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  • Visual Studio: Add Item / Add as link rather than just Add

    - by Pete d'Oronzio
    I'm new to visual studio, coming from Delphi. I have a directory tree full of .cs files (root is \Common). I also have a directory tree full of Applications (root is \Applications) Finally, I've got a tree full of Assemblies (root is \Assemblies) I'd like to keep my .cs files in the Common tree and all the environment voodoo (solutions, projects, settings, metadata, debug data, bin, etc.) in the Assmblies tree. So, for a simple example, I've got an assembly called PdMagic.Common.Math.dll. The Solution and project is located in \Assemblies\Common\Math. All of its source (.cs) files are in \Common\Math. (matrix.cs, trig.cs, mathtypes.cs, mathfuncs.cs, stats.cs, etc.) When I use Add Existing Item to add matrix.cs to my project, a copy of it is added to the \Assemblies\Common\Math folder. I just want to reference it. I don't want multiple copies laying around. I've tried Add Existing Item, and used the drop down to "Add link" rather than just "Add", and that seems to do what I want. Question: What is the "best practice" for this sort of thing? Do most people just put those .cs files all in the same folder as the project? Why isn't "Add link" the default? Thanks!

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  • VSTS 2010 SGEN : error : Could not load file or assembly (Exception from HRESULT: 0x80131515)

    - by Developer IT
    Hi ! I am experiencing a strange issue with VS2010. We use TFS to build our API dlls and we used to reference them in our projects usign a mapped network drive that was fully trusted. We have been working like that for at least two years and everything worked perfectly. Today, I converted a webapp to vs2010 and when I compile it in Release, it's giving me: SGEN : error : Could not load file or assembly 'file:///L:\Api\Release API_20100521.1\Release\CS.API.Exceptions.dll' or one of its dependencies. Operation is not supported. (Exception from HRESULT: 0x80131515) The strange thing is that it's working when it's under the Debug profile... I tried adding the <runtime> <loadFromRemoteSources enabled="true" /> </runtime> into app.config and still no luck (See http://social.msdn.microsoft.com/Forums/en/msbuild/thread/d12f6301-85bf-4b9e-8e34-a06398a60df0 and http://msdn.microsoft.com/en-us/library/dd409252(VS.100).aspx) I am pretty sure that this issue is from visual studio or msbuild, as our code won't run from a network share when in prod because all the referenced dll's are copied into the bin folder. If anyone has an solution (or just an idea for a search path) please let me know !

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  • Flash AS3: (VideoEvent.COMPLETE, completePlay) - listener is triggered before video is completed

    - by Tevi
    Hello, I have a flash video using the standard FLV Playback component that comes with Flash. I'm using ActionScript 3 to modify the appearance and set up an event listener. I've set it up to go to a new URL using "externalInterface" when the video completes play. The URL is set in a variable using SWFObject. On only a few instances (3 people out of 50 - tested using Amazon Turk), people reported being taken directly to the new url, before the video even started playing. It's difficult to repeat the issue, but it did happen to me once. It doesn't have anything to do with cache, since it has been reported on people going to the url for the first time. Here's the url to the video: http://www.partstown.com/is-bin/INTERSHOP.enfinity/WFS/Reedy-PartsTown-Site/en_US/-/USD/ViewStaticPage-UnFramed?page=tourthetown Here's the code: import flash.external.*; import fl.video.*; var myVideo:FLVPlayback = new FLVPlayback(); var theUrl:String = this.loaderInfo.parameters.urlName; var theScript:String = this.loaderInfo.parameters.scriptName; myVideo.source = this.loaderInfo.parameters.videoPath;//"partstown.flv"; myVideo.skin = this.loaderInfo.parameters.skinPath;//"SkinUnderPlayStopSeekMuteVol.swf" myVideo.skinBackgroundColor = 0xAEBEFB; myVideo.skinBackgroundAlpha = 0.5; myVideo.width = 939; myVideo.height = 660; myVideo.addEventListener(VideoEvent.COMPLETE, completePlay); function completePlay(e:VideoEvent):void { myVideo.alpha=0.2; ExternalInterface.call(theScript); } addChild(myVideo); Why would the listener be triggered before the event complete? How can I fix it? Thanks!

