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  • Is Akka a good solution for a concurrent pipeline/workflow problem?

    - by herpylderp
    Disclaimer: I am brand new to Akka and the concept of Actors/Event-Driven Architectures in general. I have to implement a fairly complex problem where users can configure a "concurrent pipeline": Pipeline: consists of 1+ Stages; all Stages execute sequentially Stage: consists of 1+ Tasks; all Tasks execute in parallel Task: essentially a Java Runnable As you can see above, a Task is a Runnable that does some unit of work. Tasks are organized into Stages, which execute their Tasks in parallel. Stages are organized into the Pipeline, which executes its Stages sequentially. Hence if a user specifies the following Pipeline: CrossTheRoadSafelyPipeline Stage 1: Look Left Task 1: Turn your head to the left and look for cars Task 2: Listen for cars Stage 2: Look right Task 1: Turn your head to the right and look for cars Task 2: Listen for cars Then, Stage 1 will execute, and then Stage 2 will execute. However, while each Stage is executing, it's individual Tasks are executing in parallel/at the same time. In reality Pipelines will become very complicated, and with hundreds of Stages, dozens of Tasks per Stage (again, executing at the same time). To implement this Pipeline I can only think of several solutions: ESB/Apache Camel Guava Event Bus Java 5 Concurrency Actors/Akka Camel doesn't seem right because its core competency is integration not synchrony and orchestration across worker threads. Guava is great, but this doesn't really feel like a subscriber/publisher-type of problem. And Java 5 Concurrency (ExecutorService, etc.) just feels too low-level and painful. So I ask: is Akka a strong candidate for this type of problem? If so, how? If not, then why, and what is a good candidate?

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  • Using Event Driven Programming in games, when is it beneficial?

    - by Arthur Wulf White
    I am learning ActionScript 3 and I see the Event flow adheres to the W3C recommendations. From what I learned events can only be captured by the dispatcher unless, the listener capturing the event is a DisplayObject on stage and a parent of the object firing the event. You can capture the events in the capture(before) or bubbling(after) phase depending on Listner and Event setup you use. Does this system lend itself well for game programming? When is this system useful? Could you give an example of a case where using events is a lot better than going without them? Are they somehow better for performance in games? Please do not mention events you must use to get a game running, like Event.ENTER_FRAME Or events that are required to get input from the user like, KeyboardEvent.KEY_DOWN and MouseEvent.CLICK. I am asking if there is any use in firing events that have nothing to do with user input, frame rendering and the likes(that are necessary). I am referring to cases where objects are communicating. Is this used to avoid storing a collection of objects that are on the stage? Thanks Here is some code I wrote as an example of event behavior in ActionScript 3, enjoy. package regression { import flash.display.Shape; import flash.display.Sprite; import flash.events.Event; import flash.events.EventDispatcher; import flash.events.KeyboardEvent; import flash.events.MouseEvent; import flash.events.EventPhase; /** * ... * @author ... */ public class Check_event_listening_1 extends Sprite { public const EVENT_DANCE : String = "dance"; public const EVENT_PLAY : String = "play"; public const EVENT_YELL : String = "yell"; private var baby : Shape = new Shape(); private var mom : Sprite = new Sprite(); private var stranger : EventDispatcher = new EventDispatcher(); public function Check_event_listening_1() { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { trace("test begun"); addChild(mom); mom.addChild(baby); stage.addEventListener(EVENT_YELL, onEvent); this.addEventListener(EVENT_YELL, onEvent); mom.addEventListener(EVENT_YELL, onEvent); baby.addEventListener(EVENT_YELL, onEvent); stranger.addEventListener(EVENT_YELL, onEvent); trace("\nTest1 - Stranger yells with no bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, false)); trace("\nTest2 - Stranger yells with bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, true)); stage.addEventListener(EVENT_PLAY, onEvent); this.addEventListener(EVENT_PLAY, onEvent); mom.addEventListener(EVENT_PLAY, onEvent); baby.addEventListener(EVENT_PLAY, onEvent); stranger.addEventListener(EVENT_PLAY, onEvent); trace("\nTest3 - baby plays with no bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, false)); trace("\nTest4 - baby plays with bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, true)); trace("\nTest5 - baby plays with bubbling but is not a child of mom"); mom.removeChild(baby); baby.dispatchEvent(new Event(EVENT_PLAY, true)); mom.addChild(baby); stage.addEventListener(EVENT_DANCE, onEvent, true); this.addEventListener(EVENT_DANCE, onEvent, true); mom.addEventListener(EVENT_DANCE, onEvent, true); baby.addEventListener(EVENT_DANCE, onEvent); trace("\nTest6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, false)); trace("\nTest7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, true)); } private function onEvent(e : Event):void { trace("Event was captured"); trace("\nTYPE : ", e.type, "\nTARGET : ", objToName(e.target), "\nCURRENT TARGET : ", objToName(e.currentTarget), "\nPHASE : ", phaseToString(e.eventPhase)); } private function phaseToString(phase : int):String { switch(phase) { case EventPhase.AT_TARGET : return "TARGET"; case EventPhase.BUBBLING_PHASE : return "BUBBLING"; case EventPhase.CAPTURING_PHASE : return "CAPTURE"; default: return "UNKNOWN"; } } private function objToName(obj : Object):String { if (obj == stage) return "STAGE"; else if (obj == this) return "MAIN"; else if (obj == mom) return "Mom"; else if (obj == baby) return "Baby"; else if (obj == stranger) return "Stranger"; else return "Unknown" } } } /*result : test begun Test1 - Stranger yells with no bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test2 - Stranger yells with bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test3 - baby plays with no bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test4 - baby plays with bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Mom PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : MAIN PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : STAGE PHASE : BUBBLING Test5 - baby plays with bubbling but is not a child of mom Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE Test7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE */

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  • How to instantiate a particular view controller with storyboard in iOS at early stage of loading?

    - by dmirkitanov
    When using tabs with storyboard in iOS 5, some of them may take quite a long time to initialize when switching to it (for example, a tab containing GLKViewController). This happens because an amount of work in viewDidLoad method in this controller could be very big. Is there a way to initialize particular view controller (and call it's viewDidLoad method) defined in the storyboard at early stage - when an application starts? Having done this, the delay should be eliminated.

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  • How to limit NSTextField text length and keep it always upper case?

    - by carlosb
    Need to have an NSTextField with a text limit of 4 characters maximum and show always in upper case but can't figure out a good way of achieving that. I've tried to do it through a binding with a validation method but the validation only gets called when the control loses first responder and that's no good. Temporarly I made it work by observing the notification NSControlTextDidChangeNotification on the text field and having it call the method: - (void)textDidChange:(NSNotification*)notification { NSTextField* textField = [notification object]; NSString* value = [textField stringValue]; if ([value length] > 4) { [textField setStringValue:[[value uppercaseString] substringWithRange:NSMakeRange(0, 4)]]; } else { [textField setStringValue:[value uppercaseString]]; } } But this surely isn't the best way of doing it. Any better suggestion?

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  • How to make a UILabel which adjusts it's text to the upper left?

    - by mystify
    For some strange reason, in iPhone OS 3.0 this doesn't work: I made a big fullscreen UILabel with numberOfLines = 0 and baselineAdjustment = UIBaselineAdjustmentNone. It refuses to show the text in the upper left. It's always in the center of the bounding box, aligned to the left. The documentation says: UIBaselineAdjustmentNone Adjust text relative to the top-left corner of the bounding box. This is the default adjustment. Available in iPhone OS 2.0 and later. Probably a framework bug? I started with shiny new labels to test it. Text is centered.

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  • Specifying network settings during SLES 11 auto installation

    - by banjer
    I'm setting up an autoinst.xml file for auto-installing SLES 11. I get prompted for the various interface settings per below, but they don't seem to stick once the server reboots. I don't think I have the xml defined correctly. I'm hoping someone has experience with this. <ask-list> <ask> <path>networking,dns,hostname</path> <question>Enter Hostname (server name)</question> <stage>initial</stage> <default>merkin</default> </ask> <ask> <path>networking,interfaces,interface,0,device</path> <question>Enter the primary ethernet device:</question> <stage>initial</stage> <default>eth0</default> </ask> <ask> <path>networking,interfaces,interface,0,ipaddr</path> <question>Enter the primary IP Address:</question> <stage>initial</stage> </ask> <ask> <path>networking,interfaces,interface,0,netmask</path> <question>Enter the Netmask Address:</question> <stage>initial</stage> </ask> <ask> <path>networking,routing,routes,route,0,gateway</path> <question>Enter the primary Gateway Address:</question> <stage>initial</stage> </ask> </ask-list> The first one for hostname seems to be sticking just fine, but the rest do not. As an alternative, is there a way to stop the autoinstall at the section where you configure the network devices so that the user can take over? I was able to show the partition proposal, but not sure how to do the same with the networking setup.

