Search Results

Search found 35477 results on 1420 pages for 'aoogle app engine'.

Page 383/1420 | < Previous Page | 379 380 381 382 383 384 385 386 387 388 389 390  | Next Page >

  • Web standards or risk avoidance?

    - by Junior Dev
    My company is building an App Engine application. The app encounters a bug (possibly due to an issue with App Engine itself, as per our research) on IE9, but it cannot be reliably reproduced and is experienced by a small percentage of users. The workaround is to force IE9 to use IE8 mode. As a lazy front end developer (who doesn't like CSS hacks, shims and polyfills) I think it's OK to at least try going back to IE9 mode and see what happens, while we're still in private beta. The senior engineer (being more pragmatic) would rather that we continue forcing IE9 users to use the older IE8 mode. Who is right?

    Read the article

  • Multi threaded game - updating, rendering, and how to split them

    - by CodeBunny
    From the StackOverflow post (it was recommended I move this): So, I'm working on a game engine, and I've made pretty good progress. However, my engine is single-threaded, and the advantages of splitting updating and rendering into separate threads sounds like a very good idea. How should I do this? Single threaded game engines are (conceptually) very easy to make, you have a loop where you update - render - sleep - repeat. However, I can't think of a good way to break updating and rendering apart, especially if I change their update rates (say I go through the update loop 25x a second, and have 60fps for rendering) - what if I begin updating halfway through a render loop, or vice versa?

    Read the article

  • Networking Programs Suitable For Symbolic Testing

    - by Milen
    Symbolic execution has been successfully used to test programs and automatically generate test cases. I've been working on my master's thesis that allows the testing of arbitrary networked programs (i.e., those communicating via sockets). Now that we have a working symbolic execution engine that has support for sockets, we're looking for real-world pieces of software to test. Our engine has an important restriction (at the moment): it cannot execute multi-threaded programs. So, we're looking for programs that satisfy the criteria outlined below: Written in C Communicates via sockets (TCP / UDP are supported) Does not rely on the filesystem to get the "job" done Runs on Linux Does not use multi-threading Source is available (so that we can compile them to LLVM bytecode) Most programs that would fall under the criteria would probably be implementations of distributed protocols solving a particular problem (e.g., consensus). Any suggestions are greatly appreciated.

    Read the article

  • Free Web hosting for web applications

    - by Jairo
    Hi! Are there web sites that offers hosting of a web application that uses c++? I know that there are a lot of free web hosting solutions that offers hosting for regular web applications made with php, mysql, etc. I would like to upload a routing engine for my website. My application is a travel planner, and I have a custom routing engine that is made of c++. If there are free online Linux OS hosting that can act as a ordinary OS installation (which will be my best option), I would greatly appreciate if you can list them below. Thanks in advance.

    Read the article

  • Can't get heroku site updated on custom domain

    - by Joseph Brown
    I have hosayif.com registered at GoDaddy, and I set up a cname for rails.hosayif.com to point to my heroku app at sharp-meadow-6535.herokuapp.com. I set this up with a previous app, and it worked. I made a new app, renamed the old one, and then renamed the new one so that it is sharp-meadow-6535.herokuapp.com in hopes of not having to change anything at GoDaddy. In theory, rails.hosayif.com and sharp-meadow-6535.herokuapp.com should be the same site, but they are not. Can someone tell me what I am doing wrong?

    Read the article

  • Updated Google Search for iPad Rocks Side-by-Side Search and More

    - by Jason Fitzpatrick
    iPad: If Google is your search engine of choice and you do some serious searching from your iPad, you’ll want to grab a free copy of Google’s radically updated iPad search app. What’s new with Google iPad Search? This version of the app sports Google Instant, coverflow style image search, enhanced voice search, Google+ integration, and overall better integration with Google’s services. Our favorite feature, by far, is the enhanced side-by-side search. You can pull up search results and simultaneously look at a page–watch the video above to see it in action. The New Google Search App for iPad [Google Mobile Blog] HTG Explains: When Do You Need to Update Your Drivers? How to Make the Kindle Fire Silk Browser *Actually* Fast! Amazon’s New Kindle Fire Tablet: the How-To Geek Review

    Read the article

  • Alpha blending without depth writing

    - by teodron
    A recurring problem I get is this one: given two different billboard sets with alpha textures intended to create particle special effects (such as point lights and smoke puffs), rendering them correctly is tedious. The issue arising in this scenario is that there's no way to use depth writing and make certain billboards obey depth information as they appear in front of others that are clearly closer to the camera. I've described the problem on the Ogre forums several times without any suggestions being given (since the application I'm writing uses their engine). What could be done then? sort all individual billboards from different billboard sets to avoid writing the depth and still have nice alpha blended results? If yes, please do point out some resources to start with in the frames of the aforementioned Ogre engine. Any other suggestions are welcome!

