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  • Could Not Load Type Microsoft.Build.Framework.BuildEventContext

    Setting up a TeamCity build and got this error: C:\Program Files\MSBuild\Microsoft\VisualStudio\v9.0\TeamData\Microsoft.Data.Schema.SqlTasks.targets(80, 5): error MSB4018: The "SqlSetupDeployTask" task failed unexpectedly. System.TypeLoadException: Could not load type 'Microsoft.Build.Framework.BuildEventContext' from assembly 'Microsoft.Build.Framework, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. at Microsoft.Build.BuildEngine.TaskExecutionModule.SetBatchRequestSize() at Microsoft.Build.BuildEngine.TaskExecutionModule..ctor(EngineCallback engineCallback, TaskExecutionModuleMode moduleMode, Boolean profileExecution) at Microsoft.Build.BuildEngine.NodeManager..ctor(Int32 cpuCount, Boolean childMode, Engine parentEngine) at Microsoft.Build.BuildEngine.Engine..ctor(Int32 numberOfCpus, Boolean isChildNode, Int32 parentNodeId, String localNodeProviderParameters, BuildPropertyGroup globalProperties, ToolsetDefinitionLocations locations) at Microsoft.Build.BuildEngine.Engine.get_GlobalEngine() at Microsoft.Data.Schema.Build.DeploymentProjectBuilder.CreateDeploymentProject() at Microsoft.Data.Schema.Tasks.DBSetupDeployTask.BuildDeploymentProject(ErrorManager errors, ExtensionManager em) at Microsoft.Data.Schema.Tasks.DBSetupDeployTask.Execute() at Microsoft.Build.BuildEngine.TaskEngine.ExecuteTask(ExecutionMode howToExecuteTask, Hashtable projectItemsAvailableToTask, BuildPropertyGroup projectPropertiesAvailableToTask, Boolean& taskClassWasFound)   The usual searching didnt bring back anything useful, but I figured out that Id missed a dropdownlist in the TeamCity project setup: Originally I was using Microsoft .NET Framework 2.0 for my MSBuild task.  Changing it to 3.5 (as shown above) got me past this error (and on to the next one). Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Google bots are severely affecting site performance

    - by Lynn
    I have an aggregate site on a linux server that pulls in feeds from a universe of about 2,000 blogs. It's in Wordpress 3.4.2 and I have a cron job that is staggered to run five times an hour on another server to pull in the stories and then publish them to the front page of this site. This is so I didn't put too much pressure all on one server. However, the Google bots, which visit a few times every hour bring the server to its knees in the morning and evenings when there is an increase in traffic on the site. The bots have something like 30,000 links to follow at this point. How do I throttle the bots to simply grab the new stories off the front page and stop there? EDIT- Details of my server configuration: The way we have this set up is the server that handles all the publishing is an unmanaged instance via AWS. It mounts the NFS server and connects to the RDS to update content, etc. You get to this publishing instance via a plugin that detects the wp-admin link and then redirects you into there. The front end app server also mounts the NFS and requests data from the RDS. It is the only one that has the WP Super Cache on it.... The OS is Ubuntu on the App server and the NFS runs CentOs. The front end is Nginx and the publishing server is Apache.

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  • Penalty for collision during a racing game

    - by Arthur Wulf White
    In a racing game: How should we penalize the player for colliding head on into obstacles such as walls, trees and so on. What is the way it is done in your favorite racing game? How is it done in other successful racing games? Do you think temporarily disabling the engine for a second is too severe? If I do go that route, how would I convey the 'engine is disabled' to the player in a subtle and easily understood way? Is this 'too much' of a penalty? Would the slow-down from the collision be sufficient to discourage the player from driving too carelessly? Which one is more fun? Should I consider a health-bar and affect engine performance for 'low health' status? Could you offer examples of games that handle this well and one that do it poorly? Please share your experience with racing games obstacles and reference games you feel perform well in this aspect. I am sure we all enjoy our racing games differently and I would like to hear different opinions regarding this issue. I would also like to hear how you feel we should penalize or reward for colliding with other vehicles? Should enemy vehicles be destroyable? Should they slow down severely when they hit the back of your car or would that make the gameplay imbalanced?

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  • Fastest way to group units that can see each other?

    - by mac
    In the 2D game I'm working with, the game engine is able to give me, for each unit, the list of other units that are in its view range. I would like to know if there is an established algorithm to sort the units in groups, where each group would be defined by all those units which are "connected" to each other (even through others). An example might help understand the question better (E=enemy, O=own unit). First the data that I would get from the game engine: E1 can see E2, E3, O5 E2 can see E1 E3 can see E1 E4 can see O5 E5 can see O2 E6 can see E7, O9, O1 E7 can see E6 O1 can see E6 O2 can see O5, E5 O5 can see E1, E4, O2 O9 can see E6 Then I should compute the groups as follow: G1 = E1, E2, E3, E4, E5, O2, O5 G2 = O1, O9, E6, E7 It can be safely assumed that there is a transitive property for the field of view: [if A sees B, then B sees A]. Just to clarify: I already wrote a naïve implementation that loops on each row of the game engine info, but from the look of it, it seems a problem general enough for it to have been studied in depth and have various established algorithms (maybe passing through some tree-like structure?). My problem is that I couldn't find a way to describe my problem that returned useful google hits. Thank you in advance for your help!

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  • My processor is not detected intel core 2 duo

    - by walid
    My processor is not detected intel core 2 duo When I type $uname -m -p I get this i686 unknown I have Ubuntu 10.10 netbook remix but the cat /proc/cpuinfo gives right identification of two processors as below processor : 0 vendor_id : GenuineIntel cpu family : 6 model : 15 model name : Intel(R) Core(TM)2 CPU T5600 @ 1.83GHz stepping : 6 cpu MHz : 1826.000 cache size : 2048 KB physical id : 0 siblings : 2 core id : 0 cpu cores : 2 apicid : 0 initial apicid : 0 fdiv_bug : no hlt_bug : no f00f_bug : no coma_bug : no fpu : yes fpu_exception : yes cpuid level : 10 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe nx lm constant_tsc arch_perfmon pebs bts aperfmperf pni dtes64 monitor ds_cpl vmx est tm2 ssse3 cx16 xtpr pdcm lahf_lm dts tpr_shadow bogomips : 3657.99 clflush size : 64 cache_alignment : 64 address sizes : 36 bits physical, 48 bits virtual power management: processor : 1 vendor_id : GenuineIntel cpu family : 6 model : 15 model name : Intel(R) Core(TM)2 CPU T5600 @ 1.83GHz stepping : 6 cpu MHz : 1826.000 cache size : 2048 KB physical id : 0 siblings : 2 core id : 1 cpu cores : 2 apicid : 1 initial apicid : 1 fdiv_bug : no hlt_bug : no f00f_bug : no coma_bug : no fpu : yes fpu_exception : yes cpuid level : 10 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe nx lm constant_tsc arch_perfmon pebs bts aperfmperf pni dtes64 monitor ds_cpl vmx est tm2 ssse3 cx16 xtpr pdcm lahf_lm dts tpr_shadow bogomips : 3657.53 clflush size : 64 cache_alignment : 64 address sizes : 36 bits physical, 48 bits virtual power management: The problem is with programs that uses more than one core like virtualbox and bitcoin which refuses to use more than one core Is there anythign wrong or anything that I can do? My installation is from a live usb iso on a USB

