Search Results

Search found 9108 results on 365 pages for 'space exploration'.

Page 6/365 | < Previous Page | 2 3 4 5 6 7 8 9 10 11 12 13  | Next Page >

  • SQL Server Compressed Backups Disk Space Needs

    SQL Server 2008 and later offers the ability to create compressed backup files. When creating the compressed backup, how much space is really needed and when does the space get allocated for the backup file? The Future of SQL Server Monitoring "Being web-based, SQL Monitor enables you to check on your servers from almost any location" Jonathan Allen.Try SQL Monitor now.

    Read the article

  • update manager - insufficient storage space (false alarm)

    - by itsols
    I'm trying to run Update Manager but it keeps reporting that there's not enough space. Here's the screenshot: I ran sudo apt-get update && sudo apt-get upgrade from the terminal but still update manager says that there are updates and I cannot seem to get pass this message. I have even removed many programs from my system and there is supposed to be at least 6GB of disk space free. What can I do?

    Read the article

  • What app can i use to track disk space?

    - by acidzombie24
    I dont know what is going on but my disk space seems to be going down and i am not downloading anything. What app can i use on windows to keep track of diskspace? I used windirstat which tells you how much data a folder is holding but i still cant figure out the problem. I did notice a folder holding 1.7gb for visual studio's intellitrack (or whatever that thing is called)

    Read the article

  • Reclaim Vertical UI Space by Adding a Toolbar to the Left or Right Side of Firefox

    - by Asian Angel
    Do you need to make the most efficient use possible of vertical UI space on your system’s screen, but have horizontal space to spare? Now you can shift the toolbar icons and their awesome functionality to a slim sidebar in Firefox using the Vertical Toolbar extension. As you can see above the sidebar even picked up on our Personas Theme to help it blend in nicely with the rest of the browser. You can access the options for the new toolbar by right clicking within the toolbar area. These are the options for the toolbar…you can choose the side of Firefox that works best for toolbar placement, adjust display, hiding, & animation settings, define how the buttons display, and add/remove additional buttons as desired. Once you open the Customize Toolbar Window make any desired additions or removals just like you would before on the top UI section and close when finished. Note: Works with Firefox 4.0b7pre – 4.0.* Vertical Toolbar [Mozilla Add-ons] Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware Comix is an Awesome Comics Archive Viewer for Linux Get the MakeUseOf eBook Guide to Speeding Up Windows for Free Need Tech Support? Call the Star Wars Help Desk! [Video Classic] Reclaim Vertical UI Space by Adding a Toolbar to the Left or Right Side of Firefox Androidify Turns You into an Android-style Avatar Reader for Android Updates; Now with Feed Widgets and More

    Read the article

  • Sharing My Thoughts on Space Flight

    - by Grant Fritchey
    This went out in the DBA newsletter from Red Gate, but I enjoyed writing it so much, I thought I'd share it to a wider audience: I grew up watching the US space program. I watched men walk on the moon for the first time in 1969, when I was only six years old. From that moment on, I dreamed of going into space. I studied aeronautics and tried to get into the Air Force Academy, all in preparation for my long career as an astronaut. Clearly, that didn't quite work out for me. But it sure could for you. At Red Gate, we're running a new contest: DBA in Space. The prize is a sub-orbital flight. When I first got word of this contest, my immediate response was, "And you need me to go right away and do a test flight? Excellent!" No, no test flight needed, plus I was pretty low on the list of volunteers. "That's OK, I'll just enter." Then I was told that, as a Red Gate employee, I couldn't win. My next response was, "I quit".eventually, I was talked down off the ledge, and agreed to help make this special for some other DBA. Many (most?) of us are science fiction fans, either the soft science of Star Trek and Star Wars, or the hard science of Niven and Pournelle, or Allen Steele. We watched the Shuttles go up and land. We've been dreaming of our own trips into orbit and our vacation-home on the Moon for a long, long time. All that might not arrive on schedule, but you've got a shot at breaking clear of the atmosphere. The first stage is a video quiz, starring Brad McGehee, and it's live at www.DBAinSpace.com now. Go for it. Good luck and God speed!

