Monthly Archives

Articles indexed in June 2014

Page 201/211 | < Previous Page | 197 198 199 200 201 202 203 204 205 206 207 208  | Next Page >

  • How to you prevent someone from getting a "new free trial period" by just creating a new login?

    - by Clay Nichols
    I am considering several options for the Trial version of our web app. The one I favor the most is the classic trial period. Of course, it's a LOT easier for someone to hack this system. They can defeat the various methods of fingerprinting the user, thusly: Browser cookie: Clear their cookies completely (or just for our site) or use a different device. Although Evercookie may help with the former. Email address: Create a new login (with a new email address) I'm going to monitor things for a while and just see how it goes. If it's a problem I'll consider requiring a credit card number matched to a name and billing zip code. Each such "ID constellation" would be considered one user. Someone could still have multiple credit card numbers but we could flag the same name+zipcode coming up again. Are there any better ways to do this?

    Read the article

  • Cannot add DataTables.net javascript into Joomla 1.5

    - by mfmz
    I've been having this problem where i couldn't add Datatables.net javascript into my Joomla article. I have been trying to include it through Jumi. To say that my editor strips of the tag is somewhat not right as I have been able to execute Google Chart API in Joomla which also uses javascript. Any clue why? The code is as below : <link href="//datatables.net/download/build/nightly/jquery.dataTables.css" rel="stylesheet" type="text/css" /> <script src="http://code.jquery.com/jquery-1.9.1.min.js"></script> <script src="//datatables.net/download/build/nightly/jquery.dataTables.js"></script> <script type="text/javascript"> $(document).ready( function () { var table = $('#example').DataTable(); } ); </script>

    Read the article

  • Failing Screen Resize Method

    - by StrongJoshua
    So I want my game to draw to a specific "optimal" size and then be stretched to fit screens that are a different size. I'm using LibGDX and figured that I could just draw everything to a FrameBuffer and then resize that buffer to the appropriate size when drawing it to the actual display. However, my method does not work, it just results in a black screen with the top right quarter of the screen white.Intermediary is the FBO, interMatrix is a Matrix4 object, and camera is an OrthographicCamera. @Override public void render() { // update actors currentStage.act(); //render to intermediary buffer batch.setProjectionMatrix(interMatrix); intermediary.begin(); batch.begin(); currentStage.draw(); batch.flush(); intermediary.end(); //resize to actual width and height Sprite s = new Sprite(intermediary.getColorBufferTexture()); s.flip(true, false); batch.setProjectionMatrix(camera.combined); batch.draw(s.getTexture(), 0, 0, width, height); batch.end(); } These are the constructors for the above mentioned objects (GAME_WIDTH and HEIGHT are the "optimal" settings, width and height are the actual sizes, which are the same when running on desktop). intermediary = new FrameBuffer(Format.RGBA8888, GAME_WIDTH, GAME_HEIGHT, false); interMatrix = new Matrix4(); camera = new OrthographicCamera(width, height); interMatrix.setToOrtho2D(0, 0, GAME_WIDTH, GAME_HEIGHT); Is there a better way of doing this or can is this a viable option and how do I fix what I have?

    Read the article

  • Tunnels in pseudo 3D racing game

    - by Nicholas
    How would one go about doing tunnels in a pseudo 3D racing game ? The main problem I have at the moment is perspective - I cant think of a way, beyond having to Z sort the sprites and tunnel coordinates, so that vehicles are displayed in front of the tunnel entrance and somehow block the display when out of site. I would like my tunnels to be used on both flat, curved and hills and slopes. The tunnel enterance/exit is made up of 3 separate graphics, (left, right and top), whilst inside the tunnel it is just one line graphic along the top (the idea being its supposed to be a set distance above the current vertical road position). As you can see from the picture, the vehicles are still being rendered whilst in the tunnel. I've converted the Code Incomplete road system to GLBasic.

