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  • Why can't a PC with 2 network cards be accessed by hostname?

    - by lewis
    I set up PC with 2 network cards, connected to the same LAN. I can connect to this PC (e.g. by remote desktop) only via ip-addresses. Accessing by hostname does not work. Why is this the case? UPDATE: Full environment 1. PC with 2 hardware network adapters. 2. On this PC installed VMWare Workstation. Created 3 VM's, networked by "bridged" network setting in VMWare. 3. In LAN all ip-addresses given from DHCP. 4. Win2k8 on all hosts (both physical and vitrual). As result: 1. PC has 2 ip-address (e.g. 192.168.1.71 and 192.168.1.72). PC available in LAN by ip-addreses, but not avail by hostname. 2. VM's has own ip-addr on each (e.g. 192.168.1.73, *74, *75 etc). They are available from LAN by their ip's, BUT not by their hostnames. How can I access to PC and to VM's by hostname?

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  • VM using a secondary graphic card

    - by Arthur
    Hi everyone, at the moment i have a dual monitor setup on my main PCIe gfx card. I know that on windows it is almost impossible to have a second card (eg no thrills PCI card) running without having an SLI motherboard because of a driver issue. Well this was my conclusion after many weeks of research. I was thinking...is it possible to use a VM in order to utilize the secondary card as the default video output to feed another monitor? let me know if you want me to clarify Thanks :)

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  • What is the best way to setup a heartbeat agent for failover between two VMs?

    - by EGr
    I have two VMs in VirtualBox that use NAT for their network adapters. They are both getting the same IP address, so I will need to reconfigure that; but knowing that, is it possible to set up a heartbeat agent to failover an apache server if one of the two VMs go down? The way I pictured it would be that the webserver would be able to be accessed externally via :80. No matter what VM was running, I would be able to access the website at that IP/port since failover would be setup. I'm running into trouble setting up IPs when the network adapters are set to NAT, and people have told me that I shouldn't be setting the IPs in this configuration. So what should I do to achieve what I'm looking for? Is it even feasible?

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  • Will SSD degrade when running VMWare Workstation from SSD?

    - by Andrey Botalov
    My main OS (Windows 7 or 8) is runned from SSD. I'd want to run Mac OS X 10.7 or 10.8 using VMWare workstation. I've heard that VMWare doesn't support TRIM and other things to optimize SSD usage. So SSD will quickly degrade if VM will be runned from SSD. Will it be better to put guest OS's files (.vmdk and the rest) to external HDD (connected through USB 2 or 3) instead of SSD? What advantages and disadvantages it will give? What if VM will be put to internal HDD? At what drive type performance of VM will be better?

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  • Is it wrong to tell mobile users to view a site on their computer?

    - by betamax
    I am creating a web application that doesn't work correctly on mobile. I don't want to make it work on mobile because I would rather mobile users have a fully integrated experience and not have to use the web version. This mobile version will be released at a later date based on reaction to the initial web-based version. So, my question is: Is it wrong to not allow mobile users to use the site and instead show them some sort of splash screen telling them to come back to the site on a computer?

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  • What's the difference between AppMobi and PhoneGap?

    - by Ajmal
    I am new to the cross platform application development. I came across the very similar cross platform frameworks AppMobi and PhoneGaP. I found the basic difference between appmobi and phonegap is appMobi offers a complete cloud-based development system that includes a the XDK development tool. ie It's possible to develop Apple apps without owning a Mac using appMobi. I want to know Is there any differences between apk/ipa created using Appmobi and apk/ipa created using PhoneGap? Is there any difference in native features that can be used ? Also other differences between these two.