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  • South Florida .Net Code Camp - February 12th, 2011

    - by Sam Abraham
    Later this week, I will be heading to our annual South Florida .Net Code Camp, an all-day free “Geek Fest” taking place on February 12th, 2011.This year’s code camp will be conveniently taking place at Nova Southeastern University in Ft Lauderdale.   With more than 700 already registered, this year’s event is bound to exceed last year’s registration and attendance. We are also fortunate to have secured the backing of a large number of our kind sponsors, supporters and volunteers, with our efforts led by our chief organizer, Fladotnet founder and Microsoft MVP, Dave Noderer.   As a member of the volunteer organizing team, I have gotten a good exposure on what it takes to run a code camp and gotten to appreciate the tremendous amount of work such a large event takes to put together to handle logistics such as venue, food, speaker registration and scheduling, website updates; that of course in addition to the essential outreach efforts necessary to secure sponsorships.   As Dave puts it, Code Camp is a great venue for those who want to gain exposure and experience as technical speakers to try it out just as much as it being a forum for experienced speakers to share the latest on their topics of interest. So far, 65 speakers are already scheduled to speak, bringing us an array of diverse topics.   I will be speaking on ASP.Net MVC3, the Razor view engine and present a brief introduction to NUGet. Below is a brief abstract on the session. For more information on code camp and to regsiter, please visit http://www.fladotnet.com/codecamp/Default.aspx   Hope to see you there!   Diving into ASP.Net MVC 3 and the Razor View Engine The first few minutes of this session will bring those who might not have previously used or learned about MVC up to speed with the necessary rules and conventions for an MVC project. We will then cover the latest additions to ASP.Net MVC 3 and discuss the value it brings with its new Razor View Engine and the various project template improvements made in Visual Studio 2010. We will also explore how to leverage both Razor and ASPX View Engines in one project. Audience participation is strongly encouraged and will be solicited.

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  • WARNING Retrying Bulk Insert for file:sqlldr due to Communication Error:256

    - by user702295
    WARNING Retrying Bulk Insert for file:sqlldr due to Communication Error:256 I am running my engine on Linux and am receiving an intermittent message "WARNING Retrying bulk insert for file: sqlldr due to communication Error: 256" The engine seems to have completed successfully, but it is not clear if this error caused some of the forecast to not complete. It is also not clear what caused the error. Generally if you see only the WARNING of it, it means that next retries of the same load request have eventually succeeded and so the run a a whole is not affected. In order to know more about what happens, look for .log/.bad files left in the engines bin directory or possibly a quote of them within the specific engine log that had the issue.  The sqlnet.log file may also have some information about it and perhaps at the database server side there may be some log/alert regarding what happened.  Look at the alert.log. In general it could be that the database server/network was over loaded at the time and somehow the connection was rejected/failed/aborted either due to specific setting on concurrent connections/sessions or inadvertently due to glitch in network/os/hardware. If this repeats and becomes more frequent during the run you should look further into it as mentioned above. You can also track this using either SQL*Trace or java.util.logging.  - Globally enable logging by setting the oracle.jdbc.Trace system property java -Doracle.jdbc.Trace=true - Client Side Tracing: Your SQLNET.ORA file should contain the following lines to produce a client side trace file: trace_level_client = 10 trace_unique_client = on trace_file_client = sqlnet.trc trace_directory_client = <path_to_trace_dir> Server Side Tracing: To enable server side tracing, use the following parameters: trace_level_server = 10 trace_file_server = server.trc trace_directory_server = <path_to_trace_dir> Tracing Levels: The following values can be used for TRACE_LEVEL* parameters:     16 or SUPPORT — WorldWide Customer Support trace information     10 or ADMIN — Administration trace information     4 or USER — User trace information     0 or OFF — no tracing, the default Additional information is readily available via the web.

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  • How to define type-specific scripts when using a 'type object' programming pattern?

    - by Erik
    I am in the process of creating a game engine written in C++, using the C/C++ SQLite interface to achieve a 'type object' pattern. The process is largely similar to what is outlined here (Thank you Bob Nystrom for the great resource!). I have a generally defined Entity class that when a new object is created, data is taken from a SQLite database and then is pushed back into a pointer vector, which is then iterated through, calling update() for each object. All the ints, floats, strings are loaded in fine, but the script() member of Entity is proving an issue. It's not much fun having a bunch of stationary objects laying around my gameworld. The only solutions I've come up with so far are: Create a monolithic EntityScript class with member functions encompassing all game AI and then calling the corresponding script when iterating through the Entity vector. (Not ideal) Create bindings between C++ and a scripting language. This would seem to get the job done, but it feels like implementing this (given the potential memory overhead) and learning a new language is overkill for a small team (2-3 people) that know the entirety of the existing game engine. Can you suggest any possible alternatives? My ideal situation would be that to add content to the game, one would simply add a script file to the appropriate directory and append the SQLite database with all the object data. All that is required is to have a variety of integers and floats passed between both the engine and the script file.

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  • Collision Detection for a 2D RPG

    - by PHMitrious
    First of all, I have done some research on this topic before asking, and I'm asking this question as a mean to get some opinions on this topic, so I don't make a decision only on my own, but taking into account other people's experience as well. I'm starting a 2D online RPG project. I am using SFML for graphics and input and I'm creating a basic game structure and all for the game, creating modules for each part of the game. Well, let me get to the point I just wanted to give you guys some context. I want to decide on how I'm going to work with collision detection. Well I'm kinda going to work on maps with a tile map divided in layers (as usual) and add an extra 2 layers - not exactly in the map - for objects. So I'll have collisions between objects and agents (players - npcs - monsters - spells etc) and agents and tiles. The seconds one can be easily solved the first one need a little bit of work. I considered both creating a basic collision test engine using polygons and a quadtree to diminish tests since I'm going to be working with big maps with lots of objects - creating both a physical and graphical world representation. And I also considered using a physics engine like Box2D for collision tests. I think the first approach would take more work on my part but the second one would have the overhead of using a whole physics engine for just collision detection and no physics. What do you guys think ?

