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  • Crap, hard disk failure. Can I recover my "move"d folders?

    - by Doug
    I am in the process of moving all my files from an old laptop to new one. I just moved 11gb of data from my old laptop to a hard drive (external) and then upon moving it out to the new hard drive, the hard drive is getting a CRC (Data Error (Cyclic Redundancy Check). Now I am looking for a solution to recover the files that I moved on my old laptop (not the external). I understand they they are just marked for potential overwriting to free up space. I was getting ready to test out GetDataBack, but it says to install it on a healthy windows and use the recover-needed drive as an external. However, I don't want to turn off my computer without first getting the okay since it is in a "moved" state. Please help! What can I do to recover the Moved files. I haven't touched the computer since it has been moved. What can I use to recover them?

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  • How to move mail among Google Apps for Domains users

    - by Paul Roub
    Considering moving the domain used by my extended family for email to Google Apps. One less server for me to manage, better spam filtering, etc. One thing that's been nice about running my own has been the way I manage my kids' incoming email - it comes to me first, and I drop good mail in a symlinked IMAP folder that we share. A little procmail is all it takes, and straight-through exceptions are easy to implement. (FYI, no I'm not advocating censorship, but manually filtering spam and viruses from my 8-year-old's inbox seems like the right thing to do. YMMV) Anyway. I'm wondering if there's an easy way to do something similar in Google Apps - setting up filters to auto-redirect to me looks easy enough (any gotchas there?), but moving things back is not obvious. Yes, I could access both accounts via IMAP and drag mails across, but does anyone have an easier way?

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  • Solution for distributing MANY simple network tasks?

    - by EmpireJones
    I would like to create some sort of a distributed setup for running a ton of small/simple REST web queries in a production environment. For each 5-10 related queries which are executed from a node, I will generate a very small amount of derived data, which will need to be stored in a standard relational database (such as PostgreSQL). What platforms are built for this type of problem set? The nature, data sizes, and quantities seem to contradict the mindset of Hadoop. There are also more grid based architectures such as Condor and Sun Grid Engine, which I have seen mentioned. I'm not sure if these platforms have any recovery from errors though (checking if a job succeeds). What I would really like is a FIFO type queue that I could add jobs to, with the end result of my database getting updated. Any suggestions on the best tool for the job?

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  • Windows 7 - saved wifi access points disappear from list

    - by KáGé
    I'm having a weird issue with Windows 7 x64: I'm moving my notebook between two locations weekly, at each I have a wifi router. They both have hidden SSID-s, which are different. If I save one, the other one gets deleted from the list, as if overwritten, so I always have to retype the SSID and password, if I want to connect after moving my computer. At first I tought the problem was caused by both routers having the same password, but after I changed one (suffixed it with "_2") it persisted. What can I do about this? Thanks.

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  • Hard disk failure. Can I recover my "move"d folders?

    - by Doug
    I am in the process of moving all my files from an old laptop to new one. I just moved 11gb of data from my old laptop to a hard drive (external) and then upon moving it out to the new hard drive, the hard drive is getting a CRC (Data Error (Cyclic Redundancy Check). Now I am looking for a solution to recover the files that I moved on my old laptop (not the external). I understand they they are just marked for potential overwriting to free up space. I was getting ready to test out GetDataBack, but it says to install it on a healthy windows and use the recover-needed drive as an external. However, I don't want to turn off my computer without first getting the okay since it is in a "moved" state. Please help! What can I do to recover the Moved files. I haven't touched the computer since it has been moved. What can I use to recover them?

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  • Symlink to /Documents /Pictures etc. in OS X Home Directory?

    - by Larry O'Brien
    I have just purchased a 120GB SSD with the intent of making it my boot drive. I'd like to keep it as lean as possible since, y'know, it's so small (Heaven help me). I've read Can I move my home folder in Mac OS X? and Moving Mac OS X user folders? which discourage moving the entire home dir to a data drive. Is it possible and less-dangerous to leave the home directory on the boot drive but move the big data directories to a slower drive and symlink to them? I have the same thoughts with the /Applications directory, but maybe I should make that a separate question?

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  • How to read system information in C++ on Windows and Linux?

    - by f4
    I need to read system information like CPU/RAM/disks usage in C++. Maybe swap, network and process too but that's less important. It has probably been done thousand of times before so I first tried to search for a library. Someone here suggested SIGAR, which seems to fit my needs but it has a GPL license and it is for inclusion in a proprietary product. So it's not an option here. I feel like it's something not that easy to implement, as it'll need testing on several platforms. So a library would be welcome. If you don't know of any library, could you point me in the right direction for both platforms?