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  • configuration required for HIVE to be installed on a node

    - by ????? ????????
    I went through the process of manually installing ambari (not through SSH, because I couldnt get keyless to work) and everything installed OK, except for HIVE and GANGLIA. I got this message: stderr: None stdout: warning: Unrecognised escape sequence ‘\;’ in file /var/lib/ambari-agent/puppet/modules/hdp-hive/manifests/hive/service_check.pp at line 32 warning: Dynamic lookup of $configuration is deprecated. Support will be removed in Puppet 2.8. Use a fully-qualified variable name (e.g., $classname::variable) or parameterized classes. notice: /Stage[1]/Hdp::Snappy::Package/Hdp::Snappy::Package::Ln[32]/Hdp::Exec[hdp::snappy::package::ln 32]/Exec[hdp::snappy::package::ln 32]/returns: executed successfully notice: /Stage[2]/Hdp-hive::Hive::Service_check/File[/tmp/hiveserver2Smoke.sh]/ensure: defined content as ‘{md5}7f1d24221266a2330ec55ba620c015a9' notice: /Stage[2]/Hdp-hive::Hive::Service_check/File[/tmp/hiveserver2.sql]/ensure: defined content as ‘{md5}0c429dc9ae0867b5af74ef85b5530d84' notice: /Stage[2]/Hdp-hcat::Hcat::Service_check/File[/tmp/hcatSmoke.sh]/ensure: defined content as ‘{md5}bae7742f7083db968cb6b2bd208874cb’ notice: /Stage[2]/Hdp-hcat::Hcat::Service_check/Exec[hcatSmoke.sh prepare]/returns: 13/06/25 03:11:56 WARN conf.HiveConf: DEPRECATED: Configuration property hive.metastore.local no longer has any effect. Make sure to provide a valid value for hive.metastore.uris if you are connecting to a remote metastore. notice: /Stage[2]/Hdp-hcat::Hcat::Service_check/Exec[hcatSmoke.sh prepare]/returns: FAILED: SemanticException org.apache.hadoop.hive.ql.parse.SemanticException: org.apache.hadoop.hive.ql.metadata.HiveException: java.lang.RuntimeException: Unable to instantiate org.apache.hadoop.hive.metastore.HiveMetaStoreClient notice: /Stage[2]/Hdp-hcat::Hcat::Service_check/Exec[hcatSmoke.sh prepare]/returns: 13/06/25 03:12:06 WARN conf.HiveConf: DEPRECATED: Configuration property hive.metastore.local no longer has any effect. Make sure to provide a valid value for hive.metastore.uris if you are connecting to a remote metastore. notice: /Stage[2]/Hdp-hcat::Hcat::Service_check/Exec[hcatSmoke.sh prepare]/returns: FAILED: SemanticException [Error 10001]: Table not found hcatsmokeida8c07401_date102513 notice: /Stage[2]/Hdp-hcat::Hcat::Service_check/Exec[hcatSmoke.sh prepare]/returns: 13/06/25 03:12:15 WARN conf.HiveConf: DEPRECATED: Configuration property hive.metastore.local no longer has any effect. Make sure to provide a valid value for hive.metastore.uris if you are connecting to a remote metastore. notice: /Stage[2]/Hdp-hcat::Hcat::Service_check/Exec[hcatSmoke.sh prepare]/returns: FAILED: SemanticException o When i go to the alerts and health checks i’m getting this: ive Metastore status check CRIT for 42 minutes CRITICAL: Error accessing hive-metaserver status [13/06/25 03:44:06 WARN conf.HiveConf: DEPRECATED: Configuration property hive.metastore.local no longer has any effect. What am I doing wrong? I have already tried to do ambari-server reset on the the database without results.

