Search Results

Search found 11208 results on 449 pages for '200 success'.

Page 156/449 | < Previous Page | 152 153 154 155 156 157 158 159 160 161 162 163  | Next Page >

  • Error mounting an external HDD

    - by Slash
    I want to mount an external HDD.I have tried many things but still no success.When i try to mount it from Disk Utility i get this error: Error mounting: mount exited with exit code 1: helper failed with: Unprivileged user can not mount NTFS block devices using the external FUSE library. Either mount the volume as root, or rebuild NTFS-3G with integrated FUSE support and make it setuid root. Please see more information at tuxera.com/community/ntfs-3g-faq/#unprivileged

    Read the article

  • How to Make Money Selling SPARC Webcast

    - by Cinzia Mascanzoni
    Join the webcast on Tuesday July 10, 2012 at 3PM CET (2pm GMT) The webcast will be hosted by - Rob Ludeman, from SPARC Product Management, and Thomas Ressler, WWA&C Alliances Consultant. Agenda: To bring you and your partners timely, valuable information,to increase success in selling SPARC systems. The webcast will be focused and targeted on specific topics and will last approximately in 30 minutes.You can submit your questions via WebEx chat and there will be a live Q&A session at the end of the webcast. REGISTER NOW! REGISTER

    Read the article

  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows, --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 -- volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then -- c1:setFillColor(10,105,0) -- c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I ll try to frame the query better :). Thanks in advance.

    Read the article

  • SOA Community Newsletter June 2012

    - by JuergenKress
    Dear SOA partner community member Happy New fiscal Year FY13 - thanks for the FY12 middleware business! Our SOA & BPM Partner Community continued to grow to almost 4000 members. Additional we launched the WebLogic Partner Community which grew very fast to 800+ members! To continue our joint successful business in the new fiscal year our Top priorities FY13 are: Become trained:the next opportunity are the summer camps in Lisbon & Munich or our on-demand training SOA & BPM and see our detailed training calendar below. Run your marketing & sales campaign: sales kits, marketing kits, solution catalog add your services to oracle.com, add your events to oracle.com and advertisement Get recognized: OFM awards, partner excellence awards & references & plaques Become Specialized: All of the above makes the Oracle Specialization! Make sure you get your Specialization benefits! Topics: Key product focus areas will be: SOA as the foundation for clouds, integration platform 2.0 for industrial SOA including BAM & CEP, BPM & adaptive case management & migrate legacy solutions to the strategic offerings. The new Oracle VM VirtualBox image is available to test SOA Suite and BPM Suite. To start your BPM 11g project a new BPM Standard Edition a license entry version is available. EAIESB published a post with all BPMN2.0 notations. If you want to learn more please visit the Oracle Learning Library. We want to promote your SOA 11g & BPM 11g success let us know where you are in production! And nominate this success for our Middleware Oracle Excellence Awards 2012. Douwe P. van den Bos published at his blog a SOA governance series: Principles of Service-Oriented Architecture & The Maturity of a Service-Oriented Architecture & SOA Maturity Models. Please let us know if you published interesting papers! Would be great to see you at the SOA, Cloud + Service Technology Symposium by Thomas Erl. Please feel free to get your conference pass with the oracle discount code “DJMXZ370”. See you in Lisbon & London at our summer camps! Jürgen Kress Oracle SOA & BPM Partner Adoption EMEA To read the newsletter please visit http://tinyurl.com/soanewsJune2012 (OPN Account required) To become a member of the SOA Partner Community please register at http://www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Technorati Tags: SOA Community newsletter,SOA Community,Oracle,OPN,Jürgen Kress,SOA Demo System,BPM