    Read the article

  • JavaScript 3D space ship rotation

    - by user36202
    I am working with a fairly low-level JavaScript 3D API (not Three.js) which uses euler angles for rotation. In most cases, euler angles work quite well for doing things like aligning buildings, operating a hovercraft, or looking around in the first-person. However, in space there is no up or down. I want to control the ship's roll, pitch, and yaw. To do that, some people would use a local coordinate system or a permenant matrix or quaternion or whatever to represent the ship's angle. However, since I am not most people and am using a library that deals exclusively in euler angles, I will be using relative angles to represent how to rotate the ship in space and getting the resulting non-relative euler angles. For you math nerds, that means I need to convert 3 euler angles (with Y being the vertical axis, X representing the pitch, and Z representing a roll which is unaffected by the other angles, left-handed system) into a 3x3 orientation matrix, do something fancy with the matrix, and convert it back into the 3 euler angles. Euler to matrix to euler. Somebody has posted something similar to this on SO (http://stackoverflow.com/questions/1217775/rotating-a-spaceship-model-for-a-space-simulator-game) but he ended up just working with a matrix. This will not do for me. Also, I am using JavaScript, not C++. What I want essentially are the functions do_roll, do_pitch, and do_yaw which only take in and put out euler angles. Many thanks.

    Read the article

  • No space left on disk

    - by Ned
    folks. I'm trying to copy/move files to an external 1 TB hard drive with about 50 GB remaining space. I receive a "no space left on disk" when I try. I've moved files off and retried, but still get the same message. Disk Usage Analyzer, Properties, and freeware Treesize all report available hard drive space of about 50 GB. I've tried df -i (50 GB available) and df -k, with the latter reporting only 1% of inode usage. I've been able to save files from Firefox to the drive also. I can't even rename files without getting the message. Yesterday in the midst of trying to figure this out I tried to move 4 files to the drive and got the message. Today, I found them on the drive. What's up with that? (That's the only time that has happened to my knowledge.) Is this an ubuntu problem? or is my hard drive just about to fail because of something like a controller problem? Any thoughts would be appreciated.

    Read the article

  • LibGDX drawing map using tiles without space

    - by Enayat Muradi
    I am making a board game. To draw the map on the board I use different tiles. On some screen the map looks good but on some other screens there is a space between the tiles. How can I do so there won't be any space between the tiles? I am designing my game with the size 480x800. To fit other screens I stretch it. My tiles looks like this: I draw the map using a for loop to draw the tile in different (x,y) position on screen. Here is what I mean with space between tiles: Screen with 240x400 Screen with 360x600, here there is no spacing between tiles. I use camera and the screen to draw I don't use stage. I have also tried to use Viewport but I get the same results. cam = new OrthographicCamera();cam.setToOrtho(true, gameWidth, gameHeight); batcher = new SpriteBatch(); batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); How can I do to solve the problem?

    Read the article

  • Getting file system free space

    - by Fred Riley
    This isn't a problem as such, more a request for information based on ignorance of the Linux filesystem. The very short question is: How do I find out how much free and used space there is on the volume from which Ubuntu is running? More detail: I'm running Ubuntu 12.04 from a 64Gb USB3 stick, created from booting up a year-old Ubuntu 12.04 DVD and running Startup Disk Creator. The reason for this is that the Master Boot Record on my hard disk, holding Windoze 7, has gone belly-up, and whilst awaiting a recovery disk I'm running Ubunto off USB or DVD as a 'trial'. (And will continue to run Ubuntu after restoring Windoze, as I've rediscovered my love of the penguin :o)) After installing Ubuntu on the stick I ran the software update app, which downloaded some 450Mb of updates and took a couple of hours to install to the stick. A couple of times I got a message saying that disk space was short. So I looked in the file manager (or whatever it's called these days) and couldn't see the stick listed, just: SYSTEM hard disk (listed as 479Gb Filesystem) two other partitions that had been created by Windoze "4.3GB Filesystem" which when I try to open gives the error "Could not find /cow", and when I try to unmount it tells me I can't because it's not mounted - D'OH!! Edit: screenshot of file manager Edit: screenshot of low disk space warning What I can't see is the USB stick from which I'm running Ubuntu. Where's it gone, anybody know? This is tangentially related to a previous question of mine about system tools, in that I'm trying to get control and knowledge of the system in the newest incarnation of Ubuntu.