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  • Solved: Operation is not valid due to the current state of the object

    - by ChrisD
    We use public static methods decorated with [WebMethod] to support our Ajax Postbacks.   Recently, I received an error from a UI developing stating he was receiving the following error when attempting his post back: {   "Message": "Operation is not valid due to the current state of the object.",   "StackTrace": "   at System.Web.Script.Serialization.ObjectConverter.ConvertDictionaryToObject(IDictionary`2 dictionary, Type type, JavaScriptSerializer serializer, Boolean throwOnError, Object& convertedObject)\r\n   at System.Web.Script.Serialization.ObjectConverter.ConvertObjectToTypeInternal(Object o, Type type, JavaScriptSerializer serializer, Boolean throwOnError, Object& convertedObject)\r\n   at System.Web.Script.Serialization.ObjectConverter.ConvertObjectToTypeMain(Object o, Type type, JavaScriptSerializer serializer, Boolean throwOnError, Object& convertedObject)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.DeserializeInternal(Int32 depth)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.DeserializeDictionary(Int32 depth)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.DeserializeInternal(Int32 depth)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.DeserializeDictionary(Int32 depth)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.DeserializeInternal(Int32 depth)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.BasicDeserialize(String input, Int32 depthLimit, JavaScriptSerializer serializer)\r\n   at System.Web.Script.Serialization.JavaScriptSerializer.Deserialize(JavaScriptSerializer serializer, String input, Type type, Int32 depthLimit)\r\n   at System.Web.Script.Serialization.JavaScriptSerializer.Deserialize[T](String input)\r\n   at System.Web.Script.Services.RestHandler.GetRawParamsFromPostRequest(HttpContext context, JavaScriptSerializer serializer)\r\n   at System.Web.Script.Services.RestHandler.GetRawParams(WebServiceMethodData methodData, HttpContext context)\r\n   at System.Web.Script.Services.RestHandler.ExecuteWebServiceCall(HttpContext context, WebServiceMethodData methodData)",   "ExceptionType": "System.InvalidOperationException" }   Goggling this error brought me little support.  All the results talked about increasing the aspnet:MaxJsonDeserializerMembers value to handle larger payloads.  Since 1) I’m not using the asp.net ajax model and 2) the payload is very small, this clearly was not the cause of my issue. Here’s the payload the UI developer was sending to the endpoint: {   "FundingSource": {     "__type": "XX.YY.Engine.Contract.Funding.EvidenceBasedFundingSource,  XX.YY.Engine.Contract",     "MeansType": 13,     "FundingMethodName": "LegalTender",   },   "AddToProfile": false,   "ProfileNickName": "",   "FundingAmount": 0 } By tweaking the JSON I’ve found the culprit. Apparently the default JSS Serializer used doesn’t like the assembly name in the __type value.  Removing the assembly portion of the type name resolved my issue. { "FundingSource": { "__type": "XX.YY.Engine.Contract.Funding.EvidenceBasedFundingSource", "MeansType": 13, "FundingMethodName": "LegalTender", }, "AddToProfile": false, "ProfileNickName": "", "FundingAmount": 0 }

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  • CodePlex Daily Summary for Sunday, December 02, 2012