    Read the article

  • Solita Oy Achieves Oracle PartnerNetwork Specialization

    - by michaela.seika(at)oracle.com
    Helsinki, February 2, 2011 - Solita Oy, a member of the Oracle® PartnerNetwork (OPN), is the first Finnish enterprise to achieve OPN Specialized status for customer-specific systems integration and software solutions.To achieve a Specialized status, Oracle partners are required to meet a stringent set of requirements that are based on the needs and priorities of the customer and partner community. By achieving a Specialized distinction, Solita Oy has been recognized by Oracle for its expertise in customer-specific systems integration and software solutions, achieved through competency development and demonstrated by the company's business results and proven success in implementing customer projects. "Solita and Oracle have cooperated for a long time, and we have been an Oracle partner for many years. We believe that the renewed partner program and the new partnership level that we have achieved will open up new opportunities for a closer collaboration with Oracle. Our increased focus on systems integration solutions and the stepping up of our specialized knowledge of SOA will enable us to provide even better solutions for our customers," said Jari Niska, Chief Executive Officer, Solita Oy. "Solita has shown trust and belief in Oracle's technology and in the business opportunities arising with it. They have contributed to building our cooperation in a consistent and systematic way. Achieving a Specialized status in our partner program is a natural further step in our close and committed cooperation. It strengthens our trust in our ability to be able to increase both turnover and profitability together," said Juha Kaskirinne, Alliances and Channel Leader, Oracle Finland Oy.  About Oracle PartnerNetwork Oracle PartnerNetwork (OPN) Specialized is the latest version of Oracle's partner program that provides partners with tools to better develop, sell and implement Oracle solutions. OPN Specialized offers resources to train and support specialized knowledge of Oracle products and solutions and has evolved to recognize Oracle's growing product portfolio, partner base and business opportunity. Key to the latest enhancements to OPN is the ability for partners to differentiate through Specializations. Specializations are achieved through competency development, business results, expertise and proven success. To find out more visit http://www.oracle.com/partners or connect with the Oracle Partner community at OPN on Twitter, OPN on Facebook, OPN on LinkedIn, and OPN on YouTube. About Solita Oy Solita Oy is a Finnish company dedicated to developing demanding information system solutions and IT professional services. Solita's customers include prominent Finnish companies and public organizations. Solita's turnover in 2010 was about 17 million euros. The company was founded in 1996 and has over 170 employees. Further information: www.solita.fiFurther information Jari Niska, CEO, Solita Oy, tel. +358 40 524 6400, [email protected] Kaskirinne, A&C Leader Finland, Oracle Finland Oy, tel. +358 40 506 3592, [email protected]

    Read the article

  • Web Sites to Accommodate New Technology

    Popularity has always been the driving force of success through out the history of mankind. Creating popularity on Twitter, Facebook and other social networking sites opens the door for money and skilled manipulators to sell their wares.

    Read the article

  • Impact of SEO Services Provider on Small Scale Business

    With the rise in the internet businesses many people have started their home based businesses with the help of website. Many people made simple website, got them affiliated and started sales on small scale. Recently a growth in these businesses has been seen due to success. Many big companies started outsourcing their sales and marketing departments for promoting their sales all over the world. Many MLM companies started hiring for promotion of sales of big companies.