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  • Best environment to port C/C++ code from Linux to Windows.

    - by Simone Margaritelli
    I'd like to make a big project of mine buildable on Windows platforms. The project itself it's written in C/C++ following POSIX standards, with some library dependencies such as libxml2, libcurl and so on. I'm more a Linux developer rather than a Windows developer, so i have no idea of which compiler suite i should use to port the code. Which one offers more compatibility with gcc 4.4.3 i'm using right now? My project needs flex and bison, is there any "ready to use" environment to port such projects to windows platforms? Thanks.

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  • Ubuntu synaptics touchpad is too sensitive

    - by Michael Diamant
    I recently switched from Windows to Linux (Linux Mint specifically) on my IBM T61 laptop. Since making the switch, my touchpad has been nearly unusable. When I place one finger on the touchpad, without moving it, the cursor bobs around in a small area as if I am making a number of small movements. I think the cursor is moving around because the sensitivity is too high - just rotating the tip of my finger in place moves the cursor over about one-third of the screen. My trackpad does not suffer from the same problem. I have lowered the sensitivity in the mouse settings to its minimum and I have tried to follow the advice from http://iruel430.blogspot.com/2010/06/lowering-mouse-sensitivity-in-ubuntu.html and also reduce laptop touch pad sensitivity in ubuntu. But, in both cases, my touchpad still has the same behavior. Perhaps there is an xinput setting I am overlooking? Is there a better driver I can use for my T61?

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  • Corona SDK - Make a character pass through a platform

    - by Andy Res
    I'm building a game that has a character which should jump up on multiple platforms. The jumping functionality is done, but I would like if the character is just below a platform (static body), when I press the "jump" button, the character should pass through that platform and then sit on it. Right now it collides with the platform, and character cannot jump on it. Do you have any idea how this can be achieved? Right now the platforms are represented by rectangles with "static" body type: local platform = display.newRect( 50, 280, 150, 10 ) platform:setFillColor ( 55, 55, 55) physics.addBody ( platform, "static", {density=1.0, friction=1.0, bounce=0 }) And I was thinking if I could change, or remove the body type of platform when the character collids with it, so he can pass trough platform, but I don't know how to do this, or in general if this will work... maybe there are some built in techniques on how to achieve the effect I want?

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  • db2 tablespace size and performance impact

    - by jrhickey
    Originally when we began moving to db2 LUW we ran into some issues where our tables were too big to fit into the default 4K table space. As a result of "pressure" to get it done we just went with a 32K default table space and put ALL of our tables there. What impact would that have if any? I talked to one person who said that it would possible make out database MUCH larger than it needed to be. Is that true? What about memory? Would there be any benefit to moving the smaller tables back to a 4K table space? I have looked around in forums and what not but cannot seem to find a good answer.

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  • Entity is currently read-only

    - by George Evjen
    Quick post on an issue that we were having today. This fix may just be a band-aid for another issue but this fix at least got us moving again today. Since I didn’t see anything concrete online for a solution I figured I would post this as a part one fix and then post a more detailed fix later. We were getting this error earlier today in one of our projects that uses EF and WCF Ria Services. This entity is currently read-only. One of the following conditions exist: a custom method has been invoked, a submit operation is in progress, or edit operations are not supported for the entity type. The work around that we used for this is to simply do a check to see if the property is read only. Each entity has that property on it. private void SelectedInstitution_PropertyChanged(object sender, System.ComponentModel.PropertyChangedEventArgs e)        {            if (!_personDetailContext.CurrentPerson.IsReadOnly)            {                _personDetailContext.CurrentPerson.LastUpdatedDate = DateTime.Now;            }        } We check to see if the CurrentPerson in this situation is readonly. If its not read only we go ahead and execute some other code. Again, this got us moving today, I am sure this is just step one in resolving this issue.

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  • Collision detection with multiple polygons simultaneously

    - by Craig Innes
    I've written a collision system which detects/resolves collisions between a rectangular player and a convex polygon world using the Separating Axis Theorem. This scheme works fine when the player is colliding with a single polygon, but when I try to create a level made up of combinations of these shapes, the player gets "stuck" between shapes when trying to move from one polygon to the other. The reason for this seems to be that collisions are detected after the player has been pushed through the shape by its movement or gravity. When the system resolves the collision, it resolves them in an order that doesn't make sense (for example, when the player is moving from one flat rectangle to another, gravity pushes them below the ground, but the collision with the left hand side of the second block is resolved before the collision with the top of the block, meaning the player is pushed back left before being pushed back up). Other similar posts have resolved this problem by having a strict rule on which axes to resolve first. For example, always resolve the collision on the y axis, then if the object is still colliding with things, resolve on the x axis. This solution only works in the case of a completely axis oriented box world, and doesn't solve the problem if the player is stuck moving along a series of angled shapes or sliding down a wall. Does any one have any ideas of how I could alter my collision system to prevent these situations from happening?

