Daily Archives

Articles indexed Wednesday October 10 2012

Page 4/18 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Where is a postgresql 9.1 database stored in ubuntu 12.04?

    - by celenius
    I installed and created a Postgresql database on ubuntu. I then created the database using the following command: sudo su postgres createdb mydatabase However, I can't figure out where the database was initialized. I would like to be able to edit the hba.conf file and postgresl.conf files. When I view the database using pgadmin I see the following information: CREATE DATABASE mydatabase WITH OWNER = postgres ENCODING = 'UTF8' TABLESPACE = pg_default LC_COLLATE = 'en_US.UTF-8' LC_CTYPE = 'en_US.UTF-8' CONNECTION LIMIT = -1; Any thoughts on how I can find the database cluster location?

    Read the article

  • How do I configure an Intel HD Graphics 4000?

    - by derabbink
    First off, please note that last night I already posted this question to a launchpad mailing list, so this could be considered a cross post. However, I think this is a better place to ask the same question The question: How can I configure my Ubuntu 12.04, with upgraded kernel (3.6), to use the Intel HD Graphics 4000 adapter? (Intel HD 4000 is the standard of 3rd gen Intel Core i7 (Ivy Bridge) graphics adapter) Some output: $ glxinfo name of display: :0 X Error of failed request: BadRequest (invalid request code or no such operation) Major opcode of failed request: 154 (GLX) Minor opcode of failed request: 19 (X_GLXQueryServerString) Serial number of failed request: 12 Current serial number in output stream: 12 $ cat /etc/X11/xorg.conf this is probably the farthest from what it should be Section "Screen" Identifier "Default Screen" DefaultDepth 24 EndSection Section "Module" Load "glx" EndSection $ lspci I only listed the line I think are relevant. If you want more info in order to help me, please comment :) 00:02.0 VGA compatible controller: Intel Corporation Ivy Bridge Graphics Controller (rev 09) 00:1b.0 Audio device: Intel Corporation Panther Point High Definition Audio Controller (rev 04) 16:00.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI Whistler XT [AMD Radeon HD 6700M Series] 16:00.1 Audio device: Advanced Micro Devices [AMD] nee ATI Turks HDMI Audio [Radeon HD 6000 Series]

    Read the article

  • Empathy 3.6.0 requires reauthorisation to Windows Live on every reboot

    - by Allu2
    I've been testing Ubuntu 12.10 beta2 and the only problem I've faced has been that with Windows Live Messenger(a.k.a MSN) After I have added Windows Live in the online-accounts in system settings, empathy works fine and connects to Windows Live Messenger with no problems until I reboot my system. After rebooting and logging in, when empathy connects to services it shows me message "Windows Live account requires authorisation" next to it is a button that takes me back to online-accounts where i can see the authorized Windows Live. So far the only way to get MSN work again has been to remove the Windows Live authorisation and add it again, which makes it work till the next time i close my computer. How could i make empathy to remember the authorisation to Windows Live

    Read the article

  • Force install apt-get

    - by Web Developer
    I tried installing beanstalkd with sudo apt-get install beanstalkd (also with -f option) and I get the following error: Reading package lists... Done Building dependency tree Reading state information... Done You might want to run `apt-get -f install' to correct these: The following packages have unmet dependencies: beanstalkd: Depends: libevent-1.4-2 (>= 1.4.13-stable) but it is not going to be installed mysql-server-5.1: Depends: mysql-client-5.1 (>= 5.1.62-0ubuntu0.10.04.1) but it is not going to be installed Depends: libmysqlclient16 (>= 5.1.21-1) but it is not going to be installed Depends: mysql-server-core-5.1 (>= 5.1.62-0ubuntu0.10.04.1) but it is not going to be installed PreDepends: mysql-common (>= 5.1.62-0ubuntu0.10.04.1) but it is not going to be installed E: Unmet dependencies. Try 'apt-get -f install' with no packages (or specify a solution).

    Read the article

  • Managing client passwords [closed]

    - by C.Johns
    I am just starting up a small website development business and one of the issues I am having is remembering passwords and account information for clients hosting, cpanel, ftp accounts etc. I was wondering what is the most suitable system / industry standard for controlling such information? Pretty marginal on the close there... I read the FAQ and I felt list this could be a common issue for webmasters, its defiantly not a coding questions so stackoverflow is out of the question and its not a broad question its focused on one particular aspect of being a webmaster.