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  • Analytics on Mobile Phones

    - by Samuh
    Tracking events and setting up Analytics for Websites seems easy. You create an account with one of the Analytics service providers like Google. They give you javascript code that you embed in your pages (whichever event you wish to track) and voila..you're done. I have written a native application for Android phones, which is actually an adaptation of the actual web site. Now, I am required to setup Analytics and tracking for this native application. Question: How to do this on Mobile phones from within a native application? We have Java Script code that works for the original web site. Is there a way to incorporate that in the native application? I know Android supports Java Script via WebViews(Webkit);my application does not have webviews and it is native. Also, I have not worked on JavaScript since school so excuse me if I sound naive. Thanks.

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  • returning correct multiTouch id

    - by Max
    I've spent countless hours on reading tutorials and looking at every question related to multiTouch from here and Stackoverflow. But I just cannot figure out how to do this correctly. I use a loop to get my pointerId, I dont see alot of people doing this but its the only way I've managed to get it somewhat working. I have two joysticks on my screen, one for moving and one for controlling my sprites rotation and the angle he shoots, like in Monster Shooter. Both these work fine. My problem is that when I Move my sprite at the same time as Im shooting, my touchingPoint for my movement is set to the touchingPoint of my shooting, since the x and y is higher on the touchingPoint of my shooting (moving-stick on left side of screen, shooting-stick on right side), my sprite speeds up, this creates an unwanted change in speed for my sprite. I will post my entire onTouch method here with some variable-changes to make it more understandable. Since I do not know where Im going wrong. public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } int pointerCount = event.getPointerCount(); for (int i = 0; i < pointerCount; i++) { int x = (int) event.getX(i); int y = (int) event.getY(i); int id = event.getPointerId(i); int action = event.getActionMasked(); int actionIndex = event.getActionIndex(); String actionString; switch (action) { case MotionEvent.ACTION_DOWN: actionString = "DOWN"; break; case MotionEvent.ACTION_UP: shooting=false; // when shooting is true, it shoots dragging=false; // when dragging is true, it moves actionString = "UP"; break; case MotionEvent.ACTION_POINTER_DOWN: actionString = "PNTR DOWN"; break; case MotionEvent.ACTION_POINTER_UP: shooting=false; dragging=false; actionString = "PNTR UP"; break; case MotionEvent.ACTION_CANCEL: shooting=false; dragging=false; actionString = "CANCEL"; break; case MotionEvent.ACTION_MOVE: try{ if((int) event.getX(id) > 0 && (int) event.getX(id) < touchingBox && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ movingPoint.x = (int) event.getX(id); movingPoint.y = (int) event.getY(id); dragging = true; } else if((int) event.getX(id) > touchingBox && (int) event.getX(id) < view.getWidth() && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ shootingPoint.x = (int) event.getX(id); shootingPoint.y = (int) event.getY(id); shooting=true; }else{ shooting=false; dragging=false; } }catch(Exception e){ } actionString = "MOVE"; break; default: actionString = ""; } Wouldnt post this much code if I wasnt at an absolute loss of what I'm doing wrong. I simply can not get a good understanding of how multiTouching works. basicly movingPoint changes for both my first and second finger. I bind it to a box, but aslong as I hold one finger within this box, it changes its value based on where my second finger touches. It moves in the right direction and nothing gives an error, the problem is the speed-change, its almost like it adds up the two touchingPoints.

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  • Proxmox: VMs and different public IPs

    - by Raj
    I have a server which has two NICs and both are directly connected to internet. I have five different public IP addresses available for the VMs. The host machine (Proxmox) doesn't need to use any (it'll use a private IP and that's all) but will have internet connection. I've gone through the Proxmox documentation and I'm not able to understand the big picture to set up the right network configuration for my needs. In short, what I have is: One server (Proxmox, host machine) On that server, 5 VMs are created 5 public IP addresses available (one for each VM), let's say: 80.123.21.1, 80.123.21.2, 80.123.21.3, 80.123.21.4, 80.123.21.5 What I have now for the host is the following: auto lo iface lo inet loopback auto eth0 iface eth0 inet manual auto eth1 iface eth1 inet manual auto vmbr0 iface vmbr0 inet static address 192.168.1.101 netmask 255.255.255.0 bridge_ports eth0 bridge_stp off bridge_fd 0 auto vmbr1 iface vmbr1 inet manual It can be reached from the internal network, so that's OK. It has internet connection, which is also OK. vmbr1 is going to be used by the VMs. Each VM will have its own IP on his network interfaces configuration file. For some reason, VMs will not have internet and they won't be able to have public IP address. If I use NAT, it will work correctly, but they will not use the public allocated IP addresses for them. Am I missing something?