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  • How can a single script attached to multiple enemies provide separate behavior for each enemy?

    - by Syed
    I am making a TD game and now stucked at multiple enemies using same script. All is well with scripts attached with one enemy only. Problem is in running multiple enemies. Here is the overview. I have a Enemy object with which I have attached a 'RunEnemy' script. Flow of this script is: RunEnemy.cs: PathF p; p = gameObject.GetComponent<PathF>(); //PathF is a pathfinding algo which has 'search; function which returns a array of path from starting position PathList = p.search(starting position); //------------------------------- if(PathList != null) { //if a way found! if(moving forward) transform.Translate(someXvalue,0,0); //translates on every frame until next grid point else if(moving back) transform.Translate(0,someXvalue,0); ...and so on.. if(reached on next point) PathList = p.search(from this point) //call again from next grid point so that if user placed a tower enemy will run again on the returned path } Now I have attached this script and "PathF.cs" to a single enemy which works perfect. I have then made one more enemy object and attached both of these script to it as well, which is not working they both are overlapping movements. I can't understand why, I have attached these scripts on two different gameobjects but still their values change when either enemy changes its value. I don't want to go with a separate script for each enemy because there would be 30 enemies in a scene. How can I fix this problem?

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  • Vehicle: Boat accelerating and turning in Unity

    - by Emilios S.
    I'm trying to make a player-controllable boat in Unity and I'm running into problems with my code. 1) I want to make the boat to accelerate and decelerate steadily instead of simply moving the speed I'm telling it to right away. 2) I want to make the player unable to steer the boat unless it is moving. 3) If possible, I want to simulate the vertical floating of a boat during its movement (it going up and down) My current code (C#) is this: using UnityEngine; using System.Collections; public class VehicleScript : MonoBehaviour { public float speed=10; public float rotationspeed=50; // Use this for initialization // Update is called once per frame void Update () { // Forward movement if(Input.GetKey(KeyCode.I)) speed = transform.Translate (Vector3.left*speed*Time.deltaTime); // Backward movement if(Input.GetKey(KeyCode.K)) transform.Translate (Vector3.right*speed*Time.deltaTime); // Left movement if(Input.GetKey(KeyCode.J)) transform.Rotate (Vector3.down*rotationspeed*Time.deltaTime); // Right movement if(Input.GetKey(KeyCode.L)) transform.Rotate (Vector3.up*rotationspeed*Time.deltaTime); } } In the current state of my code, when I press the specified keys, the boat simply moves 10 units/sec instantly, and also stops instantly. I'm not really sure how to make the things stated above, so any help would be appreciated. Just to clarify, I don't necessarily need the full code to implement those features, I just want to know what functions to use in order to achieve the desired effects. Thank you very much.

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  • Drawing particles with CPU instead of GPU (XNA)

    - by Helix
    I'm trying out modifications to the following particle system. http://create.msdn.com/en-US/education/catalog/sample/particle_3d I have a function such that when I press Space, all the particles have their positions and velocities set to 0. for (int i = 0; i < particles.GetLength(0); i++) { particles[i].Position = Vector3.Zero; particles[i].Velocity = Vector3.Zero; } However, when I press space, the particles are still moving. If I go to FireParticleSystem.cs I can turn settings.Gravity to 0 and the particles stop moving, but the particles are still not being shifted to (0,0,0). As I understand it, the problem lies in the fact that the GPU is processing all the particle positions, and it's calculating where the particles should be based on their initial position, their initial velocity and multiplying by their age. Therefore, all I've been able to do is change the initial position and velocity of particles, but I'm unable to do it on the fly since the GPU is handling everything. I want the CPU to calculate the positions of the particles individually. This is because I will be later implementing some sort of wind to push the particles around. How do I stop the GPU from taking over? I think it's something to do with VertexBuffers and the draw function, but I don't know how to modify it to make it work.

