed on my site but rather seems to correlate to the site it was forwarded to. The search engines don't seem to honor the 302 header when forwarded. I would like to get a definitive answer on the nofollow tag as it relates to my situation. Can I use nofollow to stop the 404s and if so, will it affect my page ranking negatively?

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  • How to create a copy of an instance without having access to private variables

    - by Jamie
    Im having a bit of a problem. Let me show you the code first: public class Direction { private CircularList xSpeed, zSpeed; private int[] dirSquare = {-1, 0, 1, 0}; public Direction(int xSpeed, int zSpeed){ this.xSpeed = new CircularList(dirSquare, xSpeed); this.zSpeed = new CircularList(dirSquare, zSpeed); } public Direction(Point dirs){ this(dirs.x, dirs.y); } public void shiftLeft(){ xSpeed.shiftLeft(); zSpeed.shiftRight(); } public void shiftRight(){ xSpeed.shiftRight(); zSpeed.shiftLeft(); } public int getXSpeed(){ return this.xSpeed.currentValue(); } public int getZSpeed(){ return this.zSpeed.currentValue(); } } Now lets say i have an instance of Direction: Direction dir = new Direction(0, 0); As you can see in the code of Direction, the arguments fed to the constructor, are passed directly to some other class. One cannot be sure if they stay the same because methods shiftRight() and shiftLeft could have been called, which changes thos numbers. My question is, how do i create a completely new instance of Direction, that is basically copy(not by reference) of dir? The only way i see it, is to create public methods in both CircularList(i can post the code of this class, but its not relevant) and Direction that return the variables needed to create a copy of the instance, but this solution seems really dirty since those numbers are not supposed to be touched after beeing fed to the constructor, and therefore they are private.

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  • How game characters are made?

    - by Ahmed
    I'm new here. I would like to know how game characters are made that are movable? What kind of software and engines are used for these characters? I will be working with my friends on our final year project. Our game will be FPS and I have to draw some animations for FPS view and other enemy character that can be programmed easily to make a good game. Sorry if my questions seems dumb, but if you need more explanation i'm always here to discuss Thanks in advance

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  • Is HTML5/WebGL performance bad on low-end Android tablets and phones?

    - by Boris van Schooten
    I've developed a couple of WebGL games, and am trying them out on Android. I found that they run very slowly on my tablet, however. For example, a game with 10 sprites or so runs as 5fps. I tried Chrome and CocoonJS, but they are comparably slow. I also tried other games, and even games with only 5 or so moving sprites are this slow. This seems inconsistent with reports from others, such as this benchmark. Typically, when people talk about HTML5 game performance, they mention well-known and higher-end phones and tables. While my 7" tablet is cheap (I believe it's a relabeled Allwinner tablet, apparently with the Mali 400 GPU), I found it generally has a good gaming performance. All the games I tried run smoothly. I also developed an OpenGL ES 2 demo with 200 shaded 3D objects, and it ran at 50fps. My suspicion is that many low-end and white-label devices may have unacceptable HTML5/WebGL support, which means there may be a large section of gamers you will not reach when you choose this as your platform. I've heard rumors about inconsistent performance of HTML5 and WebGL on different devices, but no clear picture emerges. I would like to hear if any of you have had similar experiences with HTML5 or WebGL, or whether I can find information about the percentage of devices I can expect to have decent performance.

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  • Complete Guide/Tutorials on LWJGL?

    - by user43353
    Dont get me wrong, I finished these tutorials on http://lwjgl.org/wiki/index.php?title=Main_Page. I finished The Basics section, OpenGL 3.2 and newer section, and I looked at the Example Code section. They were great tutorials, and I have looked at the external tutorials as well. I don't know where to go from here, and OpenGL is not my strong point. Some one suggested Learning Modern 3D Graphics Programming, and I didnt learn much. I looked at the port to LWJGL, but the book was on C and I couldn't really understand what the OpenGL meant. I am trying to learn 2D gaming, not 3D. Maybe later. Is there any tutorials that aren't C/C++ heavy and teach you 2D OpenGL?