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  • Randomly spawning bitmaps on cnvas

    - by Toystoj
    I need some ideas in order to finish algorithm. I'm randomly placing objects (bitmaps) on canvas without overlapping. Time needed to finish it is my problem. When I need to spawn for example 80% of canvas it takes to long. So i was thinking : I should make some change when the bitmaps take off 50 % of canvas. I want to tell algorithm that it should generate new locations (x,y) where it is free space. My question is : How to render new location (x,y) in place where is free space. In summary: Things I know : object location (x,y) 4 corners (x,y) of object object width, height canvas width, height Any suggestions?

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  • How can I get the mount path of a USB device on OSX?

    - by xastor
    I have a backup script that backs up some data to a USB device. The problem I have is that OSX sometimes changes the expected mount path. For example if some file is locked under the expected mount path, OSX mounts it on another path. A USB device named 'BACKUP' can be mounted at /Volumes/BACKUP-1 instead of /Volumes/BACKUP. Is there a way to finding out the current mount path of a USB device in the OSX Terminal? Something like 'mount_path BACKUP' (command is fake) which would then return '/Volumes/BACKUP-1' or nothing if the device was not mounted?

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  • AndEngine player, background and camera

    - by valdemar593
    I'm developing a 2D shooter using AndEngine. At the moment I'm trying to make the camera follow the player. As I've understood the common approach is to use the SmoothCamera zooming it and setting the chased entity. The problem is that the camera follows the player WITH background moving also (RepeatingSpriteBackground), so it looks like the player doesn't move at all though the actual position changes. So I don't really get how to make the camera follow the player and have the background not moving. Thanks in advance.

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  • Andengine. Put bullet to pool, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pool public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

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  • Physics don't apply on a unique body AndEngine

    - by Kanga
    I am developing a game in AndEngine so far I managed to create everything I wanted for my sprite that was connected to a BoxBody. I was rotating it moving it everything was great. I wanted my collision detection to be more precise so I changed from boxBody to unique irregular shaped body. I found all the vertices and I just replaced the newly created irregular shaped body with the boxbody everywhere in my code. Not only that the image of the sprite is not in place but all the physics and maths I was doing for movement and physics wont work. Please help me :(. Thanks in advance.

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  • Managing large downloadable content on mobile devices

    - by larromba
    This is a general question of how to best manage large downloadable content on mobile devices. Lets consider a situation whereby a mobile app needs to download a number of very large content items, like HD videos, that are over 500MB but under 2GB. Now, lets assume this content delivery system should be scalable. Would it be a fair assumption that: A reputable cloud service would be needed - if so, what is a reliable and cost effective cloud service for mobile devices based on anyone's experience? Large content downloads should only be attempted over a wifi connection, so the end user doesn't incur large costs, e.g. when travelling. Downloads should carry on in the background if possible, as the user won't want to wait in an app for long periods. If the downloads don't finish, or the OS quits the app, all downloads should carry on when the app is next activated? Are there any other pitfalls anyone may have experienced when managing large content on mobile devices? Thanks.

