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  • Install package from debian stable unavailable in testing/unstable repositories

    - by overprescribed
    I'm currently running Debian testing and would like to install a package only available in the stable repositories. (I'm surprised I haven't come across this issue before) I could download the .deb directly and use dpkg to manually install it, but installing packages from one release into another is usually frowned upon. What's the best course of action? EDIT: Zoredache is right, I didn't realize this package has been removed from future versions of Debian as it no longer has a maintainer. It is of course, also pointed out by Zoredache, important to find out why a particular package has been removed before attempting to install it. I've altered the title slightly to reflect the actual issue.

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  • Missing kernel on debian-testing-amd64-DVD-1

    - by Kyrol
    I want to install the Debian testing linux version. But at a certain point of the installation, an error occurs: Impossible to install kernel. a compatible kernel version is missing... … or something like that. I see that the image ISO of the DVD is less than 4GB, but is impossible that there is no compatible kernel version for the system. I have an Asus X53Sc with Intel core I7-2630QM, Geforce GT 520MX.

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  • ipv6 ssh tunnel service for testing?

    - by Geuis
    I need to do some testing on a service that I run to make sure that it can handle ipv6 addresses. Basically, I need to connect to it from an ipv6 address. I've created a tunnel via tunnelbroker.net, but I'm finding the steps required to get a tunnel configured on my machine and router to be a lot of trouble. Given that I'm not a networking specialist and that I haven't had to dig into routing configuration in years, I'd like to know if there's an existing service that I can just ssh into and use it as my ipv6 endpoint. Simply being able to curl or wget from such an endpoint to my service would be more than enough to test what I need. Thanks!

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  • What are various methods for discovering test cases

    - by NativeByte
    All, I am a developer but like to know more about testing process and methods. I believe this helps me write more solid code as it improves the cases I can test using my unit tests before delivering product to the test team. I have recently started looking at Test Driven Development and Exploratory testing approach to software projects. Now it's easier for me to find test cases for the code that I have written. But I am curios to know how to discover test cases when I am not the developer for the functionality under test. Say for e.g. let's have a basic user registration form that we see on various websites. Assuming the person testing it is not the developer of the form, how should one go about testing the input fields on the form, what would be your strategy? How would you discover test cases? I believe this kind of testing benefits from exploratory testing approach, i may be wrong here though. I would appreciate your views on this. Thanks, Byte

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  • Is it possible to use a spherical collision component in UDK?

    - by Almo
    I have an object in UDK, which has a SkeletalMesh. At certain times in the game, I want this object to continue rendering the SkeletalMesh, but I'd like it to use spherical collision temporarily. After reading a bunch about PrimitiveComponents, my understanding is that UDK supports cylindrical and box-like collision, but not spherical without using a static mesh. But it seems an attached static mesh will render, since it has no bHidden attribute. There must be a way to do this, but I don't know UDK well enough yet to understand all the pitfalls.

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  • Test SSL Certificate for MQ SSL Testing

    - by user171523
    I am in the process of testing MQ calls over the SSL. I woul like to know where i can get some demo SSL certificates. That i can use them for testing. I also would like to know if there any code sample which i can use to pass SSL kind of connection. The exaple i am looking is in C#

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  • car race game collision condition.

