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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • Paperclip not running tasks but not showing errors

    - by Trip
    This is strange. I just did a deploy to a cluster server, and since then, pictures have not been processing. Reading the logs, I usually do not get an error at all, but they never finish. However, on one particular image, I found this little bit at least, but this might not explain everything.. Any ideas? Processing PhotosController#edit (for 69.248.152.173 at 2010-05-27 04:25:12) [GET] Parameters: {"gallery_id"="2102", "action"="edit", "type"="photo", "id"="15453", "crop"="true", "controller"="photos", "organization_id"="470", "_"="1274959512393"} Rendering media/crop_photo ActionView::TemplateError (/data/HQ_Channel/releases/20100524111501/public/system/photos/15453/original/DSC05193.JPG is not recognized by the 'identify' command.) on line #4 of app/views/media/crop_photo.js.haml: 1: == $("#media_header").html('#{ escape_javascript(render :partial = 'media/crop_photo') }').slideDown("slow"); 2: 3: :plain 4: function updateForm(coords) 5: { 6: var rx = #{PHOTO_IMAGE_WIDTH} / coords.w; 7: var ry = #{PHOTO_IMAGE_HEIGHT} / coords.h; vendor/gems/thoughtbot-paperclip-2.3.1/lib/paperclip/geometry.rb:24:in `from_file' app/models/photo.rb:68:in `photo_geometry' app/views/media/crop_photo.js.haml:4:in `_run_haml_app47views47media47crop_photo46js46haml' haml (2.2.2) [v] lib/haml/helpers/action_view_mods.rb:13:in `render' app/controllers/photos_controller.rb:81:in `crop' app/controllers/photos_controller.rb:24:in `edit' haml (2.2.2) [v] rails/./lib/sass/plugin/rails.rb:19:in `process' lib/flash_session_cookie_middleware.rb:14:in `call' vendor/gems/hoptoad_notifier-2.2.2/lib/hoptoad_notifier/rack.rb:27:in `call' ** [Hoptoad] Failure: Net::HTTPClientError ** [Hoptoad] Environment Info: [Ruby: 1.8.6] [Rails: 2.3.3] [Env: production] ** [Hoptoad] Response from Hoptoad: No project exists with the given API key. Rendering /data/HQ_Channel/releases/20100524111501/public/500.html (500 Internal Server Error) And then a little later, I got this : ActionView::TemplateError (/data/HQ_Channel/releases/20100524111501/public/system/photos/15453/original/DSC05193.JPG is not recognized by the 'identify' command.) on line #4 of app/views/media/crop_photo.js.haml: 1: == $("#media_header").html('#{ escape_javascript(render :partial = 'media/crop_photo') }').slideDown("slow"); 2: 3: :plain 4: function updateForm(coords) 5: { 6: var rx = #{PHOTO_IMAGE_WIDTH} / coords.w; 7: var ry = #{PHOTO_IMAGE_HEIGHT} / coords.h; vendor/gems/thoughtbot-paperclip-2.3.1/lib/paperclip/geometry.rb:24:in `from_file' app/models/photo.rb:68:in `photo_geometry' app/views/media/crop_photo.js.haml:4:in `_run_haml_app47views47media47crop_photo46js46haml' haml (2.2.2) [v] lib/haml/helpers/action_view_mods.rb:13:in `render' app/controllers/photos_controller.rb:81:in `crop' app/controllers/photos_controller.rb:24:in `edit' haml (2.2.2) [v] rails/./lib/sass/plugin/rails.rb:19:in `process' lib/flash_session_cookie_middleware.rb:14:in `call' vendor/gems/hoptoad_notifier-2.2.2/lib/hoptoad_notifier/rack.rb:27:in `call' ** [Hoptoad] Failure: Net::HTTPClientError ** [Hoptoad] Environment Info: [Ruby: 1.8.6] [Rails: 2.3.3] [Env: production] ** [Hoptoad] Response from Hoptoad: No project exists with the given API key. Rendering /data/HQ_Channel/releases/20100524111501/public/500.html (500 Internal Server Error)

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  • How to calculate where bullet hits