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  • why are my players drawn top the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • Incomplete mesh using DrawIndexedPrimitives after rotating mesh

    - by user1278255
    Through help on this site I was able to draw the triangles of an unrotated, nonscaled nontransformed mesh created in Blender and exported to OBJ, accurately imported through Assimp and rendered in XNA Graphics. However after applying rotation on a single axis in Blender(Z) and adding materials(I wanted to test loading of materials through Assimp) the same mesh appears incomplete. Is something wrong with my view matrix or is it something else? This is what the unrotated mesh looks like: http://www.4shared.com/photo/qXNUSvxtba/okcube.html Here is the rotated mesh: http://www.4shared.com/photo/HAys2rWvba/badcube.html Camera, View and Projection are defined as follows: cameraPos = new Vector3(0, 5, 9); viewMatrix = Matrix.CreateLookAt(cameraPos, new Vector3(0, 0, 1), new Vector3(0, 1, 0)); projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 1.0f, 200.0f); Rendering is done through this code: device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0); effect = new BasicEffect(GraphicsDevice); effect.VertexColorEnabled = true; effect.View = viewMatrix; effect.Projection = projectionMatrix; effect.World = Matrix.Identity; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(vertexBuffer); device.Indices = indexBuffer; device.DrawIndexedPrimitives(Microsoft.Xna.Framework.Graphics.PrimitiveType.TriangleList, 0, 0, oScene.Meshes[0].VertexCount, 0, mMesh.FaceCount); } base.Draw(gameTime);

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  • determine collision angle on a rotating body

    - by jorb
    update: new diagram and updated description I have a contact listener set up to try and determine the side that a collision happened at relative to the a bodies rotation. One way to solve this is to find the value of the yellow angle between the red and blue vectors drawn above. The angle can be found by taking the arc cosine of the dot product of the two vectors (Evan pointed this out). One of my points of confusion is the difference in domain of the atan2 function html canvas coordinates and the Box2d rotation information. I know I have to account for this somehow... SS below questions: Does Box2D provide these angles more directly in the collision information? Am I even on the right track? If so, any hints? I have the following javascript so far: Ship.prototype.onCollide = function (other_ent,cx,cy) { var pos = this.body.GetPosition(); //collision position relative to body var d_cx = pos.x - cx; var d_cy = pos.y - cy; //length of initial vector var len = Math.sqrt(Math.pow(pos.x -cx,2) + Math.pow(pos.y-cy,2)); //body angle - can over rotate hence mod 2*Pi var ang = this.body.GetAngle() % (Math.PI * 2); //vector representing body's angle - same magnitude as the first var b_vx = len * Math.cos(ang); var b_vy = len * Math.sin(ang); //dot product of the two vectors var dot_prod = d_cx * b_vx + d_cy * b_vy; //new calculation of difference in angle - NOT WORKING! var d_ang = Math.acos(dot_prod); var side; if (Math.abs(d_ang) < Math.PI/2 ) side = "front"; else side = "back"; console.log("length",len); console.log("pos:",pos.x,pos.y); console.log("offs:",d_cx,d_cy); console.log("body vec",b_vx,b_vy); console.log("body angle:",ang); console.log("dot product",dot_prod); console.log("result:",d_ang); console.log("side",side); console.log("------------------------"); }

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  • OpenGL ES, orthopgraphics projection and viewport

    - by DarkDeny
    I want to make some simple 2D game on iOS to familiarize myself with OpenGL ES. I started with Ray Wenderlich tutorial (How To Create A Simple 2D iPhone Game with OpenGL ES 2.0 and GLKit). That tutorial is quite good, but I miss some parts of a puzzle. Ray creates orthographic projection using some magic numbers like 480 and 320. It is not clear to me why did he take these numbers, and as far as I can see - sprite is not mapped to the ipad simulator screen one-to-one pixel. I tried to play with parameters with which ortho matrix is created, but I cannot figure out what math is here. How can I calculate numbers (bottom, top, left, right, close, far) which will be parameters to orthographic projection matrix creation and have sprite on the screen shown in its original size?

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  • How can I rename by CarrierWave file versions?

    - by AKWF
    Upon the uploading of an image in my application, 4 different sizes are created and saved using CarrierWaves version functionality. However, I am converting all of these versions to JPEG. The source file that is uploaded remains unchanged. So I can upload a TIFF file, and CarrierWave will create :large, :medium, :small, and :thumb versions. My problem is that these files all still end in .tif. Yet they are indeed JPEG files, as I've verified this with the file command. How can I write the filenames correctly for each version, and ensure that CarrierWave will report each version's name correctly?