    Read the article

  • XNA - Strange Texture Rendering Issue Using XNA BasicEffect

    - by Spencer Marr
    I have been reading and working through Riemers 3D XNA tutorials to expand my knowledge of XNA from 2D into 3D. Unfortunately I am having rendering issues that I am unable to solve and I need a point in the right direction. I am not expecting the Models to look identical to Blender but there is some serious discoloring from the texture files once rendering through XNA. The Character model is using completely incorrect colors (Red where Grey should be) and the Cube is rendering a strange pattern where a flat color should be drawn. My sampling mode is set to PointClamp. The Character model that I created has a 32 by 32 pixel texture that has been UV mapped to the model in blender. The model was then exported to .FBX. For the Cube Model a 64 by 64 pixel texture is used. foreach (ModelMesh mesh in samuraiModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.Projection = Projection; effect.View = View; effect.World = World; } mesh.Draw(); } Does this look like it is caused by a mistake I made while UV Mapping or Creating Materials in Blender? Is this a problem with using the default XNA BasicEffect? Or something completely different that i have not considered? Thank You!

    Read the article

  • Multiple enemy array in LibGDX

    - by johnny-b
    I am trying to make a multiple enemy array, where every 30 secods a new bullet comes from a random point. And if the bullet is clicked it should disapear and a pop like an explosion should appear. And if the bullet hits the ball then the ball pops. so the bullet should change to a different sprite or texture. same with the ball pop. But all that happens is the bullet if touched pops and nothing else happens. And if modified then the bullet keeps flashing as the update is way too much. I have added COMMENTS in the code to explain more on the issues. below is the code. if more code is needed i will provide. Thank you public class GameRenderer { private GameWorld myWorld; private OrthographicCamera cam; private ShapeRenderer shapeRenderer; private SpriteBatch batcher; // Game Objects private Ball ball; private ScrollHandler scroller; private Background background; private Bullet bullet1; private BulletPop bPop; private Array<Bullet> bullets; // This is for the delay of the bullet coming one by one every 30 seconds. /** The time of the last shot fired, we set it to the current time in nano when the object is first created */ double lastShot = TimeUtils.nanoTime(); /** Convert 30 seconds into nano seconds, so 30,000 milli = 30 seconds */ double shotFreq = TimeUtils.millisToNanos(30000); // Game Assets private TextureRegion bg, bPop; private Animation bulletAnimation, ballAnimation; private Animation ballPopAnimation; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // This is suppose to produce 10 bullets at random places on the background. bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 00.0f; float bulletY = 00.0f; for (int i = 0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); bullets.add(bullet); } // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet1 = myWorld.getBullet1(); bPop = myWorld.getBulletPop(); scroller = myWorld.getScroller(); } private void initAssets() { bg = AssetLoader.bg; ballAnimation = AssetLoader.ballAnimation; bullet1Animation = AssetLoader.bullet1Animation; ballPopAnimation = AssetLoader.ballPopAnimation; } // This is to take the bullet away when clicked or touched. public void onClick() { for (int i = 0; i < bullets.size; i++) { if (bullets.get(i).getBounds().contains(0, 0)) bullets.removeIndex(i); } } private void drawBackground() { batcher.draw(bg1, background.getX(), background.getY(), background.getWidth(), backgroundMove.getHeight()); } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); drawBackground(); batcher.enableBlending(); // when the bullet hits the ball, it should be disposed or taken away and a ball pop sprite/texture should be put in its place if (bullet1.collides(ball)) { // draws the bPop texture but the bullet does not go just keeps going around, and the bPop texture goes. batcher.draw(AssetLoader.bPop, 195, 273); } batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); // this is where i am trying to make the bullets come one by one, and if removed via the onClick() then bPop animation // should play but does not??? if(TimeUtils.nanoTime() - lastShot > shotFreq){ // Create your stuff for (int i = 0; i < bullets.size; i++) { bullets.get(i); batcher.draw(AssetLoader.bullet1Animation.getKeyFrame(runTime), bullet1.getX(), bullet1.getY(), bullet1.getOriginX(), bullet1.getOriginY(), bullet1.getWidth(), bullet1.getHeight(), 1.0f, 1.0f, bullet1.getRotation()); if (bullets.removeValue(bullet1, false)) { batcher.draw(AssetLoader.ballPopAnimation.getKeyFrame(runTime), bPop1.getX(), bPop1.getY(), bPop1.getWidth(), bPop1.getHeight()); } } /* Very important to set the last shot to now, or it will mess up and go full auto */ lastShot = TimeUtils.nanoTime(); } // End SpriteBatch batcher.end(); } } Thank you

