Search Results

Search found 10511 results on 421 pages for 'clear cycle corp'.

Page 201/421 | < Previous Page | 197 198 199 200 201 202 203 204 205 206 207 208  | Next Page >

  • (LWJGL) Pixel Unpack Buffer Object is Disabled? (glTextImage2D)

    - by OstlerDev
    I am trying to create a render target for my game so that I can re-render at a different screen size. But I am receiving the following error: Exception in thread "main" org.lwjgl.opengl.OpenGLException: Cannot use offsets when Pixel Unpack Buffer Object is disabled Here is the source code for my Render method: // clear screen GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Start FBO Rendering Code // The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer. int FramebufferName = GL30.glGenFramebuffers(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, FramebufferName); // The texture we're going to render to int renderedTexture = glGenTextures(); // "Bind" the newly created texture : all future texture functions will modify this texture glBindTexture(GL_TEXTURE_2D, renderedTexture); // Give an empty image to OpenGL ( the last "0" ) glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 1024, 768, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); // Poor filtering. Needed ! glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Set "renderedTexture" as our colour attachement #0 GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, renderedTexture, 0); // Set the list of draw buffers. IntBuffer drawBuffer = BufferUtils.createIntBuffer(20 * 20); GL20.glDrawBuffers(drawBuffer); // Always check that our framebuffer is ok if(GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE){ System.out.println("Framebuffer was not created successfully! Exiting!"); return; } // Resets the current viewport GL11.glViewport(0, 0, scaleWidth*scale, scaleHeight*scale); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); // let subsystem paint if (callback != null) { callback.frameRendering(); } // update window contents Display.update(); It is crashing on this line: glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 1024, 768, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); I am not really sure why it is crashing and looking around I have not been able to find out why. Any help or insight would be greatly welcome.

    Read the article

  • Unity not running on startup

    - by Dan
    OK, so Firefox was running extremely slow, I ran it in safe mode and still slow, so I rebooted and when she came back on, I wasn't at the regular Unity login, it was like a classic Windows login (where I had to enter my username and password manually, not a list of users). I logged in and only my desktop was visible (with icons and my wallpaper). Nothing else. I was able to open a terminal with Ctrl+ Alt+T and typed... sudo unity ...which got it up (albeit with the default icons on the launcher ex. I had unlocked Libre Office and it was back). In "Startup Applications..." there was absolutely nothing at all... This happens every time I reboot. Thunderbird de-synced from my Gmail but Pidgin is still connected. When I do Ctrl+Alt+L it locks the screen as normal, but I have no option to switch user. I have the only account on this computer but I cannot access the main login screen to get to my Guest account. I'm not very Ubuntu-savy, but it's pretty clear that I'm starting in some sort of safemode. I am on a fresh install of Ubuntu 12.04.1 LTS (just installed it last night).

    Read the article

  • Add Events to Windows Live Calendar in IE 8

    - by Asian Angel
    Do you have event dates that you need to make note of while browsing in Internet Explorer? Adding those events to your Live Calendar is easy to do with the Add Events to Windows Live Calendar accelerator. Adding Events to your Live Calendar To add the accelerator click on Add to Internet Explorer and then confirm the installation when the secondary window appears. For our example we chose the “estimated” availability date of Microsoft Office 2010 to the public. At the bottom of the pre-order page we found the date we were looking for. To add an event highlight the desired text (will become event description) and select the Add an Event to Windows Live Calendar listing in the context menu. A new tab will be opened where you can add any relevant details or make final tweaks to the description before saving the event. There is our new calendar event ready to send out a notification e-mail for the Office 2010 release. The Add Events to Windows Live Calendar accelerator speeds up the process of adding events to your calendar by getting you directly to the event form. Links Add the Add Events to Windows Live Calendar accelerator to Internet Explorer 8 Similar Articles Productive Geek Tips Sync Your Outlook and Google Calendar with Google Calendar SyncOverlay Calendars in Outlook 2007 (like Google Calendar does)Easily Add All Holidays To The Calendar in Outlook 2003Display your Google Calendar in Windows CalendarShare Outlook 2007 Calendars Through Microsoft Office Online Service TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 How to Forecast Weather, without Gadgets Outlook Tools, one stop tweaking for any Outlook version Zoofs, find the most popular tweeted YouTube videos Video preview of new Windows Live Essentials 21 Cursor Packs for XP, Vista & 7 Map the Stars with Stellarium

    Read the article

  • Is what someone publishes on the Internet fair game when considering them for employment as a programmer?