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  • Javascript - Wait for function to return

    - by LoadData
    So, I am working on a project which requires me to call upon a function to get data from an external source. The issue I am having, I call upon the function - However the code after the function call is continuing before the function has returned a value. Here is the function - function getData() { var myVar; var xmlLoc = $.get("http://ec.urbentom.co.uk/StudentAppData.xml", function(data) { $xml = $(data); myVar = $xml; console.log(myVar); console.log(String($xml)); localStorage.setItem("Data", $xml); console.log(String(localStorage.getItem("Data"))); return myVar; }); return myVar; console.log("Does this continue"); } And here is where it is called upon - $(document).on("pageshow","#Information",function() { $xml = $(getData()); //Here is the function call console.log($xml); //However, it will instantly go to this line before 'getData' has returned a value. $xml.find('AllData').each(function() { $(this).find('item').each(function() { if ($(this).find('Category').text()=="Facilities") { console.log($(this).find('Title').text()); //Do stuff here } else if ($(this).find('Category').text()=="Contacts" || $(this).find('Category').text()=="Information") { console.log($(this).find('Title').text()); //Do stuff here too } }); $('#informationList').html(output).listview().listview("refresh"); console.log("Finished"); }); }); Right now, I'm unsure of why it is not working. My guess is that it is because I am calling a function within a function. Does anyone have any ideas on how this issue can be fixed?

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  • Tuple struct constructor complains about private fields

    - by Grubermensch
    I am working on a basic shell interpreter to familiarize myself with Rust. While working on the table for storing suspended jobs in the shell, I have gotten stuck at the following compiler error message: tsh.rs:8:18: 8:31 error: cannot invoke tuple struct constructor with private fields tsh.rs:8 let mut jobs = job::JobsList(vec![]); ^~~~~~~~~~~~~ It's unclear to me what is being seen as private here. As you can see below, both of the structs are tagged with pub in my module file. So, what's the secret sauce? tsh.rs use std::io; mod job; fn main() { // Initialize jobs list let mut jobs = job::JobsList(vec![]); loop { /*** Shell runtime loop ***/ } } job.rs use std::fmt; pub struct Job { jid: int, pid: int, cmd: String } impl fmt::Show for Job { /*** Formatter ***/ } pub struct JobsList(Vec<Job>); impl fmt::Show for JobsList { /*** Formatter ***/ }

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  • NSTextField is not changing value?

    - by Curnelious
    Migrating from iOS , i might do something stupid ,but after 1 hour i couldn't change the text in a NSTextField. Yes, its connected with an outlet, and i have tried to remove and add a few of them to the costume view, by choosing the xib file,drag a line from the NSTextField to the class than created this: @property (strong) IBOutlet NSTextField *ProgressLabel; I can see on the screen the label ,but it wouldn't change : NSLog(@"starting "); [self.ProgressLabel setStringValue:@"1 2 4"]; I keep seeing a "label" on screen..

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  • Suffix if statement

    - by Aardschok
    I was looking for a way to add a suffix to jointchain in Maya. The jointchain has specific naming so I create a list with the names they need to be. The first chain has "_1" as suffix, result: R_Clavicle_1|R_UpperArm_1|R_UnderArm_1|R_Wrist_1 When I create the second this is the result: R_Clavicle_2|R_UpperArm_1|R_UnderArm_1|R_Wrist_1 The code: DRClavPos = cmds.xform ('DRClavicle', q=True, ws=True, t=True) DRUpArmPos = cmds.xform ('DRUpperArm', q=True, ws=True, t=True) DRUnArmPos = cmds.xform ('DRUnderArm', q=True, ws=True, t=True) DRWristPos = cmds.xform ('DRWrist', q=True, ws=True, t=True), cmds.xform('DRWrist', q=True, os=True, ro=True) suffix = 1 jntsA = cmds.ls(type="joint", long=True) while True: jntname = ["R_Clavicle_"+str(suffix),"R_UpperArm_"+str(suffix),"R_UnderArm_"+str(suffix),"R_Wrist_"+str(suffix)] if jntname not in jntsA: cmds.select (d=True) cmds.joint ( p=(DRClavPos)) cmds.joint ( p=(DRUpArmPos)) cmds.joint ( 'joint1', e=True, zso=True, oj='xyz', radius=0.5, n=jntname[0]) cmds.joint ( p=(DRUnArmPos)) cmds.joint ( 'joint2', e=True, zso=True, oj='xyz', radius=0.5, n=jntname[1]) cmds.joint ( p=(DRWristPos[0])) cmds.joint ( 'joint3', e=True, zso=True, oj='xyz', radius=0.5, n=jntname[2]) cmds.rename ('joint4', jntname[3]) cmds.select ( cl=True) break else: suffix + 1 I tried adding +1 in jntname which resulted in a good second chain but the third chain had "_2" after R_Clavicle_3 The code, in my eyes should work. Can anybody point me in the correct direction :)

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  • Make a String text Bold in Java Android

    - by meskh
    I want to make Habit Number: bold , I tried the HTML tag but it didn't work. I did some research but couldn't find any. Hope someone is able to help me. Thanks! String habitnumber = "Habit Number: " + String.valueOf(habitcounter); String Title = habit.getTitle(); String description = habit.getDescription(); //Set text for the row tv.setText(habitnumber+ "\n" + Title + " \n" + description + "\n --------------------");

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  • Why this doesnt't work in C++?