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  • Libgdx Box2d createfixture crashes vm intermittently

    - by user45021
    I have a hard to debug problem. I have a Box2D game which creates a wheeled vehicle. I want the vehicle body to reflect when it goes from moving left to moving right. to do this i set a flag in a changelistener on a button and then in update method i destroy and recreate the body facing the other way. it works fine most of the time but if i flip the vehicle several times quickly JVM crashes. no errors nothing in log. i added system.out.prints and the errors occur in the routine that instantiates the new body and before anything gets deleted/removed so i don't think the UI is trying to access null pointers. and if it was it should throw an error. M the crash seems to be at createFixture statements. but the work most of the first time. I tried debugging but the error doesn't happen much when the flips are slow. in any case createFixture drops fairly quickly into jni. Is this a Box2D bug? Is GC the issue? From Mission Control I see the GC is collecting on a period of ooh maybe 5s and flipping slower than that mostly works. how do i debug this? i am win7 64bit with 64bit at and jdk7 64bit. libgdx-0.9.9 and sometimes libgdx-nightly-20140215.

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  • Strategy for restoring state via URL in web apps

    - by JW01
    This is a question about modern web apps, where a single page is loaded, and all subsequent navigation is done by XHR calls and modifying the DOM. We can use libraries that manipulate the hash string, which let us navigate by URL and support the back/forward buttons. But to use those libraries, we need to be able to move the UI from any one state to any other. Is there a good strategy for moving between UI states, that also allows them to be restored from scratch when you load a new URL? In a complex app, you might have a lot of different states. You don't want to reload the entire UI each time you change states. But you also don't want to require separate methods for moving from every state to each every state. Typically we need to: Restore a state from scratch, when you enter a new URL or hit Reload. Move from one state to another, when you use the Back/Forward buttons. Move from one state to another, when you perform an action within your app (like clicking a link). Move to certain states that shouldn't be added to the history, like ones that appear after form submissions. Move to some states that are built on the previous state, like a drill-down list. When you perform actions within your app, there's the additional question of which comes first: Do you change the URL, listen for the URL change, and change your state in response to it? Or do you change your state, then change the URL, but don't do anything in response? Does anyone have some experience to share on this topic?

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  • Rotation of bitmap using a frame by frame animation

    - by pengume
    Hey every one I know this has probably been asked a ton of times but I just wanted to clarify if I am approaching this correctly, since I ran into some problems rotating a bitmap. So basically I have one large bitmap that has four frames drawn on it and I only draw one at a time by looping through the bitmap by increments to animate walking. I can get the bitmap to rotate correctly when it is not moving but once the animation starts it starts to cut off alot of the image and sometimes becomes very fuzzy. I have tried public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); setRotation = false; } And then the Draw Method here // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null); The animation is four frames long and gets incremented by 66 (the size of one of the frames on the bitmap) for every frame and then back to 0 at the end of the loop.

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  • IASA ITARC &ndash; Denver May 6th

    - by Jeff Certain
    The Denver chapter of the International Association of Software Architects (IASA) is holding an IT Architect Regional Conference (ITARC) in Denver on May 6th. The speaker list for this conference is amazing. Paul Rayner, Dave McComb, Randy Kahle, Peter Provost, Randy Stafford, George Fairbanks – all great speakers, and from Colorado. Brandon Satrom (who also happens to be the president of the IASA Austin chapter) will also be speaking, as will some other heavy hitters (for example, Ted Farrell, Chief Architect and Senior VP of Oracle). This is an amazing line-up, and the conference is quite reasonably priced ($150 for IASA members until April 10th, including a catered lunch). I also have the privilege of being a presenter at this conference. If you’ve ever heard any of the previously named speakers, you know that they set the bar quite high. Sounds like I’m going to have to step up my game. What I get to talk about is really cool stuff. The company I work for – Colorado CustomWare – brought me on board nearly two years ago. To say there was some technical debt is somewhat… understated. Equally understated would be that management is committed to doing the right thing. Over the past two years, we’ve done significant architectural refactoring – including an effort that took the entire team offline for most of a month. We’ve reduced the application size by 50% without losing functionality. As you can imagine, this has reduced the complexity of the application, making development faster and less prone to bugs. We’ve made many other changes – moving to an agile process, training developers, moving towards a more OO architecture. The changes we’ve made reveal, in some ways, just how far afield we were.. and there are still more changes to be made. Amazingly enough, our leadership team is eager for me to share these experiences with other architects. I’m really looking forward to being able to do so.

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  • Game actions that take multiple frames to complete

    - by CantTetris
    I've never really done much game programming before, pretty straightforward question. Imagine I'm building a Tetris game, with the main loop looking something like this. for every frame handle input if it's time to make the current block move down a row if we can move the block move the block else remove all complete rows move rows down so there are no gaps if we can spawn a new block spawn a new current block else game over Everything in the game so far happens instantly - things are spawned instantly, rows are removed instantly etc. But what if I don't want things to happen instantly (i.e animate things)? for every frame handle input if it's time to make the current block move down a row if we can move the block move the block else ?? animate complete rows disappearing (somehow, wait over multiple frames until the animation is done) ?? animate rows moving downwards (and again, wait over multiple frames) if we can spawn a new block spawn a new current block else game over In my Pong clone this wasn't an issue, as every frame I was just moving the ball and checking for collisions. How can I wrap my head around this issue? Surely most games involves some action that takes more than a frame, and other things halt until the action is done.