    Read the article

  • Android Activity access Unity Classes

    - by Anomaly
    I have made my own C# classes in Unity, is there any way I can access these classes from the Android Activity that starts the UnityPlayer? Example: I have a C# class called testClass in Unity: class testClass{ public static string myString="test string"; } From the Android activity in Java I want to access that class: string str=testClass.myString; Is this possible? If so, how? Or is there some other way to do this? In the end I basically want to communicate between my Android activity and the UnityPlayer object. Thanks in advance. EDIT: Ok so I looked at building Android plugins for Unity but this wasn't satisfactory to me. I ended up building a socket client-server interface in Unity with C# and another one in Java for the Android app: So Unity listens on port X and broadcasts on port Y The Android activity listens on port Y and broadcasts on port X This is necessary as both interfaces are running on the same host. So that's how I solved my problem, but I'm open for any suggestions if anyone knows a better way of communicating between the Unityplayer and your app.

    Read the article

  • Detecting walls or floors in pygame

    - by Serial
    I am trying to make bullets bounce of walls, but I can't figure out how to correctly do the collision detection. What I am currently doing is iterating through all the solid blocks and if the bullet hits the bottom, top or sides, its vector is adjusted accordingly. However, sometimes when I shoot, the bullet doesn't bounce, I think it's when I shoot at a border between two blocks. Here is the update method for my Bullet class: def update(self, dt): if self.can_bounce: #if the bullet hasnt bounced find its vector using the mousclick pos and player pos speed = -10. range = 200 distance = [self.mouse_x - self.player[0], self.mouse_y - self.player[1]] norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2) direction = [distance[0] / norm, distance[1 ] / norm] bullet_vector = [direction[0] * speed, direction[1] * speed] self.dx = bullet_vector[0] self.dy = bullet_vector[1] #check each block for collision for block in self.game.solid_blocks: last = self.rect.copy() if self.rect.colliderect(block): topcheck = self.rect.top < block.rect.bottom and self.rect.top > block.rect.top bottomcheck = self.rect.bottom > block.rect.top and self.rect.bottom < block.rect.bottom rightcheck = self.rect.right > block.rect.left and self.rect.right < block.rect.right leftcheck = self.rect.left < block.rect.right and self.rect.left > block.rect.left each test tests if it hit the top bottom left or right side of the block its colliding with if self.can_bounce: if topcheck: self.rect = last self.dy *= -1 self.can_bounce = False print "top" if bottomcheck: self.rect = last self.dy *= -1 #Bottom check self.can_bounce = False print "bottom" if rightcheck: self.rect = last self.dx *= -1 #right check self.can_bounce = False print "right" if leftcheck: self.rect = last self.dx *= -1 #left check self.can_bounce = False print "left" else: # if it has already bounced and colliding again kill it self.kill() for enemy in self.game.enemies_list: if self.rect.colliderect(enemy): self.kill() #update position self.rect.x -= self.dx self.rect.y -= self.dy This definitely isn't the best way to do it but I can't think of another way. If anyone has done this or can help that would be awesome!