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  • D-Link DWA-125 Wireless network card not working after upgrade from 10.04 to 12.04

    - by dava2788
    I upgraded to Ubuntu 12.04 and now the wireless network card D-Link DWA-125 doesn't work. I have the drivers from the official website, But neither recognized during installation. iwconfig: lo no wireless extensions. vmnet8 no wireless extensions. ra0 Ralink STA Link Quality:0 Signal level:0 Noise level:0 Rx invalid nwid:0 invalid crypt:0 invalid misc:0 eth0 no wireless extensions. vmnet1 no wireless extensions. dava@Dava-Ubuntu:~$ lsusb Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 007 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 002 Device 006: ID 07d1:3c0d D-Link System DWA-125 Wireless N 150 Adapter(rev.A1) [Ralink RT3070] And the chipset: ralink 2870/3070 (rt3070)

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  • Bitmap rotation jitter around pivot

    - by Manderin87
    I am working on a asteriods clone and I have the ship graphic loaded as a 96x96 bitmap. When the player rotates the ship I rotate the bitmap by degree (float). rotation function: if(m_Matrix == null) { m_Matrix = new Matrix(); } else { m_Matrix.reset(); } m_Matrix.setRotate(degree, m_BaseImage.getWidth() / 2, m_BaseImage.getHeight() / 2); m_RotatedImage = Bitmap.createBitmap(m_BaseImage, 0, 0, m_BaseImage.getWidth(), m_BaseImage.getHeight(), m_Matrix, true); draw function: m_Paint.setAntiAlias(true); m_Paint.setFilterBitmap(true); m_Paint.setDither(true); canvas.drawBitmap(m_RotatedImage, (int) posX - m_RotatedImage.getWidth() / 2, (int) posY - m_RotatedImage.getHeight() / 2, m_Paint); When the bitmap is drawn, the bitmap jitters slightly around the pivot. Can anyone fix or tell me why the bitmap is jittering around the pivot? It needs to be smooth.

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  • Server needs to ping outgoing before allowing connection

    - by QuintenVK
    Okay, first our setup: I'm currently working over VPN to a mac mini OSX 10.6 server. We have a testsetup VM running on that, using ubuntu 12.04. Earlier today, there was an outage because of which our mac mini server was reset. Since then, i was unable to initiate a connection to the VM (which i did boot) -- no ssh, no web, ... . I couldn't ssh or web from the mac mini to the vm either. I could do so from within the VM itself, though. Ping did work on all machines. Lastly, I tried pinging from the VM to my laptop. It took a moment, but then it finally started to ping (no timeouts or so). After that, web and ssh magically worked. I then didn't use the machine for about 5 minutes, after which i had to ping from the server to my laptop again before i could setup a connection. I'm in the dark on what this could be, though I think this is something to do with lookups.

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  • I need help with background interaction with foreground

    - by luther t
    So basicly my game design idea is to have a still back. In the foreground is a PNG format spirite that the user has controll over it is on the ground and the user jump over the oncoming from the right to left spirites. kinda like jumping over rock while running...So the problem...I don't where start. whether with the background or foreground...basicly i am a noob at this as a whole. I am sure if i explained well enough...

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  • Crash when trying to detect touch

    - by iQue
    I've got a character in a 2D game using surfaceView that I want to be able to move using a button (eventually a joystick), but my game crashes as soon as I try to move my sprite. This is my onTouch-method for my steering button: public void handleActionDown(int eventX, int eventY) { if (eventX >= (x - bitmap.getWidth() / 2) && (eventX <= (x + bitmap.getWidth()/2))) { if (eventY >= (y - bitmap.getHeight() / 2) && (y <= (y + bitmap.getHeight() / 2))) { setTouched(true); } else { setTouched(false); } } else { setTouched(false); } And if I try to put this in my update-method: public void update() { x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } The sprite moves on its own just fine, but as soon as I add: public void update() { if(steering.isTouched()){ x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the game crashes. Does anyone know why this is or how to fix it? I cannot figure it out. I'm using MotionEvent.ACTION_DOWN to check if the user if pressing the screen.