    - by lkjoel
    I have been trying to write an FPS in C/X11/OpenGL, but the issue that I have encountered is with calculating where the bullet hits. I have used a horrible technique, and it only sometimes works: pos size, p; size.x = 0.1; size.z = 0.1; // Since the game is technically top-down (but in a 3D perspective) // Positions are in X/Z, no Y float f; // Counter float d = FIRE_MAX + 1 /* Shortest Distance */, d1 /* Distance being calculated */; x = 0; // Index of object to hit for (f = 0.0; f < FIRE_MAX; f += .01) { // Go forwards p.x = player->pos.x + f * sin(toRadians(player->rot.x)); p.z = player->pos.z - f * cos(toRadians(player->rot.x)); // Get all objects that collide with the current position of the bullet short* objs = _colDetectGetObjects(p, size, objects); for (i = 0; i < MAX_OBJECTS; i++) { if (objs[i] == -1) { continue; } // Check the distance between the object and the player d1 = sqrt( pow((objects[i].pos.x - player->pos.x), 2) + pow((objects[i].pos.z - player->pos.z), 2)); // If it's closer, set it as the object to hit if (d1 < d) { x = i; d = d1; } } // If there was an object, hit it if (x > 0) { hit(&objects[x], FIRE_DAMAGE, explosions, currtime); break; } } It just works by making a for-loop and calculating any objects that might collide with where the bullet currently is. This, of course, is very slow, and sometimes doesn't even work. What would be the preferred way to calculate where the bullet hits? I have thought of making a line and seeing if any objects collide with that line, but I have no idea how to do that kind of collision detection. EDIT: I guess my question is this: How do I calculate the nearest object colliding in a line (that might not be a straight 45/90 degree angle)? Or are there any simpler methods of calculating where the bullet hits? The bullet is sort of like a laser, in the sense that gravity does not affect it (writing an old-school game, so I don't want it to be too realistic)

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  • When an active_record is saved, is it saved before or after its associated object(s)?

    - by SeeBees
    In rails, when saving an active_record object, its associated objects will be saved as well. But has_one and has_many association have different order in saving objects. I have three simplified models: class Team < ActiveRecord::Base has_many :players has_one :coach end class Player < ActiveRecord::Base belongs_to :team validates_presence_of :team_id end class Coach < ActiveRecord::Base belongs_to :team validates_presence_of :team_id end I use the following code to test these models: t = Team.new team.coach = Coach.new team.save! team.save! returns true. But in another test: t = Team.new team.players << Player.new team.save! team.save! gives the following error: > ActiveRecord::RecordInvalid: > Validation failed: Players is invalid I figured out that when team.save! is called, it first calls player.save!. player needs to validate the presence of the id of the associated team. But at the time player.save! is called, team hasn't been saved yet, and therefore, team_id doesn't yet exist for player. This fails the player's validation, so the error occurs. But on the other hand, team is saved before coach.save!, otherwise the first example will get the same error as the second one. So I've concluded that when a has_many bs, a.save! will save bs prior to a. When a has_one b, a.save! will save a prior to b. If I am right, why is this the case? It doesn't seem logical to me. Why do has_one and has_many association have different order in saving? Any ideas? And is there any way I can change the order? Say I want to have the same saving order for both has_one and has_many. Thanks.

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  • Terminating a long-executing thread and then starting a new one in response to user changing parameters via UI in an applet

    - by user1817170
    I have an applet which creates music using the JFugue API and plays it for the user. It allows the user to input a music phrase which the piece will be based on, or lets them choose to have a phrase generated randomly. I had been using the following method (successfully) to simply stop and start the music, which runs in a thread using the Player class from JFugue. I generate the music using my classes and user input from the applet GUI...then... private playerThread pthread; private Thread threadPlyr; private Player player; (from variables declaration) public void startMusic(Pattern p) // pattern is a JFugue object which holds the generated music { if (pthread == null) { pthread = new playerThread(); } else { pthread = null; pthread = new playerThread(); } if (threadPlyr == null) { threadPlyr = new Thread(pthread); } else { threadPlyr = null; threadPlyr = new Thread(pthread); } pthread.setPattern(p); threadPlyr.start(); } class playerThread implements Runnable // plays midi using jfugue Player { private Pattern pt; public void setPattern(Pattern p) { pt = p; } @Override public void run() { try { player.play(pt); // takes a couple mins or more to execute resetGUI(); } catch (Exception exception) { } } } And the following to stop music when user presses the stop/start button while Player.isPlaying() is true: public void stopMusic() { threadPlyr.interrupt(); threadPlyr = null; pthread = null; player.stop(); } Now I want to implement a feature which will allow the user to change parameters while the music is playing, create an updated music pattern, and then play THAT pattern. Basically, the idea is to make it simulate "real time" adjustments to the generated music for the user. Well, I have been beating my head against the wall on this for a couple of weeks. I've read all the standard java documentation, researched, read, and searched forums, and I have tried many different ideas, none of which have succeeded. The problem I've run into with all approaches I've tried is that when I start the new thread with the new, updated musical pattern, all the old threads ALSO start, and there is a cacophony of unintelligible noise instead of my desired output. From what I've gathered, the issue seems to be that all the methods I've come across require that the thread is able to periodically check the value of a "flag" variable and then shut itself down from within its "run" block in response to that variable. However, since my thread makes a call that takes several minutes minimum to execute (playing the music), and I need to terminate it WHILE it is executing this, there is really no safe way to do so. So, I'm wondering if there is something I'm missing when it comes to threads, or if perhaps I can accomplish my goal using a totally different approach. Any ideas or guidance is greatly appreciated! Thank you!