    Read the article

  • How can I achieve a 3D-like effect with spritebatch's rotation and scale parameters

    - by Alic44
    I'm working on a 2d game with a top-down perspective similar to Secret of Mana and the 2D Final Fantasy games, with one big difference being that it's an action rpg using a 3-dimensional physics engine. I'm trying to draw an aimer graphic (basically an arrow) at my characters' feet when they're aiming a ranged weapon. At first I just converted the character's aim vector to radians and passed that into spritebatch, but there was a problem. The position of every object in my world is scaled for perspective when it's drawn to the screen. So if the physics engine coordinates are (1, 0, 1), the screen coords are actually (1, .707) -- the Y and Z axis are scaled by a perspective factor of .707 and then added together to get the screen coordinates. This meant that the direction the aimer graphic pointed (thanks to its rotation value passed into spritebatch) didn't match up with the direction the projectile actually traveled over time. Things looked fine when the characters fired left, right, up, or down, but if you fired on a diagonal the perspective of the physics engine didn't match with the simplistic way I was converting the character's aim direction to a screen rotation. Ok, fast forward to now: I've got the aimer's rotation matched up with the path the projectile will actually take, which I'm doing by decomposing a transform matrix which I build from two rotation matrices (one to represent the aimer's rotation, and one to represent the camera's 45 degree rotation on the x axis). My question is, is there a way to get not just rotation from a series of matrix transformations, but to also get a Vector2 scale which would give the aimer the appearance of being a 3d object, being warped by perspective? Orthographic perspective is what I'm going for, I think. So, the aimer arrow would get longer when facing sideways, and shorter when facing north and south because of the perspective. At the same time, it would get wider when facing north and south, and less wide when facing right or left. I'd like to avoid actually drawing the aimer texture in 3d because I'm still using spritebatch's layerdepth parameter at this point in my project, and I don't want to have to figure out how to draw a 3d object within the depth sorting system I already have. I can provide code and more details if this is too vague as a question... This is my first post on stack exchange. Thanks a lot for reading! Note: (I think) I realize it can't be a technically correct 3D perspective, because the spritebatch's vector2 scaling argument doesn't allow for an object to be skewed the way it actually should be. What I'm really interested in is, is there a good way to fake the effect, or should I just drop it and not scale at all? Edit to clarify without the help of a picture (apparently I can't post them yet): I want the aimer arrow to look like it has been painted on the ground at the character's feet, so it should appear to be drawn on the ground plane (in my case the XZ plane) which should be tilted at a 45 degree angle (around the X axis) from the viewing perspective. Alex

    Read the article

  • Moving a body in a specific direction using XNA with Farseer Physics

    - by Code Assasssin
    I have a custom polygon attached to a body, which looks like this: What I am trying to accomplish is getting the body to move according to wherever the tip of the body is. So far this is what I've tried: if (ks.IsKeyDown(Keys.Up)) { body.ApplyForce(new Vector2(0, -20),body.GetLocalPoint(new Vector2(0,0))); } if (ks.IsKeyDown(Keys.Left)) { body.ApplyTorque(-500); } if (ks.IsKeyDown(Keys.Right)) { body.ApplyTorque(500); } The body rotates fine - but when I try making the body accelerate according to the tip of the body - assuming I have specified the tip correctly(I am pretty sure I haven't), it just spins around, as if I have applied Torque to it. Can anyone point me in the right direction of how to fix this problem?