    Read the article

  • Problem with AssetManager while loading a Model type

    - by user1204548
    Today I've tried the AssetManager for the first time with .g3db files and I'm having some problems. Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load dependencies of asset: data/data at com.badlogic.gdx.assets.AssetManager.handleTaskError(AssetManager.java:508) at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:342) at com.lostchg.martagdx3d.MartaGame.render(MartaGame.java:78) at com.badlogic.gdx.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:207) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load dependencies of asset: data/data at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadingTask.java:119) at com.badlogic.gdx.assets.AssetLoadingTask.update(AssetLoadingTask.java:89) at com.badlogic.gdx.assets.AssetManager.updateTask(AssetManager.java:445) at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:340) ... 4 more Caused by: com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: data/data at com.badlogic.gdx.utils.async.AsyncResult.get(AsyncResult.java:31) at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadingTask.java:117) ... 7 more Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: data/data at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:140) at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader.java:72) at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader.java:41) at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:69) at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:34) at com.badlogic.gdx.utils.async.AsyncExecutor$2.call(AsyncExecutor.java:49) at java.util.concurrent.FutureTask.run(Unknown Source) at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: data\data (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:132) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:586) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:220) at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137) ... 9 more Why it tries to load that unexisting file? It seems that the AssetManager manages to load my .g3db file at first, because earlier the java console threw some errors related to the textures associated to the 3D scene having to be a power of 2. Relevant code: public void show() { ... assets = new AssetManager(); assets.load("data/levelprueba2.g3db", Model.class); loading = true; ... } private void doneLoading() { Model model = assets.get("data/levelprueba2.g3db", Model.class); for (int i = 0; i < model.nodes.size; i++) { String id = model.nodes.get(i).id; ModelInstance instance = new ModelInstance(model, id); Node node = instance.getNode(id); instance.transform.set(node.globalTransform); node.translation.set(0,0,0); node.scale.set(1,1,1); node.rotation.idt(); instance.calculateTransforms(); instances.add(instance); } loading = false; } public void render(float delta) { super.render(delta); if (loading && assets.update()) doneLoading(); ... } The error points to the line with the assets.update() method. Please, help! Sorry for my bad English and my amateurish doubts.

    Read the article

  • linking jpeg image in html to php code

    - by Avtar Brar
    im creating a website which includes a button (JPEG image) that will locate ('a ref') a php file. I need the php to be called when the 'email.jpg' button is clicked on but only shows up as pure text in a web browser. any ideas on how to resolve this? any help is much appreciated! thanks MAIN HTML SITE CODE <div id="content-container"> <p align="center"><a href="video.mp4" class="html5lightbox" data-width="720" data-height="404"><img src="bg.jpg" width="1023" height="820" id="imgvideo" /></a> <div align="center"> <table width="1027" height="46" border="0" cellpadding="0px"> <tr> <td><a href="mail.php"><img src="email.png" width="130" height="46" /></a></td> </tr> </table> </div> </div> PHP FILE CODE (mail.php) <?php /*EMAIL TEMPLATE BEGINS*/ $imgSrc = 'bg.jpg'; $imgDesc = 'test_sell_new/'; $imgTitle = 'bg.jpg'; $subjectPara1 = 'Now Available'; $subjectPara2 = NULL; $subjectPara3 = NULL; $subjectPara4 = NULL; $subjectPara5 = NULL; $message = '<!DOCTYPE HTML>'. '<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"'. '"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">'. '<html xmlns="http://www.w3.org/1999/xhtml">'. '<head>'. '<title>Available Now</title>'. '<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />'. '</head>'. '<body style="background-color:#ffffff; padding:0; margin:-10px 0 0 0; _margin:0 0 0 0; *margin:0 0 0 0; text-align:center;">'. '<table border="0" cellpadding="0" cellspacing="0" width="1024" style="background-color:#ffffff; font-family:Arial, Helvetica, sans-serif; font-size:10px; padding-top:0px; margin:auto;">'. '<tr>'. '.<td><a href="index.html" style="text-decoration:none"><p style="color:#000000; text-align:center; margin:10px 0 0 0; *margin:0 0 0 0; _margin:0 0 0 0; font-family:Arial, Helvetica, sans-serif; font-size:11px;">Having trouble viewing this message? Click here.</p></a></td>'. '</tr>'. '<tr>'. '<td>'. '<table border="0" cellspacing="0" cellpadding="0" width="100%" height="820">'. '<tr>'. '<td>'. '<a href="index.html"><img src="bg.jpg" width="1024" height="820" border="0" /></a><br />'. '</td>'. '</tr>'. '</table>'. '</td>'. '</tr>'. '</table>'. '</body>'. /*EMAIL TEMPLATE ENDS*/ $to = '[email protected]'; $subject = 'IT WORKS!'; $from = '[email protected]'; $headers = "From: " . $from . "\r\n"; $headers .= "Reply-To: ". $from . "\r\n"; $headers .= "CC: [email protected]\r\n"; $headers .= "MIME-Version: 1.0\r\n"; $headers .= "Content-Type: text/html; charset=ISO-8859-1\r\n"; ?>