    CodePlex Daily Summary for Sunday, December 02, 2012Popular ReleasesD3 Loot Tracker: 1.5.6: Updated to work with D3 version 1.0.6.13300DirectQ: DirectQ II 2012-11-29: A (slightly) modernized port of Quake II to D3D9. You need SM3 or better hardware to run this - if you don't have it, then don't even bother. It should work on Windows Vista, 7 or 8; it may also work on XP but I haven't tested. Known bugs include: Some mods may not work. This is unfortunately due to the nature of Quake II's game DLLs; sometimes a recompile of the game DLL is all that's needed. In any event, ensure that the game DLL is compatible with the last release of Quake II first (...Magelia WebStore Open-source Ecommerce software: Magelia WebStore 2.2: new UI for the Administration console Bugs fixes and improvement version 2.2.215.3JayData - The cross-platform HTML5 data-management library for JavaScript: JayData 1.2.5: What's new in JayData 1.2.5For detailed release notes check the release notes. Handlebars template engine supportImplement data manager applications with JayData using Handlebars.js for templating. Include JayDataModules/handlebars.js and begin typing the mustaches :) Blogpost: Handlebars templates in JayData Handlebars helpers and model driven commanding in JayData Easy JayStorm cloud data managementManage cloud data using the same syntax and data management concept just like any other data ...nopCommerce. Open source shopping cart (ASP.NET MVC): nopcommerce 2.70: Highlight features & improvements: • Performance optimization. • Search engine optimization. ID-less URLs for products, categories, and manufacturers. • Added ACL support (access control list) on products and categories. • Minify and bundle JavaScript files. • Allow a store owner to decide which billing/shipping address fields are enabled/disabled/required (like it's already done for the registration page). • Moved to MVC 4 (.NET 4.5 is required). • Now Visual Studio 2012 is required to work ...SQL Server Partition Management: Partition Management Release 3.0: Release 3.0 adds support for SQL Server 2012 and is backward compatible with SQL Server 2008 and 2005. The release consists of: • A Readme file • The Executable • The source code (Visual Studio project) Enhancements include: -- Support for Columnstore indexes in SQL Server 2012 -- Ability to create TSQL scripts for staging table and index creation operations -- Full support for global date and time formats, locale independent -- Support for binary partitioning column types -- Fixes to is...NHook - A debugger API: NHook 1.0: x86 debugger Resolve symbol from MS Public server Resolve RVA from executable's image Add breakpoints Assemble / Disassemble target process assembly More information here, you can also check unit tests that are real sample code.PDF Library: PDFLib v2.0: Release notes This new version include many bug fixes and include support for stream objects and cross-reference object streams. New FeatureExtract images from the PDFDocument.Editor: 2013.5: Whats new for Document.Editor 2013.5: New Read-only File support New Check For Updates support Minor Bug Fix's, improvements and speed upsMCEBuddy 2.x: MCEBuddy 2.3.10: Critical Update to 2.3.9: Changelog for 2.3.10 (32bit and 64bit) 1. AsfBin executable missing from build 2. Removed extra references from build to avoid conflict 3. Showanalyzer installation now checked on remote engine machine Changelog for 2.3.9 (32bit and 64bit) 1. Added support for WTV output profile 2. Added support for minimizing MCEBuddy to the system tray 3. Added support for custom archive folder 4. Added support to disable subdirectory monitoring 5. Added support for better TS fil...DotNetNuke® Community Edition CMS: 07.00.00: Major Highlights Fixed issue that caused profiles of deleted users to be available Removed the postback after checkboxes are selected in Page Settings > Taxonomy Implemented the functionality required to edit security role names and social group names Fixed JavaScript error when using a ";" semicolon as a profile property Fixed issue when using DateTime properties in profiles Fixed viewstate error when using Facebook authentication in conjunction with "require valid profile fo...CODE Framework: 4.0.21128.0: See change notes in the documentation section for details on what's new.Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.76: Fixed a typo in ObjectLiteralProperty.IsConstant that caused all object literals to be treated like they were constants, and possibly moved around in the code when they shouldn't be.Kooboo CMS: Kooboo CMS 3.3.0: New features: Dropdown/Radio/Checkbox Lists no longer references the userkey. Instead they refer to the UUID field for input value. You can now delete, export, import content from database in the site settings. Labels can now be imported and exported. You can now set the required password strength and maximum number of incorrect login attempts. Child sites can inherit plugins from its parent sites. The view parameter can be changed through the page_context.current value. Addition of c...Facebook Windows 8 Sample: Facebook Windows 8 Sample: The current drop holds two versions of the sample: A basic version that uses a Facebook application to list the content of facebook page. A full version including the use of Bing Maps sdk for positioning the restaurant in a map, and showing how to get there. See Developing a Windows Store App to learn how to use the Bing Maps AJAX Control to add Bing Maps to your Windows Store app.Commerce Server Tools: Delete a Site (CS10): Updated from the Commerce Server 2002 version (Delete Site) to work with CS10. The tool will delete the CS Site, all associated resources, databases, IIS Sites, and folders disk.RaptorDB - The Document Store: v1.9.0: v1.9.0 - speed increase writing bitmap indexes to disk - bug fix hoot search with wildcards - bug fix datetime indexing with UTC time (all times are localtime) - upgrade to fastJSON v2.0.9 - upgrade to fastBinaryJSON v1.3.5 - changed CodeDOM to Reflection.Emit for MonoDroid compatibility - more optimized bitmap storage format (save offsets if smaller than WAH) - fixed path seperator character for monodroid and windows compatibility changed to Path.DirectorySeparatorChar - new generic Query i...Antenna Tracking Unit - Projet Tuteuré /w RFTronic: Présentation Projet: Ci-joint la présentation du projet par l'entreprise RFTronic.Distributed Publish/Subscribe (Pub/Sub) Event System: Distributed Pub Sub Event System Version 3.0: Important Wsp 3.0 is NOT backward compatible with Wsp 2.1. Prerequisites You need to install the Microsoft Visual C++ 2010 Redistributable Package. You can find it at: x64 http://www.microsoft.com/download/en/details.aspx?id=14632x86 http://www.microsoft.com/download/en/details.aspx?id=5555 Wsp now uses Rx (Reactive Extensions) and .Net 4.0 3.0 Enhancements I changed the topology from a hierarchy to peer-to-peer groups. This should provide much greater scalability and more fault-resi...Team Foundation Server Administration Tool: 2.2: TFS Administration Tool 2.2 supports the Team Foundation Server 2012 Object Model. Visual Studio 2012 or Team Explorer 2012 must be installed before you can install this tool. You can download and install Team Explorer 2012 from http://aka.ms/TeamExplorer2012. There are no functional changes between the previous release (2.1) and this release.New ProjectsAppWebStore: Application Store in ASP.NET MVCBaseCrafter: BaseCrafter ProjectBranding SharePoint 2013: An how-to project for Braning in SharePoint 2013Clrizr: A set of less files that automatically define color shades and font colors for use in LESS CSS enabled web applications. Code is located in /Styles/Clrizr/didxaza: proyecto para aprender a usar team fundation serverFastMapper - CONVENTION BASED MAPPER: Comming Soon Google Earth Wrapper: Google Earth c# wrapperKirikiri (TVP) 2 Core: Simplified Chinese Translation: Simplified Chinese translated version of Kirikiri (TVP) 2 Core (http://kikyou.info/tvp), based on the SVN Head development version.Linq to CRM for Silverlight: Linq to CRM framework allows Silverlgith application communicate with MS Dynamics CRM 2011 through the "LINQ to CRM" ORM layer.MovieBuddy: a simple movie UIMyPractice: Some small applications which mainly use microsoft technology, Win8 Metro, Javascript, WCF, C# and etc.MySubstitutionCipher: Substitution cipher educational programOmega Game Engine: Omega Game Engine Engine para criação de jogos 2D e 3D Direcx9/10OpenXML PowerPoint Generation: Sample Project for the use of OpenXML API 2.5 with PowerPointpdh2.0? ???? ??? Perfomance_counter? ?????.: pdh 2.0 ? ???? ?? ??.Riksdagsappen: Detta projekt ämnar att bygga en Windows 8 Store App vars mål är att sprida medvetenhet om Sveriges riksdag, dess ledamöter och deras arbete. Service Stack Docs: Maintain and generate documentation for Service Stack services directly from code.SharpDX for Rastertek tutorials: This project is introduction to the SharpDX by following the Rastertek tutorials which are written in C++.Simple Set for .net: simple set class makes it easier for students of computer science to manage sets and set related operations. It's developed in C#.Spk.Controls: The Spk.Controls is a visual control library for .NET Windows Forms.Stateless Designer: Visual Studio extension to support visual design of stateless state machinesTeamWorkProject: this project for team working training out of CompanyUsing the Microsoft Kinect to control GoogleMap: The project is a WPF application that uses Microsoft Kinect to control google maps. Feel free to learn WPF MVVM pattern and Kinect development from it!VR Player: VR Player is an experimental Virtual Reality Media Player for Head-Mounted Display devices like the Oculus Rift.VS Tool for WSS 3.0: Visual Studio (2005 and 2008) add-ons for WSS. Included: - schema.xml explorer?????????? Microsoft Office 2013 ? 1? – ????? ???????????: ?????? ???????? ???????? ??? ???????? ? ????? ??????????? ????? ??????? ?? TechEd Russia 2012.??UBBCODE: PHP????UBBCODE????,??????: 1.??????(10px ? 24px); 2.????; 3.?????; 4.??????; 5.??????; 6.??????(????????????); 7.??????; 8.?????; 9.?????; 10.???QQ??,??????; 11.???????(?????,??????????); 12.?????????; 13.????????; 14.?????????; 15.?????????; 16.?????????。??????QrPortal: ???????Summary??: fff

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  • Sprite transparency not effected libGDX

    - by Aon GoltzCrank
    I am making a game using libGDX and Tween Universal Engine. My problem is as follows: I have 2 screens so fars, a splash screen with the logo, and a second one which is the main menu. In the splash screen I use a SpriteBatch and a Sprite with the Texture of the image I want (which goes through some scaling.) Now I use the Tween engine, along with a created SpriteAccessor to control the alpha of the sprite. I fade the picture in, then fade it out, then change it to the next screen. In the next screen I have a single sprite, and a single, 3 slot, sprite array. In this screen I also use the tween engine, I fade the single sprite into the screen (it's the background image) then I try to, using the same method, (Tween.to) to change the alpah of the sprite array (each sprite by itself.), I first set it to 0 using Tween.set, then using the method I change it. This didn't work, after some tests I tried setting the alpha of a single sprite from the array to 0, and that didn't work. It's like the program is ignoring the alpha value, I even printed out the alpha value, it saying 0, but the sprite is visible. How can I fix this, or why might it be caused?