    Read the article

  • How do people deal with Android fragmentation?

    - by Bill
    I've spent the past few years working on iOS apps, and I'm now giving some serious consideration to creating an Android port of one of my apps. I'm sure that complaints about fragmentation are a frustrating cliche to experienced Android programmers, but as an iOS programmer, I'm quite honestly overwhelmed by the number of configurations and devices that my app might end up running on. There are literally thousands of Android devices in the wild, but I know there are successful Android developers in the world and I know they're not testing or developing for thousands of different devices. So how can a relatively small company deal with fragmentation? Is it possible to pick the five or six most popular devices, focus on those and prevent the app from being installed on any other devices? Are there any other strategies for practically dealing with the number of different configurations an app will face?

    Read the article

  • Where can I find an exhaustive list of meta tags and what they do?

    - by leeand00
    It seems to me that there are a ton of <meta> tags for all sorts of different purposes out there... Though they all follow a similar format of <meta name="" content="" /> they seem to serve a vast variety of different purposes from controlling the crawling of search engine bots, providing search engine bots with descriptions of pages, to making sure a page display correctly on a mobile device. These tags fall into so many different categories I was wondering if anyone had a wiki or master list of possible meta tags and their content.

    Read the article

  • Designing persistence schema for BigTable on AppEngine

    - by Vitalij Zadneprovskij
    I have tried to design the datastore schema for a very small application. That schema would have been very simple, if not trivial, using a relational database with foreign keys, many-to-many relations, joins, etc. But the problem was that my application was targeted for Google App Engine and I had to design for a database that was not relational. At the end I gave up. Is there a book or an article that describes design principles for applications that are meant for such databases? The books that I have found are about programming for App Engine and they don't spend many words about database design principles.

    Read the article

  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

    Read the article

  • Which tools you use to make gtk themes?

    - by tutuca
    I'm trying to make a new gtk theme using the murrine engine, using Humanity (default in ubuntu 9.10) as a template. You can grab the code in http://github.com/tutuca/themes However, I found cumbersome the process of creating a new theme with it. There is no central starting point. The documentation of both, the engine options (gtkrc's and stuff), and general theming practices (the format of the index.theme files, folders, bla bla) is scarce, How to's and tutorials are often old or subject to lots of opinionated debate and results confusing (to me, having a web developer background, at least :-). So... I wanted to ask to the fellows gtk themers and artist out there: Which tools you use to create a new theme, and how does your average workflow looks like?

    Read the article

  • How do I execute a file from a FAT USB drive?

    - by Derek Redfern
    I'm trying to install a portable app onto my USB drive such that it is compatible with both Ubuntu and Windows (specifically, a program called eToys). Support is already built into the app for both operating systems - there's etoys.sh for Ubuntu and etoys.exe for Windows. I decided to install onto a FAT drive since that can be read from both systems. This works fine for Windows, but for some reason I cannot execute etoys.sh on Ubuntu. The problem is not with the file - when the whole folder is copied to the local hard drive, the app works great in Ubuntu. But when I try to execute it from the USB, it opens the file in a text editor. I then tried running it from a terminal, but I got the message "Permission denied." I've had the same problem with other executables as well. Is there an easy way to execute things from a USB stick? Thanks! -- Derek