    - by ashok patidar
    in this how can rotate car when it goes to collied with the track side. package { import flash.display.MovieClip; import flash.events.Event; import flash.events.KeyboardEvent; import flash.text.TextField; import flash.ui.Keyboard; import Math; /** * ... * @author Ashok */ public class F1race extends MovieClip { public var increment:Number = 0; //amount the car moves each frame public var posNeg:Number = 1; public var acceleration:Number = .05; //acceleration of the car, or the amount increment gets increased by. public var speed:Number = 0; //the speed of the car that will be displayed on screen public var maxSpeed:Number = 100; public var keyLeftPressed:Boolean; public var keyRightPressed:Boolean; public var keyUpPressed:Boolean; public var keyDownPressed:Boolean; public var spedometer:TextField = new TextField(); public var carRotation:Number ; public var txt_hit:TextField = new TextField(); public function F1race() { carRotation = carMC.rotation; trace(carMC.rotation); //addChild(spedometer); //spedometer.x = 0; //spedometer.y = 0; addChild(txt_hit); txt_hit.x = 0; txt_hit.y = 100; //rotation of the car addEventListener(Event.ENTER_FRAME, onEnterFrameFunction); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed,false); stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased,false); carMC.addEventListener(Event.ENTER_FRAME, carOver_road) } public function carOver_road(event:Event):void { //trace(texture.hitTestPoint(carMC.x,carMC.y,true),"--"); /* if(!texture.hitTestPoint(carMC.x,carMC.y,true)) { txt_hit.text = "WRONG WAY"; if(increment!=0) { increment=1; } } else { txt_hit.text = ""; //increment++; }*/ if (roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y,true)) { trace("left Hit" + carMC.rotation); //acceleration = .005; //if(carMC.rotation>90 || carMC.rotation>90 //carMC.rotation += 2; if ((carMC.rotation >= 90) && (carMC.rotation <= 180)) { carMC.rotation += 3; carMC.x += 3; } if ((carMC.rotation <= -90) && (carMC.rotation >= -180)) { carMC.rotation += 3; texture.y -= 3; } if ((carMC.rotation > -90) && (carMC.rotation <= -1)) { carMC.rotation += 3; texture.y -= 3; } if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x + carMC.width / 2, carMC.y,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if ((!roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y, true)) && (!roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true))) { //acceleration = .05; } } public function onEnterFrameFunction(events:Event):void { speed = Math.round((increment) * 5); spedometer.text = String(speed); if ((carMC.rotation < 180)&&(carMC.rotation >= 0)){ carRotation = carMC.rotation; posNeg = 1; } if ((carMC.rotation < 0)&&(carMC.rotation > -180)){ carRotation = -1 * carMC.rotation; posNeg = -1; } if (keyRightPressed) { carMC.rotation += .5 * increment; carMC.LWheel.rotation = 8; carMC.RWheel.rotation = 8; steering.gotoAndStop(2); } if (keyLeftPressed) { carMC.rotation -= .5 * increment; carMC.LWheel.rotation = -8; carMC.RWheel.rotation = -8; steering.gotoAndStop(3); } if (keyDownPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; increment -= 0.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment -= 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } if ((Math.abs(speed)) == (Math.abs(maxSpeed))) { trace("hello"); } } if (keyUpPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; //trace(carMC.rotation); texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment += 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } } if ((!keyUpPressed) && (!keyDownPressed)){ /*if (increment > 0 && (!keyUpPressed)&& (!keyDownPressed)) { //texture.y -= ((90-carRotation)/90)*increment; increment -= 1.5 * acceleration; } if((increment==0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment = 0; } if((increment<0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment += 1.5 * acceleration; }*/ if (increment > 0) { increment -= 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } if (increment == 0) { increment = 0; } if (increment < 0) { increment += 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } } } public function keyPressed(event:KeyboardEvent):void { trace("keyPressed"); if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = true; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = true; } if (event.keyCode == Keyboard.UP) { keyUpPressed = true; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = true; } } public function keyReleased(event:KeyboardEvent):void { trace("keyReleased..."); //increment -= 1.5 * acceleration; //increment--; if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = false; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = false; } if (event.keyCode == Keyboard.UP) { keyUpPressed = false; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = false; } } } }

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  • car race game collision condition.

    - by ashok patidar
    car race game in as3 in which car is fix but track is scrolling where ever my car move i want car should always on the track only when it try to move none directional track that time it has to be rotate at some angle so that it can move in track direction only. i am unable to think logic. i need movement like this "http://www.emanueleferonato.com/2007/05/15/create-a-flash-racing-game-tutorial/" track should be scrollable as **http://as3.mindmafya.com/GameAS/ScrollingMaps-1.php pl z provide me suitable solution for that.