    Read the article

  • Reduce weight in healthy way - Day 2

    - by krnites
    My second day of reducing weight and it seems most of the blog are correct in saying that you can reduce weight if your calorie consumption is less than what you burn. In one day I have lost 1 lbs without doing anything. My current weight is 177.4 lbs. Yesterday I ate small portion of dinner that I used to eat that also around 7 PM. Normally I eat my dinner around 10 PM and withing 2 hour of eating I go for sleep, but yesterday I ate around 7 PM and went for sleep only after 12.On my second day I have eaten noodles and 3 eggs in breakfast and sesame chicken ( I love it) and fried rice in lunch, I still have not gone for running but had plan to go for running and then swimming. I hope it will at least burn the calories that I had taken. On some site it was written that a normal men body needs around 2000 Calorie a day. So if I am eating less than 2000 calorie ( noodles + 3 eggs = 400+200, rice + sesame chicken = 1300, total = 1900) and burning around 300 calorie, my total calorie intake will be 1600 which is less than what my body needs. So most probably by tomorrow I should come under 176 lb bracket.Apart from counting the calorie that I am taking in everyday and approx number of calorie that I am burning everyday, I had also starting tracking my physical activities on my mobile. I have got a beautiful Samsung Focus S Windows 7.5 mobile. And after browsing through the market I have downloaded couple of health Apps.1. 6 Week training - this has set of exercise and lets you choose the number of sets you want to do for all exercise. Its focus on your core muscles.2. Fast food Calories - This apps has all the fast food chain listed and give the calorie count of each of the food item available on there menu. Like for Burger King's French Fries Large (Salted) contains 500 Calorie.3. Gym Pocket Guide - Contains instructions for different kind of exercise and tells a right way of doing them.4.  RunSat - kind of GPS based application. Its mark the distance you have run, shows the path you have taken on a map, total calorie burnt, laps completed. I love this apps.5. Stop Watch I also have noticed that If I am running in GYM and have television in front of me where a movie or serial is going on which I like,  I normally didn't notice the time. Most of the time running on treadmill is very boring, but if some music video is playing or some kind of sitcom is going, I can run for  a hour or half.So on day 2 I have lost 1 lbs and had learnt that calorie intake should be less then calorie burnt for a given day.

    Read the article

  • Client-Server connection response timeout issues

    - by Srikar
    User creates a folder in client and in the client-side code I hit an API to the server to make this persistent for that user. But in some cases, my server is so busy that the request timesout. The server has executed my request but timedout before sending a response back to client. The timeout set is 10 seconds in client. At this point the client thinks that server has not executed its request (of creating a folder) and ends up sending it again. Now I have 2 folders on the server but the user has created only 1 folder in the client. How to prevent this? One of the ways to solve this is to use a unique ID with each new request. So the ID acts as a distinguisher between old and new requests from client. But this leads to storing these IDs on my server and do a lookup for each API call which I want to avoid. Other way is to increase the timeout duration. But I dont want to change this from 10 seconds. Something tells me that there are better solutions. I have posted this question in stackoverflow but I think its better suited here. UPDATE: I will make my problem even more explicit. The client is a webbrowser and the server is running nginx+django+mysql (standard stack). The user creates a folder in webbrowser. As a result I need to hit a server API. The API call responds back, thereby client knows API call was success. This is normal scenario. Sometimes though, server successfully completes the API request but the client-side (webbrowser) connection timesout before server can respond back. The client has no clue at this point. The user thinks the request was a fail & clicks again. This time it was a success but when the UI refreshes he sees 2 folders. I want to remedy this situation.

    Read the article

  • Java EE@Developer Day Poland

    - by reza_rahman
    Oracle Poland held a Developer Day in Warsaw on November 28. The event was a great success with 100+ attendees thanks to great speakers like Simon Ritter and David Delabassee. David led a lab on JAX-RS, HTML 5 Server-Sent Events and WebSocket using GlassFish (this is the same hands-on lab presented at JavaOne). The lab went extremely well with a full-house, enthusiastic crowd. Read more details here!

    Read the article

  • Using a Keyword Tool

    In your bid to become a world class Online Marketing Entrepreneur, you will no doubt decide at some stage to use the powerful services of Google or another search engine. Central to your success with these services will be your ability to identify good words for your ad campaigns.

    Read the article

  • How to Set Up an Online Ecommerce Store

    Online Ecommerce stores are gaining popularity these days. Their business is achieving exceptional heights. The reason behind their success is the lack of time that people in the present world have. ... [Author: Anurag Gupta - Web Design and Development - May 11, 2010]

    Read the article

  • starting project with growth in mind.

    - by marabutt
    I have an idea for a web application and have some good people keen to get involved. I will be doing most of the code at the start and have a few years experience with some quite large projects. I have nearly 0 budget. What view should I take with regard to data storage / database? Get the project running quickly and inexpensively, then re-evaluate if it is a success? Does anyone have experience with this and advice?