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  • Why does a bash-zenity script has that title on Unity Panel and that icon on Unity Launcher?

    - by Sadi
    I have this small bash script which helps use Infinality font rendering options via a more user-friendly Zenity window. But whenever I launch it I have this "Color Picker" title on Unity Panel together with the icon assigned for "Color Picker" utility. I wonder why and how this is happening and how I can change it? #!/bin/bash # A simple script to provide a basic, zenity-based GUI to change Infinality Style. # v.1.2 # infinality_current=`cat /etc/profile.d/infinality-settings.sh | grep "USE_STYLE=" | awk -F'"' '{print $2}'` sudo_password="$( gksudo --print-pass --message 'Provide permission to make system changes: Enter your password to start or press Cancel to quit.' -- : 2>/dev/null )" # Check for null entry or cancellation. if [[ ${?} != 0 || -z ${sudo_password} ]] then # Add a zenity message here if you want. exit 4 fi # Check that the password is valid. if ! sudo -kSp '' [ 1 ] <<<"${sudo_password}" 2>/dev/null then # Add a zenity message here if you want. exit 4 fi # menu(){ im="zenity --width=500 --height=490 --list --radiolist --title=\"Change Infinality Style\" --text=\"Current <i>Infinality Style</i> is\: <b>$infinality_current</b>\n? To <i>change</i> it, select any other option below and press <b>OK</b>\n? To <i>quit without changing</i>, press <b>Cancel</b>\" " im=$im" --column=\" \" --column \"Options\" --column \"Description\" " im=$im"FALSE \"DEFAULT\" \"Use default settings - a compromise that should please most people\" " im=$im"FALSE \"OSX\" \"Simulate OSX rendering\" " im=$im"FALSE \"IPAD\" \"Simulate iPad rendering\" " im=$im"FALSE \"UBUNTU\" \"Simulate Ubuntu rendering\" " im=$im"FALSE \"LINUX\" \"Generic Linux style - no snapping or certain other tweaks\" " im=$im"FALSE \"WINDOWS\" \"Simulate Windows rendering\" " im=$im"FALSE \"WIN7\" \"Simulate Windows 7 rendering with normal glyphs\" " im=$im"FALSE \"WINLIGHT\" \"Simulate Windows 7 rendering with lighter glyphs\" " im=$im"FALSE \"VANILLA\" \"Just subpixel hinting\" " im=$im"FALSE \"CLASSIC\" \"Infinality rendering circa 2010 - No snapping.\" " im=$im"FALSE \"NUDGE\" \"Infinality - Classic with lightly stem snapping and tweaks\" " im=$im"FALSE \"PUSH\" \"Infinality - Classic with medium stem snapping and tweaks\" " im=$im"FALSE \"SHOVE\" \"Infinality - Full stem snapping and tweaks without sharpening\" " im=$im"FALSE \"SHARPENED\" \"Infinality - Full stem snapping, tweaks, and Windows-style sharpening\" " im=$im"FALSE \"INFINALITY\" \"Infinality - Standard\" " im=$im"FALSE \"DISABLED\" \"Act without extra infinality enhancements - just subpixel hinting\" " } # option(){ choice=`echo $im | sh -` # if echo $choice | grep "DEFAULT" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"DEFAULT\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "OSX" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"OSX\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "IPAD" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"IPAD\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "UBUNTU" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"UBUNTU\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "LINUX" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"LINUX\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "WINDOWS" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"WINDOWS\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "WIN7" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"WINDOWS7\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "WINLIGHT" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"WINDOWS7LIGHT\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "VANILLA" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"VANILLA\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "CLASSIC" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"CLASSIC\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "NUDGE" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"NUDGE\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "PUSH" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"PUSH\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "SHOVE" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"SHOVE\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "SHARPENED" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"SHARPENED\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "INFINALITY" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"INFINALITY\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "DISABLED" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"DISABLED\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # } # menu option # if test ${#choice} -gt 0; then echo "Operation completed" fi # exit 0

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  • What is AssetCache and AFCache?