    - by Jon Hopkins
    (Originally posted on Stack Overflow but closed there and more relevant for here) So we first interviewed a guy for a technical role and he was pretty good. Before the second interview we googled him and found his MySpace page which could, to put it mildly, be regarded as inappropriate. Just to be clear there was no doubt that it was his page (name, photos, matching biographical information and so on). The content was entirely personal and in no way related to his professional abilities or attitude. Is it fair to consider this when thinking about whether to offer them a job? In most situations my response would be what goes on in someone's private life is their own doing. However for anyone technical who professes (implicitly or explicitly) to understand the Internet and the possibilities it offers, is posting things in a way which can so obviously be discovered a significant error of judgement? EDIT: Clarification - essentially it was a fairly graphic commentary on porn (but of, shall we say, a non-academic nature). I'm actually more interested in the general concept than the specific incident as it's something we're likely to see more in the future as people put more and more of themselves on-line. My concerns are not primarily about him and how he feels about such things (he's white, straight, male and about the last possible victim of discrimination on the planet in that sense), more how it reflects on the company that a very simple search (basically his name) returns these things and that clients may also do it. We work in a relatively conservative industry.

    Read the article

  • Statistical Software Quality Control References

    - by Xodarap
    I'm looking for references about hypothesis testing in software management. For example, we might wonder whether "crunch time" leads to an increase in defect rate - this is a surprisingly difficult thing to do. There are many questions on how to measure quality - this isn't what I'm asking. And there are books like Kan which discuss various quality metrics and their utilities. I'm not asking this either. I want to know how one applies these metrics to make decisions. E.g. suppose we decide to go with critical errors / KLOC. One of the problems we'll have to deal with with that this is not a normally distributed data set (almost all patches have zero critical errors). And further, it's not clear that we really want to examine the difference in means. So what should our alternative hypothesis be? (Note: Based on previous questions, my guess is that I'll get a lot of answers telling me that this is a bad idea. That's fine, but I'd request that it's based on published data, instead of your own experience.)

    Read the article

  • How AlphaBlend Blendstate works in XNA 4 when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

    Read the article

  • At which point is a continuous integration server interesting?

    - by Cedric Martin
    I've been reading a bit about CI servers like Jenkins and I'm wondering: at which point is it useful? Because surely for a tiny project where you'd have only 5 classes and 10 unit tests, there's no real need. Here we've got about 1500 unit tests and they pass (on old Core 2 Duo workstations) in about 90 seconds (because they're really testing "units" and hence are very fast). The rule we have is that we cannot commit code when a test fail. So each developers launches all his tests to prevent regression. Obviously, because all the developers always launch all the test we catch errors due to conflicting changes as soon as one developer pulls the change of another (when any). It's still not very clear to me: should I set up a CI server like Jenkins? What would it bring? Is it just useful for the speed gain? (not an issue in our case) Is it useful because old builds can be recreated? (but we can do this to with Mercurial, by checking out old revs) Basically I understand it can be useful but I fail to see exactly why. Any explanation taking into account the points I raised above would be most welcome.

    Read the article

  • Friday Fun: Abduction

    - by Mysticgeek
    Finally another Friday has arrived and it’s time to waste the afternoon on company time playing a flash game. Today we take a look at a fun game called Abduction. Abduction Abduction is a neat game where you snatch people and livestock to sell them on the intergalactic market.   The controls are basic using the arrow keys or W,A,S,D and the left mouse button. Here is the tutorial that you can play first to get the hang of it. While you’re abducting hillbillies, they throw pitch forks and other objects at your craft so you need to avoid them.   The game has several levels to keep you distracted until quitting time. Play Abduction at FreeWebArcade Similar Articles Productive Geek Tips Take Screenshots in Firefox the Easy WayFriday Fun: Portal, the Flash VersionFriday Fun: Play Bubble QuodFriday Fun: Gravitee 2Friday Fun: Compulse TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional How to Browse Privately in Firefox Kill Processes Quickly with Process Assassin Need to Come Up with a Good Name? Try Wordoid StockFox puts a Lightweight Stock Ticker in your Statusbar Explore Google Public Data Visually The Ultimate Excel Cheatsheet