    Read the article

  • set width of bars in matlab bar plot on logarithmic scale

    - by KatyB
    I am a bit confused on how to draw a bar graph for the following example: x_lims = [1000,10000;10000,100000;100000,1000000;1000000,10000000;10000000,... 100000000;100000000,1000000000;1000000000,10000000000;... 10000000000,100000000000;100000000000,1e12]; ex1 = [277422033.049038;24118536.4203188;2096819.03295482;... 182293.402068030;15905;1330;105;16;1]; Here, x_lims is the x axis limits for each individual bar and ex1 is the count. How can I plot these on a bar graph so that the width of each individual bar along the x axis is defined by the distance between x_lims(:,1) and x_lims(:,2) and the y value is defined by ex1? So far I have: bar(log10(x_lims(:,1)),log10(ex1)); set(gca,'Xtick',3:11,'YTick',0:9); set(gca,'Xticklabel',10.^get(gca,'Xtick'),... 'Yticklabel',10.^get(gca,'Ytick')); But I would like to (1) have the labels to be the same as if they were created using semilogx or semilogy e.g. 10^9, and (2) I would like to remove the space between the bars, for the first bar, for example, I would like to have it extend horizontally from 1000 to 10000 and then the second bar from 10000 to 100000, and so on. How can this be done?

    Read the article

  • Is it possible to set different select2 parameters at different times?

    - by ReiMasuro
    From playing around I can see that this code $("#Selected3").select2({ minimumInputLength: 3 }); $("#Selected3").select2({ placeholder: "Show a placeholder" }); will show me the placeholder but remove the minimumInputLength parameters value. Does anyone know a way please that this example could be modified so that the placeholder will be added without losing the minimum..Length value. Any answers will need to allow for the possibility of the statements being in separate files, i.e. one on the page and another in a referenced .js file. I am aware that this would be much easier if I set all the parameters at once, e.g. $("#Selected3").select2({ minimumInputLength: 3, placeholder: "Show a placeholder" }); but I am working within a framework which won't currently allow that. EDIT: For anyone who is willing to give this a shot but doesn't know select2 the library comes from here Select2 on GitHub

    Read the article

  • How to rotate 3D axis(XYZ) using Yaw,Pitch,Roll angles in Opengl

    - by user3639338
    I am working Pose estimation with capturing from camera with Opencv. Now I had three angle(Yaw,Pitch,Roll) from each frame(Head) using my code.How to rotate 3D axis(XYZ) those three angle using opengl ? I draw 3D axis using opengl. I have Problem with rotate this axis for returning each frame(Head) using VideoCapture camera input from my code.I cant rotate continuously using returning three angle my code.

    Read the article

  • Right way to access the Google Cloud Storage bucket via Public API

    - by SyBer
    I'm trying the following request to access the bucket by using curl, via the public API: curl -X POST -H 'Content-Type: image/jpeg' -d @xxx.jpeg 'https://www.googleapis.com/upload/storage/v1/b/clips.eyecam.com/o?uploadType=media&name=x.jpeg&key=XXX' With XXX being the generated key in the Public API. However I'm getting an authorization failure: { "error": { "errors": [ { "domain": "global", "reason": "required", "message": "Login Required", "locationType": "header", "location": "Authorization" } ], "code": 401, "message": "Login Required" } } Seems the request is incorrect and does not pass the authorization key, any idea what would be the right form of the request?

    Read the article

  • What does "static" mean in the context of declaring global template functions?