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  • Architecture of an action multiplayer game from scratch

    - by lcf
    Not sure whether it's a good place to ask (do point me to a better one if it's not), but since what we're developing is a game - here it goes. So this is a "real-time" action multiplayer game. I have familiarized myself with concepts like lag compensation, view interpolation, input prediction and pretty much everything that I need for this. I have also prepared a set of prototypes to confirm that I understood everything correctly. My question is about the situation when game engine must be rewind to the past to find out whether there was a "hit" (sometimes it may involve the whole 'recomputation' of the world from that moment in the past up to the present moment. I already have a piece of code that does it, but it's not as neat as I need it to be. The domain logic of the app (the physics of the game) must be separated from the presentation (render) and infrastructure tools (e.g. the remote server interaction specifics). How do I organize all this? :) Is there any worthy implementation with open sources I can take a look at? What I'm thinking is something like this: -> Render / User Input -> Game Engine (this is the so called service layer) -> Processing User Commands & Remote Server -> Domain (Physics) How would you add into this scheme the concept of "ticks" or "interactions" with the possibility to rewind and recalculate "the game"? Remember, I cannot change the Domain/Physics but only the Game Engine. Should I store an array of "World's States"? Should they be just some representations of the world, optimized for this purpose somehow (how?) or should they be actual instances of the world (i.e. including behavior and all that). Has anybody had similar experience? (never worked on a game before if that matters)

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  • The Correct Usage of DLLs with a DirectX Game?

    - by smoth190
    I'm using DirectX 10 (in C++) to make a game engine, and a test driver program on top of it. Now that I've written many messy rough drafts of an engine, I want to make the final (or sorta final) clean version. I choose to follow how I've seen other engines do it, and that's to have all the core nasty messy crap in a DLL, and then you can create games with just a few functions (well, not really :D). However, I'm unsure of what nasty messy crap to put in that DLL. I don't know about speed restrictions with DLLs. What I've done is put my winproc in the DLL, and have a class that takes the messages, and sends them through to the program using the DLL. Then that program does what it needs to do, and calls a rendering functions back in the DLL that renders everything. Only problem is it gets very low FPS (2, to be exact...). I've looked through everything, and I don't know if the way I'm using DLLs in causing this, or its something different. Whether it's the DLLs or not, I still want to know how to use a DLL correctly with a game engine. I like being neat, I hate having to see all those long names of DirectX classes. I use typedef a lot.

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  • Code execution time out occationally

    - by Athul k Surendran
    I am working on an e-commerce website. There is a case where I need to fetch the whole data in database through third-party API and send it to an indexing engine. This third-party API has many functions like getproducts, getproductprice, etc., and each of that functions will return the data in XML format. From there I will take charge, I will use various API calls and will handle the XML data with XSLT. And will write to a CSV file. This file will be uploaded to an Indexing engine. Right now I have details of 8000 products to feed the engine, and almost all time the this process takes about 15 min to complete, and sometimes fails. I can't find a better solution for this. I am thinking about handling the XML data in C# itself and get rid of XSLT. As I think, XSLT is far slower than C#. Is it a good Idea? Or what else I can do to solve this issue?

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  • Responsive Design: Which Framework Should I Use? CSS3 & HTML5

    - by Jayhal
    I've been looking for a suitable set of HTML5/CSS3 foundation files to start new projects on. I started off piecing together my own files, but I believe I might be better served in finding a solid and fairly compatible(with me) CSS3/HTML5 framework and then tweaking certain things that may not best suit my own process. I'd love to find something that is responsive and that includes aspects focusing on layout, type(hor and vert baselines), form and interface components, cross-browser issues, and preferably built on something other than a just imple css reset, but that does include rebuilding elements consistently across browsers for a clean work slate. Extra features like polyfills or others area great, as is good documentation and examples. So far, off the top of my head I know of, Skeleton 1140 Grid 320 & Up (plus BP) HTML5 Boilerplate 2.0 and Mobile Inuit.css Less Framework Fluir Perkins.Less A few WP themes Are there any great one I don't know about? I work a lot in WP, and something that is easily incorporated (but also stand alone) is ideal. Plugins and wide set feature while maintaining the ability to cut it down when needed(flexibility) is also a big plus, and in par with a faster learning, since I want to start using whatever I find immediately . What are some of the better options you guys might be able to recommend? Systems or scripts, plugins, and other related tools are also welcome, Thanks!

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  • Multi Threading - How to split the tasks

    - by Motig
    if I have a game engine with the basic 'game engine' components, what is the best way to 'split' the tasks with a multi-threaded approach? Assuming I have the standard components of: Rendering Physics Scripts Networking And a quad-core, I see two ways of multi-threading: Option A ('Vertical'): Using this approach I can allow one core for each component of the engine; e.g. one core for the Rendering task, one for the Physics, etc. Advantages: I do not need to worry about thread-safety within each component I can take advantage of special optimizations provided for single-threaded access (e.g. DirectX offers a flag that can be set to tell it that you will only use single-threading) Option B ('Horizontal'): Using this approach, each task may be split up into 1 <= n <= numCores threads, and executed simultaneously, one after the other. Advantages: Allows for work-sharing, i.e. each thread can take over work still remaining as the others are still processing I can take advantage of libraries that are designed for multi-threading (i.e. ... DirectX) I think, in retrospect, I would pick Option B, but I wanted to hear you guys' thoughts on the matter.

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  • SEO and internal links

    - by hanazair
    I'm fairly new to SEO and although I've read many articles on the topic I still don't have a clear idea of how to get my client's website get to the first page of Google Search. I run MOZ competitor analysis and see that a competitor that comes up at the top of Google Search has approximately same Domain Authority, Domain Moz Rank and Trust. They have 8 External Linking Root Domains while my client's site has five. Yet the competitor comes up as one of the top sites on the first page, and my client's side is on page #3. Then I noticed one drastic difference in competitor's ranking and that is Total Links. He has 1,388! I don't understand how this could be a positive factor in Search Engine ranking and how can they legitimately have 1,388 links (while only 14 of those are external). Another competitor who is #2 in search engine rankings has 773 links total with only 14 external links. It seems fishy, but yet there they are - at the top of the search engine results. Is that some current way to trick Search Engines? What to do if I'd like to get my client's website onto the first page by some legitimate means? Thanks.