    - by gentmatt
    I'm currently investigating the different locations where the flashplayer in OSX stores its files. The reason is protecting privacy. I've found that Chrome and Firefox both read/write to the following directories: ~/Library/Caches/Adobe/Flash Player/AFCache ~/Library/Caches/Adobe/Flash Player/AssetCache ~/Library/Preferences/Macromedia/Flash Player/#SharedObjects ~/Library/Preferences/Macromedia/Flash Player/macromedia.com/support/flashplayer/sys The last two directories are locations where Firefox stores LSO cookies for long time tracking. You can manually delete them yourself or do this automatically using an extension such as BetterPrivacy for Firefox. However, I have no clue to what the AFCache and AssetCache are for. I assume that you should not delete them as cache generally improves the browsing experience, but I'd really like to know what is stored there? I've been searching the Internet quite a bit now, but there does not seem to be much documentation.

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  • Syncing Music Everywhere with Google Music and iTunes Match - Will This Work?

    - by dragonmantank
    I have the following devices: Personal Laptop running Windows 7/Ubuntu 11.10 (mostly use Ubuntu) Media Server running Windows 7 with PS3 Media Server and iTunes Work Laptop running OSX Snow Leopard iPad iPhone 4S The iPhone just replaced my Droid 2 Global. What I had been doing was using Google Music to watch the folders iTunes was storing music in and moving any new files up to Google Music. The Droid would pull music down from the cloud via streaming or me telling it to make it available offline, I had folders set up with PS3 Media Server to stream them to TV's via DLNA, and used RDP to play music through my speakers in the office. So far it's worked well. Since I've replaced the Droid 2 though with an iPhone, I've lost the syncing ability with Google Music and have to do it via iTunes (I knew this would happen, no big suprise). I got to thinking though - Apple does offer iTunes Match, which allows your devices to stream/download the music from 'the cloud,' much like Google Music. I could then listen to whatever I Wanted (for the most part) on my phone, iPad, and laptops by syncing via iTunes Match. I don't want to loose my MP3s though, and since I've never used iTunes Match, I wonder if the following is a viable solution: Sign up for iTunes Match on my media server Let it scan my library and make available my songs in AAC in the cloud Not delete the media server MP3s Set up other devices to sync to iTunes Match Continue to get MP3s via Amazon or other services and add to iTunes Let the MP3s sync to Google Music, and let the MP3's add to the AAC versions on my devices I think the main kicker is I don't want to lose the MP3 versions of my songs as those will work just fine on all my devices and I generally rip at 320kbps. I don't mind spending $25/year if it means that I can easily shift the music from device to device without much thinking, but I'm not going to pay $25/year to end up converting my library over to AAC just to save myself the hassle of manually syncing my iPad and iPhone.

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  • All Xen domU LVM volumes corrupt after reboot