    Read the article

  • btrfs and missing free space

    - by easteregg
    I converted my ext4 partition to btrfs and deleted the save subvolume after doing so. Then I enabled the compression (lzo) of the filessystem in the fstab file and everything is correct so far. Then I forced the compression of all files using the defragmentation command with the parameter -c that the new compression is applied to all files. While doing so, I noticed that my ssd got completly filled up - before I had 6gigs of free space. No I got nothing left. easteregg@x201s:~$ btrfs fi df / Data: total=50.00GB, used=49.17GB System: total=32.00MB, used=4.00KB Metadata: total=24.50GB, used=9.86GB and easteregg@x201s:~$ df -ha Filesystem Size Used Avail Use% Mounted on /dev/sda1 75G 60G 852M 99% / So now. How can I regain my free space. I expected to gain more space because of the lzo compression. And now! The fs is correctly mounted. easteregg@x201s:~$ mount /dev/sda1 on / type btrfs (rw,noatime,ssd,compress=lzo) Any ideas how to fix this issue?

    Read the article

  • Creating the “game space” for a 2D game

    - by alJaree
    How does one setup the game space for a game so that obstacles can be spawned? One example I am wondering about is doodle jump. Tile maps are limited in size and would need to change often if the user jumps a lot. How would this be done in another way than tile maps. How or what is used to create the notion of a game world where these spawned ledges/obstacles are placed as the user progresses through the stage? What is actually moving if the user jumps from ledge to ledge, what are the ledges based on in terms of the game world/space. What data structure or representation could the game use to reference and manage the spawning of these obstacles/ledges?

    Read the article

  • Monitoring Database disk space

    - by Michael Freidgeim
    An article Data files: To Autogrow Or Not To Autogrow? recommends NOT to rely on auto-grow, because it causing delays in unplanned times.We should mtonitor database files(both data and log), and if they close to max capacity, manually increase the size. However it doesn't give references, how to monitor the free space inside databases. I've tried to look how to do it. It can be done manually using   execute sp_spaceused for the database in question or  sp_SOS (can be downloaded from http://searchsqlserver.techtarget.com/tip/Find-size-of-SQL-Server-tables-and-other-objects-with-stored-procedure)Alternatively you can run SQL commands as suggested in Http://www.sqlteam.com/forums/topic.asp?TOPIC_ID=82359 by Michael Valentine Jonesselect [FREE_SPACE_MB] = convert(decimal(12,2),round((a.size-fileproperty(a.name,'SpaceUsed'))/128.000,2)) from dbo.sysfiles aMore useful article Monitor database file sizes with SQL Server Jobs describes how to setup monitoring Finally I found the excellent articleManaging Database Data Usage With Custom Space Alerts, that can be followed even support personnel without much DBA experience.