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  • Best CMS for review-type sites

    - by Pru
    Is there an ideal CMS for making a review site? By review site, I mean like a restaurant review site where you have each entry belonging to different major categories like Cuisine and City. Then users can browse and filter by each or by combination (Chinese Food in Los Angeles, with suggestions of other Chinese restaurants in LA, etc). Furthermore, I'd want it to support other fields like price, parking, kid-friendliness, etc. And to have users be able to filter by those criteria. I've been told that with a combination of custom taxonomies, plug-ins and many clever little queries, that Wordpress 3.x can handle this. But I'm having a heck of a time with it getting into the nitty gritty, and that's where I find the community support is lacking. The sort of stuff you'd think would work in WP, like making one parent category for Cuisine and one for City, don't really work once you get further in and start trying to pull it all together. Then you find these blog posts where people say, "This example shows that one could create a huge movie review site using custom taxonomies..." but when you go and try it you hit all sorts of challenges and oddities that point a big long finger at Wordpress being in fact a blogging platform. The best I came up with was one category for the cuisine and one tag for the city, then I created a couple of custom tag-like taxonomies for the other features. It's quite a mess to try to figure out how to assemble all of that into a natural, intuitive site. I expect a few versions down the road WP will be able to do these sorts of sites out of the box. So I thought I'd take a step back before I run back into the Wordpress fray and find out if maybe there is another platform better suited to this sort of relational content site. Directory scripts in some ways offer many of the features I'm looking for, but I need something more flexible and, hopefully, interactive (comments, reviews). I'm especially looking for feedback from people who've crafted sites like this. Thanks!

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  • What's the best way to handle numerous recurring log entries in game loop?

    - by Kaa
    I have a custom logging system, use of which is scattered all over the engine and game. The system is linked to a "LogStore" that has an std::vector<string> logs[NUM_LOG_TYPES] - each vector corresponds with it's log type (info, error, debug, etc.). There's one extra std::vector that has "coordinates" to all log entries in the order they were received. Now, all the logging output is also displayed inside my development console in the game. The game console is handled by HTML-type GUI and therefore requires a new <p> element being added for each log output. My problem is that the log entries that are generated in the main loop each frame freeze the engine, because they continue to add elements to the in-game console, and if the console or guy generates a warning - that creates an infinite logging loop. I want to solve it by handling the recurring log entries in an elegant way that lets you know that something is critically wrong, but won't freeze the engine - like displaying the count of errors in the last 60 frames instead of displaying errors themselves. But how do you guys handle this? Does anyone know any nifty tricks to do this? I understand the question may sound vague, but if someone came across this type of issue I'm sure they would know exactly what's happening. Example problematic log entries: OpenGL warnings (I actually do check for errors every frame in many places) Really any prints anywhere in the main loop (may be debugging, may be warnings)

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  • Significant amount of the time, I can't think of a reason to have an object instead of a static class. Do objects have more benefits than I think?

    - by Prog
    I understand the concept of an object, and as a Java programmer I feel the OO paradigm comes rather naturally to me in practice. However recently I found myself thinking: Wait a second, what are actually the practical benefits of using an object over using a static class (with proper encapsulation and OO practices)? I could think of two benefits of using an object (both significant and powerful): Polymorphism: allows you to swap functionality dynamically and flexibly during runtime. Also allows to add new functionality 'parts' and alternatives to the system easily. For example if there's a Car class designed to work with Engine objects, and you want to add a new Engine to the system that the Car can use, you can create a new Engine subclass and simply pass an object of this class into the Car object, without having to change anything about Car. And you can decide to do so during runtime. Being able to 'pass functionality around': you can pass an object around the system dynamically. But are there any more advantages to objects over static classes? Often when I add new 'parts' to a system, I do so by creating a new class and instantiating objects from it. But recently when I stopped and thought about it, I realized that a static class would do just the same as an object, in a lot of the places where I normally use an object. For example, I'm working on adding a save/load-file mechanism to my app. With an object, the calling line of code will look like this: Thing thing = fileLoader.load(file); With a static class, it would look like this: Thing thing = FileLoader.load(file); What's the difference? Fairly often I just can't think of a reason to instantiate an object when a plain-old static-class would act just the same. But in OO systems, static classes are fairly rare. So I must be missing something. Are there any more advantages to objects other from the two that I listed? Please explain.

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  • Foreign Key Relationships and "belongs to many"

    - by jan
    I have the following model: S belongs to T T has many S A,B,C,D,E (etc) have 1 T each, so the T should belong to each of A,B,C,D,E (etc) At first I set up my foreign keys so that in A, fk_a_t would be the foreign key on A.t to T(id), in B it'd be fk_b_t, etc. Everything looks fine in my UML (using MySQLWorkBench), but generating the yii models results in it thinking that T has many A,B,C,D (etc) which to me is the reverse. It sounds to me like either I need to have A_T, B_T, C_T (etc) tables, but this would be a pain as there are a lot of tables that have this relationship. I've also googled that the better way to do this would be some sort of behavior, such that A,B,C,D (etc) can behave as a T, but I'm not clear on exactly how to do this (I will continue to google more on this) What do you think is the better solution? UML: Here's the DDL (auto generated). Just pretend that there is more than 3 tables referencing T. -- ----------------------------------------------------- -- Table `mydb`.`T` -- ----------------------------------------------------- CREATE TABLE IF NOT EXISTS `mydb`.`T` ( `id` INT NOT NULL AUTO_INCREMENT , PRIMARY KEY (`id`) ) ENGINE = InnoDB; -- ----------------------------------------------------- -- Table `mydb`.`S` -- ----------------------------------------------------- CREATE TABLE IF NOT EXISTS `mydb`.`S` ( `id` INT NOT NULL AUTO_INCREMENT , `thing` VARCHAR(45) NULL , `t` INT NOT NULL , PRIMARY KEY (`id`) , INDEX `fk_S_T` (`id` ASC) , CONSTRAINT `fk_S_T` FOREIGN KEY (`id` ) REFERENCES `mydb`.`T` (`id` ) ON DELETE NO ACTION ON UPDATE NO ACTION) ENGINE = InnoDB; -- ----------------------------------------------------- -- Table `mydb`.`A` -- ----------------------------------------------------- CREATE TABLE IF NOT EXISTS `mydb`.`A` ( `id` INT NOT NULL AUTO_INCREMENT , `T` INT NOT NULL , `stuff` VARCHAR(45) NULL , `bar` VARCHAR(45) NULL , `foo` VARCHAR(45) NULL , PRIMARY KEY (`id`) , INDEX `fk_A_T` (`T` ASC) , CONSTRAINT `fk_A_T` FOREIGN KEY (`T` ) REFERENCES `mydb`.`T` (`id` ) ON DELETE NO ACTION ON UPDATE NO ACTION) ENGINE = InnoDB; -- ----------------------------------------------------- -- Table `mydb`.`B` -- ----------------------------------------------------- CREATE TABLE IF NOT EXISTS `mydb`.`B` ( `id` INT NOT NULL AUTO_INCREMENT , `T` INT NOT NULL , `stuff2` VARCHAR(45) NULL , `foobar` VARCHAR(45) NULL , `other` VARCHAR(45) NULL , PRIMARY KEY (`id`) , INDEX `fk_A_T` (`T` ASC) , CONSTRAINT `fk_A_T` FOREIGN KEY (`T` ) REFERENCES `mydb`.`T` (`id` ) ON DELETE NO ACTION ON UPDATE NO ACTION) ENGINE = InnoDB; -- ----------------------------------------------------- -- Table `mydb`.`C` -- ----------------------------------------------------- CREATE TABLE IF NOT EXISTS `mydb`.`C` ( `id` INT NOT NULL AUTO_INCREMENT , `T` INT NOT NULL , `stuff3` VARCHAR(45) NULL , `foobar2` VARCHAR(45) NULL , `other4` VARCHAR(45) NULL , PRIMARY KEY (`id`) , INDEX `fk_A_T` (`T` ASC) , CONSTRAINT `fk_A_T` FOREIGN KEY (`T` ) REFERENCES `mydb`.`T` (`id` ) ON DELETE NO ACTION ON UPDATE NO ACTION) ENGINE = InnoDB;

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  • can not access MovieClip properties in flashDevelop

    - by numerical25
    I know there is something I am doing wrong. In my controls I have keydown events that control my hero. As of right now, I am trying to rotate my hero but he refuses to turn . Below is my Hero Class, my control class, and gameobject class. pretty much all the classes associate with the controls class. package com.Objects { import com.Objects.GameObject; /** * ... * @author Anthony Gordon */ [Embed(source='../../../bin/Assets.swf', symbol='OuterRim')] public class Hero extends GameObject { public function Hero() { } } } Here is my Controls class. This is the class where I am trying to rotate my hero but he doesnt. The keydown event does work cause I trace it. package com.Objects { import com.Objects.Hero; import flash.events.*; import flash.display.MovieClip; /** * ... * @author Anthony Gordon */ public class Controls extends GameObject { private var aKeyPress:Array; public var ship:Hero; public function Controls(ship:Hero) { this.ship = ship; IsDisplay = false; aKeyPress = new Array(); engine.sr.addEventListener(KeyboardEvent.KEY_DOWN, keyDownListener); engine.sr.addEventListener(KeyboardEvent.KEY_UP,keyUpListener); } private function keyDownListener(e:KeyboardEvent):void { //trace("down e.keyCode=" + e.keyCode); aKeyPress[e.keyCode] = true; trace(e.keyCode); } private function keyUpListener(e:KeyboardEvent):void { //trace("up e.keyCode=" + e.keyCode); aKeyPress[e.keyCode]=false; } override public function UpdateObject():void { Update(); } private function Update():void { if (aKeyPress[37])//Key press left ship.rotation += 3,trace(ship.rotation ); ///DOESNT ROtate }//End Controls } } Here is GameObject Class package com.Objects { import com.Objects.Engine; import com.Objects.IGameObject; import flash.display.MovieClip; /** * ... * @author Anthony Gordon */ public class GameObject extends MovieClip implements IGameObject { private var isdisplay:Boolean = true; private var garbage:Boolean; public static var engine:Engine; public var layer:Number = 0; public function GameObject() { } public function UpdateObject():void { } public function GarbageCollection():void { } public function set Garbage(garb:Boolean):void { garbage = garb; } public function get Garbage():Boolean { return garbage } public function get IsDisplay():Boolean { return isdisplay; } public function set IsDisplay(display:Boolean):void { isdisplay = display; } public function set Layer(l:Number):void { layer = l; } public function get Layer():Number { return layer } } }

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  • Trying to add data to sql from link click and return results via jquery or ajax

    - by Jay Schires
    I am not familiar with jquery or ajax, but i do know it is whats needed to perform the action I want. I have created a wordpress plugin that updates a database table based on the users click. Right now it refreshes the page to return the results, but I want to stop the page refresh and return data via ajax I believe. If anyone is interested in helping me figure this out I would be very appreciative or even willing to pay. Thanks! Here is the plugin code: function BoardLikeItGetDelim($postid) { global $wp_rewrite; if($wp_rewrite->using_permalinks()) { if(isset($_GET['mbpost'])) return "?mbpost=".$postid."&"; return "?"; } else { if(isset($_GET['mbpost'])) return "&mbpost=".$postid."&"; return "&"; } } function AddBoardLikeItButton($postid) { global $user_ID; if(isset($_GET['board-like-it-action']) && $_GET['board-like-it-action'] == "like" && $_GET['bpid'] == $postid) BoardLikeItLike($user_ID, $_GET['bpid']); if(isset($_GET['board-like-it-action']) && $_GET['board-like-it-action'] == "unlike" && $_GET['bpid'] == $postid) BoardLikeItUnLike($user_ID, $_GET['bpid']); $num_likes = BoardLikeItGetNumLikes($postid); if(!BoardLikeItIsLiked($user_ID, $postid)) echo "<HREF LINK='".BoardLikeItGetDelim($postid)."board-like-it-action=like&bpid=".$postid."#mngl-board-post-message-".$postid."'>Like</a> ".$num_likes."" . "<br/>"; else echo "<HREF LINK ='".BoardLikeItGetDelim($postid)."board-like-it-action=unlike&bpid=".$postid."#mngl-board-post-message-".$postid."'>Un-Like</a> " . "<br/><span style='display: inline-block; padding: 0px; bottom: -5px; position: relative; border: 0px;'><IMAGE='". get_bloginfo('wpurl')."/wp-content/plugins/board-like-it/top-up.png' /></span><div style='-moz-border-radius: 4px; -khtml-border-radius: 4px; -webkit-border-radius: 4px; font-family: Verdana, Geneva, sans-serif; font-size: 10px; color: #000; background-color: #B8C9DB; width: 90%; margin: 0px; display: block; padding-top: 4px; padding-right: 5px; padding-bottom: 4px; padding-left: 6px;'>" . "<IMAGE='". get_bloginfo('wpurl')."/wp-content/plugins/board-like-it/thumb_up.png'/> " .BoardLikeItShowLikers($postid). "like this." . "</div>"; } function BoardLikeItShowLikers($postid) { global $wpdb; $result = $wpdb->get_var($wpdb->prepare("SELECT `likers` FROM ".BoardLikeItGetDBName()." WHERE `mngl_id` = {$postid}")); $results = explode(',', $result); $names = ""; if($results[0] != "") foreach($results as $r) { $userinfo = get_usermeta($r, 'user_login'); $names .= $userinfo.", "; } return $names; } function BoardLikeItGetNumLikes($postid) { global $wpdb; $result = $wpdb->get_var($wpdb->prepare("SELECT `likers` FROM ".BoardLikeItGetDBName()." WHERE `mngl_id` = {$postid}")); $results = explode(',', $result); if($results[0] != '') return count($results)."<br/><span style='display: inline-block; padding: 0px; bottom: -5px; position: relative; border: 0px;'><IMAGE='". get_bloginfo('wpurl')."/wp-content/plugins/board-like-it/top-up.png' /></span><div style='-moz-border-radius: 4px; -khtml-border-radius: 4px; -webkit-border-radius: 4px; font-family: Verdana, Geneva, sans-serif; font-size: 10px; color: #000; background-color: #B8C9DB; width: 90%; margin: 0px; display: inline-block; border: 0px; padding-top: 0px; padding-right: 5px; padding-bottom: 1px; padding-left: 6px;'>" . "<IMAGE='". get_bloginfo('wpurl')."/wp-content/plugins/board-like-it/thumb_up.png'/> " .BoardLikeItShowLikers($postid). "likes this." . "</div>"; else return ""; } function BoardLikeItLike($user_ID, $postid) { global $wpdb; $likers = array(); $likersnew = array(); $result = $wpdb->get_var($wpdb->prepare("SELECT `likers` FROM ".BoardLikeItGetDBName()." WHERE `mngl_id` = {$postid}")); $results = explode(',',$result); if($results[0] != "") { if(!in_array($user_ID, $results)) $results[] = $user_ID; $likers = implode(',',$results); $wpdb->query($wpdb->prepare("UPDATE ".BoardLikeItGetDBName()." SET `likers` = '{$likers}' WHERE `mngl_id` = {$postid}")); } else { $likersnew[] = $user_ID; $likersnew = implode(',',$likersnew); $wpdb->query($wpdb->prepare("INSERT INTO ".BoardLikeItGetDBName()." (`mngl_id`, `likers`) VALUES ('{$postid}', '{$likersnew}')")); } } function BoardLikeItUnLike($user_ID, $postid) { global $wpdb; $likers = array(); $result = $wpdb->get_var($wpdb->prepare("SELECT `likers` FROM ".BoardLikeItGetDBName()." WHERE `mngl_id` = {$postid}")); $results = explode(',', $result); if(in_array($user_ID, $results)) { $results = BoardLikeItRemoveFromArray($results, $user_ID); if(!empty($results)) { $likers = implode(',', $results); $wpdb->query($wpdb->prepare("UPDATE ".BoardLikeItGetDBName()." SET `likers` = '{$likers}' WHERE `mngl_id` = {$postid}")); } else { $wpdb->query($wpdb->prepare("DELETE FROM ".BoardLikeItGetDBName()." WHERE `mngl_id` = {$postid}")); } } } function BoardLikeItIsLiked($user_ID, $postid) { global $wpdb; $result = $wpdb->get_var($wpdb->prepare("SELECT `likers` FROM ".BoardLikeItGetDBName()." WHERE `mngl_id` = {$postid}")); $results = explode(',', $result); if(in_array($user_ID, $results)) return true; else return false; } function BoardLikeItActivate() { global $wpdb; $charset_collate = ''; if($wpdb->has_cap('collation')) { if(!empty($wpdb->charset)) $charset_collate = "DEFAULT CHARACTER SET $wpdb->charset"; if(!empty($wpdb->collate)) $charset_collate .= " COLLATE $wpdb->collate"; } $table_sql = "CREATE TABLE ".BoardLikeItGetDBName()."( `mngl_id` int(11) NOT NULL, `likers` longtext NOT NULL, PRIMARY KEY (`mngl_id`)) {$charset_collate};"; require_once(ABSPATH.'wp-admin/includes/upgrade.php'); dbDelta($table_sql); } function BoardLikeItGetDBName() { global $wpdb; return $wpdb->prefix."board_like_it"; } function BoardLikeItRemoveFromArray($arr, $key) { $new = array(); foreach($arr as $j => $i) { if($i != $key) $new[] = $i; } return $new; }

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  • MySQL my.cnf file not being read, Ubuntu 10.04 64bit

    - by reallyordinary
    I've been researching this for a few hours with no luck. Basically it looks like my server's my.cnf file isn't being read at all. I've searched my server, and there's only one my.cnf file on it, located at /etc/mysql/my.cnf. Its ownership is root:root. I'm running Ubuntu 10.04 64bit on a Linode.com server. I have the latest versions of MySQL and PHP installed. I've edited the my.cnf file, commented out "skip-innodb", and have set innodb to be the default storage engine using default-storage-engine = innodb And then restarted mysql. But when I do show engines, MyISAM is still coming up as the default engine. Also - none of the innodb settings I've added to the my.cnf file are being read. For example, I have this in my.cnf: innodb_buffer_pool_size=4G But in phpmyadmin, InnoDB is showing as having a buffer pool size of 8,192 KiB. Similarly, I have this in the my.cnf: innodb_data-file_path = ibdata1:500M:autoextend But in phpmyadmin, it's reading as ibdata1:10M:autoextend. It doesn't look like MyISAM info is being read from the my.cnf file either. The my.cnf file has skip-external-locking queried out, but it's showing as "on" in phpmyadmin. So - yeah, it looks like nothing in the my.cnf file is being read at all. But the server still works. I'm running a Drupal site on it and it seems to operate fine. So mysql seems to be drawing default settings from... some mysterious secret location. Any idea how I can make mysql see and use this my.cnf file? Actually, wait - it looks like it may be being read, not sure. I checked the error.log and found this: 101128 4:28:52 [ERROR] Cannot find or open table databasename/cache_apachesolr from the internal data dictionary of InnoDB though the .frm file for the table exists. Maybe you have deleted and recreated InnoDB data files but have forgotten to delete the corresponding .frm files of InnoDB tables, or you have moved .frm files to another database? or, the table contains indexes that this version of the engine doesn't support. See http://dev.mysql.com/doc/refman/5.1/en/innodb-troubleshooting.html how you can resolve the problem. InnoDB: Error: auto-extending data file ./ibdata1 is of a different size InnoDB: 640 pages (rounded down to MB) than specified in the .cnf file: InnoDB: initial 32000 pages, max 0 (relevant if non-zero) pages! InnoDB: Could not open or create data files. InnoDB: If you tried to add new data files, and it failed here, InnoDB: you should now edit innodb_data_file_path in my.cnf back InnoDB: to what it was, and remove the new ibdata files InnoDB created InnoDB: in this failed attempt. InnoDB only wrote those files full of InnoDB: zeros, but did not yet use them in any way. But be careful: do not InnoDB: remove old data files which contain your precious data! 101128 4:28:52 [ERROR] Plugin 'InnoDB' init function returned error. 101128 4:28:52 [ERROR] Plugin 'InnoDB' registration as a STORAGE ENGINE failed. 101128 4:28:52 [ERROR] /usr/sbin/mysqld: unknown variable 'innodb_lock_wait_timout=50' 101128 4:28:52 [ERROR] Aborting 101128 4:28:52 [Note] /usr/sbin/mysqld: Shutdown complete

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