    - by smf68
    I know what static means in the context of declaring global non-template functions (see e.g. What is a "static" function?), which is useful if you write a helper function in a header that is included from several different locations and want to avoid "duplicate definition" errors. So my question is: What does static mean in the context of declaring global template functions? Please note that I'm specifically asking about global, non-member template functions that do not belong to a class. In other words, what is the difference between the following two: template <typename T> void foo(T t) { /* implementation of foo here */ } template <typename T> static void bar(T t) { /* implementation of bar here */ }

    Read the article

  • Exclude some parameters with POST request on RestKit

    - by Mike Meyers
    I've just integrated RestKit with a Mac application for communicating with a web service. After much confusion, I have successfully got requests and responses working using it. The problem I am now finding is that when I want to make a POST request. I have created a RKRequestDescriptor with a mapping for a whole number of properties and all of the properties are being sent as parameters for the query. I want a way of dynamically changing the parameters that are sent, for example not sending some parameters where the property is nil. Is this possible as part of the built-in functionality of RestKit? And if so, how?

    Read the article

  • SharpDX Not Implemented Exception

    - by clamp
    What could be the reason I am getting a SharpDX NotImplemented Exception? SharpDX.SharpDXException: HRESULT: [0x80004001], Module: [General], ApiCode: [E_NOTIMPL/Not implemented], Message: Not implemented at SharpDX.Result.CheckError() at SharpDX.MediaFoundation.MediaFactory.Startup(Int32 version, Int32 dwFlags) at SharpDX.MediaFoundation.MediaManager.Startup(Boolean useLightVersion) this is on windows 8 desktop. the same code runs fine on windows 7.

    Read the article

  • batch execute from mysql

    - by user3737088
    I need an interface for my web interface to bat files automatically temporarily to build and run. The contents of the file should come from a table in a MySQL database. It is so no matter what is in the table, the interface should run it. The web interface is based on the PHP version 5.5.6. Try and experiment After 3 months, I'm at the end and I have no ideas more. Has anyone an idea? Windows 2008 R2 IIS7 web server Full access EDIT: The batch files run through not only short. They sometimes run 1 week and longer.

    Read the article

  • Trap SIGPIPE when trying to write without reader

    - by Matt
    I am trying to implement a named-pipe communication solution in BASH between two processes. The first process runs a script which echo something in a named-pipe: send(){ echo 'something' > $NAMEDPIPE } And the second script is supposed to read the named-pipe via another script which contains: while true;do if read line < $NAMEDPIPE;do someCommands fi done Not that the named pipe has been previously created using the traditional command mkfifo $NAMEDPIPE My problem is that the reader script is not always running so that if the writer script try to write in the named-pipe it stay blocked until a reader connect the pipe. I want to avoid this behavior, and a solution would be to trap a SIGPIPE signal. Indeed, according to man 7 signal is supposed to be send when trying to write in a pipe with no reader. So I changed my red function by: read(){ trap 'echo "SIGPIPE received"' SIGPIPE echo 'something' > $NAMEDPIPE } But when I run the reader script, the script stay blocked, and not "SIGPIPE received" appears... Am I mistaking on the signal mechanism or is there any better solution to my problem ? Thank you for your help.

    Read the article

  • paperclipt get error can't dump File when upload video in rails

    - by user3510728
    when i try to upload video using paperclipt, i get error message can't dump File? model video : class Video < ActiveRecord::Base has_attached_file :avatar, :storage => :s3, :styles => { :mp4 => { :geometry => "640x480", :format => 'mp4' }, :thumb => { :geometry => "300x300>", :format => 'jpg', :time => 5 } }, :processors => [:ffmpeg] validates_attachment_presence :avatar validates_attachment_content_type :avatar, :content_type => /video/, :message => "Video not supported" end when i try to create video, im get this error?

