Search Results

Search found 31360 results on 1255 pages for 'virtual address space'.

Page 214/1255 | < Previous Page | 210 211 212 213 214 215 216 217 218 219 220 221  | Next Page >

  • DNS Zone file and virtual host question (repost because my question got moved and now I can't comment on the original for some reason)

    - by Jake
    Sorry this is a repost, the original question got moved to here form stack overflow and for some reason I can't comment or respond to answers on that one anymore. Hi all, I'm trying to set up a virtual host for redmine.SITENAME.com. I've edited the httpd.conf file and now I'm trying to edit my DNS settings. However, I'm not sure exactly what to do. Here's an snippet of what's already in the named.conf file (the file was made by someone else who is unreachable): zone "SITENAME.com" { type master; file "SITENAME.com"; allow-transfer { ip.address.here.00; common-allow-transfer; }; }; I figure if I want to get redmine.SITENAME.com working, I need to copy that entry and just replace SITENAME.com with redmine.SITENAME.com but will that work? I was under the impression I needed a .db file but I don't see any reference to one in the current named.conf file. I also don't see any .db files or files named SITENAME in named.conf's directory. Any ideas where these illusive pre-existing db files could be?

    Read the article

  • Spring Web application internal visual monitoring heap space and permgen.

    - by Veniamin
    If I have created web application used Spring framework(based on maven), can I include some module/dependency/plugin into my app to monitor Heap space, Permgen, etc. It whould be greate to get some charts output likes as in VisuaVM. For example: http://localhost:8080/monitoring = Including something likes VisualVM I have found next dependency without link to repo: <dependency> <groupId>com.sun.tools.visualvm</groupId> <artifactId>core</artifactId> <version>1.3.3</version> </dependency> How to use it?

    Read the article

  • designing data structures for an address book in C program??

    - by osabri
    i want that the number of address book item is not known in advance, i am thinking to use linked list is it the right choice?? "the user can enter new person data, or print the data for a given name, the asking data need not be a name but also an address on a telephone number, the program prints the whole information about a person, print the content of the book in alphabetical order. Store some data in a file; retrieve it and safe it after modification Program should write a file to the disk and retrieve the file from it. Program should be called with arguments. i will use malloc but i don't know when and how? somebody did similar task or have an idea can help me plz

    Read the article

  • Is a "Confirm Email" input good practice when user changes email address?

    - by dibson
    My organization has a form to allow users to update their email address with us. It's suggested that we have two input boxes for email: the second as an email confirmation. I always copy/paste my email address when faced with the confirmation. I'm assuming most of our users are not so savvy. Regardless, is this considered a good practice? I can't stand it personally, but I also realize it probably isn't meant for me. If someone screws up their email, they can't login, and they must call to sort things out.

    Read the article

  • why this assembly program is loaded from the address 0B3D:0000?

    - by viperchaos
    I have seen a assembly program written from a book about assemble: assume cs:code code segment dw 0123h,0456h,0789h,0abch,0defh,0fedh,0cbah,0987h mov bx,0 mov ax,0 mov cx,8 s: add ax,cs:[bx] add bx,2 loop s mov ax,4c00h int 21h code ends end This program's function is to add eight numbers. The author compiled this program in the DOS and use the DEBUG to see how this program be loaded. The author use the R command and got that DS = 0B2DH ES = 0B2D SS = 0B3D CS = 0B3D IP = 0000 And then the author said that this program is loaded from the address 0B3D:0000. I'm a confused that why this program is loaded from the address 0B3D:0000? Is this because the existence of the Program Segment Prefix(PSP)? If the answer is the existence of the PSP, what is in the PSP?

    Read the article

  • Is there a way to attach Ruby Net::HTTP request to a specific IP address / network interface?

    - by Dan Sosedoff
    Hello, Im looking a way to use different IP addresses for each GET request with standard Net::HTTP library. Server has 5 ip addresses and assuming that some API`s are blocking access when request limit per IP is reached. So, only way to do it - use another server. I cant find anything about it in ruby docs. For example, curl allows you to attach it to specific ip address (in PHP): $req = curl_init($url) curl_setopt($req, CURLOPT_INTERFACE, 'ip.address.goes.here'; $result = curl_exec($req); Is there any way to do it with Net::HTTP library? As alternative - CURB (ruby curl binding). But it will be the latest thing i`ll try. Suggestions / Ideas?

    Read the article

  • How to Grab MAC Address of Active Ethernet Connection in Bash Script?