    Read the article

  • Objects won't render when Texture Compression + Mipmapping is Enabled

    - by felipedrl
    I'm optimizing my game and I've just implemented compressed (DXTn) texture loading in OpenGL. I've worked my way removing bugs but I can't figure out this one: objects w/ DXTn + mipmapped textures are not being rendered. It's not like they are appearing with a flat color, they just don't appear at all. DXTn textured objs render and mipmapped non-compressed textures render just fine. The texture in question is 256x256 I generate the mips all the way down 4x4, i.e 1 block. I've checked on gDebugger and it display all the levels (7) just fine. I'm using GL_LINEAR_MIPMAP_NEAREST for min filter and GL_LINEAR for mag one. The texture is being compressed and mipmaps being created offline with Paint.NET tool using super sampling method. (I also tried bilinear just in case) Source follow: [SNIPPET 1: Loading DDS into sys memory + Initializing Object] // Read header DDSHeader header; file.read(reinterpret_cast<char*>(&header), sizeof(DDSHeader)); uint pos = static_cast<uint>(file.tellg()); file.seekg(0, std::ios_base::end); uint dataSizeInBytes = static_cast<uint>(file.tellg()) - pos; file.seekg(pos, std::ios_base::beg); // Read file data mData = new unsigned char[dataSizeInBytes]; file.read(reinterpret_cast<char*>(mData), dataSizeInBytes); file.close(); mMipmapCount = header.mipmapcount; mHeight = header.height; mWidth = header.width; mCompressionType = header.pf.fourCC; // Only support files divisible by 4 (for compression blocks algorithms) massert(mWidth % 4 == 0 && mHeight % 4 == 0); massert(mCompressionType == NO_COMPRESSION || mCompressionType == COMPRESSION_DXT1 || mCompressionType == COMPRESSION_DXT3 || mCompressionType == COMPRESSION_DXT5); // Allow textures up to 65536x65536 massert(header.mipmapcount <= MAX_MIPMAP_LEVELS); mTextureFilter = TextureFilter::LINEAR; if (mMipmapCount > 0) { mMipmapFilter = MipmapFilter::NEAREST; } else { mMipmapFilter = MipmapFilter::NO_MIPMAP; } mBitsPerPixel = header.pf.bitcount; if (mCompressionType == NO_COMPRESSION) { if (header.pf.flags & DDPF_ALPHAPIXELS) { // The only format supported w/ alpha is A8R8G8B8 massert(header.pf.amask == 0xFF000000 && header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGBA8; mFormat = GL_BGRA; mDataType = GL_UNSIGNED_BYTE; } else { massert(header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGB8; mFormat = GL_BGR; mDataType = GL_UNSIGNED_BYTE; } } else { uint blockSizeInBytes = 16; switch (mCompressionType) { case COMPRESSION_DXT1: blockSizeInBytes = 8; if (header.pf.flags & DDPF_ALPHAPIXELS) { mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; } else { mInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; } break; case COMPRESSION_DXT3: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; case COMPRESSION_DXT5: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; default: // Not Supported (DXT2, DXT4 or any compression format) massert(false); } } [SNIPPET 2: Uploading into video memory] massert(mData != NULL); glGenTextures(1, &mHandle); massert(mHandle!=0); glBindTexture(GL_TEXTURE_2D, mHandle); commitFiltering(); uint offset = 0; Renderer* renderer = Renderer::getInstance(); switch (mInternalFormat) { case GL_RGB: case GL_RGBA: case GL_RGB8: case GL_RGBA8: for (uint i = 0; i < mMipmapCount + 1; ++i) { uint width = std::max(1U, mWidth >> i); uint height = std::max(1U, mHeight >> i); glTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, mFormat, mDataType, &mData[offset]); offset += width * height * (mBitsPerPixel / 8); } break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: { uint blockSize = 16; if (mInternalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || mInternalFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) { blockSize = 8; } uint width = mWidth; uint height = mHeight; for (uint i = 0; i < mMipmapCount + 1; ++i) { uint nBlocks = ((width + 3) / 4) * ((height + 3) / 4); // Only POT textures allowed for mipmapping massert(width % 4 == 0 && height % 4 == 0); glCompressedTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, nBlocks * blockSize, &mData[offset]); offset += nBlocks * blockSize; if (width <= 4 && height <= 4) { break; } width = std::max(4U, width / 2); height = std::max(4U, height / 2); } break; } default: // Not Supported massert(false); } Also I don't understand the "+3" in the block size computation but looking for a solution for my problema I've encountered people defining it as that. I guess it won't make a differente for POT textures but I put just in case. Thanks.

    Read the article

  • Finding cubes in frustum

    - by salmonmoose
    Working with an infinite set of cubes, is there a way of detecting which cubes exist within a frustum? Most frustum culling seems to work along the lines of running through all objects and seeing if they intersect - this is ok with a finite set of objects, or something like Octrees. I'm currently finding all cubes within the frustum's bounding box - but that's far more than I really need. I could then test these all against it, but I was wondering if I could skip a step.