    Read the article

  • cannot open ubuntu software center

    - by success
    I deleted some unnecessary icon themes and now my application icons are changed. I cannot open Ubuntu software center also.... the following message is displayed.... success@user-pc:~$ software-center 2012-09-12 22:24:52,048 - softwarecenter.ui.gtk3.app - INFO - setting up proxy 'None' 2012-09-12 22:24:52,055 - softwarecenter.db.database - INFO - open() database: path=None use_axi=True use_agent=True Traceback (most recent call last): File "/usr/bin/software-center", line 142, in <module> app = SoftwareCenterAppGtk3(datadir, xapian_base_path, options, args) File "/usr/share/software-center/softwarecenter/ui/gtk3/app.py", line 387, in __init__ self.datadir) File "/usr/share/software-center/softwarecenter/ui/gtk3/panes/historypane.py", line 78, in __init__ self._get_emblems(self.icons) File "/usr/share/software-center/softwarecenter/ui/gtk3/panes/historypane.py", line 192, in _get_emblems pb = icons.load_icon(emblem, self.ICON_SIZE, 0) File "/usr/lib/python2.7/dist-packages/gi/types.py", line 43, in function return info.invoke(*args, **kwargs) gi._glib.GError: Icon 'package-install' not present in theme I also tried the following code to change the icon but no didnt work.... gksu gedit /usr/share/applications/ubuntu-software-center.desktop

    Read the article

  • Does md2 support skeletal meshes?

    - by jsvcycling
    I'm creating an FPS game. I'm writing my own game engine. So far all the backend stuff is going great. I'd like to support md2 as the native file format for 3D Objects, but I also want to use skeletal meshes. Does anyone know if the md2 file format supports skeletal meshes? In-case you need to know, I'm going to use blender as my Mesh creation tool and C++ as my programming language... Thanks For got to mention, the engine is based on OpenGL... Alright, for anyone who is reading this, I just found the Doom 3 md5 specifications (http://tfc.duke.free.fr/coding/md5-specs-en.html). It gives you some help on writing a parser (see bottom of link), but the example doesn't support lighting and texture mapping (the second set of example code allows for animation). Thanks @Neverender for answering my question...

    Read the article

  • metro style on windows and android

    - by MRM
    I want to develop a rather simple app using windows 8 metro style for GUI. But i need this app to have the same appearance, GUI, for both platforms, so that end users that uses it both on PC and a mobile device to have the same visual experience and a flawless navigation. So, does anyone have knowledge of a Java framework or library to satisfy these needs? Or maybe a method to create a web-based app using HTML, PHP, JScript etc. (maybe something using a local server, on the same machine, because a web server is out of discussion, at least for the moment)? Any idea, method, technology related to the subject is also helpful. And if what you are thinking at can be used for IOS too, the better.

    Read the article

  • [Windows 8] Please implement the PlayTo feature in your media apps

    - by Benjamin Roux
    One of the greatest feature in Windows 8 apps is the ability to stream the video/photos/music you’re playing to any DLNA capable device in your network. Meaning that if you’re watching a movie on Netflix on your brand new Surface tablet in your garden, you can continue to watch it without interruption on your TV if you decide to go back inside ! Isn’t that awesome? The best thing is that it takes very few lines to implement that in an app and it’s very easy. You just have to subscribe to one event and feed the EventArgs with the stream you want to display. You can either stream a video/music from a MediaElement/MediaPlayer (see PlayerFramework on CodePlex) or from a simple Image control. Code’s better than text so I invite you to go the sample code of the PlayTo feature on the msdn (it features code for JS, C# and C++). So if you’re developing an app capable of playing video, music or just display some photos, please implement the PlayTo, it will bring a plus to your app.

    Read the article

  • Totem streams only certain video from iphone

    - by Hans Schmidt
    I recently installed a plug-in for Totem movie player. This allows the app to receive and play AirPlay-streamed video from iphone to totem player: http://www.omgubuntu.co.uk/2011/01/airplay-video-playback-comes-to-totem Actually this works fine with youtube videos. But when it comes to other apps in iPhone (such as Digital TV App) the streaming does not work. In the app I can choose Totem Player, but Totem Player itself stays empty, i.e. nothing will be streamed. As mentioned choosing Totem Player for youtube video works fine. Do you guys have any idea what makes the difference that it works only for youtube?