    Read the article

  • Having trouble with projection matrix, need help

    - by Mr.UNOwen
    I'm having trouble with what appears to be the projection matrix. Given a wide enough of a screen, when a cube is on the left and right most edge, the left or right wall will appear stretched to the point that the front face is 1/10 the width of the side. So I do update the screen ratio along with the projection matrix and view port on screen resize, am I safe to assume all the trouble is from the matrix class? Also the cube follows the mouse, but it's only vertically aligned and ahead of the mouse when going left or right from the center of the screen. Perspective function call: * setPerspective * * @param fov: angle in radians * @param aspect: screen ratio w/h * @param near: near distance * @param far: far distance **/ void APCamera::setPerspective(GMFloat_t fov, GMFloat_t aspect, GMFloat_t near, GMFloat_t far) { GMFloat_t difZ = near - far; GMFloat_t *data; mProjection->clear(); //set to identity matrix data = mProjection->getData(); GMFloat_t v = 1.0f / tan(fov / 2.0f); data[_AP_MAA] = v / aspect; data[_AP_MBB] = v; data[_AP_MCC] = (far + near) / difZ; data[_AP_MCD] = -1.0f; data[_AP_MDD] = 0.0f; data[_AP_MDC] = 2.0f * far * near/ difZ; mRatio = aspect; mInvProjOutdated = true; mIsPerspective = true; } and... #define _AP_MAA 0 #define _AP_MAB 1 #define _AP_MAC 2 #define _AP_MAD 3 #define _AP_MBA 4 #define _AP_MBB 5 #define _AP_MBC 6 #define _AP_MBD 7 #define _AP_MCA 8 #define _AP_MCB 9 #define _AP_MCC 10 #define _AP_MCD 11 #define _AP_MDA 12 #define _AP_MDB 13 #define _AP_MDC 14 #define _AP_MDD 15

    Read the article

  • How AlphaBlend Blendstate works in XNA when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

    Read the article

  • How Service Component Architecture (SCA) Can Be Incorporated Into Existing Enterprise Systems

    After viewing Rob High’s presentation “The SOA Component Model” hosted on InfoQ.com, I can foresee how Service Component Architecture (SCA) can be incorporated in to an existing enterprise. According to IBM’s DeveloperWorks website, SCA is a set of conditions which outline a model for constructing applications/systems using a Service-Oriented Architecture (SOA). In addition, SCA builds on open standards such as Web services. In the future, I can easily see how some large IT shops could potently divide development teams or work groups up into Component/Data Object Groups, and Standard Development Groups. The Component/Data Object Group would only work on creating and maintaining components that are reused throughout the entire enterprise. The Standard Development Group would work on new and existing projects that incorporate the use of various components to accomplish various business tasks. In my opinion the incorporation of SCA in to any IT department will initially slow down the number of new features developed due to the time needed to create the new and loosely-coupled components. However once a company becomes more mature in its SCA process then the number of program features developed will greatly increase. I feel this is due to the fact that the loosely-coupled components needed in order to add the new features will already be built and ready to incorporate into any new development feature request. References: BEA Systems, Cape Clear Software, IBM, Interface21, IONA Technologies PLC, Oracle, Primeton Technologies Ltd, Progress Software, Red Hat Inc., Rogue Wave Software, SAP AG, Siebel Systems, Software AG, Sun Microsystems, Sybase, TIBCO Software Inc. (2006). Service Component Architecture. Retrieved 11 27, 2011, from DeveloperWorks: http://www.ibm.com/developerworks/library/specification/ws-sca/ High, R. (2007). The SOA Component Model. Retrieved 11 26, 2011, from InfoQ: http://www.infoq.com/presentations/rob-high-sca-sdo-soa-programming-model

    Read the article

  • Vertex fog producing black artifacts

    - by Nick
    I originally posted this question on the XNA forums but got no replies, so maybe someone here can help: I am rendering a textured model using the XNA BasicEffect. When I enable fog, the model outline is still visible as many small black dots when it should be "in the fog". Why is this happening? Here's what it looks like for me -- http://tinypic.com/r/fnh440/6 Here is a minimal example showing my problem: (the ship model that this example uses is from the chase camera sample on this site -- http://xbox.create.msdn.com/en-US/education/catalog/sample/chasecamera -- in case anyone wants to try it out ;)) public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Model model; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here model = Content.Load<Model>("ship"); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect be in mesh.Effects) { be.EnableDefaultLighting(); be.FogEnabled = true; be.FogColor = Color.CornflowerBlue.ToVector3(); be.FogStart = 10; be.FogEnd = 30; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here model.Draw(Matrix.Identity * Matrix.CreateScale(0.01f) * Matrix.CreateRotationY(3 * MathHelper.PiOver4), Matrix.CreateLookAt(new Vector3(0, 0, 30), Vector3.Zero, Vector3.Up), Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 16f/9f, 1, 100)); base.Draw(gameTime); } }