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  • SpaceX’s Falcon 9 Launch Success And Reusable Rockets Test Partially Successful

    - by Gopinath
    Elon Musk’s SpaceX is closing on the dream of developing reusable rockets and likely in an year or two space launch rockets will be reusable just like flights, ships and cars. Today SpaceX launched an upgraded Falcon 9 rocket in to space to deliver satellites as well as to test their reusable rocket launching technology. All on board satellites were released on to the orbit and the first stage of rocket partially succeeded in returning back to Earth. This is a huge leap in space technology.   Couple of years ago reusable rockets were considered as impossible. NASA, Russian Space Agency, China, India or for that matter any other space agency never even attempted to build reusable rockets. But SpaceX’s revolutionary technology partially succeeded in doing the impossible! Elon Musk founded SpaceX with the goal of building reusable rockets and transporting humans to & from other planets like Mars. He says If one can figure out how to effectively reuse rockets just like airplanes, the cost of access to space will be reduced by as much as a factor of a hundred.  A fully reusable vehicle has never been done before. That really is the fundamental breakthrough needed to revolutionize access to space. Normally the first stage of a rocket falls back to Earth after burning out and is destroyed. But today SpaceX reignited first stage rocket after its separation and attempted to descend smoothly on to ocean’s surface. Though it did not fully succeed, the test was partially successful and SpaceX was able to recovers portions of first stage. Rocket booster relit twice (supersonic retro & landing), but spun up due to aero torque, so fuel centrifuged & we flamed out — Elon Musk (@elonmusk) September 29, 2013 With the partial success of recovering first stage, SpaceX gathered huge amount of information and experience it can use to improve Falcon 9 and build a fully reusable rocket. In post launch press conference Musk said if things go "super well", could refly a Falcon 9 1st stage by the end of next year. Falcon 9 Launch Video Next reusable first tests delayed by at least two launches SpaceX has a busy schedule for next several months with more than 50 missions scheduled using the new Falcon 9 rocket. Ten of those missions are to fly cargo to the International Space Shuttle for NASA.  SpaceX announced that they will not attempt to recover the first stage of Falcon 9 in next two missions. The next test will be conducted on  the fourth mission of Falcon 9 which is planned to carry cargo to Internation Space Station sometime next year. This will give time required for SpaceX to analyze the information gathered from today’s mission and improve first stage reentry systems. More reading Here are few interesting sources to read more about today’s SpaceX launch SpaceX post mission press conference details and discussion on Reddit Giant Leaps for Space Firms Orbital, SpaceX Hacker News community discussion on SpaceX launch SpaceX Launches Next-Generation Private Falcon 9 Rocket on Big Test Flight

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  • Navigating Libgdx Menu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

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  • Why does git remember changes, but not let me stage them?

    - by Andres Jaan Tack
    I have a list of modifications when I run git status, but I cannot stage them or commit them. How can I fix this? This occurred after pulling the kernelmode directory from a bare repository somewhere in one huge commit. % git status # On branch master # Changed but not updated: # (use "git add <file>..." to update what will be committed) # (use "git checkout -- <file>..." to discard changes in working directory) # # modified: kernelmode/linux-2.6.33/Documentation/IO-mapping.txt # ... $ git add . $ git status # On branch master # Changed but not updated: # (use "git add <file>..." to update what will be committed) # (use "git checkout -- <file>..." to discard changes in working directory) # # modified: kernelmode/linux-2.6.33/Documentation/IO-mapping.txt # ...

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  • [as3] air for android - stage.setOrientation deprecated in AIR 2.5 so how do I do it now?

    - by jason
    as3 air for android using flash CS5 my problem: testing an AIR app on my droid 2 global (with slide out keyboard) using stage.addEventListener(StageOrientationEvent.ORIENTATION_CHANGE, handleOrientationChange); this is only fired when the i slide the keyboard out and not when I rotate the phone. I have tried this with the auto orientation on and off and with the aspect to portrait and landscape. actually the auto orientation option does not seem to make a difference on or off. I need the orientation to change when i rotate the phone. I know i can use the accelerometer to do this but the problem with that is when I click on a textField with the keyboard closed only the vertical keyboard pops up and i need the other one to pop up when holding the phone sideways.

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  • Possible to access all Movie clips on a layer, on timeline, through stage ?

    - by azislo
    I have a code ... var selection:Array = new Array(); var diplayObjCont:* = stage; // The rectangle that defines the selection in the containers coordinate space. // Loop throught the containers children. for(var a:int; a<diplayObjCont.numChildren; a++){ // Get the childs bounds in the containers coordinate space. var child:DisplayObject = diplayObjCont.getChildAt(a); selection.push(child); } trace(selection); that returns just [object MainTimeline] So, can I access layers on this MainTimeline to get all Movie Clips on this layer ? So I can do a simple operation "A_1_2.buttonMode = true;" to all my MC's (in an array for example) without writing every line (lot of MC's on layer and lot of lines).