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  • Method name collision in interface implementation - Java

    - by Bhaskar
    If I have two interfaces , both quite different in their purposes , but with same method signature , how do I make a class implement both without being forced to write a single method that serves for the both the interfaces and writing some convoluted logic in the method implementation that checks for which type of object the call is being made and invoke proper code ? In C# , this is overcome by what is called as explicit interface implementation. Is there any equivalent way in Java ?

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  • testing In-app purchases iphone??

    - by hemant
    while testing my application i bought a product it had on my phone through the test account...now i deleted the application and reinstalled it but in my application it still shows that the product is already bought...when we buy through in-app purchase does the product i bought or its id gets stored on iphone filesystem?? i am just testing the application so i dont know much about what could be wrong in it??

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  • stop cassiniDev after stop testing

    - by senzacionale
    i run cassiniDev from cmd C:\CruiseControl.NET-1.5.0.6237\cassinidev.3.5.0.5.src-repack\CassiniDev\bin\Debug\CassiniDev.exe /a:D:_CCNET\proj /pm:Specific /p:3811 and then start debugging and testing. How can i stop cassiniDev from CMD after i finished testing. I try with cassiniDev_console but console not working so i am using cassiniDev from console.

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  • JSESSIONID collision between two servers on same ip but different ports

    - by Steve Armstrong
    I've got a situation where I have two different webapps running on a single server, using different ports. They're both running Java's Jetty servlet container, so they both use a cookie parameter named JSESSIONID to track the session id. These two webapps are fighting over the session id. Open a Firefox tab, and go to WebApp1 WebApp1's HTTP response has a set-cookie header with JSESSIONID=1 Firefox now has a Cookie header with JSESSIONID=1 in all it's HTTP requests to WebApp1 Open a second Firefox tab, and go to WebApp2 The HTTP reqeust to WebApp2 also has a Cookie header with JSESSIONID=1, but in the doGet, when I call req.getSession(false); I get null. And if I call req.getSession(true) I get a new Session object, but then the HTTP response from WebApp2 has a set-cookie header with JSESSIONID=20 Now, WebApp2 has a working Session, but WebApp1's session is gone. Going to WebApp1 will give me a new session, blowing away WebApp2's session. Continue forever So the Sessions are thrashing between each web app. I'd really like for the req.getSession(false) to return a valid session if there's already a JSESSIONID cookie defined. One option is to basically reimplement the Session framework with a HashMap and cookies called WEBAPP1SESSIONID and WEBAPP2SESSIONID, but that sucks, and means I'll have to hack the new Session stuff into ActionServlet and a few other places. This must be a problem others have encountered. Is Jetty's HttpServletRequest.getSession(boolean) just crappy?

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  • Good hosted sites to manage quality testing?

    - by Chirag Patel
    Basically, I would like to manage quality testing with an issue management system focused on quality testing? I can't use the typical issue management system such as Lighthouse, FogBugz because each test is written as a ticket and 20 to 30 tickets need to be duplicated (w/ no history) every time we start a quality cycle. Do any (hosted) sites exist? We're currently using a Google Spreadsheet so it can be collaboratively edited.

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  • A* pathfinder obstacle collision problem

    - by Cheesebaron
    I am working on a project with a robot that has to find its way to an object and avoid some obstacles when going to that object it has to pick up. The problem lies in that the robot and the object the robot needs to pick up are both one pixel wide in the pathfinder. In reality they are a lot bigger. Often the A* pathfinder chooses to place the route along the edges of the obstacles, sometimes making it collide with them, which we do not wish to have to do. I have tried to add some more non-walkable fields to the obstacles, but it does not always work out very well. It still collides with the obstacles, also adding too many points where it is not allowed to walk, results in that there is no path it can run on. Do you have any suggestions on what to do about this problem?