    Read the article

  • Benchmarking ORM associations

    - by barerd
    I am trying to benchmark two cases of self referential many to many as described in datamapper associations. Both cases consist of an Item clss, which may require many other items. In both cases, I required the ruby benchmark library and source file, created two items and benchmarked require/unrequie functions as below: Benchmark.bmbm do |x| x.report("require:") { item_1.require_item item_2, 10 } x.report("unrequire:") { item_1.unrequire_item item_2 } end To be clear, both functions are datamapper add/modify functions like: componentMaps.create :component_id => item.id, :quantity => quantity componentMaps.all(:component_id => item.id).destroy! and links_to_components.create :component_id => item.id, :quantity => quantity links_to_components.all(:component_id => item.id).destroy! The results are variable and in the range of 0.018001 to 0.022001 for require function in both cases, and 0.006 to 0.01 for unrequire function in both cases. This made me suspicious about the correctness of my test method. Edit I went ahead and compared a "get by primary key case" to a "finding first matching record case" by: (1..10000).each do |i| Item.create :name => "item_#{i}" end Benchmark.bmbm do |x| x.report("Get") { item = Item.get 9712 } x.report("First") { item = Item.first :name => "item_9712" } end where the results were very different like 0 sec compared to 0.0312, as expected. This suggests that the benchmarking works. I wonder whether I benchmarked the two types of associations correctly, and whether a difference between 0.018 and 0.022 sec significant?

    Read the article

  • geomipmapping using displacement mapping (and glVertexAttribDivisor)

    - by Will
    I wake up with a clear vision, but sadly my laptop card doesn't do displacement mapping nor glVertexAttribDivisor so I can't test it out; I'm left sharing here: With geomipmapping, the grid at any factor is transposable - if you pass in an offset - say as a uniform - you can reuse the same vertex and index array again and again. If you also pass in the offset into the heightmap as a uniform, the vertex shader can do displacement mapping. If the displacement map is mipmapped, you get the advantages of trilinear filtering for distant maps. And, if the scenery is closer, rather than exposing that the you have a world made out of quads, you can use your transposable grid vertex array and indices to do vertex-shader interpolation (fancy splines) to do super-smooth infinite zoom? So I have some questions: does it work? In theory, in practice? does anyone do it? Does this technique have a name? Papers, demos, anything I can look at? does glVertexAttribDivisor mean that you can have a single glMultiDrawElementsEXT or similar approach to draw all your terrain tiles in one call rather than setting up the uniforms and emitting each tile? Would this offer any noticeable gains? does a heightmap that is GL_LUMINANCE take just one byte per pixel(=vertex)? (On mainstream cards, obviously. Does storage vary in practice?) Does going to the effort of reusing the same vertices and indices mean that you can basically fill the GPU RAM with heightmap and not a lot else, giving you either bigger landscapes or more detailed landscapes/meshes for the same bang? is mipmapping the displacement map going to work? On future cards? Is it going to introduce unsurmountable inaccuracies if it is enabled?

    Read the article

  • MAAS/JuJu Clarifications

    - by ectoskeleton
    I really love the concept of MAAS underlying an OpenStack implementation, but there are a few questions about MAAS that I am not entirely clear on. Should all hosts be set to network boot at all times or after they have been registered and allocated as a service, should they boot to disk? After juju bootstrap is executed, I turn on the machine that has been allocated (note WoL isn't working, I suspect it's being blocked on the network), the machine boot's up and then juju status executes correct, agent running and all that good stuff. If I 'reboot' the machine (testing power failure/problem whatever), juju status comes back but the agent-state is no longer in running state, and so far I have to destroy the environment and restart. In all cases I have never been able to deploy any services to any of the other nodes. I deploy the service with juju, note which node it was assigned, and then start the system. The system just boots up into a basic node. If I SSH to it I have to enter password, so it's not setting up the ssh key or anything. This is on Ubuntu 12.04.1 LTS systems and HP GL360G7 hosts. The MAAS management server is running as a VM but all on the same network. At this point I am not sure if I am doing something wrong or if there is a problem somewhere else. Is the idea that anytime a host is rebooted it should be rebuilt from the ground up, or is something else going on behind the scene to tell it to boot the local image. If the latter, why doesn't the agent start on a system that has been successfully setup before (juju bootstrapped system)?