    - by Huy Tran
    Simple Question: How do I grab the MAC address of the active Ethernet connection in a bash script? I currently have: set - `/sbin/ifconfig eth0 | head -1` MAC=$5 Which outputs the MAC address of the eth0, but if it's eth1 that's active, I want that instead. Could I beforehand execute ifconfig | grep inet but that wouldn't tell me which interface is active, just that one is active. I need to grab the line above it to tell me which one is the active connection. Any help would be much appreciated. Thank you!

    Read the article

  • Why does this bash command take up all space on device?

    - by chelmertz
    Hey! I'm a little new on searching via bash, so feel free to give me suggestions on the methods to use instead of this, which I'll never use again :) I'm searching for occurances of a string, recursively in a directory, with ~50 not-that-large php-files in it; some in current directory, some in directories beneath current dir, three levels of directories down at most. The method I'm using is: find . | xargs grep "module" > module.txt When in simple (one level) directories, this works fine, but in this case, the file became 4 GB large until it filled up all space on the partition :) It wasn't even done yet.. Would someone educate me so I won't embarass myself again?

    Read the article

  • How to find the jmp address during a x86 function call?

    - by Bruce
    Suppose we have a call foo statement. So when the assembler encounters a call statement it breaks it down into - push ip + 6 jmp <addr of foo> I have the return address in a register ebx. Now I want to find out the "addr of foo". How do I do it? I want to confirm that the push statement is present before the jmp. Will the memory map look something like this? ------- push (what will be the value stored in this byte?? opcode ??) ------- jmp (what will be the value stored in this byte?? opcode ??) ------- jmp byte 1 ------- jmp byte 2 ------- jmp byte 3 ------- jmp byte 4 ------- return address stored in ebx ------- What are the opcodes for push and jmp?

    Read the article

  • jquery form validate not allow space for username field?

    - by python
    I have used http://bassistance.de/jquery-plugins/jquery-plugin-validation/ my form validate : $("#form_person").validate({ rules: { username: { required: true, minlength: 2, maxlength:15 }, password: { required: true, minlength: 2 }, confirm_password: { required: true, minlength: 2, equalTo: "#password" }, email: { required: true, email: true } }, messages: { username: { required: "Please enter a username", maxlength:"max length 15 digits", minlength: "Your username must consist of at least 2 characters" }, password: { required: "Please provide a password", minlength: "Your password must be at least 5 characters long" }, confirm_password: { required: "Please provide a confirm password", minlength: "Your password must be at least 5 characters long", equalTo: "Please enter the same password as above" } }); Anybody help me to validate not allow space on username? thanks

    Read the article

  • How to make if-elif-else statement in python more space-saving?

    - by Neverland
    I have a lot of if-elif-else statements in my code if message == '0' or message == '3' or message == '5' or message == '7': ... elif message == '1' or message == '2' or message == '4' or message == '6' or message == '8': ... else: ... Is it possible to format this in a more space-saving way? I tried it this way: if message == '0' or '3' or '5' or '7': ... elif message == '1' or '2' or '4' or '6' or '8': ... else: ... But without success.

    Read the article

  • ASP.NET MVC2 - Trim white space from form submits before server-side validation?

    - by David Lively
    If I add a validation attribute: public class ProductDownloadListModel { //xxxxx-xxxxx-xxxxx [Required] [StringLength(17)] public string PSN { get; set; } public DateTime PsnExpirationDate { get; set; } public DataTable Downloads { get; set; } } and the user enters a 17-character string but includes white space on the end, I get a validation error because the string is greater than that specified by the [StringLength(17)] attribute. How can I prevent this? I'd prefer not to have to have javaScript trim the string before submits.

    Read the article

  • 2.6.9 Kernel on virtual server (non upgradable) - any expected problems?

    - by chris_l
    Hi, I'm considering to rent a virtual server (for me personally). The product I'm currently looking at offers IMO fair pricing, very good hardware etc. The only problem is, that I won't be able to do an upgrade to a newer kernel than 2.6.9 (running Debian Etch). Also, I can't install my own kernel modules. (The server runs with Virtuozzo, so as far as I understand it, it just does some chroot instead of a real virtualization (?)) I want to run GlassFish, Postgres, Subversion, Trac and maybe some other things on it. It will also have to employ a firewall, and provide OpenSSL for https. Ideally, it would also be able to do AIO (asynchronous IO), which could speed up some server I/O. Should I expect problems with that old kernel version, in conjunction with the software I want to install (I'd like to use current versions of the software)? One thing I already found out, is that you can't do everything with iptables, since some kernel modules are missing/things are not build into the kernel. GlassFish v3 appears to run fine at first glance. I was able to test the server for a few hours. Installing my whole setup wasn't feasible in that time, but what I can say is, that it's amazingly fast for an entry-level vserver, especially hard disk and network performance (averaging at ca. 400MBit/s). So if the kernel won't be a problem, I'd really like to take it. Thanks, Chris PS Exact kernel version: 2.6.9-023stab051.3-smp

    Read the article

  • Where's the rest of the space used in this table?