    - by zcs
    I'm running a Debian Squeeze dom0, and after rebooting it all 7 of my domUs have data corruption. Each is setup as ext3 partition directly on a separate lvm2 volume. None of the lvm volumes will mount; all have bad superblocks. I've tried e2fsck with each superblock to no avail. What else can I try? Each domU has two LVM volumes connected to it, one for the disk and one for swap. The disk is mounted at root, formatted as a normal ext3 partition as a xen-blk device. The volumes are never mounted outside of the guest OS. I'm running Ubuntu 11.04 using the instructions here. I'm not sure that they didn't shutdown properly, all I know is they were corrupt after I issues a clean 'reboot' on the dom0. Here's a sample Xen config file; the rest are the same except for name, vcpus, memory, vif and disk. name = 'load1' vcpus = 2 memory = 512 vif = ['bridge=prbr0', 'bridge=eth0'] disk = ['phy:/dev/VolGroup00/load1-disk,xvda,w','phy:/dev/VolGroup00/load1-swap,xvdb,w'] #============================================================================ # Debian Installer specific variables def check_bool(name, value): value = str(value).lower() if value in ('t', 'tr', 'tru', 'true'): return True return False global var_check_with_default def var_check_with_default(default, var, val): if val: return val return default xm_vars.var('install', use='Install Debian, default: false', check=check_bool) xm_vars.var("install-method", use='Installation method to use "cdrom" or "network" (default: network)', check=lambda var, val: var_check_with_default('network', var, val)) # install-method == "network" xm_vars.var("install-mirror", use='Debian mirror to install from (default: http://archive.ubuntu.com/ubuntu)', check=lambda var, val: var_check_with_default('http://archive.ubuntu.com/ubuntu', var, val)) xm_vars.var("install-suite", use='Debian suite to install (default: natty)', check=lambda var, val: var_check_with_default('natty', var, val)) # install-method == "cdrom" xm_vars.var("install-media", use='Installation media to use (default: None)', check=lambda var, val: var_check_with_default(None, var, val)) xm_vars.var("install-cdrom-device", use='Installation media to use (default: xvdd)', check=lambda var, val: var_check_with_default('xvdd', var, val)) # Common options xm_vars.var("install-arch", use='Debian mirror to install from (default: amd64)', check=lambda var, val: var_check_with_default('amd64', var, val)) xm_vars.var("install-extra", use='Extra command line options (default: None)', check=lambda var, val: var_check_with_default(None, var, val)) xm_vars.var("install-installer", use='Debian installer to use (default: network uses install-mirror; cdrom uses /install.ARCH)', check=lambda var, val: var_check_with_default(None, var, val)) xm_vars.var("install-kernel", use='Debian installer kernel to use (default: uses install-installer)', check=lambda var, val: var_check_with_default(None, var, val)) xm_vars.var("install-ramdisk", use='Debian installer ramdisk to use (default: uses install-installer)', check=lambda var, val: var_check_with_default(None, var, val)) xm_vars.check() if not xm_vars.env.get('install'): bootloader="/usr/sbin/pygrub" elif xm_vars.env['install-method'] == "network": import os.path print "Install Mirror: %s" % xm_vars.env['install-mirror'] print "Install Suite: %s" % xm_vars.env['install-suite'] if xm_vars.env['install-installer']: installer = xm_vars.env['install-installer'] else: installer = xm_vars.env['install-mirror']+"/dists/"+xm_vars.env['install-suite'] + \ "/main/installer-"+xm_vars.env['install-arch']+"/current/images" print "Installer: %s" % installer print print "WARNING: Installer kernel and ramdisk are not authenticated." print if xm_vars.env.get('install-kernel'): kernelurl = xm_vars.env['install-kernel'] else: kernelurl = installer + "/netboot/xen/vmlinuz" if xm_vars.env.get('install-ramdisk'): ramdiskurl = xm_vars.env['install-ramdisk'] else: ramdiskurl = installer + "/netboot/xen/initrd.gz" import urllib class MyUrlOpener(urllib.FancyURLopener): def http_error_default(self, req, fp, code, msg, hdrs): raise IOError("%s %s" % (code, msg)) urlopener = MyUrlOpener() try: print "Fetching %s" % kernelurl kernel, _ = urlopener.retrieve(kernelurl) print "Fetching %s" % ramdiskurl ramdisk, _ = urlopener.retrieve(ramdiskurl) except IOError, _: raise elif xm_vars.env['install-method'] == "cdrom": arch_path = { 'i386': "/install.386", 'amd64': "/install.amd" } if xm_vars.env['install-media']: print "Install Media: %s" % xm_vars.env['install-media'] else: raise OptionError("No installation media given.") if xm_vars.env['install-installer']: installer = xm_vars.env['install-installer'] else: installer = arch_path[xm_vars.env['install-arch']] print "Installer: %s" % installer if xm_vars.env.get('install-kernel'): kernelpath = xm_vars.env['install-kernel'] else: kernelpath = installer + "/xen/vmlinuz" if xm_vars.env.get('install-ramdisk'): ramdiskpath = xm_vars.env['install-ramdisk'] else: ramdiskpath = installer + "/xen/initrd.gz" disk.insert(0, 'file:%s,%s:cdrom,r' % (xm_vars.env['install-media'], xm_vars.env['install-cdrom-device'])) bootloader="/usr/sbin/pygrub" bootargs="--kernel=%s --ramdisk=%s" % (kernelpath, ramdiskpath) print "From CD" else: print "WARNING: Unknown install-method: %s." % xm_vars.env['install-method'] if xm_vars.env.get('install'): # Figure out command line if xm_vars.env['install-extra']: extras=[xm_vars.env['install-extra']] else: extras=[] # Reboot will just restart the installer since this file is not # reparsed, so halt and restart that way. extras.append("debian-installer/exit/always_halt=true") extras.append("--") extras.append("quiet") console="hvc0" try: if len(vfb) >= 1: console="tty0" except NameError, e: pass extras.append("console="+ console) extra = str.join(" ", extras) print "command line is \"%s\"" % extra root There are two LVM logical volumes connected to each VM. Here's the fdisk -l output for the disk volume: Disk /dev/VolGroup00/VMNAME-disk: 8589 MB, 8589934592 bytes 255 heads, 63 sectors/track, 1044 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00029c01 Device Boot Start End Blocks Id System /dev/VolGroup00/VMNAME-disk1 1 1045 8386560 83 Linux And the swap volume: Disk /dev/VolGroup00/VMNAME-swap: 536 MB, 536870912 bytes 37 heads, 35 sectors/track, 809 cylinders Units = cylinders of 1295 * 512 = 663040 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0004faae Device Boot Start End Blocks Id System /dev/VolGroup00/VMNAME-swap1 2 809 522240 82 Linux swap / Solaris Partition 1 has different physical/logical beginnings (non-Linux?): phys=(0, 32, 33) logical=(1, 21, 19) Partition 1 has different physical/logical endings: phys=(65, 36, 35) logical=(808, 4, 28)