    Read the article

  • What's the best structure for a repository?

    - by jpmelos
    I've looked into many open source software repositories, and I've found some common elements and somethings people do in different fashion from one another. For example, every repository has a README file, a INSTALL file, a COPYING file and stuff like that. Other things differ: Some projects, like git, have their source code in the root level, while others have the source code in a src/ folder and others, like the Linux kernel, have the source code spread in different folders in root level, that divide code by areas; Some have their tests in a t/ folder, while others in a tests/ folder, or named otherwise; Some have files about submitting patches and who the maintainers are, and those might be inside some Documentation/ or in the root level. Are there recommendations? A best practice? For example: personally, I don't like the code in the root level, git-fashion. It looks messy and confuses one trying to start as a contributor (especially because they have some code inside folders, and scripts in the root level as well, it's really messy). If I were to start a project of my own and wanted to start right from the start, are there recommendations? Best practices? How can I make a clean and clear structure? Thank you!

    Read the article

  • Why do people crawl sites without downloading pictures?

    - by Michael
    Let me show you what I mean: IP Pages Hits Bandwidth 85.xx.xx.xxx 236 236 735.00 KB 195.xx.xxx.xx 164 164 533.74 KB 95.xxx.xxx.xxx 90 90 293.47 KB It's very clear that these person are crawling my site with bots. There's no way that you could visit my site and use <1MB bandwidth. You might say that there's the possibility that they could be browsing the site using some browser or plug-in that does not download images, js/css files, etc., but the simple fact of the matter is that there are not 90-236 pages that are linked from the home page (outside of WP files), even if you visited every page twice. I could understand if these people were crawling the site for pictures, but once again, the bandwidth indicates that this isn't what is happening. Why, then, would they crawl the site to simply view the HTML/txt/js/etc. files? The only thing that I can come up with is that they are scanning for outdated versions of WordPress, SQL injection vulnerabilities, etc., which makes me inclined to outright ban the IPs, but I'm curious, is it possible that this person is a legitimate user, or at the very least, not intending to be harmful?

    Read the article

  • Google Image Search Quick Fix

    - by Asian Angel
    Are you tired of unneeded webpage loading and extra link clicking just to access an image found using Google Image Search? Now you can jump directly to the image itself with the clickGOOGLEview extension for Google Chrome. The Problem When you find an image that you like using Google Image Search you always have to go through extra hassle just to get to the image itself. First you have an entire webpage loading in your browser and then you have to click through that irritating “See full size image” link. All that you need is the image, right? Problem Fixed Once you have installed the clickGOOGLEview extension you will absolutely love the result. Find an image that you like, click the link, and there is your new image without any of the hassle or extra link clicking. Big or small having direct access to the image is how it should have been from the beginning. Conclusion The clickGOOGLEview extension does one thing and does it extremely well…it gets you to those images without the extra hassle or additional link clicking. Links Download the clickGOOGLEview extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Make Firefox Quick Search Use Google’s Beta Search KeysChange Internet Explorer in Windows Vista to Search Google by DefaultMake Firefox Built-In Search Box Use Google’s Experimental Search KeysQuick Tip: Show PageRank in Firefox while Google Toolbar is HiddenQuick Tip: Use Google Talk Sidebar in Firefox TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Kill Processes Quickly with Process Assassin Need to Come Up with a Good Name? Try Wordoid StockFox puts a Lightweight Stock Ticker in your Statusbar Explore Google Public Data Visually The Ultimate Excel Cheatsheet Convert the Quick Launch Bar into a Super Application Launcher

