Search Results

Search found 175956 results on 7039 pages for 'do not email'.

Page 220/7039 | < Previous Page | 216 217 218 219 220 221 222 223 224 225 226 227  | Next Page >

  • Eclipse does not want to use openjdk-7

    - by umop aplsdn
    I am on a new installation of Ubuntu. I install all the updates, and then restart. I then install openjdk-7-jdk from apt, then I restart. Then I install eclipse-platform, eclipse-jdt, and eclipse-cdt. I then launch Eclipse. When I check the build path for my imported projects it decided that during the eclipse-platform installation to install openjdk-6. Okay, cool. The problem is that I can't use openjdk-7 AT ALL. There is no option to use it in the build path library manager. How can I change it so it uses openjdk-7? I tried reinstalling it already, didn't do anything. Just told me it was already installed. EDIT: Failed at the title, fixed.

    Read the article

  • Heightmap in Shader not working

    - by CSharkVisibleBasix
    I'm trying to implement GPU based geometry clipmapping and have problems to apply a simple heightmap to my terrain. For the heightmap I use a simple texture with the surface format "single". I've taken the texture from here. To apply it to my terrain, I use the following shader code: texture Heightmap; sampler2D HeightmapSampler = sampler_state { Texture = <Heightmap>; MinFilter = Point; MagFilter = Point; MipFilter = Point; AddressU = Mirror; AddressV = Mirror; }; Vertex Shader: float4 worldPos = mul(float4(pos.x,0.0f,pos.y, 1.0f), worldMatrix); float elevation = tex2Dlod(HeightmapSampler, float4(worldPos.x, worldPos.z,0,0)); worldPos.y = elevation * 128; The complete vertex shader (also containig clipmapping transforms) looks like this: float4x4 View : View; float4x4 Projection : Projection; float3 CameraPos : CameraPosition; float LODscale; //The LOD ring index 0:highest x:lowest float2 Position; //The position of the part in the world texture Heightmap; sampler2D HeightmapSampler = sampler_state { Texture = <Heightmap>; MinFilter = Point; MagFilter = Point; MipFilter = Point; AddressU = Mirror; AddressV = Mirror; }; //Accept only float2 because we extract 3rd dim out of Heightmap float4 wireframe_VS(float2 pos : POSITION) : POSITION{ float4x4 worldMatrix = float4x4( LODscale, 0, 0, 0, 0, LODscale, 0, 0, 0, 0, LODscale, 0, - Position.x * 64 * LODscale + CameraPos.x, 0, Position.y * 64 * LODscale + CameraPos.z, 1); float4 worldPos = mul(float4(pos.x,0.0f,pos.y, 1.0f), worldMatrix); float elevation = tex2Dlod(HeightmapSampler, float4(worldPos.x, worldPos.z,0,0)); worldPos.y = elevation * 128; float4 viewPos = mul(worldPos, View); float4 projPos = mul(viewPos, Projection); return projPos; }

    Read the article

  • Camera not staying behind model while moving in circle

    - by ChocoMan
    I have a camera behind a model (3rd Person) and I'm having problems KEEPING it behind the model. When I first start my game, you see the back of the model. If the model moves forward, backward or strafe left or right, the camera moves along accordingly. When the model rotates (stationary), the camera rotates accordingly with the model still pointing at the model's back. So far, so good. The problem comes when the player is BOTH moving and rotating at the same time. Take for example a model moving in a circular pattern like running around a track. As the model moves in this motion, the model rotates slightly more with each complete rotation. Eventually, instead of looking at the model's back, eventually you will see the model in a profile view and before you know it, the model's front is facing the camera. And when you stop moving the model, the model stays in that position. So, as long as my model is stationary and rotating in one place, the camera rotates correctly. But as soon as there is any sort movement while rotating, the model is offset by a mysterious increasing amount. How can I keep the camera maintaining the same view no matter how I move AND rotate at the same time? // Rotates model and pitches camera on its own axis public void modelRotMovement(GamePadState pController) { /* For rotating the model left or right. * Camera maintains distance from model * throughout rotation and if model moves * to a new position. */ Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromAxisAngle(Vector3.Up, yaw); //AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); AddPitch = Quaternion.CreateFromAxisAngle(Vector3.Up, pitch); ModelLoad.CRotation *= AddPitch; COrientation = Matrix.CreateFromQuaternion(ModelLoad.CRotation); } // Orbit (yaw) Camera around model public void cameraYaw(float yaw) { Vector3 yawAngle = ModelLoad.CameraPos - ModelLoad.camTarget; Vector3 axisYaw = Vector3.Up; ModelLoad.CameraPos = Vector3.Transform(yawAngle, Matrix.CreateFromAxisAngle(axisYaw, yaw)) + ModelLoad.camTarget; }