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  • Remote NX login to Ubuntu, Gnome can't mount CD/DVD drive

    - by T.J. Crowder
    Even though I'm sitting next to it, I log into my Ubuntu 10.04 LTS system via NX Free Edition from another system at the moment (this is temporary, not worth buying a KVM for). Curiously, though, when I do that Gnome's auto-mounting fails for CD/DVD media (I haven't tried other kinds) with a "Not Authorized" error. For instance here's what happens when I put the Ubuntu 10.04 LTS installation CD in: This does not happen if I log into it locally (not via NX) with the same user account. When using NX, I can mount the media if I go to mount directly: tjc@midnight:~$ sudo mkdir /media/dvd tjc@midnight:~$ sudo mount -r -t iso9660 /dev/sr0 /media/dvd tjc@midnight:~$ ls /media/dvd autorun.inf casper dists install isolinux md5sum.txt pics pool preseed README.diskdefines ubuntu wubi.exe ...which, along with the "not authorized" error, suggests some kind of permissions problem to me (doh). What I find odd is that the same user is involved in both cases (local and via NX). I'm new to Ubuntu on the desktop (used it and other distros on servers for years), so I'm afraid I don't know how this auto-mounting is happening. I think it's handled by the gvfs package and its daemon, but that's about as far as I got (and perhaps I've taken a left turn even getting that far). Although I can work around it with mount, does anyone know how I might get auto-mounting to work?

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  • Using ethernet cables?

    - by Farhad Yusufali
    I have an HDTV which supports internet connectivity through an ethernet port or wirelessly (but this requires an additional wireless USB adapter, which I don't have). I also have a blue ray player than supports internet connectivity through an ethernet port or wirelessly (natively - no other devices are needed). I want to connect my TV to the internet but my router is too far away. My blueray player however is already connected wirelessly. If I connected my TV to my Blueray player via ethernet, would my TV be able to connect to the internet? To clarify: Wireless Signal - Blue Ray Player - Ethernet Cable - TV Would this work?

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  • How to make sure my GPO are applied in the correct order

    - by Florent
    I'm deploying VMware player through a GPO, and I'd like to apply specific ACLs to the install folder, and to the D:\VMWARE folder I'm creating during the player install. I also have to add the vmware user account the "can log on locally" right. To do so, I've created a GPO whose scope is the same as my Vmware player install GPO. This GPO works well, BUT when applied at the same time as my deployment GPO, it seems to be applied before the deploy GPO, and then : - Cannot find the vmware user account - Cannot find the c:\program files\vmware folder - Cannot find the D:\vmware folder because none of them have already been created by the vmware player install. And the only way for me to apply my security GPO is to execute gpudate /force command manually, which i don't want to use (it's supposed to be an automatic install) I've checked the gpo processing order, my security GPO should be applied AFTER my install GPO (security GPO is number 1, deploy GPO is number to), but it don't seem to be the case. Does anyone got an idea to solve this ?

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  • What other tape manufacturers can I use in IBM LTO Gen 3 SAS Tape Drives

    - by timgws
    I have recently just got my hands on an IBM 3580S3V. I was just wondering if there are any other brands that I can use in this IBM gear? LTO media are usually manufactured only by EMTEC, Imation, Fujifilm, Maxell, TDK and Sony (according to Wikipedia). I am trying to determine who OEM's the IBM tapes, or if possible, a list of media that IBM supports. So far in my Google studies, I have only been able to see IBM as the supported media manufacturer (seeing as they sell tapes, I assume they don't want anyone buying media from competitors!)

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  • Unattended Fedora kickstart that works as CD/DVD *and* USB

    - by hapalibashi
    Is it possible to create one ISO with one kickstart file that will work correctly when written to CD/DVD and as a USB? As far as I can tell I need two separate versions as modifications are needed in isolinux.cfg (ks=) and ks.cfg (because I access the install media in %post) It seems odd isolinux.cfg doesn't default to the root of the installation media and that kickstart doesn't have a global define for the source media device. Or is there an alternative to kickstart?

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  • Is it worth putting high-performance drives in a home NAS?