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  • Coarse Collision Detection in highly dynamic environment

    - by Millianz
    I'm currently working a 3D space game with A LOT of dynamic objects that are all moving (there is pretty much no static environment). I have the collision detection and resolution working just fine, but I am now trying to optimize the collision detection (which is currently O(N^2) -- linear search). I thought about multiple options, a bounding volume hierarchy, a Binary Spatial Partitioning tree, an Octree or a Grid. I however need some help with deciding what's best for my situation. A grid seems unfeasible simply due to the space requirements and cache coherence problems. Since everything is so dynamic however, it seems to be that trees aren't ideal either, since they would have to be completely rebuilt every frame. I must admit I never implemented a physics engine that required spatial partitioning, do I indeed need to rebuild the tree every frame (assuming that everything is constantly moving) or can I update the trees after integrating? Advice is much appreciated - to give some more background: You're flying a space ship in an asteroid field, and there are lots and lots of asteroids and some enemy ships, all of which shoot bullets. EDIT: I came across the "Sweep an Prune" algorithm, which seems like the right thing for my purposes. It appears like the right mixture of fast building of the data structures involved and detailed enough partitioning. This is the best resource I can find: http://www.codercorner.com/SAP.pdf If anyone has any suggestions whether or not I'm going in the right direction, please let me know.

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  • How to account for speed of the vehicle when shooting shells from it?

    - by John Murdoch
    I'm developing a simple 3D ship game using libgdx and bullet. When a user taps the mouse I create a new shell object and send it in the direction of the mouse click. However, if the user has tapped the mouse in the direction where the ship is currently moving, the ship catches up to the shells very quickly and can sometimes even get hit by them - simply because the speed of shells and the ship are quite comparable. I think I need to account for ship speed when generating the initial impulse for the shells, and I tried doing that (see "new line added"), but I cannot figure out if what I'm doing is the proper way and if yes, how to calculate the correct coefficient. public void createShell(Vector3 origin, Vector3 direction, Vector3 platformVelocity, float velocity) { long shellId = System.currentTimeMillis(); // hack ShellState state = getState().createShellState(shellId, origin.x, origin.y, origin.z); ShellEntity entity = EntityFactory.getInstance().createShellEntity(shellId, state); add(entity); entity.getBody().applyCentralImpulse(platformVelocity.mul(velocity * 0.02f)); // new line added, to compensate for the moving platform, no idea how to calculate proper coefficient entity.getBody().applyCentralImpulse(direction.nor().mul(velocity)); } private final Vector3 v3 = new Vector3(); public void shootGun(Vector3 direction) { Vector3 shipVelocity = world.getShipEntities().get(id).getBody().getLinearVelocity(); world.getState().getShipStates().get(id).transform.getTranslation(v3); // current location of our ship v3.add(direction.nor().mul(10.0f)); // hack; this is to avoid shell immediately impacting the ship that it got shot out from world.createShell(v3, direction, shipVelocity, 500); }

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  • Future Trends and Challenges for Aircraft Cabins

    - by Bill Evjen
    Ingo Wuggetzer The aircraft cabin changes from the 60s till now has worsened. First class is actually premium / economy is still moving down in quality The challenge is to do efficiency and comfort Graying population is a challenge will be 14% of the world’s population soon Obesity increasingly becoming an all-milieu core societal problem Will have impact on seat sizes Female forces – women will increasingly influence business and lifestyle There are now more women in college than men People want to be green and this reflects into aircrafts. You can now buy carbon-offsets when you buy a ticket in some airlines 20% are willing to pay for green products 13% would like to but are not doing it yet Seamless Connectivity Internet is obviously mainstream and the influence of our daily lives 2 billion users in 2010 One direction is going mobile Another direction is going social computing We have to explore this to use more with our products Convergence of products iPad usage on Finair , Virgin, Jetstar iPhone share 2% Other smartphones – 11% Feature Phone – 87% Plans to invest in technology trends within the next 3 years connectivity to/from aircraft – 21% major investment / 47% R&D nominal investment Web 2.0 – 22% major investment / 57% R&D nominal investment Cabin technical investments Lighting Wireless Sensors Displays People want to use technologies on the plane that they can use on the ground Planes have moved to digital in the last decade – now they are moving to wireless Data volumes are going through the roof – (Moore’s Law)

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