    Read the article

  • Atmospheric scattering sky from space artifacts

    - by ollipekka
    I am in the process of implementing atmospheric scattering of a planets from space. I have been using Sean O'Neil's shaders from http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html as a starting point. I have pretty much the same problem related to fCameraAngle except with SkyFromSpace shader as opposed to GroundFromSpace shader as here: http://www.gamedev.net/topic/621187-sean-oneils-atmospheric-scattering/ I get strange artifacts with sky from space shader when not using fCameraAngle = 1 in the inner loop. What is the cause of these artifacts? The artifacts disappear when fCameraAngle is limtied to 1. I also seem to lack the hue that is present in O'Neil's sandbox (http://sponeil.net/downloads.htm) Camera position X=0, Y=0, Z=500. GroundFromSpace on the left, SkyFromSpace on the right. Camera position X=500, Y=500, Z=500. GroundFromSpace on the left, SkyFromSpace on the right. I've found that the camera angle seems to handled very differently depending the source: In the original shaders the camera angle in SkyFromSpaceShader is calculated as: float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight; Whereas in ground from space shader the camera angle is calculated as: float fCameraAngle = dot(-v3Ray, v3Pos) / length(v3Pos); However, various sources online tinker with negating the ray. Why is this? Here is a C# Windows.Forms project that demonstrates the problem and that I've used to generate the images: https://github.com/ollipekka/AtmosphericScatteringTest/ Update: I have found out from the ScatterCPU project found on O'Neil's site that the camera ray is negated when the camera is above the point being shaded so that the scattering is calculated from point to the camera. Changing the ray direction indeed does remove artifacts, but introduces other problems as illustrated here: Furthermore, in the ScatterCPU project, O'Neil guards against situations where optical depth for light is less than zero: float fLightDepth = Scale(fLightAngle, fScaleDepth); if (fLightDepth < float.Epsilon) { continue; } As pointed out in the comments, along with these new artifacts this still leaves the question, what is wrong with the images where camera is positioned at 500, 500, 500? It feels like the halo is focused on completely wrong part of the planet. One would expect that the light would be closer to the spot where the sun should hits the planet, rather than where it changes from day to night. The github project has been updated to reflect changes in this update.

    Read the article

  • Where did my free space go?

    - by Ari B. Friedman
    I have a storage drive (2TB) and an OS drive (90GB SSD). I've run out of space on the OS drive: /$ df -h Filesystem Size Used Avail Use% Mounted on /dev/sdb1 72G 72G 0 100% / udev 5.9G 12K 5.9G 1% /dev tmpfs 2.4G 1.2M 2.4G 1% /run none 5.0M 0 5.0M 0% /run/lock none 5.9G 428K 5.9G 1% /run/shm /dev/sda1 1.9T 639G 1.2T 37% /media/StorageDrive So be it. But when I attempt to figure out where the space has gone, I cannot find it anything remotely approaching the capacity of the drive: /$ sudo du -h -d 1 du: cannot access `./media/StorageDrive/home/ari/.gvfs': Permission denied 675G ./media 2.3G ./var 0 ./proc 7.0M ./tmp 27M ./boot 4.0K ./lib64 12K ./dev 44M ./home 16K ./lost+found 8.0M ./sbin 223M ./lib 4.0K ./selinux 1.4M ./run 140K ./root 8.8M ./bin 4.0K ./mnt 38M ./etc 8.0K ./srv 4.8G ./usr 65M ./opt 0 ./sys 682G . Note the difference between the total (682G) and the mounted drives in /media (675G) is only about 9G. How are 72G being used? Where is this dark matter hiding?