    Read the article

  • How to remove HTML code from search result page content

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

    Read the article

  • Supertuxkart not able to start

    - by subeh.sharma
    Was working fine before i played around with NVIDIA drivers and ended up with this problem. I tried running it through the terminal and i see these messages: subsharm@subsharm-ThinkPad-T61:~$ supertuxkart Irrlicht Engine version 1.7.2 Linux 3.0.0-15-generic #25-Ubuntu SMP Mon Jan 2 17:44:42 UTC 2012 x86_64 [FileManager] Data files will be fetched from: '/usr/share/games/supertuxkart/' [IrrDriver] Creating NULL device Irrlicht Engine version 1.7.2 Linux 3.0.0-15-generic #25-Ubuntu SMP Mon Jan 2 17:44:42 UTC 2012 x86_64 [IrrDriver] Trying OpenGL rendering. [IrrDriver] Tring to create device with 32 bits Xlib: extension "GLX" missing on display ":0.0". [IrrDriver Temp Logger] Level 1: No GLX support available. OpenGL driver will not work. [IrrDriver Temp Logger] Level 2: Fatal error, could not get visual. Segmentation fault subsharm@subsharm-ThinkPad-T61:~$ sudo Xorg -configure [sudo] password for subsharm: Fatal server error: Server is already active for display 0 If this server is no longer running, remove /tmp/.X0-lock and start again.

    Read the article

  • Best stats tool for cross-domain tracking

    - by kidbrax
    We build a webapp that allows users to run the app under their own subdomain. So we run the app under search.domainX.com, search.domainY.com and so on. They each have their own Google Analytics to track individual stats. But we want to know what general traffic for all clients of our app. So we want to know stuff like "among all our clients we had x number of views." What is the best way tool to track that sort of thing. We prefer a snippet based solution similar to Google Analytics if possible.

    Read the article

  • Software center not opening

    - by kishore kumar
    $ software-center 2012-09-07 18:45:04,349 - softwarecenter.fixme - WARNING - logs to the root logger: '('/usr/lib/python2.7/dist-packages/dbus/proxies.py', 410, '_introspect_error_handler')' 2012-09-07 18:45:04,349 - dbus.proxies - ERROR - Introspect error on :1.128:/com/ubuntu/Softwarecenter: dbus.exceptions.DBusException: org.freedesktop.DBus.Error.NoReply: Did not receive a reply. Possible causes include: the remote application did not send a reply, the message bus security policy blocked the reply, the reply timeout expired, or the network connection was broken. 2012-09-07 18:45:29,406 - softwarecenter.ui.gtk3.app - INFO - setting up proxy 'None' 2012-09-07 18:45:29,409 - softwarecenter.db.database - INFO - open() database: path=None use_axi=True use_agent=True 2012-09-07 18:45:29,822 - softwarecenter.backend.reviews - WARNING - Could not get usefulness from server, no username in config file 2012-09-07 18:45:29,973 - softwarecenter.ui.gtk3.app - INFO - show_available_packages: search_text is '', app is None. 2012-09-07 18:45:29,991 - softwarecenter.db.pkginfo_impl.aptcache - INFO - aptcache.open() Killed

    Read the article

  • Google I/O 2010 - Next gen queries

    Google I/O 2010 - Next gen queries Google I/O 2010 - Next gen queries App Engine 301 Alfred Fuller This session will discuss the design and implications of improvements to the Datastore query engine including support for AND, OR and NOT query operators, the solution to exploding indexes and paging backwards with Cursors. Specific technologies discussed will be an improved zigzag merge join algorithm, a new extensible multiquery framework (with geo-query support) and a smaller more versatile Cursor design. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 16 1 ratings Time: 50:17 More in Science & Technology

    Read the article

  • Change font programmatically for GTK3 TextView (quickly-widgets TextEditor)

    - by monotasker
    In an app using PyGI and GTK3, I'm trying to let the user set the font family and size in a TextView through my app's settings dialog. In PyGI the TextView object has "set" methods for several properties, but not for font properties. I can set the font family via CSS using a CSS style provider. But I can't change that CSS dynamically to respect the font selected by a user. So how can I do this? (Note that the widget in question is actually the TextEditor from the quickly-widgets package and I'm using Quickly to build the app.) Thanks, Ian

    Read the article

  • Push or Pull Input Data In the Game Logic?

    - by Qua
    In the process of preparing my game for networking I'm adding a layer of seperation between the physical input (mouse/keyboard) and the actual game "engine"/logic. All input that has any relation to the game logic is wrapped inside action objects such as BuildBuildingAction. I was thinking of having an action processing layer that would determine what to do with the input. This layer could then be set up to either just pass the actions locally to the game engine or send it via sockets to the network server depending on whether the game was single- or multiplayer. In network games it would make sense that the player's actions should be sent to the server, but should the game logic be pulling (polling?) the data through some sort of interface or should the action processing layer be adding the actions to an input queue in the game logic code?

    Read the article

< Previous Page | 379 380 381 382 383 384 385 386 387 388 389 390  | Next Page >