    Read the article

  • libgdx arrays onTouch() method and delays for objects

    - by johnny-b
    i am trying to create random bullets but it is not working for some reason. also how can i make a delay so the bullets come every 30 seconds or 1 minute???? also the onTouch method does not work and it is not taking the bullet away???? shall i put the array in the GameRender class? thanks public class GameWorld { public static Ball ball; private Bullet bullet1; private ScrollHandler scroller; private Array<Bullet> bullets = new Array<Bullet>(); public GameWorld() { ball = new Ball(280, 273, 32, 32); bullet = new Bullet(-300, 200); scroller = new ScrollHandler(0); bullets.add(new Bullet(bullet.getX(), bullet.getY())); bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 0.0f; float bulletY = 0.0f; for (int i=0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); bullets.add(bullet); } } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet1() { return bullet1; } } i also tried this and it is not working, i used this in the GameRender class Array<Bullet> enemies=new Array<Bullet>(); //in the constructor of the class enemies.add(new Bullet(bullet.getX(), bullet.getY())); // this throws an exception for some reason??? this is in the render method for(int i=0; i<bullet.size; i++) bullet.get(i).draw(batcher); //this i am using in any method that will allow me from the constructor to update to render for(int i=0; i<bullet.size; i++) bullet.get(i).update(delta); this is not taking the bullet out @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { for(int i=0; i<bullet.size; i++) if(bullet.get(i).getBounds().contains(screenX,screenY)) bullet.removeIndex(i--); return false; } thanks for the help anyone.

    Read the article

  • How to properly do weapon cool-down reload timer in multi-player laggy environment?

    - by John Murdoch
    I want to handle weapon cool-down timers in a fair and predictable way on both client on server. Situation: Multiple clients connected to server, which is doing hit detection / physics Clients have different latency for their connections to server ranging from 50ms to 500ms. They want to shoot weapons with fairly long reload/cool-down times (assume exactly 10 seconds) It is important that they get to shoot these weapons close to the cool-down time, as if some clients manage to shoot sooner than others (either because they are "early" or the others are "late") they gain a significant advantage. I need to show time remaining for reload on player's screen Clients can have clocks which are flat-out wrong (bad timezones, etc.) What I'm currently doing to deal with latency: Client collects server side state in a history, tagged with server timestamps Client assesses his time difference with server time: behindServerTimeNs = (behindServerTimeNs + (System.nanoTime() - receivedState.getServerTimeNs())) / 2 Client renders all state received from server 200 ms behind from his current time, adjusted by what he believes his time difference with server time is (whether due to wrong clocks, or lag). If he has server states on both sides of that calculated time, he (mostly LERP) interpolates between them, if not then he (LERP) extrapolates. No other client-side prediction of movement, e.g., to make his vehicle seem more responsive is done so far, but maybe will be added later So how do I properly add weapon reload timers? My first idea would be for the server to send each player the time when his reload will be done with each world state update, the client then adjusts it for the clock difference and thus can estimate when the reload will be finished in client-time (perhaps considering also for latency that the shoot message from client to server will take as well?), and if the user mashes the "shoot" button after (or perhaps even slightly before?) that time, send the shoot event. The server would get the shoot event and consider the time shot was made as the server time when it was received. It would then discard it if it is nowhere near reload time, execute it immediately if it is past reload time, and hold it for a few physics cycles until reload is done in case if it was received a bit early. It does all seem a bit convoluted, and I'm wondering whether it will work (e.g., whether it won't be the case that players with lower ping get better reload rates), and whether there are more elegant solutions to this problem.