    Read the article

  • GParted detects entire disk as UNALLOCATED SPACE + hd0 out of disk

    - by msPeachy
    Good day to everyone. I hope someone can help me with my problem. I have a dual boot Windows and Ubuntu system. I recently encountered an hd0 out of disk error and wasn't able to boot Ubuntu. So I booted into Windows. After 2 to 3 times of booting and rebooting Windows, I tried booting Ubuntu again but still I get the same hd0 out of disk error. I decided to run Ubuntu from LIVEUSB to try to fix my Ubuntu partition using GParted, but when I run GParted, it shows my entire disk as UNALLOCATED SPACE! The strange thing is that Nautilus still shows and mounts my partitions. Also every time I boot into Windows , my partitions exists and I am able to read and write to them. I have no idea what is wrong. Please help! I can't stand using Windows since most of the tools I use are in Ubuntu. I don't mind reinstalling Ubuntu. In fact I already tried reinstalling using the LIVEUSB but since GParted or the Ubuntu installer itself does not recognize my partitions and shows the entire disk as unallocated space, I decided not to continue. I am currently running Ubuntu from LIVEUSB. Here's the outpuf of sudo fdisk -l Disk /dev/sda: 320.1 GB, 320072933376 bytes 255 heads, 63 sectors/track, 38913 cylinders, total 625142448 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0xb30ab30a Device Boot Start End Blocks Id System /dev/sda1 * 2048 104869887 52433920 83 Linux /dev/sda2 104869888 105074687 102400 7 HPFS/NTFS/exFAT /dev/sda3 105074688 156149759 25537536 7 HPFS/NTFS/exFAT /dev/sda4 156151800 625153409 234500805 f W95 Ext'd (LBA) /dev/sda5 156151808 169156591 6502392 82 Linux swap / Solaris /dev/sda6 169158656 294991871 62916608 7 HPFS/NTFS/exFAT /dev/sda7 294993920 471037944 88022012+ 7 HPFS/NTFS/exFAT /dev/sda8 471041928 625121152 77039612+ 7 HPFS/NTFS/exFAT When I run, sudo parted -l, I got this error message: ubuntu@ubuntu:~$ sudo parted -l Error: Can't have a partition outside the disk! UPDATE I think I might know the problem. The total sectors of sda is 625142448 but the extended partition (sda4) ends at 625153409. Now, my question is, how do I fix this or modify the extended partition (sda4) to matched the total number of sectors? Anyone, please??? UPDATE I was able to fix the unallocated space issue with the help of Rod Smith's tool called fixparts I am now able to view my partitions via GParted in LiveUSB. But the error: hd0 out of disk. Press any key to continue... still persists on reboot. I still can't boot into Ubuntu. Can someone help me please???

    Read the article

  • DBA in Space

    - by Neil Davidson
    Every now and then, you come across an idea that makes your heart jump and your skin tingle. That happened to me a few months ago, when Richard and Anthony pitched a small group of us an idea. "It's called DBA in Space", Richard said. I don't remember the rest of the pitch. "DBA in Space" is one of those phrases that's so simple, remarkable and clear that it sticks and it sticks hard. Sure, lots of people have done much hard, gritty work over the past few months to make it happen. Sure, there's...(read more)

    Read the article

  • Obtain rectangle indicating 2D world space camera can see

    - by Gareth
    I have a 2D tile based game in XNA, with a moveable camera that can scroll around and zoom. I'm trying to obtain a rectangle which indicates the area, in world space, that my camera is looking at, so I can render anything this rectangle intersects with (currently, everything is rendered). So, I'm drawing the world like this: _SpriteBatch.Begin( SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, // Don't smooth null, null, null, _Camera.GetTransformation()); The GetTransformation() method on my Camera object does this: public Matrix GetTransformation() { _transform = Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } The camera properties in the method above should be self explanatory. How can I get a rectangle indicating what the camera is looking at in world space?

    Read the article

  • ext4 hogs lot of unkown space compared to ext3

    - by rejith
    Ext4 FS has claimed 3% of partition space. Where has this gone and can I get it reclaimed? I have tried disabling Journals for the ext4 partition. Even this is not helping. Any other tricks I can try to get the space reclaimed other than reverting back to ext3? $ lsb_release -cr Release: 12.04 Codename: precise df -hP |grep media /dev/sda3 21G 430M 20G 3% /media/MAIL /dev/sda2 148G 188M 148G 1% /media/DATA => if I move this to ext4 its claiming 2.4G /dev/sda3 on /media/MAIL type ext4 (rw,nosuid,nodev,uhelper=udisks) /dev/sda2 on /media/DATA type ext3 (rw,nosuid,nodev,uhelper=udisks) $ sudo tune2fs -l /dev/sda3 |grep 'Reserved block count' Reserved block count: 0 $ sudo tune2fs -l /dev/sda2 |grep 'Reserved block count' Reserved block count: 0 NO hidden files or directories $ sudo du -ah *;pwd 16K lost+found /media/MAIL