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  • How to get collision between two meshes in j2me 3d game

    - by Rishabh
    Hi, I am making an application for 3d ball balancing game on j2me, I need to move my 3d ball on my ball path. I can get both ball and path object as a mesh from m3g file. How I will know that my ball is in the path or not ? Is there any notification I can get for interaction of two meshes ? Thanks in advance...

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  • WF State Persistence Collision.

    - by jlafay
    How does WF service handle possible between WF runtime persisting/resuming and a client call calling the next service method/activity in the workflow? I'm new to WF and I'm developing a back-end service that will be put into production for internal use at work. How does WF handles such a scenario? Does it restart the WF runtime on a separate thread than the thread that is concurrently storing state?

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  • GWT: stange import collision error in visualisation api

    - by parag_
    hi, I'm attempting to add two charts to a gwt page using the visualization api, but for some strange and inexplicable reason, eclipse claims that the following two imports are colliding - which makes no sense to me. In the methods where i am calling them, I have even tried using the fully qualified names, but that doesnt seem to help either. Any idea what may be going on ? import com.google.gwt.visualization.client.visualizations.Table.Options; import com.google.gwt.visualization.client.visualizations.LineChart.Options;

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  • Suggestions for open source testing tool for cloud computing

    - by vikraman
    Hi, I want to know if there is any open source testing tool for cloud computing. We have built a cloud framework with Xen, Eucalyptus, Hadoop, HBase as different layers. I am not looking at testing each of these tools separately, but i want to test them from the perspective of fitting into a cloud environment (for example scalability of xen hypervisor to handle multiple VMs). Would be great if you can suggest me some tool (open source) for the above.

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  • unit testing of installer

    - by Alien01
    What is the best process where code is checkedin by developers, installer is created by build engineer and release to QA to test the installer. Should the installer be release to QA without unit testing by Dev. If dev do some changes then they should wait until QA to report bugs.Or if installer first given to dev for unit testing and once they signoff then only it should be release to QA?

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  • How to do Automated UI testing for Flash

    - by Ran
    I have an actionscript 2 application that I'd like to write automated UI testing for. For example I'd like to simulate a mouse click on a button and validate that a movie-clip is displayed at the right position and in the right color... Basically, UI testing. What are the best tools available or what is the desired approach? In JavaScript there is the selenium framework which does a nice job. Any similar tool for flash?

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  • Is HashMap in Java collision safe

    - by changed
    Hi I am developing a parser that needs to put key value pairs in hashmap. But a key can have multiple values which i can do in this way HashMap<String,ArrayList<String>> . But what happens if number of keys are very large and it start matching with other key's hashcode. Will that rewrite previous key's value ? thanks -devSunday

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  • Collision detection between layers in Cocos2d?

    - by ipodfreak0313
    I am making a game in Cocos2d. I have enemies that shoot, and have the character shoot. I created a separate layer for the enemies (and their bullets) and a separate layer for the character (and its bullets). The problem is, I don't know how to detect collisions between the two layers. Note, I have the Scene in HelloWorldLayer, and each of the above layers is a child of the scene. Any help is appreciated. Thanks!

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  • Game network physics collision

    - by Jonas Byström
    How to simulating two client-controlled vehicles colliding (sensibly) in a typical client/server setup for a network game? I did read this eminent blog post on how to do distributed network physics in general (without traditional client prediction), but this question is specifically on how to handle collisions of owned objects. Example Say client A is 20 ms ahead of server, client B 300 ms ahead of server (counting both latency and maximum jitter). This means that when the two vehicles collide, both clients will see the other as 320 ms behind - in the opposite direction of the velocity of the other vehicle. Head-to-head on a Swedish highway means a difference of 16 meters/17.5 yards! What not to try It is virtually impossible to extrapolate the positions, since I also have very complex vehicles with joints and bodies all over, which in turn have linear and angular positions, velocities and accelerations, not to mention states from user input.

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