    Read the article

  • mdadm: brakes boot due to "is not ready yet or not present" error

    - by BarsMonster
    This is so damn frustrating :-| I've spent like 20 hours on this nice error, and seems like dozens of people over Internet too, and no clear solution yet. I have non-system RAID-5 of 5 disks, and it's fine. But during boot up it says that "/dev/md0 is not ready yet or not present" and asks to press 'S'. Very nice for Ubuntu Server - I have to bring monitor and keyboard to go next. After this system boots and it's all fine. md0 device works, /proc/mdstat is fine. When I do mount -a - it mounts this array without errors and works fine. As a dumb and shameful workaround I added noauto in /etc/fstab, and did mounting in /etc/rc.local - it works fine then. Any hints how to make it work properly? fstab: UUID=3588dfed-47ae-4c32-9855-2d69df713b86 /var/bigfatdisk ext4 noauto,noatime,data=writeback,barrier=0,nobh,commit=5 0 0 mdadm config: It is autogenerated: # mdadm.conf # # Please refer to mdadm.conf(5) for information about this file. # # by default, scan all partitions (/proc/partitions) for MD superblocks. # alternatively, specify devices to scan, using wildcards if desired. DEVICE partitions # auto-create devices with Debian standard permissions CREATE owner=root group=disk mode=0660 auto=yes # automatically tag new arrays as belonging to the local system HOMEHOST <system> # instruct the monitoring daemon where to send mail alerts MAILADDR CENSORED # definitions of existing MD arrays ARRAY /dev/md/0 metadata=1.2 bitmap=/var/md0_intent UUID=efccbeb6:a0a65cd6:470dcdf3:62781188 name=LBox2:0 # This file was auto-generated on Mon, 10 Jan 2011 04:06:55 +0200 # by mkconf 3.1.2-2

    Read the article

  • Advice: How to convince my newly annointed team lead against writing the code base from scratch

    - by shan23
    I work in a pretty reknowned MNC, and the module that I work in has been assigned to a new "lead". The code base is pretty huge (~130K or more, with inter dependencies on other modules) , but stable - some parts have grown ugly over the years, but its provably in working state. (Our products are running for years on them, even new ones). The problem is, our lead wants to rewrite the code from scratch, to encompass "finer granularity and a proactive design". I know in my guts thats not a very good idea, but how do I convince him/the rest of the team(who are pretty much more senior than me in terms of years of exp), without sounding too pedantic myself (Thou shalt not rewrite , as Joel et al have clear articles prohibiting it)? I have a good working relation with the person concerned, and don't want to ruin it, but neither do I want to be party to a decision which would surely plague us for years to come !! Any suggestions for a milder,yet effective approach ? Even accounts of how you have tackled such a situation to your liking would help me a lot! EDIT: The code base I'm talking about is not a product/GUI, but at kernel level with all the critical functionalities for our product. I hope now you know why i sound so apprehensive !!

    Read the article

  • Logging library for (c++) games

    - by Klaim
    I know a lot of logging libraries but didn't test a lot of them. (GoogleLog, Pantheios, the coming boost::log library...) In games, especially in remote multiplayer and multithreaded games, logging is vital to debugging, even if you remove all logs in the end. Let's say I'm making a PC game (not console) that needs logs (multiplayer and multithreaded and/or multiprocess) and I have good reasons for looking for a library for logging (like, I don't have time or I'm not confident in my ability to write one correctly for my case). Assuming that I need : performance ease of use (allow streaming or formating or something like that) reliable (don't leak or crash!) cross-platform (at least Windows, MacOSX, Linux/Ubuntu) Wich logging library would you recommand? Currently, I think that boost::log is the most flexible one (you can even log to remotely!), but have not good performance. Pantheios is often cited but I don't have comparison points on performance and usage. I've used my own lib for a long time but I know it don't manage multithreading so it's a big problem, even if it's fast enough. Google Log seems interesting, I just need to test it but if you already have compared those libs and more, your advice might be of good use. Games are often performance demanding while complex to debug so it would be good to know logging libraries that, in our specific case, have clear advantages.

    Read the article

  • Unable to start lightdm but can startx

    - by wzyboy
    I am trying to make my own Live USB and I have successfully generated an ISO file with a newly installed, configured and customized Xubuntu 12.04 LTS installation. My problem is that, no matter I boot the ISO in VirtualBox or in GRUB with loopback, it just cannot start the lightdm. When booting, I can see the log messages on the screen, it stucks at Stopping System V compablities or Configuring Network security. And tty7 is frozen... If I switch to tty1, I can get a logged-in shell as ubuntu@ubuntu. The weird thing is: When I type sudo start lightdm or just sudo lightdm, it will switch to tty7 and the screen flashes. Then nothing happened. Return to tty1 and I can see lightdm running, process xxxx. But the process does not exist. It was just crashed immediately I think. (That's why the screen flashes.) However, when I type startx, I can get into the desktop! That's amazing for me. I am not very clear about the relationship between X Server and Display Manager, but I think lightdm is running when I see the desktop! Then, what's wrong with sudo start lightdm? I use this command every time I power on my laptop since I have a text parameter added in grub.cfg. It never "crashed immediately". I need to use sudo start lightdm because it gets me into "Xubuntu Session" instead of "Xfce Session", the prior is more beautiful... Could anyone help?