    Read the article

  • Space invaders clone not moving properly

    - by ThePlan
    I'm trying to make a basic space invaders clone in allegro 5, I've got my game set up, basic events and such, here is the code: #include <allegro5/allegro.h> #include <allegro5/allegro_image.h> #include <allegro5/allegro_primitives.h> #include <allegro5/allegro_font.h> #include <allegro5/allegro_ttf.h> #include "Entity.h" // GLOBALS ========================================== const int width = 500; const int height = 500; const int imgsize = 3; bool key[5] = {false, false, false, false, false}; bool running = true; bool draw = true; // FUNCTIONS ======================================== void initSpaceship(Spaceship &ship); void moveSpaceshipRight(Spaceship &ship); void moveSpaceshipLeft(Spaceship &ship); void initInvader(Invader &invader); void moveInvaderRight(Invader &invader); void moveInvaderLeft(Invader &invader); void initBullet(Bullet &bullet); void fireBullet(); void doCollision(); void updateInvaders(); void drawText(); enum key_t { UP, DOWN, LEFT, RIGHT, SPACE }; enum source_t { INVADER, DEFENDER }; int main(void) { if(!al_init()) { return -1; } Spaceship ship; Invader invader; Bullet bullet; al_init_image_addon(); al_install_keyboard(); al_init_font_addon(); al_init_ttf_addon(); ALLEGRO_DISPLAY *display = al_create_display(width, height); ALLEGRO_EVENT_QUEUE *event_queue = al_create_event_queue(); ALLEGRO_TIMER *timer = al_create_timer(1.0 / 60); ALLEGRO_BITMAP *images[imgsize]; ALLEGRO_FONT *font1 = al_load_font("arial.ttf", 20, 0); al_register_event_source(event_queue, al_get_keyboard_event_source()); al_register_event_source(event_queue, al_get_display_event_source(display)); al_register_event_source(event_queue, al_get_timer_event_source(timer)); images[0] = al_load_bitmap("defender.bmp"); images[1] = al_load_bitmap("invader.bmp"); images[2] = al_load_bitmap("explosion.bmp"); al_convert_mask_to_alpha(images[0], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[1], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[2], al_map_rgb(0, 0, 0)); initSpaceship(ship); initBullet(bullet); initInvader(invader); al_start_timer(timer); while(running) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_TIMER) { draw = true; if(key[RIGHT] == true) moveSpaceshipRight(ship); if(key[LEFT] == true) moveSpaceshipLeft(ship); } else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false; else if(ev.type == ALLEGRO_EVENT_KEY_DOWN) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: running = false; break; case ALLEGRO_KEY_LEFT: key[LEFT] = true; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = true; break; case ALLEGRO_KEY_SPACE: key[SPACE] = true; break; } } else if(ev.type == ALLEGRO_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_LEFT: key[LEFT] = false; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = false; break; case ALLEGRO_KEY_SPACE: key[SPACE] = false; break; } } if(draw && al_is_event_queue_empty(event_queue)) { draw = false; al_draw_bitmap(images[0], ship.pos_x, ship.pos_y, 0); al_flip_display(); al_clear_to_color(al_map_rgb(0, 0, 0)); } } al_destroy_font(font1); al_destroy_event_queue(event_queue); al_destroy_timer(timer); for(int i = 0; i < imgsize; i++) al_destroy_bitmap(images[i]); al_destroy_display(display); } // FUNCTION LOGIC ====================================== void initSpaceship(Spaceship &ship) { ship.lives = 3; ship.speed = 2; ship.pos_x = width / 2; ship.pos_y = height - 20; } void initInvader(Invader &invader) { invader.health = 100; invader.count = 40; invader.speed = 0.5; invader.pos_x = 300; invader.pos_y = 300; } void initBullet(Bullet &bullet) { bullet.speed = 10; } void moveSpaceshipRight(Spaceship &ship) { ship.pos_x += ship.speed; if(ship.pos_x >= width) ship.pos_x = width-30; } void moveSpaceshipLeft(Spaceship &ship) { ship.pos_x -= ship.speed; if(ship.pos_x <= 0) ship.pos_x = 0+30; } However it's not behaving the way I want it to behave, in fact the behavior for the ship movement is un-normal. Basically I specified that the ship only moves when the right/left key is down, however the ship is moving constantly to the direction of the key pressed, it never stops although it should only move while my key is down. Even more weird behavior, when I press the opposite key the ship completely stops no matter what else I press. What's wrong with the code? Why does the ship move constantly even after I specified it only moves when a key is down?