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  • how to use rsa in application i found code but dont know how to implement [closed]

    - by Smart Guy
    HOW TO I USE THIS RSA http://xtrace.blogspot.com/2012/03/rsa-demo-example.html?showComment=1349091173502#c199333123405145467 TUTOTIAL CODE IN MY LOGIN CODE BELOW I found code but dnt know how to implement public class LoginScreen extends Activity implements OnClickListener{ public void onCreate(Bundle icicle) { super.onCreate(icicle); setContentView(R.layout.login.xml); TextView lblMobileNo = (TextView)findViewById(R.id.lblMobileNo); lblMobileNo.setTextColor(getResources().getColor(R.color.text_color_red)); mobile = (EditText)findViewById(R.id.txtMobileNo); TextView lblPinNo = (TextView)findViewById(R.id.lblPinNo); lblPinNo.setTextColor(getResources().getColor(R.color.text_color_red)); pin = (EditText)findViewById(R.id.txtPinNo); btnLogin = (Button)findViewById(R.id.btnLogin); btnClear = (Button)findViewById(R.id.btnClear); btnLogin.setOnClickListener(new OnClickListener() { public void onClick(View view) { postLoginData(); } }); btnClear.setOnClickListener(new OnClickListener() { public void onClick(View v) { cleartext(); } }); /* btnClear.setOnClickListener(new OnClickListener() { public void onClick(View arg0) { } }); */ } public void postLoginData() { Intent i = new Intent(this.getApplicationContext(),NEWCLASS.class); Bundle bundle = new Bundle(); bundle.putString("mno", mobile.getText().toString()); bundle.putString("pinno", pin.getText().toString()); i.putExtras(bundle); startActivity(i); } } @Override public void onClick(View v) { } public void cleartext() { { pin.setText("") ; mobile.setText(""); } } }

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  • Can a local multiplayer iOS game display differently for each device?

    - by Rahil627
    I've seen games which display different data for two devices, but not more than two. If possible, can it be accomplished using GameKit? EDIT: More specifically, I was thinking local multiplayer via bluetooth or wi-fi on an iOS device. Most games I've seen display the same screen synchronized across all of the devices. I understand games that network across the internet do this, often using a server, but I haven't seen any examples of a 3+ device local multiplayer iOS game. I just want to make sure it wasn't some kind of limitation.

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  • Any consumer routers with Outgoing VPN support?

    - by Brian Lacy
    When I'm working at home, I need to be able to connect to three different outgoing VPNs, two of which happen to use the same internal IP addressing schemes (192.168.0.*). I also need a static address for my VirtualBox VM so I can connect to my testing web server. Are there any routers which will allow me to connect to multiple outgoing VPNs and assign different internal IP addresses through NAT? Is such a thing even possible, or are there alternate solutions available? Thanks!

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  • Is it possible to live-boot VirtualBox from a USB flash drive?

    - by bw.
    To clarify, I'm not asking if you can boot from USB from within VirtualBox. I would like to make a portable version of Windows 7 that I can run from a USB drive on any machine. I'm putting a distro of Linux on my laptop, but I manage a Windows domain at work so I'd like an easier management solution than trying to use Linux tools to interface with a Windows DC(as RDP to a DC is not always an option). The reason I'm inquiring about VirtualBox... I plan on carrying this portable installation with me and using it on multiple machines, so I would like to avoid driver conflicts (which I imagine would happen if I only installed Windows on a flash drive). Basically, I need a way to boot an installation of Windows 7 from USB that still allows me to install/remove/update programs as if it were installed on a standard hard drive, and not freak out over different hardware configurations. Please help, superusers!

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  • How do I save files with libgdx so that users can't read them?

    - by Rudy_TM
    Writing my game in libgdx, I arrived at the point when I need to save the player stats and the info of the levels. However, in libgdx it's not allowed to write the file inside folder of the application, only external (on the SD) is allowed. The point is that I don't want the file to be seen by anyone, or if they can see it, how can I convert it to a binary file so it's not human readable? I just want to hide the file.

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