    Read the article

  • Keybindings for individual letter keys (not modifier-combinations) on a GtkTextView widget (Gtk3 and PyGI)

    - by monotasker
    I've been able to set several keybord shortcuts for a GtkTextView and a GtkTextEntry using the new css provider system. I'm finding, though, that I only seem to be able to establish keybindings for combinations including a modifier key. The widget doesn't respond to any bindings I set up that use: the delete key the escape key individual letter or punctuation keys alone Here's the code where I set up the css provider for the keybindings: #set up style context keys = Gtk.CssProvider() keys.load_from_path(os.path.join(data_path, 'keybindings.css')) #set up style contexts and css providers widgets = {'window': self.window, 'vbox': self.vbox, 'toolbar': self.toolbar, 'search_entry': self.search_entry, 'paned': self.paned, 'notelist_treeview': self.notelist_treeview, 'notelist_window': self.notelist_window, 'notetext_window': self.notetext_window, 'editor': self.editor, 'statusbar': self.statusbar } for l, w in widgets.iteritems(): w.get_style_context().add_provider(keys, Gtk.STYLE_PROVIDER_PRIORITY_USER) Then in keybindings.css this is an example of what works: @binding-set gtk-vi-text-view { bind "<ctrl>b" { "move-cursor" (display-lines, -5, 0) }; /* 5 lines up */ bind "<ctrl>k" { "move-cursor" (display-lines, -1, 0) }; /* down */ bind "<ctrl>j" { "move-cursor" (display-lines, 1, 0) }; /* up */ } Part of what I'm trying to do is just add proper delete-key function to the text widgets (right now the delete key does nothing at all). So if I add a binding like one of these, nothing happens: bind "Delete" { "delete-selection" () }; bind "Delete" { "delete-from-cursor" (chars, 1) }; The other part of what I want to do is more elaborate. I want to set up something like Vim's command and visual modes. So at the moment I'm just playing around with (a) setting the widget to editable=false by hitting the esc key; and (b) using homerow letters to move the cursor (as a proof-of-concept exercise). So far there's no response from the escape key or from the letter keys, even though the bindings work when I apply them to modifier-key combinations. For example, I do this in the css for the text-widget: bind "j" { "move-cursor" (display-lines, 1, 0) }; /* down */ bind "k" { "move-cursor" (display-lines, -1, 0) }; /* up */ bind "l" { "move-cursor" (logical-positions, 1, 0) }; /* right */ bind "h" { "move-cursor" (logical-positions, -1, 0) }; /* left */ but none of these bindings does anything, even if other bindings in the same set are respected. What's especially odd is that the vim-like movement bindings above are respected when I attach them to a GtkTreeView widget for navigating the tree-view options: @binding-set gtk-vi-tree-view { bind "j" { "move-cursor" (display-lines, 1) }; /* selection down */ bind "k" { "move-cursor" (display-lines, -1) }; /* selection up */ } So it seems like there are limitations or overrides of some kind on keybindings for the TextView widget (and for the del key?), but I can't find documentation of anything like that. Are these just things that can't be done with the css providers? If so, what are my alternatives for non-modified keybindings? Thanks.

    Read the article

  • Acer Wireless Network not working

    - by pico
    I installed Ubuntu 12.04 64 Bit desktop version in acer AspireE1-470. Everything work great except Wireless and touch pad. When i run additional driver there nothing to activate and when i run "rfkill list" it's show 0: hci0:bluetooth Soft blocked: yes Hard Blocked: no 1: acer-wireless: Wireless Lan Soft blocked: no Hard blocked: no I don't know too much command in linux and i hv no i ieda hot to work wireless and touch-pad

    Read the article

  • What does the `dmesg` error: "composite sync not supported" mean?

    - by M. Tibbits
    Question: I see [ 20.473125] composite sync not supported and several such entries when I run dmesg. What do they mean? Background: I'm trying to debug a problem where my laptop won't suspend. Since acpi seems happy and I can suspend easily from the command line, I've turned to tracking down all boot-up errors/warnings. So I run dmesg | grep not and, amongst other shtuff, I get: 728:[ 17.267120] composite sync not supported 733:[ 18.009061] composite sync not supported 740:[ 18.159289] registered panic notifier 749:[ 18.162500] vga16fb: not registering due to another framebuffer present 757:[ 18.598251] composite sync not supported 776:[ 20.473125] composite sync not supported 777:[ 20.932266] composite sync not supported 778:[ 28.350231] composite sync not supported 779:[ 28.924913] composite sync not supported 780:[ 35.480658] composite sync not supported And the full log for the few lines right around that first appearance (line 728) is listed at the bottom of my post (I'd happily include anything else). Any ideas what could be causing this? I've read several sites: Ubuntuforums #1 IRC Chat #1 One post talks about ??Adobe flash?? causing this error? Some others also suggest that it might be an nvidia related problem, but I've got a Dell Latitude D630 with an integrated Intel graphics -- so nvidia isn't the problem. [ 17.207142] phy0: Selected rate control algorithm 'minstrel' [ 17.207833] Registered led device: b43-phy0::tx [ 17.207849] Registered led device: b43-phy0::rx [ 17.207865] Registered led device: b43-phy0::radio [ 17.207927] Broadcom 43xx driver loaded [ Features: PL, Firmware-ID: FW13 ] [ 17.267120] composite sync not supported [ 17.415795] EXT4-fs (sda2): mounted filesystem with ordered data mode [ 17.602131] [drm] initialized overlay support [ 17.620201] input: DualPoint Stick as /devices/platform/i8042/serio1/input/input7 [ 17.641192] input: AlpsPS/2 ALPS DualPoint TouchPad as /devices/platform/i8042/serio1/input/input8 [ 18.009061] composite sync not supported [ 18.106042] pcmcia_socket pcmcia_socket0: cs: IO port probe 0x100-0x3af: clean. [ 18.108115] pcmcia_socket pcmcia_socket0: cs: IO port probe 0x3e0-0x4ff: clean. [ 18.108941] pcmcia_socket pcmcia_socket0: cs: IO port probe 0x820-0x8ff: clean. [ 18.109676] pcmcia_socket pcmcia_socket0: cs: IO port probe 0xc00-0xcf7: clean. [ 18.110356] pcmcia_socket pcmcia_socket0: cs: IO port probe 0xa00-0xaff: clean. [ 18.159286] fb0: inteldrmfb frame buffer device [ 18.159289] registered panic notifier [ 18.160218] input: Video Bus as /devices/LNXSYSTM:00/LNXSYBUS:00/PNP0A03:00/LNXVIDEO:01/input/input9 [ 18.160286] ACPI: Video Device [VID1] (multi-head: yes rom: no post: no) [ 18.160334] ACPI Warning for \_SB_.PCI0.VID2._DOD: Return Package has no elements (empty) (20090903/nspredef-433) [ 18.160432] input: Video Bus as /devices/LNXSYSTM:00/LNXSYBUS:00/PNP0A03:00/LNXVIDEO:02/input/input10 [ 18.160491] ACPI: Video Device [VID2] (multi-head: yes rom: no post: no) [ 18.160539] [drm] Initialized i915 1.6.0 20080730 for 0000:00:02.0 on minor 0 [ 18.162494] vga16fb: initializing [ 18.162497] vga16fb: mapped to 0xc00a0000 [ 18.162500] vga16fb: not registering due to another framebuffer present [ 18.176091] HDA Intel 0000:00:1b.0: PCI INT A -> GSI 21 (level, low) -> IRQ 21 [ 18.176123] HDA Intel 0000:00:1b.0: setting latency timer to 64 [ 18.285752] input: HDA Digital PCBeep as /devices/pci0000:00/0000:00:1b.0/input/input11 [ 18.312497] input: HDA Intel Mic at Ext Left Jack as /devices/pci0000:00/0000:00:1b.0/sound/card0/input12 [ 18.312586] input: HDA Intel HP Out at Ext Left Jack as /devices/pci0000:00/0000:00:1b.0/sound/card0/input13 [ 18.328043] usbcore: registered new interface driver ndiswrapper [ 18.460909] Console: switching to colour frame buffer device 180x56 [ 18.598251] composite sync not supported

    Read the article

  • computer and User Account Migrated using ADMT but not sending mail

    - by TJ
    I have successfully migrated a User and Computer account using ADMT. The user is able to login to the computer with the new account and is able to open outlook receive mail but is not able to send internal or external mail. The Exchange server is still in the Old domain. The bounce back message received was that the user doesn't have permissions to send to the recipient. When I migrated the user I did migrate the SID history so why is mail not being about to be sent? The body of the bounce back message is as follows: Your message did not reach some or all of the intended recipients. Subject: test Sent: 1/6/2010 4:17 PM The following recipient(s) could not be reached: User, user on 1/6/2010 4:17 PM You do not have permission to send to this recipient. For assistance, contact your system administrator. MSEXCH:MSExchangeIS:/DC=com/DC=DOMAIN:SERVER

    Read the article

  • Jdk 6.0 update 6 installed sucessfully but java command not working

    - by Ravi.Kumar
    I switched to linux (Ubuntu 12.04) this morning and find it great but messed up while installing java. :-(. I have installed jdk6.0_6 successfully but when I run java command in terminal, I get this ravi@ravi-LIFEBOOK-AH531:~$ java The program 'java' can be found in the following packages: * default-jre * gcj-4.6-jre-headless * openjdk-6-jre-headless * gcj-4.5-jre-headless * openjdk-7-jre-headless Try: sudo apt-get install <selected package> Could someone help me with this? Below are the steps that I followed to install: copied file named jdk-6u6-linux-x64.bin to my documents from terminal executed chmod a+x jdk-6u6-linux-x64.bin and then executed sudo ./jdk-6u6-linux-x64.bin In terminal I accepted the license agreement and done.

    Read the article

  • Emulator PCSX Reloaded - Fullscreen not working on Unity

    - by Leonardo Montenegro
    I have an older PS1 console with a couple of games I bought some years ago. On my pc, I'm using PCSX Reloaded - the best PS1 emulators for Linux I found so far. But I'm having a little issue on Ubuntu 12.04 Precise. I'm using Unity 3D and I'm trying to run some of my original PS1 games on PCSX Reloaded. Everything works nicely, except for fullscreen. I toggle fullscreen and specify maximum resolution for my monitor, but on fullscreen mode, both left and top unity bars aren't getting hidden. I tried changing between other graphic modes like Gnome Classic and Gnome Classic w/o Effects. On both, PCSX shows bars in fullscreen mode, so it isn't an Unity-specific issue, but an emulator problem. It's a bit annoying play games this way, so basically I'm running games on window mode for now. I'm using default OpenGL graphic plugin on this emulator. I tried changing to X11 graphic plugin and fullscreen worked, but graphics on X11 plugin aren't as good as OpenGL one. Anyone know a way to get fullscreen working on PCSX using OpenGL plugin? Or maybe another graphic plugin w/ OpenGL support.

    Read the article

  • Second monitor not detected

    - by configurator
    Note: I've seen this question quite a lot, but in all the cases I could find with answers, the answer was either "I don't know" or "use nvidia-settings (which is irrelevant to me)." I'm using Intel Sandybridge Desktop graphics, with a P8H61-M LE motherboard. How do I get Ubuntu to detect my second monitor? Clicking "Detect Displays" here doesn't do anything. Here's some system info: $ lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) $ uname -a Linux clyde 3.5.0-13-generic #13-Ubuntu SMP Tue Aug 28 08:31:47 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux $ hardinfo [copied from the UI] -Display- Resolution : 1920x1080 pixels Vendor : The X.Org Foundation Version : 1.12.3 -Monitors- Monitor 0 : 1920x1080 pixels -Extensions- BIG-REQUESTS Composite DAMAGE DOUBLE-BUFFER DPMS DRI2 GLX Generic Event Extension MIT-SCREEN-SAVER MIT-SHM RANDR RECORD RENDER SECURITY SGI-GLX SHAPE SYNC X-Resource XC-MISC XFIXES XFree86-DGA XFree86-VidModeExtension XINERAMA XInputExtension XKEYBOARD XTEST XVideo -OpenGL- Vendor : Intel Open Source Technology Center Renderer : Mesa DRI Intel(R) Sandybridge Desktop Version : 3.0 Mesa 8.1-devel Direct Rendering : Yes I've tried upgrading everything from ppa:xorg-edgers/ppa and ppa:glasen/intel-driver. I've also installed various tools I've found in other threads (e.g. hardinfo) but they weren't really helpful to me as I don't know what to make of the data. How do I get Ubuntu to detect my second monitor?

    Read the article

  • Ubuntu 12.04.1 LTS USB not being detected after formatting with Startup Disk Creator

    - by Zach
    sudo fdisk -l lists the drive, however, I cannot find it in the file explorer. Disk /dev/sda: 250.1 GB, 250059350016 bytes 255 heads, 63 sectors/track, 30401 cylinders, total 488397168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000d871e Device Boot Start End Blocks Id System /dev/sda1 * 2048 486322175 243160064 83 Linux /dev/sda2 486324222 488396799 1036289 5 Extended /dev/sda5 486324224 488396799 1036288 82 Linux swap / Solaris Disk /dev/sdb: 8195 MB, 8195480064 bytes 253 heads, 62 sectors/track, 1020 cylinders, total 16006797 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00027ae4 Device Boot Start End Blocks Id System /dev/sdb1 * 62 15999719 M 7999829 c W95 FAT32 (LBA) Manually mounting it produces this error message :~$ sudo mount -t vfat /dev/sdb1 /media/external -ouiduid=1000,gid=1000,utf8,dmask=027,fmask=137 mount: wrong fs type, bad option, bad superblock on /dev/sdb1, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so Is the usb toast?

    Read the article

  • How to make the run button run the project, not the file, in Eclipse

    - by Roy T.
    I'm using the Spring IDE, a variant of Eclipse to create a Java project. One big irritation I have is that when I press the run button Eclipse tries to run the current file, which usually fails because it doesn't have a main method. I've set up run configurations in the hope that would make the play button default to the run configuration instead of the current file, but that doesn't work either. Now to run my application correctly I have to press the little arrow next to play, select my favorite run configuration and then it works, this is only two extra clicks but it's tedious, the button is small and I feel like I shouldn't have to perform these extra steps. I mean what is the point of run configurations and projects if it still tries to run a file by default? Even more preferably I wouldn't even want to touch the mouse but just press Ctrl+F11, but this has the same behavior. All above applies to debugging as well btw. So my question is this: how do I make the run and debug buttons (and their short keys) default to the project's run configuration instead of to trying (and failing) to run only the current file? Much like it is in Visual Studio and other IDEs?

    Read the article

  • Iptables on ubuntu Ubuntu 10.04.1 not working

    - by Kevin
    I am trying to block an IP address from accessing my server by using iptables, but didn't succeed. Here are the commands that I used. (after these commands, I still keep seeing 50.18.12.86 sending request to my Apache server). sudo iptables -F sudo iptables -I OUTPUT -s 50.18.12.86 -j REJECT sudo iptables -I INPUT -s 50.18.12.86 -j REJECT sudo iptables -L -n Chain INPUT (policy ACCEPT) target prot opt source destination REJECT all -- 50.18.12.86 0.0.0.0/0 reject-with icmp-port-unreachable Chain FORWARD (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination REJECT all -- 50.18.12.86 0.0.0.0/0 reject-with icmp-port-unreachable I have tried DROP instead of REJECT, but doesn't help.

    Read the article

  • Dynamic character animation - Using the physics engine or not

    - by Lex Webb
    I'm planning on building a dynamic reactant animation engine for the characters in my 2D Game. I have already built templates for a skeleton based animation system using key frames and interpolation to specify a limbs position at any given moment in time. I am using Farseer physics (an extension of Box2D) in Monogame/XNA in C# My real question lies in how i go about tying this character animation into the physics engine. I have two options: Moving limbs using physics engine - applying a interpolated force to each limb (dynamic body) in order to attempt to get it to its position as donated by the skeleton animation. Moving limbs by simply changing the position of a fixed body - Updating the new position of each limb manually, attempting to take into account physics collisions. Then stepping the physics after the animation to allow for environment interaction. Each of these methods have their distinct advantages and disadvantages. Physics based movement Advantages: Possibly more natural/realistic movement Better interaction with game objects as force applying to objects colliding with characters would be calculated for me. No need to convert to dynamic bodies when reacting to projectiles/death/fighting. Disadvantages: Possible difficulty in calculating correct amount of force to move a limb a certain distance at a constant rate. Underlying character balance system would need to be created that would need to be robust enough to prevent characters falling over at the touch of a feather. Added code complexity and processing time for the above. Static Object movement Advantages: Easy to interpolate movement of limbs between game steps Moving limbs is as simple as applying a rotation to the skeleton bone. Greater control over limbs, wont need to worry about characters falling over as all animation would be pre-defined. Disadvantages: Possible unnatural movement (Depends entirely on my animation skills!) Bad physics collision reactions with physics engine (Dynamic bodies simply slide out of the way of static objects) Need to calculate collisions with physics objects and my limbs myself and apply directional forces to them. Hard to account for slopes/stairs/non standard planes when animating walking/running animations. Need to convert objects to dynamic when reacting to projectile/fighting/death physics objects. The Question! As you can see, i have thought about this extensively, i have also had Google into physics based animation and have found mostly dissertation papers! Which is filling me with sense that it may a lot more advanced than my mathematics skills. My question is mostly subjective based on my findings above/any experience you may have: Which of the above methods should i use when creating my game? I am willing to spend the time to get a physics solution working if you think it would be possible. In the end i want to provide the most satisfying experience for the gamer, as well as a robust and dynamic system i can use to animate pretty much anything i need.

    Read the article

  • Networking not starting - OpenVZ default Ubuntu 12.04 Template

    - by Stu2000
    I have been using HyperVM to deploy OpenVZ Ubuntu 12.04 server instances. Unfortunately, they all boot without networking enabled. I tried inserting int the crontab: @reboot /usr/sbin/service networking restart But this didn't work. Running this command (without @reboot) from the CLI will result in the network starting and being able to use commands like ifconfig so I get the feeling it is just a matter of the cron being called too soon? What is the best practice for resolving the issue. I am guessing something along the lines of adding an upstart job?

    Read the article

  • VMWare Fusion Folder Sharing Not Working with Server

    - by Dave Long
    I have a Ubuntu Server running in VMWare Fusion 3.1.2 on my MacBook Pro for Java development and all my projects sit on my Mac in ~/Workspace/ColdFusion. I had ColdFusion/ shared with my VM through the VMWare tools, and it was working perfectly up until friday when the folder sharing just stopped. No updates on either mac or linux besides an iTunes update. I tried uninstalling the VMWare tools and reinstalling them but I get an error at the end of the install. It appears that when I reinstall the tools there are files left over from the old installation. Is there a way to force the unsinstall script to completely uninstall and remove all files for the VMWare-Tools? I know the shared folder used to mount at /mnt/hgfs/ColdFusion.

    Read the article

  • DHCP server not starting

    - by Bruce
    I'm trying to set a DHCP server on 12.04. I installed: sudo apt-get install isc-dhcp-server My configuration files look like this: /etc/default/isc-dhcp-server INTERFACES="eth0" /etc/network/interfaces auto lo iface lo inet loopback /etc/dhcp/dhcpd.conf ddns-update-style none; default-lease-time 600; max-lease-time 7200; authoritative; log-facility local7; subnet 192.168.1.0 netmask 255.255.255.0 { range 192.168.1.235 192.168.1.240; option subnet-mask 255.255.255.0; option broadcast-address 192.168.1.255; option routers 192.168.1.1; default-lease-time 100000; max-lease-time 100000; } When I run sudo service isc-dhcp-server restart I get: stop: Unknown instance: isc-dhcp-server start/running, process 15384 After this if I run sudo service isc-dhcp-server status it shows that its stopped: isc-dhcp-server stop/waiting What am I doing wrong here?

    Read the article

  • Slick2D: Animation not being parsed from spritesheet correctly

    - by user2066880
    I have a 960x960 spritesheet with each tile being 192x192. I initialized my spritesheet and animation like so: spritesheet = new SpriteSheet("resources/spritesheets/player.png", 192, 192); walkingLeft = new Animation(spritesheet, 3, 0, 0, 1, true, 20, true); When I attempt to render the animation, I get a java.lang.ArrayIndexOutOfBoundsException: -1 error. This error doesn't occur when I'm creating an animation from images in the same row. Therefore, I'm assuming that the error is being caused because of the way Slick is handling horizontal scanning (going to the next row after reaching the end).

    Read the article

  • Cocos2d sprite's parent not reflecting true scale value

    - by Paul Renton
    I am encountering issues with determining a CCSprite's parent node's scale value. In my game I have a class that extends CCLayer and scales itself based on game triggers. Certain child sprites of this CCLayer have mathematical calculations that become inaccurate once I scale the parent CCLayer. For instance, I have a tank sprite that needs to determine its firing point within the parent node. Whenever I scale the layer and ask the layer for its scale values, they are accurate. However, when I poll the sprites contained within the layer for their parent's scale values, they always appear as one. // From within the sprite CCLOG(@"ChildSprite-> Parent's scale values are scaleX: %f, scaleY: %f", self.parent.scaleX, self.parent.scaleY); // Outputs 1.0,1.0 // From within the layer CCLOG(@"Layer-> ScaleX : %f, ScaleY: %f , SCALE: %f", self.scaleX, self.scaleY, self.scale); // Output is 0.80,0.80 Could anyone explain to me why this is the case? I don't understand why these values are different. Maybe I don't understand the inner design of Cocos2d fully. Any help is appreciated.

    Read the article

  • adobe flash not working firefox or chromium

    - by user215216
    I'm new to ubuntu but I think I did everything right. Adobe flash says its installed and I've uploaded the latest Firefox and Chromium. When I go to youtube all I see is a black screen where the video should be and no image, Same in chromium, but at least chromium says it can't load plugin. Have tried various fixes on this web site but to no avail. Have to be doing something wrong or missing some step while quietly going crazy. Can someone please help me?

    Read the article

  • can not install gimp

    - by user71700
    I tried to install Gimp but I get an error that there are unmet dependencies. How can I handle that. I am running UBUNTU 12.04 in 64 bit. This is the message I get: The following packages have unmet dependencies: gimp: Depends: python-gtk2 (= 2.8.0) but 2.24.0-3 is to be installed Depends: libc6 (= 2.15) but 2.15-0ubuntu10 is to be installed Depends: libfontconfig1 (= 2.8.0) but 2.8.0-3ubuntu9 is to be installed Depends: libgdk-pixbuf2.0-0 (= 2.22.0) but 2.26.1-1 is to be installed Depends: libglib2.0-0 (= 2.31.2) but 2.32.3-0ubuntu1 is to be installed Depends: libgtk2.0-0 (= 2.24.0) but 2.24.10-0ubuntu6 is to be installed Depends: libjpeg8 (= 8c) but 8c-2ubuntu7 is to be installed Depends: librsvg2-2 (= 2.14.4) but 2.36.1-0ubuntu1 is to be installed Depends: zlib1g (= 1:1.1.4) but 1:1.2.3.4.dfsg-3ubuntu4 is to be installed Depends: python (= 2.7.1-0ubuntu2) but 2.7.3-0ubuntu2 is to be installed

    Read the article

  • can ping, but not SSH

    - by Matt
    So I have NetworkManager, connected to an AP on wlan1. I have wlan0 connected to a AdHoc network. I have Firestarter sharing my inet on the Adhoc. I have my ipod connected to wlan0, IP 10.42.43.101. wlan0 Link encap:Ethernet HWaddr ac:xx:12:81:7f:xx inet addr:10.42.43.1 Bcast:10.255.255.255 Mask:255.0.0.0 wlan1 Link encap:Ethernet HWaddr 00:xx:b3:98:f2:xx inet addr:10.0.1.61 Bcast:10.0.1.255 Mask:255.255.255.0 Now, I can ping my Jailbroken, SSH-enabled and running ipod touch: matt: ~ $ ping 10.42.43.101 PING 10.42.43.101 (10.42.43.101) 56(84) bytes of data. 64 bytes from 10.42.43.101: icmp_req=1 ttl=64 time=168 ms 64 bytes from 10.42.43.101: icmp_req=2 ttl=64 time=256 ms 64 bytes from 10.42.43.101: icmp_req=3 ttl=64 time=151 ms ^C --- 10.42.43.101 ping statistics --- 3 packets transmitted, 3 received, 0% packet loss, time 1999ms rtt min/avg/max/mdev = 151.465/191.979/256.316/46.003 But I cannot SSH it: $ ssh [email protected] -vv OpenSSH_5.8p1 Debian-1ubuntu3, OpenSSL 0.9.8o 01 Jun 2010 debug1: Reading configuration data /etc/ssh/ssh_config debug1: Applying options for * debug2: ssh_connect: needpriv 0 debug1: Connecting to 10.42.43.101 [10.42.43.101] port 22. It just stays there till I ^C it.. Here's my routing: $ ip route show 10.0.1.0/24 dev wlan1 proto kernel scope link src 10.0.1.61 metric 2 10.0.1.0/24 dev wlan1 proto kernel scope link src 10.0.1.61 metric 319 169.254.0.0/16 dev vboxnet0 proto kernel scope link src 169.254.128.223 metric 204 10.0.0.0/8 dev wlan0 proto kernel scope link src 10.42.43.1 default via 10.0.1.1 dev wlan1 proto static default via 10.0.1.1 dev wlan1 metric 319

    Read the article

  • keyboard is not working properly

    - by kumar shivam
    i installed ubuntu 12.04 and it was working perfectly, but from yesterday i have a problem, when i am pressing left ctrl key it doesn't responding but when i pressed Fn key it works as a ctrl key and loses its own functioning,same with the delete(del) key it works as a pause/break key and pause/break key is working as a delete key.numlock key is working as a print screen key, after that i updated my os but the problem is still happening. pls tell me what to do.

    Read the article

< Previous Page | 216 217 218 219 220 221 222 223 224 225 226 227  | Next Page >