    Read the article

  • Why would accessing photos over a network be a problem for Digikam?

    - by Shedeki
    Digikam has always worked nicely for me. I recently setup a Synology DiskStation (DS212+) and moved all my pictures to it, keeping them in an encrypted folder. I mount that folder using cifs, as some bug prevents eCryptfs and NFS from working together. This has led Digikam to being incredibly slow. Startup takes a very long time (several minutes for 41779 items, 123.8GB) but worse is how long it takes Digikam to write files. I like using Digikams import feature to copy new images from my camera to the hard drive because it checks for duplicates as well as creating a clear folder structure according to the dates the images were taken. Since I moved to using the network drive Digikam takes about 5 to 10 times as long to import photos than it did before. Saving modified or converted images takes equally long. What I am looking for is a way to help Digikam speed things up or an alternative piece of software (I have never liked Digikam being so very much KDEish…). There are just so many features that only Digikam seems to combine, e.g.: Batch processing. Respects existing folder structure. Does not mess up files for other applications. *.NEF support. Caches thumbnails in a clean way.

    Read the article

  • Problem with DirectX scene-graph

    - by Alex
    I'm trying to implement a basic scene graph in DirectX using C++. I am using a left child-right sibling binary tree to do this. I'm having trouble updating each node's world transformation relative to its parent (and its parent's parent etc.). I'm struggling to get it to work recursively, though I can get it to work like this: for(int i = 0; i < NUM_OBJECTS; i++) { // Initialize to identity matrix. D3DXMatrixIdentity(&mObject[i].toWorldXForm); int k = i; while( k != -1 ) { mObject[i].toWorldXForm *= mObject[k].toParentXForm; k = mObject[k].parent; } } toWorldXForm is the object's world transform and toParentXForm is the object's transform relative to the parent. I want to do this using a method within my object class (the code above is in my main class). This is what I've tried but it doesn't work (only works with nodes 1 generation away from the root) if (this->sibling != NULL) this->sibling->update(toParentXForm); D3DXMatrixIdentity(&toWorldXForm); this->toWorldXForm *= this->toParentXForm; this->toWorldXForm *= toParentXForm; toParentXForm *= this->toParentXForm; if (this->child != NULL) this->child->update(toParentXForm); Sorry if I've not been clear, please tell me if there's anything else you need to know. I've no doubt it's merely a silly mistake on my part, hopefully an outside view will be able to spot the problem.

    Read the article

  • Libgdx ParallaxScrolling and TiledMaps

    - by kirchhoff
    I implemented ParallaxScrolling for my SideScroller project, everything is working but the tiled map (the most important part!). I've been trying out everything but it doesn't work (see the code below). I'm using ParallaxCamera from GdxTests, it's working perfectly for the background layers. I can't explain myself properly in english, so I recorded 2 videos: Before parallaxScrolling After parallaxScrolling As you can see, now the platforms appear in the middle of the Y-axis. I've got a Map class with 2 tiled maps, so I need two renderers too: private TiledMapRenderer renderer1; private TiledMapRenderer renderer2; public void update(GameCamera camera) { renderer1.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); renderer2.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); } In bold, the code I think I should change. I've tried changing parameters, even adding hardcoded values, etc, but one of two: 1. Nothing happens. 2. Platforms disappear. Here is some aditional code. The render method: world.update(delta); parallaxBackground.update(camera); clear(0.5f, 0.7f, 1.0f, 1); batch.setProjectionMatrix(camera.calculateParallaxMatrix(0, 0)); batch.disableBlending(); batch.begin(); batch.draw(background, -(int)background.getRegionWidth()/2, -(int)background.getRegionHeight()/2); batch.end(); batch.enableBlending(); parallaxBackground.draw(batch, camera); renderer.render(batch);

    Read the article

< Previous Page | 197 198 199 200 201 202 203 204 205 206 207 208  | Next Page >