    Read the article

  • Confusion with floats converted into ints during collision detection

    - by TheBroodian
    So in designing a 2D platformer, I decided that I should be using a Vector2 to track the world location of my world objects to retain some sub-pixel precision for slow-moving objects and other such subtle nuances, yet representing their bodies with Rectangles, because as far as collision detection and resolution is concerned, I don't need sub-pixel precision. I thought that the following line of thought would work smoothly... Vector2 wrldLocation; Point WorldLocation; Rectangle collisionRectangle; public void Update(GameTime gameTime) { Vector2 moveAmount = velocity * (float)gameTime.ElapsedGameTime.TotalSeconds wrldLocation += moveAmount; WorldLocation = new Point((int)wrldLocation.X, (int)wrldLocation.Y); collisionRectangle = new Rectangle(WorldLocation.X, WorldLocation.Y, genericWidth, genericHeight); } and I guess in theory it sort of works, until I try to use it in conjunction with my collision detection, which works by using Rectangle.Offset() to project where collisionRectangle would supposedly end up after applying moveAmount to it, and if a collision is found, finding the intersection and subtracting the difference between the two intersecting sides to the given moveAmount, which would theoretically give a corrected moveAmount to apply to the object's world location that would prevent it from passing through walls and such. The issue here is that Rectangle.Offset() only accepts ints, and so I'm not really receiving an accurate adjustment to moveAmount for a Vector2. If I leave out wrldLocation from my previous example, and just use WorldLocation to keep track of my object's location, everything works smoothly, but then obviously if my object is being given velocities less than 1 pixel per update, then the velocity value may as well be 0, which I feel further down the line I may regret. Does anybody have any suggestions about how I might go about resolving this?

    Read the article

  • Getting a texture from a renderbuffer in OpenGL?

    - by Rushyo
    I've got a renderbuffer (DepthStencil) in an FBO and I need to get a texture from it. I can't have both a DepthComponent texture and a DepthStencil renderbuffer in the FBO, it seems, so I need some way to convert the renderbuffer to a DepthComponent texture after I'm done with it for use later down the pipeline. I've tried plenty of techniques to grab the depth component from the renderbuffer for weeks but I always come out with junk. All I want at the end is the same texture I'd get from an FBO if I wasn't using a renderbuffer. Can anyone post some comprehensive instructions or code that covers this seemingly simple operation? EDIT: Linky to an extract version of the code http://dl.dropbox.com/u/9279501/fbo.cs Screeny of the Depth of Field effect + FBO - without depth(!) http://i.stack.imgur.com/Hj9Oe.jpg Screeny without Depth of Field effect + FBO - depth working fine http://i.stack.imgur.com/boOm1.jpg

    Read the article

  • Failed to load url in Dom Document?

    - by Lakhan
    im trying to get latitude and longtitude from google map by giving address. But its giving error.when i directly copy url to browser url bar.its giving correct result.If anybody know the answer .Plz reply. Thanx in advance Here is my code. <?php $key = '[AIzaSyAoPgQlfKsBKQcBGB01cl8KmiPee3SmpU0]'; $opt = array ( 'address' => urlencode('Kolkata,India, ON') , 'output' => 'xml' ); $url = 'http://maps.google.com/maps/geo?q='.$opt['address'].'&output='.$opt['output'].'&oe=utf8&key='.$key; $dom = new DOMDocument(); $dom->load($url); $xpath = new DomXPath($dom); $xpath->registerNamespace('ge', 'http://earth.google.com/kml/2.0'); $statusCode = $xpath->query('//ge:Status/ge:code'); if ($statusCode->item(0)->nodeValue == '200') { $pointStr = $xpath->query('//ge:coordinates'); $point = explode(",", $pointStr->item(0)->nodeValue); $lat = $point[1]; $lon = $point[0]; echo '<pre>'; echo 'Lat: '.$lat.', Lon: '.$lon; echo '</pre>'; } ?> Following error has occured: Warning: DOMDocument::load(http://maps.google.com/maps/geo? q=Kolkata%252CIndia%252C%2BON&output=xml&oe=utf8&key=%5BAIzaSyAoPgQlfKsBKQcBGB01cl8KmiPee3SmpU0%5D) [domdocument.load]: failed to open stream: HTTP request failed! HTTP/1.0 400 Bad Request in C:\xampp\htdocs\draw\draw.php on line 19 Warning: DOMDocument::load() [domdocument.load]: I/O warning : failed to load external entity "http://maps.google.com/maps/geo?q=Kolkata%252CIndia%252C%2BON&output=xml&oe=utf8&key=%5BAIzaSyAoPgQlfKsBKQcBGB01cl8KmiPee3SmpU0%5D" in C:\xampp\htdocs\draw\draw.php on line 19 Notice: Trying to get property of non-object in C:\xampp\htdocs\draw\draw.php on line 26