    Read the article

  • Wireless is disabled by hardware switch on Dell Inspiron 1750

    - by lowerkey
    I have a problem where Ubuntu (12.04) says there is a wireless network card, but it is disabled by a hardware switch. How do I turn it on? I checked the BIOS, and the wireless card is enabled there. Fn + F2 was also no success. The results of rfkill list: 0: brcmwl-0: Wireless LAN Soft blocked: no Hard blocked: yes 1: dell-wifi: Wireless LAN Soft blocked: yes Hard blocked: yes sudo rfkill unblock wifi did nothing to the Wireless Status.

    Read the article

  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows: --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 --volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then --c1:setFillColor(10,105,0) --c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I'll try to frame the query better :). Thanks in advance.

    Read the article

  • How to change root password for mysql and phpmyadmin

    - by Jon
    I've set up mysql and phpmyadmin and chose not to set a password when installing hoping that once set up i could login with root and no password but i get the following error from phpmyadmin Login without a password is forbidden by configuration (see AllowNoPassword) I have previously moved the phpmyadmin folder to /var/www/ I have tried changing the following line $cfg['Servers'][$i]['AllowNoPassword'] = false; to $cfg['Servers'][$i]['AllowNoPassword'] = true; but still had no success, so i am wondering is there a way i can change the root passwords for both so i can access phpmyadmin and create databases. Thanks

    Read the article

  • Why is my CPU being used while doing nothing?

    - by Jop
    I have installed Ubuntu GNOME in BIOS mode on my MacBook (BIOS mode so that the proprietary NVIDIA drivers work. I need them for gaming.). For some reason, a lot of CPU is being used while not really doing anything. It swings between 20-30% on both cores, usually. But when I look at the list of processes and sort by CPU usage, I do not see anything special. No processes intensively doing anything. How can I fix this? EDIT: Output of top command. jop@jop-MacBook:~$ top top - 17:08:02 up 41 min, 2 users, load average: 0,51, 0,69, 0,95 Tasks: 202 total, 2 running, 200 sleeping, 0 stopped, 0 zombie %Cpu(s): 11,9 us, 5,8 sy, 0,0 ni, 80,3 id, 0,5 wa, 0,0 hi, 1,5 si, 0,0 st KiB Mem: 7908316 total, 2919940 used, 4988376 free, 153248 buffers KiB Swap: 3906244 total, 0 used, 3906244 free, 1326544 cached PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 3785 root 20 0 195m 82m 26m S 22,9 1,1 2:43.77 Xorg 4429 jop 20 0 1543m 150m 60m S 7,3 1,9 1:26.26 compiz 4198 jop 20 0 633m 21m 11m S 1,7 0,3 0:04.96 unity-panel-ser 7425 jop 20 0 564m 18m 12m S 1,7 0,2 0:00.84 gnome-terminal 7019 jop 20 0 806m 89m 46m S 1,0 1,2 0:10.01 chrome 7323 jop 20 0 966m 93m 23m S 1,0 1,2 0:06.85 chrome 6742 root 20 0 0 0 0 S 0,7 0,0 0:00.43 kworker/0:3 3 root 20 0 0 0 0 S 0,3 0,0 0:06.01 ksoftirqd/0 7008 root 20 0 0 0 0 S 0,3 0,0 0:00.27 kworker/1:3 7302 jop 20 0 972m 96m 28m S 0,3 1,2 0:06.32 chrome 7310 jop 20 0 382m 63m 39m S 0,3 0,8 0:00.34 chrome 7498 jop 20 0 24840 1600 1120 R 0,3 0,0 0:00.22 top 1 root 20 0 27176 2944 1412 S 0,0 0,0 0:01.58 init 2 root 20 0 0 0 0 S 0,0 0,0 0:00.00 kthreadd 5 root 0 -20 0 0 0 S 0,0 0,0 0:00.00 kworker/0:0H 6 root 20 0 0 0 0 S 0,0 0,0 0:00.00 kworker/u4:0 7 root rt 0 0 0 0 S 0,0 0,0 0:02.04 migration/0 Even when xorg isn't so busy like when I copied, CPU usage is higher then what the processes use.