    - by Jon M
    I'm looking at a QNAP NAS setup, and in the options for disks they have the very enterprisey Western Digital RE3. I'll be using the box for backing up my laptop, and streaming media either to the laptop or a media device using the built-in media server, possibly both at once. My question is, would I notice any benefit at all in splashing out for the high-performance drive, or should I stick with something quiet and cool (and cheap) like the Caviar Green?

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  • Linux Live CD cannot play video

    - by lamwaiman1988
    I want to switch from windows to linux, but before the switch I would like to try them out in the Live CD. I downloaded the iso and created a multiboot usb stick ( by YUMI Multiboot USB Creator ). I can boot into Ubuntu Desktop 12.04 64 bit LTS and Linux Mint 13 Mate 64 bit. I can access the hard drive from there and I tried some video with the default player comes with them ( e.g: GNOME Player and VLC Player ). The player opened but the video didn't play. However, I can play the same video in Puppy Linux. ( Puppy Linux doesn't has a choice over 32-bit or 64-bit ) Maybe my CPU didn't support 64 bit? Here is a snap from CPUZ: CPU: AMD Phenom II X3 710

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  • Serving static files fails - nginx

    - by Sergei
    Hi, I've been looking and trying around all night, but without success. I configured nginx to serve my static files and proxy all the other traffic: server { listen 80; server_name mydomain.com; access_log /home/boudewijn/www/bbt/brouwers/logs/access.log; error_log /home/boudewijn/www/bbt/brouwers/logs/error.log; location / { proxy_pass http://127.0.0.1:8080; include /etc/nginx/proxy.conf; } location /media/ { root /home/boudewijn/www/bbt/brouwers/; } } The proxy passing is no problem, but when I go to mydomain.com/media/ or try to access any testfile over there, it's without success. I paid attention to the difference between root and alias, my media folder exists, I paid attention to the trailing slashes, but still I get a 404 when trying to access my static media files. Any help?

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  • Cannot copy files from external USB HDD to computer

    - by Thomas Versteeg
    Hello I have a HDD disk connected with a USB converter to my computer. It consists of two partitions, the first one is mounted automatically and I can grab all the files from it, but the second one I have to mount manually as a root in the command line, if I try to open it with nautilus it gives an error. The drive where the problem is is drive sdb1, sdb2 has the same settings but works fine. I am using Debian Wheezy. This is the fstab: /dev/sdb1 /media/usb0 auto defaults,gid=disk,umask=0777 0 0 /dev/sdb2 /media/usb1 auto defaults,gid=disk,umask=0777 0 0 And when I try to copy the files with this command (as root) cp -vr /media/usb0/* /home/user/Videos/ I get these types of errors: cp: reading `/media/usb0/.lang/file.ext': Permission denied cp: failed to extend `/home/user/Videos/.lang/file.ext': Permission denied How can I at least copy the files to my main HDD? I don't need to adjust them I only need to copy them!

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  • Checking whether product key will work with SBS 2003

    - by Rob Nicholson
    We've recently absorbed a small company who had a Dell PowerEdge server running SBS 2003. For some reason, the hard disks have been wiped. We have the product key though from the sticker on the side of the case but not the installation media: Win SBS Std 2003 1-2 CPU 5-CAL OEM software We do have a Dell labelled set of four CDs labelled SBS 2003 in our store and I've built a VM from this media but it doesn't prompt for the product key during install. Is there any way to ascertain whether this media will work with this product key without going through activation? I know one can activate several times but would prefer to check we've got the right media before doing this. Thanks, Rob.

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  • ipconfig /release not working, why?

    - by barlop
    ipconfig /release is not working, why is that? here is a sequence where I put my cable in get an IP, try ipconfig /release and it tells me it can't release wireless, but there is no wireless connection. i'm just trying to release the wired one. C:\>ipconfig Windows IP Configuration Ethernet adapter Wireless Network Connection: Media State . . . . . . . . . . . : Media disconnected Ethernet adapter Local Area Connection: Media State . . . . . . . . . . . : Media disconnected Fine so I plug my cable in C:\>ipconfig Windows IP Configuration Ethernet adapter Wireless Network Connection: Media State . . . . . . . . . . . : Media disconnected Ethernet adapter Local Area Connection: Connection-specific DNS Suffix . : IP Address. . . . . . . . . . . . : 0.0.0.0 Subnet Mask . . . . . . . . . . . : 0.0.0.0 Default Gateway . . . . . . . . . : C:\>ipconfig Windows IP Configuration Ethernet adapter Wireless Network Connection: Media State . . . . . . . . . . . : Media disconnected Ethernet adapter Local Area Connection: Connection-specific DNS Suffix . : IP Address. . . . . . . . . . . . : 192.168.1.8 Subnet Mask . . . . . . . . . . . : 255.255.255.0 Default Gateway . . . . . . . . . : 192.168.1.254 Fine so from above, it clearly has an iP C:\>ipconfig /release Windows IP Configuration No operation can be performed on Wireless Network Connection while it has its me dia disconnected. C:\>

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  • Task-dedicated computers for the household?