    Read the article

  • map is not showing correct location in my blackberry applications

    - by Ali
    I am calling blackberry map by converting the real coordinates as you can see public static void showMap(String latitude,String longatude){ try{ int specailLatitude=(int)(Double.parseDouble(latitude))*100000; int specailLongatude=(int)(Double.parseDouble(longatude))*100000; MapView mapView=new MapView(); mapView.setLatitude(specailLatitude); mapView.setLongitude(specailLongatude); mapView.setZoom(07); MapsArguments arg=new MapsArguments(mapView); Invoke.invokeApplication(Invoke.APP_TYPE_MAPS, arg); }catch(Exception e){ CustomUtility.showToast("Map is not available "+e.getMessage()); } }// end of the showMap but problem is this its now showing correct location , it always shows same location in UAE , please help that i am converting correctly ?

    Read the article

  • AIR app still running when the iphone is blocked?

    - by nmarti
    I just made a simple game with flash professional 6.0 and adobe AIR sdk 3.4 for iPhone. The problem is this: when I lock the iphone pressing the power button, the screen switches off as usual, but the music of the game still sounds. If I exit the game pressing the home button it exits fine. Is only when locking the phone with the app opened. Also, I opted-out of multitasking for my app, so if I close my app with the home button and I reload it, it loads the main menu. Anyone knows how can I solve this?

    Read the article

  • pull down notification panel in iOS help for iPad

    - by Priya Chhabra
    I have developed an iPad application. In which I am using left/right swipes from corner of screen. The problem is when device is in landscape mode, (though the application is always in portrait orientation) and user wants to swipe left, it opens the notification panel instead of going to swipeAction that I had defined. Note that it works fine when device is kept in portrait mode. Is there any way to make pull down notification panel application orientation specific ? Any kind of help will be appreciated.

    Read the article

  • CUDA threads for inner loop

    - by Manolete
    I've got this kernel __global__ void kernel1(int keep, int include, int width, int* d_Xco, int* d_Xnum, bool* d_Xvalid, float* d_Xblas) { int i, k; i = threadIdx.x + blockIdx.x * blockDim.x; if(i < keep){ for(k = 0; k < include ; k++){ int val = (d_Xblas[i*include + k] >= 1e5); int aux = d_Xnum[i]; d_Xblas[i*include + k] *= (!val); d_Xco[i*width + aux] = k; d_Xnum[i] +=val; d_Xvalid[i*include + k] = (!val); } } } launched with int keep = 9000; int include = 23000; int width = 0.2*include; int threads = 192; int blocks = keep+threads-1/threads; kernel1 <<< blocks,threads >>>( keep, include, width, d_Xco, d_Xnum, d_Xvalid, d_Xblas ); This kernel1 works fine but it is obviously not totally optimized. I thought it would be straight forward to eliminate the inner loop k but for some reason it doesn't work fine. My first idea was: __global__ void kernel2(int keep, int include, int width, int* d_Xco, int* d_Xnum, bool* d_Xvalid, float* d_Xblas) { int i, k; i = threadIdx.x + blockIdx.x * blockDim.x; k = threadIdx.y + blockIdx.y * blockDim.y; if((i < keep) && (k < include) ) { int val = (d_Xblas[i*include + k] >= 1e5); int aux = d_Xnum[i]; d_Xblas[i*include + k] *= (float)(!val); d_Xco[i*width + aux] = k; atomicAdd(&d_Xnum[i], val); d_Xvalid[i*include + k] = (!val); } } launched with a 2D grid: int keep = 9000; int include = 23000; int width = 0.2*include; int th = 32; dim3 threads(th,th); dim3 blocks (keep+threads.x-1/threads.x, include+threads.y-1/threads.y); kernel2 <<< blocks,threads >>>( keep, include, width, d_Xco, d_Xnum, d_Xvalid, d_Xblas ); Although I believe the idea is fine, it does not work and I am running out of ideas here. Could you please help me out here? I also think the problem could be in d_Xco which stores the position k in a smaller array , so the order matters, but I can't think of any other way of doing it...