    - by user3377450
    I'm doing something and I have this: //main.cpp file template<typename t1, typename t2> std::ostream& operator<<(std::ostream& os, const std::pair<t1, t2>& pair) { return os << "< " << pair.first << " , " << pair.second << " >"; } int main() { std::map<int, int> map = { { 1, 2 }, { 2, 3 } }; std::cout << *map.begin() << std::endl;//This works std::copy(map.begin(), map.end(), std::ostream_iterator<std::pair<int,int> >(std::cout, " "));//this doesn't work } I guess this is not working because in the std::copy algorithm the operator isn't defined, but what can I do?

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  • NOT replacing ? with letter guessed

    - by user3720541
    i need my code to replace the ? with the letter guessed. The ? needs to be replaced with a for only those to spots. The word in array is parameter. public static void replace(String[] wordOne, String blanks, char guess) { int i; blanks = wordOne[0]; for (i = 0; i < wordOne.length; i++) { for (int j = 0; j < wordOne[0].length(); j++) { blanks = blanks.replace(blanks.charAt(j), '?'); if (wordOne[0].charAt(i) == guess) { blanks = blanks.replace(blanks.charAt(i), guess); } } } System.out.println(blanks); } }

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  • apt-get install fuse - MAKEDEV not installed, skipping device node creation

    - by holms
    This happened with command apt-get dist-upgrade to upgrade to debian jessie, after which I've tried to remove fuse, and install it again. Same error: root@msgapp:/dev# apt-get install fuse Reading package lists... Done Building dependency tree Reading state information... Done The following NEW packages will be installed: fuse 0 upgraded, 1 newly installed, 0 to remove and 0 not upgraded. Need to get 0 B/69.9 kB of archives. After this operation, 191 kB of additional disk space will be used. Selecting previously unselected package fuse. (Reading database ... 39354 files and directories currently installed.) Preparing to unpack .../fuse_2.9.3-10_amd64.deb ... Unpacking fuse (2.9.3-10) ... Processing triggers for man-db (2.6.7.1-1) ... Setting up fuse (2.9.3-10) ... MAKEDEV not installed, skipping device node creation. device node not found dpkg: error processing package fuse (--configure): subprocess installed post-installation script returned error exit status 2 Errors were encountered while processing: fuse E: Sub-process /usr/bin/dpkg returned an error code (1) UPDATE Reinstalling makedev gives another problem: root@msgapp:/dev# apt-get install makedev Reading package lists... Done Building dependency tree Reading state information... Done The following NEW packages will be installed: makedev 0 upgraded, 1 newly installed, 0 to remove and 0 not upgraded. Need to get 0 B/42.6 kB of archives. After this operation, 129 kB of additional disk space will be used. Selecting previously unselected package makedev. (Reading database ... 39347 files and directories currently installed.) Preparing to unpack .../makedev_2.3.1-93_all.deb ... Unpacking makedev (2.3.1-93) ... Processing triggers for man-db (2.6.7.1-1) ... ySetting up makedev (2.3.1-93) ... /run/udev or .udevdb or .udev presence implies active udev. Aborting MAKEDEV invocation. /run/udev or .udevdb or .udev presence implies active udev. Aborting MAKEDEV invocation. /run/udev or .udevdb or .udev presence implies active udev. Aborting MAKEDEV invocation. There's ticket raised, and their fix doesn't give any result: root@msgapp:/dev# cd /dev && ./MAKEDEV fuse /run/udev or .udevdb or .udev presence implies active udev. Aborting MAKEDEV invocation.

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  • understanding list[i-1] vs list[i]-1

    - by user3720527
    Hopefully this is a simple answer that I am just failing to understand. Full code is public static void mystery(int[] list) { for( int i = list.length - 1; i>1; i --) { if (list[i] > list[i - 1]) { list[i -1] = list[i] - 2; list[i]++; } } } } and lets say we are using a list of [2,3,4]. I know that it will output 2,2,5 but I am unclear how to actually work through it. I understand that the list.length is 3 here, and I understand that the for loop will only run once, but I am very unclear what happens at the list[i - 1] = list[i] - 2; area. Should it be list[2-1] = list[2] - 2? How does the two being outside the bracket effect it differently? Much thanks.

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