    - by Matias Nino
    This question is to generate ideas for task-dedicated computers in a household. Here's mine: Personal Desktop - Gaming, working, office productivity, entertainment, CD/DVD burning General Server - backups, application hosting, mail server, file server, VM server, torrent seeding Personal Laptop - software development, mobile computing Media Center PC - Digital media playback, media file server, Gaming Photo PC - Digital photo management/archival. Nightstand Netbook - Bedtime surfing/reading Spare Laptop - general household use

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  • MediaTemple Django Bad Gateway

    - by Eeyore
    I have a site running on GS server on MediaTemple. It's Django/PostgreSQL setup. For some reason from time to time I get Bad Gateway error and I can't figure out what's causing it. What can cause this error? What else can I do to find the cause of the problem? url.access-deny = ( "~", ".inc" ) fastcgi.server = ( "/main.fcgi" => ( "main" => ( "socket" => "/var/tmp/" + appname + ".sock", # don't change this "check-local" => "disable", ) ) ) alias.url = ( "/media/" => "/home/xxx/data/python/django/django/contrib/admin/media/", "/static/" => "/home/xxx/containers/django/site/static/", ) url.rewrite-once = ( "^(/media.*)$" => "$1", "^(/static.*)$" => "$1", "^/favicon\.ico$" => "/media/favicon.ico", "^(/.*)$" => "/main.fcgi$1", ) server.error-handler-404 = "/main.fcgi"

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  • how to uninstall program that is not listed in the uninstaller

    - by Nrew
    I really love this video converter called total video converter. But there's one thing that it annoys me about it. The video player which is installed along with it. And the installer doesnt even allow you to customize. The video converter is installed along with the video player. And if you search for the total video player in the uninstaller. Nothing is there except for total video converter. What do I do?Can I go into the registry and delete something there so that I can rid of this video player installed along with total video converter?

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  • Ubuntu 9.04: Ripping CDs with grip?

    - by chris
    I tried to rip a CD tonight, and couldn't figure out how to configure grip - /dev/cdrom doesn't seem to be the mount point for music CDs any more. How can I configure grip to find CDs? Update: /etc/fstab has /dev/scd0 /media/cdrom0 udf,iso9660 user,noauto,exec,utf8 0 0 But there's nothing visible in /media/cdrom0 (or /media/cdrom, which is a symlink to cdrom0) There's an icon on the desktop labeled "Audio Disk" and opening it shows the .wav files on the CD. The location is cdda://sr0/, but grip doesn't like that either. Trying to manually mount /dev/sr0, I get $ sudo mount -t auto /dev/sr0 foo/ mount: block device /dev/sr0 is write-protected, mounting read-only mount: you must specify the filesystem type Update 2: Tried to change the media handling preferences (From a file browser, Edit-Preferences, Media, CD Audio) to "Do Nothing". CD Still doesn't mount. Update 3: With an audio CD in the drive: $ ls -l /dev/ | grep cd lrwxrwxrwx 1 root root 3 2009-09-15 22:13 cdrom1 -> sr0 lrwxrwxrwx 1 root root 3 2009-09-15 22:13 cdrw1 -> sr0 drwxr-xr-x 2 root root 60 2009-09-15 22:13 pktcdvd lrwxrwxrwx 1 root root 3 2009-09-15 22:13 scd0 -> sr0 crw-rw----+ 1 root cdrom 21, 2 2009-09-15 22:13 sg2 brw-rw----+ 1 root cdrom 11, 0 2009-09-15 22:13 sr0

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  • Is rsync --delete safe in case of disk failure

    - by enedene
    I have two data hard drives on my Linux server and I use second as a backup for a first drive. I use rsync for that purpose. An example would be: rsync -r -v --delete /media/disk1/ /media/disk2/ What this does is that it copies every file/directory from /media/disk1/ to /media/disk2/ but also deletes any difference. For example, lets say that files A and B but not file C are on disk1, and on disk2 there is no A and B files, but there is C. The result would be that after the command on disk2 I'd have files A and B, but file C would be deleted, just like on disk1. Now, a rather disastrous scenario had crossed my mind; what if disk1 dies, system continues to work since system files are on my system disk, but when rsync tries to backup my data on disk2 from broken disk1, it deletes all the files from disk2 because it can't read anything on disk1. Is this a possible scenario, or is there a protection from it build in rsync?

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