    Read the article

  • Xml updating with linq not working when quering

    - by user1734230
    I have problem i'm trying to update a specific part of the XML with the linq query but it doesn't work. So i an xml file: <?xml version="1.0" encoding="utf-8"?> <DesignConfiguration> <Design name="CSF_Packages"> <SourceFolder>C:\CSF_Packages</SourceFolder> <DestinationFolder>C:\Documents and Settings\xxx</DestinationFolder> <CopyLookups>True</CopyLookups> <CopyImages>False</CopyImages> <ImageSourceFolder>None</ImageSourceFolder> <ImageDesinationFolder>None</ImageDesinationFolder> </Design> </DesignConfiguration> I want to select the part where the part where there is Design name="somethning" and get the descendants and then update the descendants value that means this part: <SourceFolder>C:\CSF_Packages</SourceFolder> <DestinationFolder>C:\Documents and Settings\xxx</DestinationFolder> <CopyLookups>True</CopyLookups> <CopyImages>False</CopyImages> <ImageSourceFolder>None</ImageSourceFolder> <ImageDesinationFolder>None</ImageDesinationFolder> I have this code: XDocument configXml = XDocument.Load(configXMLFileName); var updateData = configXml.Descendants("DesignConfiguration").Elements().Where(el => el.Name == "Design" && el.Attribute("name").Value.Equals("AFP_GRAFIKA")).FirstOrDefault(); configXml.Save(configXMLFileName); I'm getting the null data in the updateData varibale. When I'm trying the Descendat's function through QuickWatch it also returns a null value. When I'm checking the configXML variable it has data that is my whole xml. What am I doing wrong?

    Read the article

  • How to limit TCP writes to particular size and then block untlil the data is read

    - by ustulation
    {Qt 4.7.0 , VS 2010} I have a Server written in Qt and a 3rd party client executable. Qt based server uses QTcpServer and QTcpSocket facilities (non-blocking). Going through the articles on TCP I understand the following: the original implementation of TCP mentioned the negotiable window size to be a 16-bit value, thus maximum being 65535 bytes. But implementations often used the RFC window-scale-extension that allows the sliding window size to be scalable by bit-shifting to yield a maximum of 1 gigabyte. This is implementation defined. This could have resulted in majorly different window sizes on receiver and sender end as the server uses Qt facilities without hardcoding any window size limit. Client 1st asks for all information it can based on the previous messages from the server before handling the new (accumulating) incoming messages. So at some point Server receives a lot of messages each asking for data of several MB's. This the server processes and puts it into the sender buffer. Client however is unable to handle the messages at the same pace and it seems that client’s receiver buffer is far smaller (65535 bytes maybe) than sender’s transmit window size. The messages thus get accumulated at sender’s end until the sender’s buffer is full too after which the TCP writes on sender would block. This however does not happen as sender buffer is much larger. Hence this manifests as increase in memory consumption on the sender’s end. To prevent this from happening, I used Qt’s socket’s waitForBytesWritten() with timeout set to -1 for infinite waiting period. This as I see from the behaviour blocks the thread writing TCP data until the data has actually been sensed by the receiver’s window (which will happen when earlier messages have been processed by the client at application level). This has caused memory consumption at Server end to be almost negligible. is there a better alternative to this (in Qt) if i want to restrict the memory consumption at server end to say x MB's? Also please point out if any of my understandings is incorrect.

    Read the article

  • Function 'didFinishLaunchingWithOptions' getting invoked inappropriately

    - by clint
    I connected my IOS device to a MAC processor and installed/initialized my app running in xcode or dragged it from itunes folder. Now i physically disconnected my device from the processor and through wifi enabled in the device, sent notifications/messages through APNS to the device. I was able to successfully receive notifications in the device. Now after some time, i reconnected the device to the processor, which lead to a problem of the app launching again and calling 'didFinishLaunchingWithOptions' method again, which is not desirable as the launch/initialization should happen only once. This behaviour is random ie. every time when i disconnect/reconnect, it is not happening, only sometimes. Why is this happening. What could be the reason for this random behaviour. Any help will be appreciated.Thanks

    Read the article

  • Get notified about the change in raw data in hard disk sector - File change notification