    Read the article

  • Keyword 101

    Keywords are a vital key to your websites success and will attract you customers. People use keywords to find products or information online. If you use keywords correctly, they can take you to the top of search engines like Google for free giving you free targeted traffic that are interested in what you have to say or sell to them.

    Read the article

  • Parenting Opengl with Groups in LibGDX

    - by Rudy_TM
    I am trying to make an object child of a Group, but this object has a draw method that calls opengl to draw in the screen. Its class its this public class OpenGLSquare extends Actor { private static final ImmediateModeRenderer renderer = new ImmediateModeRenderer10(); private static Matrix4 matrix = null; private static Vector2 temp = new Vector2(); public static void setMatrix4(Matrix4 mat) { matrix = mat; } @Override public void draw(SpriteBatch batch, float arg1) { // TODO Auto-generated method stub renderer.begin(matrix, GL10.GL_TRIANGLES); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.end(); } } In my screen class I have this, i call it in the constructor MyGroupClass spriteLab = new MyGroupClass(spriteSheetLab); OpenGLSquare square = new OpenGLSquare(); square.setX0(100); square.setY0(200); square.setX1(400); square.setY1(280); square.color.set(Color.BLUE); square.setSize(); //spriteLab.addActorAt(0, clock); spriteLab.addActor(square); stage.addActor(spriteLab); And the render in the screen I have @Override public void render(float arg0) { this.gl.glClear(GL10.GL_COLOR_BUFFER_BIT |GL10.GL_DEPTH_BUFFER_BIT); stage.draw(); stage.act(Gdx.graphics.getDeltaTime()); } The problem its that when i use opengl with parent, it resets all the other chldren to position 0,0 and the opengl renderer paints the square in the exact position of the screen and not relative to the parent. I tried using batch.enableBlending() and batch.disableBlending() that fixes the position problem of the other children, but not the relative position of the opengl drawing and it also puts alpha to the glDrawing. What am i doing wrong?:/

    Read the article

  • The Importance of Proper Keyword Research

    Those of us who earn our living from niche marketing on the internet know that the single biggest contributor to our success is keyword research. Pick the wrong keyword and either you will get no traffic to your money site, or the traffic that does go to your site won't make any money for you. Choose the right keyword and you will have a ton of visitors and make oodles of money.

    Read the article

  • Know More About SEO Software

    SEO optimization is very essential to people who are looking for the current means to enhance the popularity of their sites on the internet. The SEO tool is one that delivers the success of your site and at the same time ensures that you get targeted traffic with ease. There is immense competition on the internet and it is for this reason why you should go in for SEO optimization so that you can have a winning edge over the other players in the online market.

    Read the article

  • Problem animating in Unity/Orthello 2D. Can't move gameObject

    - by Nelson Gregório
    I have a enemy npc that moves left and right in a corridor. It's animated with 2 sprites using Orthello 2D Framework. If I untick the animation's play on start and looping, the npc moves correctly. If I turn it on, the npc tries to move but is pulled back to his starting position again and again because of the animation loop. If I turn looping off during runtime, the npc moves correctly again. What did I do wrong? Here's the npc code if needed. using UnityEngine; using System.Collections; public class Enemies : MonoBehaviour { private Vector2 movement; public float moveSpeed = 200; public bool started = true; public bool blockedRight = false; public bool blockedLeft = false; public GameObject BorderL; public GameObject BorderR; void Update () { if (gameObject.transform.position.x < BorderL.transform.position.x) { started = false; blockedRight = false; blockedLeft = true; } if (gameObject.transform.position.x > BorderR.transform.position.x) { started = false; blockedLeft = false; blockedRight = true; } if(started) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedRight && !started && blockedLeft) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedLeft && !started && blockedRight) { movement = new Vector2(-1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } } }

    Read the article

< Previous Page | 152 153 154 155 156 157 158 159 160 161 162 163  | Next Page >