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  • How to switch between the upper and lower pane in emacs?

    - by Anthony Kong
    I am using the erlang mode in Aquamacs. The mode, by default, creates a new pane and buffer "*erlang*" when I hit C-C C-K to compile an erlang file. (as seen in the attached screen shot) What is the easiest way to switch between these two panes? I do not think "C-x b" is applicable in this case because 'C-X b' then "*erlang" is slow considering I have to switch between my files and the erlang shell rather frequently.

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  • What does directory permission 'S' mean? (not lower case, but in upper case)

    - by Howard Guo
    I downloaded Eclipse, uncompressed it, did a few other things and all sudden I notice this interesting behaviour: ^_^ ~/Downloads > sudo chmod 0000 eclipse/ ^_^ ~/Downloads > stat eclipse/ File: 'eclipse/' Size: 4096 Blocks: 8 IO Block: 4096 directory Device: 801h/2049d Inode: 529725 Links: 9 Access: (2000/d-----S---) Uid: ( 0/ root) Gid: ( 0/ root) Access: 2012-11-22 19:54:57.752017352 +1100 Modify: 2012-09-20 18:16:26.000000000 +1000 Change: 2012-11-22 20:07:49.354016510 +1100 Birth: - ^_^ ~/Downloads > sudo chmod 0755 eclipse/ ^_^ ~/Downloads > stat eclipse/ File: 'eclipse/' Size: 4096 Blocks: 8 IO Block: 4096 directory Device: 801h/2049d Inode: 529725 Links: 9 Access: (2755/drwxr-sr-x) Uid: ( 0/ root) Gid: ( 0/ root) Access: 2012-11-22 19:54:57.752017352 +1100 Modify: 2012-09-20 18:16:26.000000000 +1000 Change: 2012-11-22 20:08:19.042016478 +1100 Birth: - What does 'S' permission mean to a directory? And why it doesn't let me get rid of it? Thanks.

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  • Where do I control the behavior of the "X" close button in the upper right of a winform?

    - by John at CashCommons
    I'm venturing into making my VB.NET application a little better to use by making some of the forms modeless. I think I've figured out how to use dlg.Show() and dlg.Hide() instead of calling dlg.ShowDialog(). I have an instance of my modeless dialog in my main application form: Public theModelessDialog As New dlgModeless To fire up the modeless dialog I call theModelessDialog.Show() and within the OK and Cancel button handlers in dlgModeless I have Private Sub OK_Button_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles OK_Button.Click Me.DialogResult = System.Windows.Forms.DialogResult.OK Me.Hide() End Sub Private Sub Cancel_Button_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Cancel_Button.Click Me.DialogResult = System.Windows.Forms.DialogResult.Cancel Me.Hide() End Sub and that seems to work fine. The "X" button in the upper right is getting me, though. When I close the form with that button, then try to reopen the form, I get ObjectDisposedException was unhandled. Cannot access a disposed object. I feel like I'm most of the way there but I can't figure out how to do either of the following: Hide that "X" button Catch the event so I don't dispose of the object (just treat it like I hit Cancel) Any ideas? The class of this dialog is System.Windows.Forms.Form. Thanks as always!

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  • Is there a way to force ContourPlot re-check all the points on the each stage of it's recursion algorithm?

    - by Alexey Popkov
    Hello, Thanks to this excellent analysis of the Plot algorithm by Yaroslav Bulatov, I now understand the reason why Plot3D and ContourPlot fail to draw smoothly functions with breaks and discontinuities. For example, in the following case ContourPlot fails to draw contour x^2 + y^2 = 1 at all: ContourPlot[Abs[x^2 + y^2 - 1], {x, -1, 1}, {y, -1, 1}, Contours -> {0}] It is because the algorithm does not go deeply into the region near x^2 + y^2 = 1. It "drops" this region on an initial stage and do not tries to investigate it further. Increasing MaxRecursion does nothing in this sense. And even undocumented option Method -> {Refinement -> {ControlValue -> .01 \[Degree]}} does not help (but makes Plot3D a little bit smoother). The above function is just a simple example. In real life I'm working with very complicated implicit functions that cannot be solved analytically. Is there a way to get ContourPlot to go deeply into such regions near breaks and discontinuities?

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