    - by Eric H.
    I'm using SQL Server 2005. I have a table whose row size should be 124 bytes. It's all ints or floats, no NULL columns (so everything is fixed width). There is only one index, clustered. The fill factor is 0. After inserting a ton of data, sp_spaceused returns the following name rows reserved data index_size unused OHLC_Bar_Trl 117076054 29807664 KB 29711624 KB 92344 KB 3696 KB which shows a rowsize of approx (29807664*1024)/117076054 = 260 bytes/row. Where's the rest of the space? Is there some DBCC command I need to run to tighten up this table (I could not insert the rows in correct index order, so maybe it's just internal fragmentation)?

    Read the article

  • Using Google's Contacts API's, how can I get the user's name and gmail address?

    - by chris
    I know how to get the entire contacts list using Google Contacts API (I get a session token and use Google's Zend package for PHP). But how can I get the person's name and email address? Currently, the Contacts API just seems to give all of the contacts. I'm not sure how to distinguish which email and name out of that list corresponds to the user's account. Is there an easy way to get the user's full name and email address? Any help would be useful. Thanks!

    Read the article

  • How can I return to a string address and then assign it to a new string?

    - by Y_Y
    I have 1 function that I want to return the address of an assigned string to the main function and assign an new string pointer with the same address so that the new string will have the contents of the old string. For example: unknown_datatype function() { char *old = "THE STRING"; return old; } int main() { char *snew = ""; snew = function(); return 0; } *unknown_datatype means I don't know that to put there... *How can I approach this without changing anything in the main() method

    Read the article

  • Twisted: how-to bind a server to a specified IP address? (solved)

    - by daccle
    I want to have a twisted service (started via twistd) which listens to TCP/POST request on a specified port on a specified IP address. By now I have a twisted application which listens to port 8040 on localhost. It is running fine, but I want it to only listen to a certain IP address, say 10.0.0.78. How-to manage that? This is a snippet of my code: application = service.Application('SMS_Inbound') smsInbound = resource.Resource() smsInbound.putChild('75sms_inbound',ReceiveSMS(application)) smsInboundServer = internet.TCPServer(8001, webserver.Site(smsInbound)) smsInboundServer.setName("SMS Handling") smsInboundServer.setServiceParent(application)

    Read the article

  • Sort vector<int>(n) in O(n) time using O(m) space?

    - by Adam
    I have a vector<unsigned int> vec of size n. Each element in vec is in the range [0, m], no duplicates, and I want to sort vec. Is it possible to do better than O(n log n) time if you're allowed to use O(m) space? In the average case m is much larger than n, in the worst case m == n. Ideally I want something O(n). I get the feeling that there's a bucket sort-ish way to do this: unsigned int aux[m]; aux[vec[i]] = i; Somehow extract the permutation and permute vec. I'm stuck on how to do 3. In my application m is on the order of 16k. However this sort is in the inner loops and accounts for a significant portion of my runtime.

    Read the article

  • Light following me around the room. Something is wrong with my shader!