    - by Nuv
    I'm trying to make a software that backups my entire hard drive. I've managed to write a code for reading the raw data from hard disk sectors. However, i want to have incremental backups. For that i need to know the changed made to OS settings, file changes, everything. My question is - Using FileSystemWatcher and Inotify, will i be able to know every change made to every sector in the hard drive ? (OS settings etc) I'm coding it in C++ for linux and windows. (Saw this question on Stackoverflow which gave me some idea)

    Read the article

  • Javascript jQuery ajax submit default data

    - by onlineracoon
    How to submit default data when using $.ajax? I have tried: $.ajaxPrefilter(function(options, originalOptions, jqXHR) { // can't access anything here... (tried jqXHR.data but undefined) }); $.ajaxSetup({ beforeSend: function(jqXHR, settings) { // can't access anything here... (tried jqXHR.data but undefined) } }); I need this so I can send my CSRF token, each time and when logged in submit the user ID each time. I prefer not to submit a token in headers. Thanks

    Read the article

  • iOS6: do we have to set rootViewController in App delegate in order to support different orientations?

    - by Centurion
    The app was perfectly fine working in iOS5 in landscape orientation. However in iOS6, it started to use portrait orientation in all view controllers. The methods shouldAutorotateToInterfaceOrientation are not called anymore. I read the new stuff about changed rotation mechanism in iOS6 and I was able to fix that by adding a line in my AppDelegate: self.window.rootViewController = _viewController _viewControler is the starting screen (Home-menu). All other view controllers implement shouldAutorotateToInterfaceOrientation method and returns YES for landscape orientations only. So, it's perfectly working solution for the app that needs to support only one orientation. However, the problem is I need one view controller (lets call it phone-VC) to be presented in portrait orientation. Now, if I want this view controller would be rotated then I need to return YES in Home-menu controller that is assigned to rootViewControler in appDelegate. However, I can't do that because this rootViewController is starting window that need to presented in landscape only, otherwise the layout with graphics in this window will break. But if I don't return YES from its shouldAutorotateToInterfaceOrientation (Home-menu) then the same method is not called in my view phone-VC that needs to be presented in portrait. Any ideas? Does the assignation of rootViewController is mandatory in AppDelegate? UPDATE: the problem exists on device (at least on iPhone4).

    Read the article

  • php adding value to session

    - by antikbd
    I am trying to implement a 'shopping cart' where, if the 'Add to Cart' has been clicked, the respective item is either added to the cart or incremented by one if already present. However, the following code isn't working and giving me a "Cannot use a scalar value as an array" error. Any help would be highly appreciated. if (isset($_POST['fan']) && ($_POST['fan']=="Add to Cart")) { if (($_SESSION['cart']['fan']==0) || (!isset($_SESSION['cart']['fan']))) { $_SESSION['cart']['fan']=1; } else { $_SESSION['cart']['fan']++; } }

    Read the article

  • Grails ClassNotFoundException com.google.common.collect.Maps

    - by user1734199
    I need some help, I am trying to make an controller using Google Analytics API, but using: statsController.groovy /**************************************************************/ import com.google.gdata.client.analytics.AnalyticsService class StatsController { def myService def stats(){ myService = new AnalyticsService("example-App"); } } /************************************************************/ error Message: ClassNotFoundException occurred when processing request: [...] com.google.common.collect.Maps I ve tryed adding to the buildpath the "gdata.analytics*.jar", "google-collect-1.0.jar", "guava.jar" and "jsr305.jar" but without results, the error always says that i described or NotDefClassError ocurred when processing request: [...] com.google.gdata.client.analytics.AnalyticsService. I need to solve.

    Read the article

  • Using Session to limit form submission by time

    - by user1733850
    I have spent over 2 hours scouring the net trying to figure this out. I am trying to stop multiple form submission any faster than 60 seconds. Here is what I am using. session_start(); if (!isset($_SESSION['last_submit'])) $_SESSION['last_submit'] = time(); if (time()-$_SESSION['last_submit'] < 60) die('Post limit exceeded. Please wait at least 60 seconds'); else $_SESION['last_submit'] = time(); I found this bit here on the site but haven't been able to figure anything else out as far as getting it to work. I have this bit of code on my page at the beginning that does the DB query with the previous pages POST results. Do I need to set $last_submit to a certain value? Any help is appreciated.

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >