Search Results

Search found 12611 results on 505 pages for 'matlab figure'.

Page 225/505 | < Previous Page | 221 222 223 224 225 226 227 228 229 230 231 232  | Next Page >

  • What am I missing about PHP?

    - by Aerovistae
    It's like this mythical thing that a dominating portion of developers say is just the best option for back-end development, a part of development about which I know virtually nothing beyond the absolute basics. So I've looked up PHP tutorials a bunch of times, trying to figure out why it's so powerful and common, but it's annoying as hell-- all the tutorials treat you like a new programmer. You know, this is how you make an If Else statement, here's a for loop, etc. The "Advanced Topics" show you how to make POST and GET statements and whatnot. But there must be more to it! I don't get it! That's practically no different from JavaScript. What am I missing about this language? What else can it do? Where's the power and versatility? I've heard it called a function soup; where are all the functions? Please chide me. I'm clearly missing something.

    Read the article

  • How to correctly handle redirect after site facelift

    - by Stefan
    I recently updated our site taking it from a multi-page site to a single page site. The problem now is that when the site is searched in say Google, it displays the site as well as the indexed pages. So if a user clicks say our "About" page, it takes them to our now outdated material. I am hoping to get some guidance on how to properly handle this. I figure the first step is to now setup a robots.txt on our new index page to tell the engines not to crawl beyond index.php. But in the meantime, how do I handle the fact that when searching our site on Google we may still have users who try to click on sub-page links? Should I simply setup redirects while waiting for the engines to update? And if so, do I need to setup redirects on each page using PHP or is this something I would take care of on our sites control panel? I am not very familiar with redirects... Any help is appreciated!

    Read the article

  • Xorg crashes ever since using Nvidia dual monitors

    - by legion
    Well ever since I have used dual monitors with the NVIDIA X Server Settings program my xorg process has been crashing after a while, and its generally a pretty long while of like 6 hours afterwards. Before NVIDIA changed my xorg.conf file I only had xorg crash like twice in 2 months, I can't figure out what is going on. I am running ubuntu 12.04 with the MATE desktop environment v 1.2.0 xorg.conf # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 295.33 (buildd@allspice) Fri Mar 30 15:25:24 UTC 2012 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "LEN" HorizSync 51.8 - 55.8 VertRefresh 40.0 - 60.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "NVS 3100M" EndSection Section "Screen" # Removed Option "TwinView" "0" # Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+0" # Removed Option "TwinView" "1" # Removed Option "metamodes" "DFP-1: nvidia-auto-select +0+0, CRT: nvidia-auto-select +1920+0" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinViewXineramaInfoOrder" "DFP-1" Option "TwinView" "0" Option "metamodes" "DFP-0: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection

    Read the article

  • Command Pattern refactor for input processing?

    - by Casey
    According to Game Coding Complete 4th. ed. processing input via the following is considered unmanagable and inflexible. But does not show an example. I've used the Command pattern to represent GUI button commands but could not figure out how to represent the input from the keyboard and/or mouse. if(g_keyboard->KeyDown(KEY_ESC)) { quit = true; return; } //Processing if(g_keyboard->KeyDown(KEY_T)) { g_show_test_gateway = !g_show_test_gateway; } if(g_mouse->ButtonDown(a2de::Mouse::BUTTON2)) { g_selected_part = GWPart::PART_NONE; SetMouseImageToPartImage(); } ResetButtonStates(); g_prevButton = g_curButton; g_curButton = GetButtonHovered(); if(g_curButton) { g_mouse->SetImageToDefault(); if(g_mouse->ButtonDown(a2de::Mouse::BUTTON1) || g_mouse->ButtonPress(a2de::Mouse::BUTTON1)) { ButtonPressCommand curCommand(g_curButton); curCommand.Execute(); } else if(g_mouse->ButtonUp(a2de::Mouse::BUTTON1)) { if(g_prevButton == g_curButton) { ButtonReleaseCommand curCommand(g_curButton); curCommand.Execute(); if(g_curButton->GetType() == "export") { ExportCommand curCommand(g_curButton, *g_gateway); curCommand.Execute(); } } else { ResetButtonStates(); } } else { ButtonHoverCommand curCommand(g_curButton); curCommand.Execute(); } } else { g_status_message.clear(); SetMouseImageToPartImage(); if(g_mouse->ButtonDown(a2de::Mouse::BUTTON1)) { CreatePartCommand curCommand(*g_gateway, g_selected_part, a2de::Vector2D(g_mouse->GetX(), g_mouse->GetY())); curCommand.Execute(); } }

    Read the article

  • Is it common to only pay developers for the time they said a project would take?

    - by BAM
    I work at a small startup (<10 people), and I was recently assigned (along with one other developer) to a relatively small project. The project involved moving an existing iOS app to Android. The client told us they had built the app for iOS in 300 man-hours. Not knowing at the time that this figure was completely false, we naively and optimistically assumed that if they could build the app from scratch in that amount of time, we could easily "port" it in a similar amount of time. Therefore, we drafted up a fixed-price contract based on 350 man-hours, with a 5 week deadline. (We are well aware now of how big of a mistake this was... Never let the client tell you how long it's going to take!) Anyway, by week 4 we had already surpassed our 350 hours, and we estimated that there were at least 2 more weeks left on the project. We were told to continue working, but that the company could not afford to pay out on overdue projects anymore. I thought this just meant "be more careful about estimates in the future". However a few weeks later, the company president informed us that we would not be getting paid for any time past 350 man-hours. We argued over the issue for almost an hour. He claimed, however, that this is standard practice for many organizations, and that I was unreasonable for making a big deal out of it. So is this really a common thing, or am I justified in being upset about it? Thanks in advance for any advice!

    Read the article

  • XNA - 2D Rotation of an object to a selected direction

    - by lobsterhat
    I'm trying to figure out the best way of rotating an object towards the directional input of the user. I'm attempting to mimic making turns on ice skates. For instance, if the player is moving right and the input is down and left, the player should start rotating to the right a set amount each tick. I'll calculate a new vector based on current velocity and rotation and apply that to the current velocity. That should give me nice arcing turns, correct? At the moment I've got eight if/else statements for each key combination which in turn check the current rotation: // Rotate to 225 if (keyboardState.IsKeyDown(Keys.Up) && keyboardState.IsKeyDown(Keys.Left)) { // Rotate right if (rotation >= 45 || rotation < 225) { rotation += ROTATION_PER_TICK; } // Rotate left else if (rotation < 45 || rotation > 225) { rotation -= ROTATION_PER_TICK; } } This seems like a sloppy way to do this and eventually, I'll need to do this check about 10 times a tick. Any help toward a more efficient solution is appreciated.

    Read the article

  • Groovy Grapes in NetBeans IDE

    - by Geertjan
    The start of Groovy Grapes support in NetBeans IDE. Below you see a pure Groovy project, with the Groovy JAR and the Ivy JAR automatically on its classpath. There's also a Groovy script that makes use of a @Grab annotation. In the bottom left, in the Services window, you also see a Grape Repository browser, i.e., showing you the JARs that are currently in ".groovy/grapes". Click the images below to get a better look at them. Next, you see what happens when the project is run. The @Grab annotation automatically starts downloading the JARs that are needed and puts them into the ".groovy/grapes" folder. However, the "no suitable classloader found for grab" error message (which Google shows is a problem for lots of developers) prevents the application from running successfully: The final screenshot shows that I've put the JARs that I need onto the classpath of the project. I did that manually, hoping to learn from the NetBeans Maven project or the NetBeans Gradle project how to do that automatically. Also note that the @Grab annotation has been commented out. Now the error message about the classloader is avoided and the project runs. What needs to happen for Groovy Grapes support to be complete in NetBeans IDE: Figure out how to add the downloaded JARs to the project classpath automatically. Fix the refresh problem in the Grape Repository browser, i.e., right now the refresh doesn't happen automatically yet. Hopefully find a way to get around the grab classloader problem, i.e., it's not ideal that one needs to comment out the annotation. Let the user specify a different Grape repository, i.e., right now ".groovy/grapes" is assumed, but the user should be able to point the repository browser to something different. Maybe there should be support for multiple Grape repositories? Comments/feedback/help is welcome.

    Read the article

  • Wireless connection disconnects and reconnects with a Netgear WNA1000

    - by William Berkenkamp
    Ever since I made the permanent switch from Vista to Ubuntu i've had wireless connectivity problems. From watching the network manager when it disconnects it seems like it turns off the receiver for some reason. Could it be bad drivers? I used their install software and the site doesn't really offer driver downloads. The adapter is a Netgear WNA1000 if memory serves, and I don't know much about the router except that it's a Motorola Surfboard. And I figure this might help a bit *-network description: Ethernet interface product: RTL8101E/RTL8102E PCI Express Fast Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:01:00.0 logical name: eth0 version: 01 serial: 00:1b:b9:a7:39:a4 size: 10Mbit/s capacity: 100Mbit/s width: 64 bits clock: 33MHz capabilities: pm vpd msi pciexpress bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half firmware=N/A latency=0 link=no multicast=yes port=MII speed=10Mbit/s resources: irq:40 ioport:d800(size=256) memory:feaff000-feafffff memory:feac0000-feadffff *-network description: Wireless interface physical id: 1 bus info: usb@2:1.1 logical name: wlan0 serial: 00:26:f2:8b:fb:38 capabilities: ethernet physical wireless configuration: broadcast=yes driver=carl9170 driverversion=3.2.0-24-generic-pae firmware=1.9.4 ip=10.0.0.36 link=yes multicast=yes wireless=IEEE 802.11bgn I have tried installing WICD and it didn't fix the problem. Any help would be greatly appreciated. This problem is greatly limiting what I can do with my computer.

    Read the article

  • Sprite sorting issues

    - by TheBroodian
    I apologize for the vague title, I'm not sure how else to phrase this problem. I am using tIDE to assist me in my game's world development. To give a dynamic effect to map layers within tIDE, it has events that can be wired up to draw sprites before or after the draw of layers, to create foreground or background effects during runtime. This all works fine and well, however, the only way that I understand that this works, is by calling tIDE's internal spritebatch to create this effect. This creates a problem for me, because within tIDE's source code, its spritebatch's call block is set to SpriteSortMode.Deferred, and my characters have particle elements that I would like to draw in front of and behind themselves, via a drawdepth value. I can use a separate instance of spritebatch and call my character's draw method, and set sprite sorting there, but then my character is drawn ontop of all layers in my tIDE map. Which is even worse to me than my particles not being drawn as I want them to be. So, in summary, I want all of my crap to work, but at the moment the only way I can figure to do that is to ghetto rig the spritebatch within my characters' draw methods by calling a spritebatch.End();, then starting a new call to Begin() with SpriteSortMode.BackToFront, doing all of my characters' draw logic, and then calling another spritebatch.End(); followed once again by a new spritebatch.Begin(). Obviously that is pretty undesirable, but I don't know any other feasible alternatives. Anybody got any wisdom they could impart unto me as to how I could handle this?

    Read the article

  • unable remove/reinstall libxss1:amd

    - by mono
    Whenever I try to install anything (software-center or apt-get) I get an error report stating that libxss1:amd is in a "very bad inconsistent state" (translated from german) and that I should reinstall it. That would not bother me much but I am never sure if the stuff I'm trying will be working in the end. It really resists from being repaired apt-get install, apt-get remove, apt-get -f install, and all the usual suspects - nothing works. It always comes to: dpkg: Fehler beim Bearbeiten von libxss1:amd64 (--configure): Paket ist in einem sehr schlechten inkonsistenten Zustand - Sie sollten es nochmal installieren, bevor Sie die Konfiguration versuchen. Fehler traten auf beim Bearbeiten von: libxss1:amd64 E: Sub-process /usr/bin/dpkg returned an error code (1) I posted the error as is, since my translation might not be exact. But I guess you can figure from my text. I found out that this file is the X screen saver. Maybe I should kill it before handling that file. If thats so, than please tell me how. Thanks for your help, thomas

    Read the article

  • Second Monitor Detected, but not receiving a signal after upgrading to 12.04

    - by user62458
    After I upgraded to 12.04, my second monitor is detected (in display settings), but will not power on. I have scoured the Internet and forums for a solution and I can't find anything. I have found a couple people with the same problem, but never a solution for it. I am no expert, but I'm certainly not a noob. My computer uses AMD Radeon 6250 graphics, but I do NOT want to use the proprietary graphics drivers. They refuse to work properly with my second monitor (they ATI drivers will only mirror screens, and I've done everything to try to fix it, and I DON't want mirrored screens) Not to mention that the default open-source video drivers seem to work much better than the proprietary anyway! Again, Ubuntu's default video drivers work fine, and they even DETECT the second monitor (Dell 19'). I can drag stuff off the screen and put it on the 'space' of the second monitor and even a screen-shot shows that there are two monitors active; but the monitor is OFF. It will not power on. It goes into 'power-save' mode because it is not receiving a signal. For some reason it is not getting the signal to power on, even though Ubuntu thinks the monitor is working properly. I had this working fine on my Sony VAIO yesterday (with Radeon graphics/default Ubuntu video drivers). I upgraded to a Samsung Series 3 and now I have this issue. I can't for the life of me figure out why the monitor is connected, detected and I have screen space for the monitor, but the screen won't turn on! XRANDR Output: Screen 0: minimum 320 x 200, current 1366 x 768, maximum 8192 x 8192 VGA-0 connected (normal left inverted right x axis y axis) 1440x900 59.9 + 75.0 1280x1024 75.0 60.0 1152x864 75.0 1024x768 75.1 70.1 60.0 832x624 74.6 800x600 72.2 75.0 60.3 56.2 640x480 72.8 75.0 66.7 60.0 720x400 70.1 LVDS connected 1366x768+0+0 (normal left inverted right x axis y axis) 344mm x 194mm 1366x768 60.1*+ 1280x720 59.9 1152x768 59.8 1024x768 59.9 800x600 59.9 848x480 59.7 720x480 59.7 640x480 59.4 HDMI-0 disconnected (normal left inverted right x axis y axis)

    Read the article

  • Should I avoid or embrace asking questions of other developers on the job?

    - by T.K.
    As a CS undergraduate, the people around me are either learning or are paid to teach me, but as a software developer, the people around me have tasks of their own. They aren't paid to teach me, and conversely, I am paid to contribute. When I first started working as a software developer co-op, I was introduced to a huge code base written in a language I had never used before. I had plenty of questions, but didn't want to bother my co-workers with all of them - it wasted their time and hurt my pride. Instead, I spent a lot of time bouncing between IDE and browser, trying to make sense of what had already been written and differentiate between expected behavior and symptoms of bugs. I'd ask my co-workers when I felt that the root of my lack of understanding was an in-house concept that I wouldn't find on the internet, but aside from that, I tried to confine my questions to lunch hours. Naturally, there were occasions where I wasted time trying to understand something in code on the internet that had, at its heart, an in-house concept, but overall, I felt I was productive enough during my first semester, contributing about as much as one could expect and gaining a pretty decent understanding of large parts of the product. I was wondering what senior developers felt about that mindset. Should new developers ask more questions to get to speed faster, or should they do their own research for themselves? I see benefits to both mindsets, and anticipate a large variety of responses, but I figure new developers might appreciate your answers without thinking to ask this question.

    Read the article

  • Git repo: Unravelling my mess into tidy branches

    - by Martin
    I wanted to play with a project, so git cloned it and, following its instructions, created a local branch for my configuration (I guess so that users can merge updates back). At first I was just tweaking to suit my preferences, so I didn't bother with any further branching, but now I have some code that might be useful to someone else, but with my passwords, etc in the same branch. Effectively, I have one big branch from which I'd like to have: Postgres backend (default) but with some new code I've added MySQL backend (the biggest change I've made) with that same new code My settings: I can't git ignore the settings file because I occasionally have to add sections for new functionality, but I need to keep my personal settings out of the public branches! I guess this would work best as a local-only branch. Dev branches, which I would branch from the MySQL. Starting from scratch, I think I could figure out how to branch/merge the various updates, but is there an easy way to walk through the existing repo and choose which commits to apply to which branch? Or possibly create a branch from a point upstream then merge back, excluding certain commits?

    Read the article

  • Installing Visual Studio 2010 SP1 or Windows Phone tools in your VM (danger!)

    - by Jeff
    If you've read my blog for any amount of time, you probably know that I tend to develop stuff in a Parallels VM on a Mac. It's how I roll. I like VM's because I can trash them and do really stupid things with beta software. That said, there is a pain point that doesn't seem that well documented when it comes to installing stuff in this scenario.The WP7 tools, and SP1 for Visual Studio 2010 (perhaps only if you already have the WP7 tools installed, I'm not sure), do something strange on install. As if it weren't already a long and slow installation, for reasons I don't understand, the installer fires up an instance of Windows Phone Emulator. As you may already know, the emulator doesn't run in a VM, because it is itself a VM, apparently. What it will do is fire up your CPU, make your comprooder hot and make the fans blow harder.I found this out accidentally, as I started the (slow) phone tool installation once, and walked away. An hour and a half later, I came back to find it hadn't finished. But it was hot and the CPU was pegged, so I fired up the task manager to find XDE.exe, the phone emulator, cranking away. I had to kill it several times, and eventually the install finished. It fired up just once in the SP1 install, but it still had the same hanging effect.I can't for the life of me figure out why it does this. In a VM, I can connect the phone to it and use that, so I don't need the emulator. But this install, firing up the emulator, will make it choke until you kill the XDE.exe process. Watch out!

    Read the article

  • Sub-systems in game engines

    - by Hillel
    So here's the problem- I'm writing my own engine library, and it works fine with stuff like menus and the actual game screen. The thing is, I can't really figure out how to integrate something like an intro or dialogue preceding certain levels into this system. Let's look at another example- say I have a game-specific engine which gets a Level object and runs it. Engine would have its own collision and physics system, all hard coded. Now, what if at some point in a level, I want the player to enter a mini-game with different rules? How do I morph the Engine class to support these sub-systems without having to deal with their code all the time (as in: if(regular game) ... else if(mini game) ...)? And what if I want an intro animation at the start of a level, and I want the player to be able to assume control of his character once the animation ends, do I implement the animation into the Engine class itself? Or maybe I need to run another class, CutScene, and when it ends, it calls Engine and starts the level? What if I want to add a dialogue system, where at the start of each level there's a short dialogue and the player can't control his character, and once it ends, he can? Would I then run the dialogue code inside the Engine code? Maybe these sub-systems should all be scripted? I don't know anything about scripting, is it necessary for this kind of situation? Any help would be appreciated.

    Read the article

  • Wall jumping collision detection anomaly

    - by Nanor
    I'm creating a game where the player ascends a tower by wall jumping his way to the top. When the player has collided with the right wall they can only jump left and vice versa. Here is my current implementation: if(wallCollision() == "left"){ player.setPosX(0); player.setVelX(0); ignoreCollisions = true; player.setCanJump(true); player.setFacingLeft(false); } else if (wallCollision() == "right"){ player.setPosX(screenWidth-playerWidth*2); player.setVelX(0); ignoreCollisions = true; player.setCanJump(true); player.setFacingLeft(true); } else{ player.setVelY(player.getVelY() + gravity); } and private String wallCollision(){ if(player.getPosX() < playerWidth && !ignoreCollisions) return "left"; else if(player.getPosX() > screenWidth - playerWidth*2 && !ignoreCollisions) return "right"; else{ timeToJump += Gdx.graphics.getDeltaTime(); if(timeToJump > 0.50f){ timeToJump = 0; ignoreCollisions = false; } return "jumping"; } } If the player is colliding with the left wall it will switch between the states left and jumping repeatedly due to the varible ignoreCollisions being switched repeatedly in collision checks. This will give a chance to either jump as intended or simply ascend vertically instead of diagonally. I can't figure out an implementation that will reliably make sure the player jumps as intended. Does anyone have any pointers?

    Read the article

  • Get to No as fast as possible

    - by Tim Hibbard
    There is a sales technique where the strategy is to get the customer to say “No deal” as soon as possible.  The idea being that by establishing terms that your customer is not comfortable with with, the sooner you can figure out what they will be willing to agree to.  The same principal can be applied to code design.  Instead of nested if…then statements, a code block should quickly eliminate the cases it is not equipped to handle and just focus on what it is meant to handle. This is code that will quickly become maintainable as requirements change: private void SaveClient(Client c) { if (c != null) { if (c.BirthDate != DateTime.MinValue) { foreach (Sale s in c.Sales) { if (s.IsProcessed) { SaveSaleToDatabase(s); } } SaveClientToDatabase(c); } } }   If an additional requirement comes along that requires the Client to have Manager approval or for a Sale to be under $20K, this code will get messy and unreadable. A better way to meet the same requirements would be: private void SaveClient(Client c) { if (c == null) { return; } if (c.BirthDate == DateTime.MinValue) { return; }   foreach (Sale s in c.Save) { if (!s.IsProcessed) { continue; } SaveSaleToDatabase(s); } SaveClientToDatabase(c); } This technique moves on quickly when it finds something it doesn’t like.  This makes it much easier to add a Manager approval constraint.  We would just insert the new requirement before the action takes place.

    Read the article

  • Trouble dual booting Ubuntu 14.04 & Windows 8

    - by AkBKukU
    My motherboard (MSI G45-Z87) has efi, I still can't figure out how to make stuff work with it. I had Ubuntu working with Windows 8 before 14.04 came out and I did a clean install of Ubuntu when it did to upgrade. Since then I hadn't been able to boot Windows but I don't use it anyway so it didn't effect me. I tried getting it working today so I could use some adobe software. The last time I had tried to do something with the boot it was giving me warnings that my boot files were to far in the drive. So I followed this guide to use gparted and boot-repair to add a boot partition. I was able to reboot Ubuntu after that. I then proceeded to install Windows 8.1 to a different drive. Now the computer will only boot straight into Windows and if I manually select Ubuntu, but not the drive Ubuntu is on, to boot it stops on a black screen during boot after showing the Ubuntu logo. I've run boot-repair in several different ways but have had no luck. Here is the boot summary info from the recommended settings for it. I could really use some help.

    Read the article

  • Map Ctrl and Alt to mouse thumb buttons

    - by murphyslaw
    I'm running Ubuntu 12.04 and have a multi-button Microsoft mouse. I would like to map the CTRL and ALT modifier keys to the left and right thumb buttons of my mouse, respectively, so I can ctrl-click and alt-click without touching the keyboard. My thumb buttons are buttons 8 and 9. I tried the solution in this question: How do I configure a mouse thumb button? which explained how to map a double click to a thumb button - this worked for the double-click but I couldn't figure out how to modify the solution for CTRL and ALT I also tried this: How to map Ctrl/Shift to thumb buttons of Mouse? which used xdotools and xbindkeys. I modified the script to this: ~/.xbindkeysrc: "xdotool keydown alt" b:9 "xdotool keyup alt" release + alt + b:9 "xdotool keydown ctrl" b:8 "xdotool keyup ctrl" release + control + b:8 Which ALMOST works. It simulates a CTRL-key press when I click the left thumb button, but I can't actually hold the button and click at the same time - holding the thumb button seems to prevent it from listening to other input until it is released. Does anyone know how I can make my mouse thumb button actually work as a modifier key, so I can use thumb_button+click instead of CTRL-click?

    Read the article

  • shrink ext4 partition

    - by user276851
    My question is similar to Move ext4 partition, but the challenge I couldn't figure out is how to shrink a partition from the start. So suppose originally the partition (with raid) is like this. (************** /dev/md127 ***************) After resizing, I want to achieve like this. (*** unallocated ***)(**** /dev/md127 ****) Note, I cannot use gparted, and parted does not support ext4. The commands I have tried so far, % resize2fs -p /dev/md127 1676G # <== This is good. % lvreduce -L 1676G /dev/md127 Path required for Logical Volume "md127" Please provide a volume group name Run `lvreduce --help' for more information. Failed here, I guess it may be because the underlying partition is primary and the lvreduce only works on logical? Anyway, no idea. Then after that, I am thinking to create another partition right after this one, copy the data to that partition, and remove this one, like. 1. (************** /dev/md127 ***************) 2. (**** /dev/md127 ****)(*** new partition **) 3. (*** unallocated ****)(**** /dev/md127 ****) Thanks for the help.

    Read the article

  • Finding the best practice for a game simulating tool

    - by Tougheart
    I'm studying Java right now, and I'm thinking of this tool as my practice project. The game is "League of Legends" in case anyone knows it, I'm not actually simulating the game as in simulating game play, I'm just trying to create a tool that can compare different champions to each other based on their own abilities and items bought inside the game. The game basics are: Every player has a champion in a team of 5 players playing against another team. Each champion has a different set of abilities (usually 4) that s/he uses to do damage to opposing champions. Each champion gets stronger by buying different items, increasing the attack it deals or decreasing the damage received. What I want to do is to create a tool to be used outside the game enabling players to try out different builds for their champions and compare the figures against other champions they usually fight against. The goal is to enable players get a deeper understanding of the different item combinations (builds) that can be used during the games, instead of trying them out in real games which can be somehow very time consuming. What I'm stuck at is the best practice I should follow to make this possible using Java, I can't figure out which classes should inherit from which, should I make champions and items specs in the code or extracted from other files, specially that I'm talking about hundreds of items and champions to use in that tool. I'm self studying Java, and I don't have much practice at it, so I would really appreciate any broad guidelines regarding this, and sorry if my question doesn't fit here, I tried to follow the rules. English isn't my native language, so I'm really sorry if I wasn't clear enough, I would be more than happy to explain anything that's not understood.

    Read the article

  • How do I install the latest version of Mupen64?

    - by Uikri
    Alright, I can't figure out how to install Mupen64 on Ubuntu 12.04. I'm gonna be moving in ~2 days with no internet connection for an indefinite amount of time, so that's why I'm asking for answers here instead of figuring it out myself (I don't have time right now to sit and fiddle with figuring out emulators). I'd like to know how to properly install the latest version of Mupen64 (Stable. No beta or anything like that) and how to be able to use a controller with it. I've heard rumor that the latest version of M64 no longer has a GUI, but that there are ways to add a GUI to it after installation, so I'd also like to know how to add the Mupen64Py UI to it. I am not totally Ubuntu savvy. I do not know how to compile stuff from source, I don't necessarily know a lot of terminology, I'm not very handy with the terminal, etc. So it would be helpful if you explain each step in an easy to understand manner. Thanks in advance to anybody who helps out. EDIT: I've already seen How do I install mupen64plus?, just so you guys know. I just need instructions that are more detailed. Also, thanks for the edit, Jorge Castro! I guess I really should have properly formatted my question ^^;

    Read the article

  • How do I properly center Nifty GUI elements on screen?

    - by Jason Crosby
    I am new to JME3 game engine but I know Android XML GUI layouts pretty good. I have a simple layout here and I cant figure out what is wrong. Here is my XML code: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://nifty-gui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <useControls filename="nifty-default-controls.xml" /> <useStyles filename="nifty-default-styles.xml" /> <screen id="start" controller="com.jasoncrosby.game.farkle.gui.MenuScreenGui"> <layer id="layer" backgroundColor="#66CD00" childLayout="center"> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <image filename="Textures/wood_floor.png" height="95%" width="95%"/> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <text text="test" font="Interface/Fonts/Eraser.fnt"></text> </panel> </panel> </layer> </screen> Everything works well until I get to displaying the text. I have tried different alignments and tried moving the text into different panels but no matter what I do the text is never in the center of the screen. It's always in the upper left corner, so far I can only see the lower right part of the text. How can I center the text element in the center of the screen?

    Read the article

  • Custom LightDM sessions to launch an application

    - by zachtib
    I'm trying to set up Ubuntu to act as a kiosk running a custom application, and am trying to get a LightDM session built to automatically start it. Ideally, I'd like to have two sessions available from LightDM. The default would start my application fullscreened, and the other would open a minimal desktop in case any configuration (mostly connecting to a wireless network) needed to be done. I've done a lot of research over the last week on custom LightDM & Gnome sessions. I've got a custom greeter written for LightDM that can start either session, but I can't figure out how to add a specific application to the Gnome session that is ultimately started without just putting a launcher in the global startup directory, and I don't want to do that since I don't want the application starting when they open "configuration mode". Another problem I've run into on my current workaround is that the application doesn't fullscreen properly, which makes me think I'm not starting enough of a gnome session (currently it's just metacity, no panel or anything else). Edit: I found a solution. See http://www.webupd8.org/2011/11/make-applications-autostart-only-in.html

    Read the article

  • libGDX using Stage and Actor produces different camera angles on desktop and Android Phone

    - by Brandon
    libGDX using Stage and Actor produces different camera angles on desktop and Android Phone. Here are pictures demonstrating the problem: http://brandonyuh.minus.com/mFpdTSgN17VUq On the desktop version, the image takes up most all the screen. On the Android phone it only takes up a bit of the screen. Here's the code (not my actual project but I isolated the problem): package com.me.mygdxgame2; import com.badlogic.gdx.*; import com.badlogic.gdx.graphics.*; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.g2d.*; import com.badlogic.gdx.scenes.scene2d.*; public class MyGdxGame2 implements ApplicationListener { private Stage stage; public void create() { stage = new Stage(); stage.addActor(new ActorHi()); } public void render() { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); stage.draw(); } public void dispose() {} public void resize(int width, int height) {} public void pause() {} public void resume() {} public class ActorHi extends Actor { private Sprite sprite; public ActorHi() { Texture texture = new Texture(Gdx.files.internal("data/hi.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); sprite = new Sprite(new TextureRegion(texture, 0, 0, 128, 128)); sprite.setBounds(0, 0, 300.0f, 300.0f); } public void draw(SpriteBatch batch, float parentAlpha) { sprite.draw(batch); } } } hi.png is included in the above link Thank you very much for answering my question. I've spent 3 days trying to figure it out.

    Read the article

< Previous Page | 221 222 223 224 225 226 227 228 229 230 231 232  | Next Page >