    - by Robinson
    I'm trying to do a spot (Blinn) light, with falloff and attenuation. It seems to be working OK except I have a bit of a space problem. That is, whenever I move the camera the light moves to maintain the same relative position, rather than changing with the camera. This results in the light moving around, i.e. not always falling on the same surfaces. It's as if there's a flashlight attached to the camera. I'm transforming the lights beforehand into view space, so Light_Position and Light_Direction are already in eye space (I hope!). I made a little movie of what it looks like here: My camera rotating around a point inside a box. The light is fixed in the centre up and its "look at" point in a fixed position in front of it. As you can see, as the camera rotates around the origin (always looking at the centre), so don't think the box is rotating (!). The lighting follows it around. To start, some code. This is how I'm transforming the light into view space (it gets passed into the shader already in view space): // Compute eye-space light position. Math::Vector3d eyeSpacePosition = MyCamera->ViewMatrix() * MyLightPosition; MyShaderVariables->Set(MyLightPositionIndex, eyeSpacePosition); // Compute eye-space light direction vector. Math::Vector3d eyeSpaceDirection = Math::Unit(MyLightLookAt - MyLightPosition); MyCamera->ViewMatrixInverseTranspose().TransformNormal(eyeSpaceDirection); MyShaderVariables->Set(MyLightDirectionIndex, eyeSpaceDirection); Can anyone give me a clue as to what I'm doing wrong here? I think the light should remain looking at a fixed point on the box, regardless of the camera orientation. Here are the vertex and pixel shaders: /////////////////////////////////////////////////// // Vertex Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Uniform Buffer Structures /////////////////////////////////////////////////// // Camera. layout (std140) uniform Camera { mat4 Camera_View; mat4 Camera_ViewInverseTranspose; mat4 Camera_Projection; }; // Matrices per model. layout (std140) uniform Model { mat4 Model_World; mat4 Model_WorldView; mat4 Model_WorldViewInverseTranspose; mat4 Model_WorldViewProjection; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Streams (per vertex) /////////////////////////////////////////////////// layout(location = 0) in vec3 attrib_Position; layout(location = 1) in vec3 attrib_Normal; layout(location = 2) in vec3 attrib_Tangent; layout(location = 3) in vec3 attrib_BiNormal; layout(location = 4) in vec2 attrib_Texture; /////////////////////////////////////////////////// // Output streams (per vertex) /////////////////////////////////////////////////// out vec3 attrib_Fragment_Normal; out vec4 attrib_Fragment_Position; out vec2 attrib_Fragment_Texture; out vec3 attrib_Fragment_Light; out vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main() { // Transform normal into eye space attrib_Fragment_Normal = (Model_WorldViewInverseTranspose * vec4(attrib_Normal, 0.0)).xyz; // Transform vertex into eye space (world * view * vertex = eye) vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); // Compute vector from eye space vertex to light (light is in eye space already) attrib_Fragment_Light = Light_Position - position.xyz; // Compute vector from the vertex to the eye (which is now at the origin). attrib_Fragment_Eye = -position.xyz; // Output texture coord. attrib_Fragment_Texture = attrib_Texture; // Compute vertex position by applying camera projection. gl_Position = Camera_Projection * position; } and the pixel shader: /////////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Samplers /////////////////////////////////////////////////// uniform sampler2D Map_Diffuse; /////////////////////////////////////////////////// // Global Uniforms /////////////////////////////////////////////////// // Material. layout (std140) uniform Material { vec4 Material_Ambient_Colour; vec4 Material_Diffuse_Colour; vec4 Material_Specular_Colour; vec4 Material_Emissive_Colour; float Material_Shininess; float Material_Strength; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Input streams (per vertex) /////////////////////////////////////////////////// in vec3 attrib_Fragment_Normal; in vec3 attrib_Fragment_Position; in vec2 attrib_Fragment_Texture; in vec3 attrib_Fragment_Light; in vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Result /////////////////////////////////////////////////// out vec4 Out_Colour; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main(void) { // Compute N dot L. vec3 N = normalize(attrib_Fragment_Normal); vec3 L = normalize(attrib_Fragment_Light); vec3 E = normalize(attrib_Fragment_Eye); vec3 H = normalize(L + E); float NdotL = clamp(dot(L,N), 0.0, 1.0); float NdotH = clamp(dot(N,H), 0.0, 1.0); // Compute ambient term. vec4 ambient = Material_Ambient_Colour * Light_Ambient_Colour; // Diffuse. vec4 diffuse = texture2D(Map_Diffuse, attrib_Fragment_Texture) * Light_Diffuse_Colour * Material_Diffuse_Colour * NdotL; // Specular. float specularIntensity = pow(NdotH, Material_Shininess) * Material_Strength; vec4 specular = Light_Specular_Colour * Material_Specular_Colour * specularIntensity; // Light attenuation (so we don't have to use 1 - x, we step between Max and Min). float d = length(-attrib_Fragment_Light); float attenuation = smoothstep(Light_Attenuation_Max, Light_Attenuation_Min, d); // Adjust attenuation based on light cone. float LdotS = dot(-L, Light_Direction), CosI = Light_Cone_Min - Light_Cone_Max; attenuation *= clamp((LdotS - Light_Cone_Max) / CosI, 0.0, 1.0); // Final colour. Out_Colour = (ambient + diffuse + specular) * Light_Intensity * attenuation; }

    Read the article

< Previous Page | 210 211 212 213 214 215 216 217 218 219 220 221  | Next Page >