    Read the article

  • Open Space, Volcano Edition London, Tuesday April 20th

    If youre stuck (or live) in London this week, a bunch of us geeks from the ACCU conference are trying to organize an open space one day conference. We are still looking for a space so ping me if you can help host 100 people, but if you want to register you can do it here. also, details about the event are on my twitter account and at the #OpenVolcano10 hashtag on twitter. ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • How to use unused space in ubuntu

    - by Ravi.Kumar
    I installed ubuntu on my machine with only 80 GB of memory anticipating that I will remove it later but now I want to keep it forever (until I am frustrated with linux). I have 500 GB in my machine and now I want to use that raw 420 GB of space. How I can I do that ? with "space/memory" I am referring to secondary memory not Ram. Here is output of : sudo fdisk -l Disk /dev/sda: 500.1 GB, 500107862016 bytes 255 heads, 63 sectors/track, 60801 cylinders, total 976773168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000dcb77 Device Boot Start End Blocks Id System /dev/sda1 * 2048 136718335 68358144 83 Linux

    Read the article

  • Use ctrl+space to invoke clang_complete

    - by tsurko
    I've setup a simple vim environment for C++ development and I use clang_complete for code completion. I'm wondering if there is a way to invoke clang_complete with ctrl+space (as in Eclipse for example)? Currently it is invoked with C-X C-U, which is not very convenient. In the plugin code I saw this: inoremap <expr> <buffer> <C-X><C-U> <SID>LaunchCompletion() So I tried something like this in my vimrc: inoremap <expr> <buffer> <C-Space> <SID>LaunchCompletion() Of course it didn't work:) I read vim's doc about key mapping. but no good. Have you got any suggestions what I'm doing wrong?

    Read the article

  • Deleted files not increasing available free space on Ubuntu (as reported by df -h)

    - by Homunculus Reticulli
    I am writing data munging scripts (python and bash), to munge data and import large quantities of text files into a database. I am currently in the test phase, so I am generating several K's of files and deleting them (the files consume about 20G of space). After a test run, I delete the files (sometimes without having imported into the database). I notice that there is a steady decrease in the amount of free space on my disk (as reported by df -h). I don't understand this, as I use rm * (in the data directory), and in the cases where I use Nautilus, I empty the Trash bin as well. Similarly, I notice that when I import the data into the (postgresql) database, and then delete the data from the tables using DELETE FROM tablename;, the size consumed in the postgresql data directory does not go down either. Currently, I have lost approximately 200G from hard drive, and I need to reclaim that - but don't know what to do to reclaim it - any ideas?. I am running Ubuntu 10.0.4 LTS + postgresql 8.4

    Read the article

  • Web-based disk space visualizer

    - by Martijn
    I have a number of Linux webservers for which I'd like to track where disk space is going and keep disk space to a minimum. Typically I login on SSH and use du to find out where disk space is wasted but this is cumbersome and slow. A visualisation tool like KDirStat would be ideal, but it requires installing an X server at the very least, which kind of defeats the purpose. Is there any web-based disk space visualizer? I'm open to alternative solutions.

    Read the article

< Previous Page | 2 3 4 5 6 7 8 9 10 11 12 13  | Next Page >