    Read the article

  • Drawing unfilled rectangle shape in c++ openGL

    - by Bahaa
    I want to draw unfilled rectangle shape in openGL using c++ programming language but when I used the glBegin(GL_QUADS) or glBegin(GL_POLYGON), the resulted shape is filled but I want to be unfilled. How I can draw unfilled rectangle. void draweRect(void) { glClear(GL_COLOR_BUFFER_BIT); glColor3f(0.0,0.0,1.0); glLineWidth(30); glBegin(GL_POLYGON); glVertex2i(50,90); glVertex2i(100,90); glVertex2i(100,150); glVertex2i(50,150); glEnd(); glFlush(); }

    Read the article

  • MIN() and MAX() in Swift and converting Int to CGFloat

    - by gotnull
    I'm getting some errors with the following methods: 1) How do I return screenHeight / cellCount as a CGFLoat for the first method? 2) How do I use the equivalent of ObjC's MIN() and MAX() in the second method? func tableView(tableView: UITableView!, heightForRowAtIndexPath indexPath: NSIndexPath!) -> CGFloat { var cellCount = Int(self.tableView.numberOfRowsInSection(indexPath.section)) return screenHeight / cellCount as CGFloat } // #pragma mark - UIScrollViewDelegate func scrollViewDidScroll(scrollView: UIScrollView) { let height = CGFloat(scrollView.bounds.size.height) let position = CGFloat(MAX(scrollView.contentOffset.y, 0.0)) let percent = CGFloat(MIN(position / height, 1.0)) blurredImageView.alpha = percent }

    Read the article

  • Detecting and reloading updated application parameters at runtime

    - by VeeKayBee
    I am working on an ASP.NET web application(using .NET 4.5 and C#).The application deals with lot of units (for measuring like KG,Litre,KM etc). So based on the selected unit we have to implement some allowed range.This values can be configured without much effort. We identified two solutions for this Keeping a configuration xml. Suppose the values in xml, does it requires an iisreset or any other thing which can take the site down for some time, if we are changing the xml file to change some validation. Keeping in Db, then use SQL dependency caching. So an update to DB can reflect the caching values.SO i believe if we change the values, it will update the cache. How much complex is this and does it effect the performance ? It will be great helpful, if we have some other method to achieve this. Thanks in advance.

    Read the article

  • Cant get the height of the div in html

    - by user3326265
    I have assigned the 80% height of the viewport to my div as height. In Button click i have displayed the height of the div. This works fine in ie9, ie10. But in ie7, ie8 $("#divContainer").height() is 0. Am i doing anything wrong and how to get the height of the div in IE7, IE8(vml) <html style="height:100%;"> <body style="height:100%;"> <div id="divContainer" style="height:100%; border:2px solid #ff0000"> </div> <button id="button1"></button> <script type="text/javascript"> $(function () { $("#button1").click(function() { alert($("#divContainer").height()); }); }); </script> </body> </html> Thanks In Advance

    Read the article

  • Strange behaviour when collapsing lines in XML bound WPF Datagrid

    - by Flossn
    i am using a wpf datagrid with a xml file as DataContext. All working good except for iterating thorough the table and collapsing individual rows. There are several checkboxes where the user can decide which kinds of rows he wants to see, dependent on their error level string. If a checkbox is checked, some of the rows are collapsed, others not. You need to uncheck the checkbox and check it again to collapse the ones of the first try and some of the others. If you recheck it again more rows are collapsed every time. I guess it has something to do with how much of the list is actually visible and how much not because of the window size. Thanks in advance. foreach (DataGridRow r in rows) { bool showRow = true; var tb = Datagrid.GetCell(dataGridEvents, r, 2).Content; string level = ((TextBlock)tb).Text; switch (level) { case "Warning": showRow = checkBoxWarnings.IsChecked.HasValue ? checkBoxWarnings.IsChecked.Value : false; break; case "Critical": showRow = checkBoxCritical.IsChecked.HasValue ? checkBoxCritical.IsChecked.Value : false; break; case "OK": showRow = checkBoxOK.IsChecked.HasValue ? checkBoxOK.IsChecked.Value : false; break; case "Unknown": showRow = checkBoxUnknown.IsChecked.HasValue ? checkBoxUnknown.IsChecked.Value : false; break; } r.Visibility = showRow ? Visibility.Visible : Visibility.Collapsed; }

    Read the article

< Previous Page | 197 198 199 200 201 202 203 204 205 206 207 208  | Next Page >