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  • SCons does not clean all files

    - by meowsqueak
    I have a file system containing directories of "builds", each of which contains a file called "build-info.xml". However some of the builds happened before the build script generated "build-info.xml" so in that case I have a somewhat non-trivial SCons SConstruct that is used to generate a skeleton build-info.xml so that it can be used as a dependency for further rules. I.e.: for each directory: if build-info.xml already exists, do nothing. More importantly, do not remove it on a 'scons --clean'. if build-info.xml does not exist, generate a skeleton one instead - build-info.xml has no dependencies on any other files - the skeleton is essentially minimal defaults. during a --clean, remove build-info.xml if it was generated, otherwise leave it be. My SConstruct looks something like this: def generate_actions_BuildInfoXML(source, target, env, for_signature): cmd = "python '%s/bin/create-build-info-xml.py' --version $VERSION --path . --output ${TARGET.file}" % (Dir('#').abspath,) return cmd bld = Builder(generator = generate_actions_BuildInfoXML, chdir = 1) env.Append(BUILDERS = { "BuildInfoXML" : bld }) ... # VERSION = some arbitrary string, not important here # path = filesystem path, set elsewhere build_info_xml = "%s/build-info.xml" % (path,) if not os.path.exists(build_info_xml): env.BuildInfoXML(build_info_xml, None, VERSION = build) My problem is that 'scons --clean' does not remove the generated build-info.xml files. I played around with env.Clean(t, build_info_xml) within the 'if' but I was unable to get this to work - mainly because I could not work out what to assign to 't' - I want a generated build-info.xml to be cleaned unconditionally, rather than based on the cleaning of another target, and I wasn't able to get this to work. If I tried a simple env.Clean(None, "build_info_xml") after but outside the 'if' I found that SCons would clean every single build-info.xml file including those that weren't generated. Not good either. What I'd like to know is how SCons goes about determining which files should be cleaned and which should not. Is there something funny about the way I've used a generator function that prevents SCons from recording this target as a Clean candidate?

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Noob Objective-C/C++ - Linker Problem/Method Signature Problem

    - by Josh
    There is a static class Pipe, defined in C++ header that I'm including. The static method I'm interested in calling (from Objetive-c) is here: static ERC SendUserGet(const UserId &_idUser,const GUID &_idStyle,const ZoneId &_idZone,const char *_pszMsg); I have access to an objetive-c data structure that appears to store a copy of userID, and zoneID -- it looks like: @interface DataBlock : NSObject { GUID userID; GUID zoneID; } Looked up the GUID def, and its a struct with a bunch of overloaded operators for equality. UserId and ZoneId from the first function signature are #typedef GUID Now when I try to call the method, no matter how I cast it (const UserId), (UserId), etc, I get the following linker error: Ld build/Debug/Seeker.app/Contents/MacOS/Seeker normal i386 cd /Users/josh/Development/project/Mac/Seeker setenv MACOSX_DEPLOYMENT_TARGET 10.5 /Developer/usr/bin/g++-4.2 -arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -L/Users/josh/Development/TS/Mac/Seeker/build/Debug -L/Users/josh/Development/TS/Mac/Seeker/../../../debug -L/Developer/Platforms/iPhoneOS.platform/Developer/usr/lib/gcc/i686-apple-darwin10/4.2.1 -F/Users/josh/Development/TS/Mac/Seeker/build/Debug -filelist /Users/josh/Development/TS/Mac/Seeker/build/Seeker.build/Debug/Seeker.build/Objects-normal/i386/Seeker.LinkFileList -mmacosx-version-min=10.5 -framework Cocoa -framework WebKit -lSAPI -lSPL -o /Users/josh/Development/TS/Mac/Seeker/build/Debug/Seeker.app/Contents/MacOS/Seeker Undefined symbols: "SocPipe::SendUserGet(_GUID const&, _GUID const&, _GUID const&, char const*)", referenced from: -[PeoplePaneController clickGet:] in PeoplePaneController.o ld: symbol(s) not found collect2: ld returned 1 exit status Is this a type/function signature error, or truly some sort of linker error? I have the headers where all these types and static classes are defined #imported -- I tried #include too, just in case, since I'm already stumbling :P Forgive me, I come from a web tech background, so this c-style memory management and immutability stuff is super hazy. Edit: Added full linker error text. Changed "function" to "method" Thanks, Josh

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  • ImportError: No module named QtWebKit

    - by Hallik
    I am on centos5. I installed python26 source with a make altinstall. Then I did a: yum install qt4 yum install qt4-devel yum install qt4-doc From riverbankcomputing.co.uk I downloaded the source for sip 4.10.2, compiled and installed fine. Then from the same site I downloaded and compiled from source PyQt-x11-4.7.3 Both installs were using the python26 version (/usr/local/bin/python2.6). So configure.py, make, and make install worked with no errors. Finally, I tried to run this script, but got the error in the subject of this post: import sys import signal from PyQt4.QtCore import * from PyQt4.QtGui import * from PyQt4.QtWebKit import QWebPage def onLoadFinished(result): if not result: print "Request failed" sys.exit(1) #screen = QtGui.QDesktopWidget().screenGeometry() size = webpage.mainFrame().contentsSize() # Set the size of the (virtual) browser window webpage.setViewportSize(webpage.mainFrame().contentsSize()) # Paint this frame into an image image = QImage(webpage.viewportSize(), QImage.Format_ARGB32) painter = QPainter(image) webpage.mainFrame().render(painter) painter.end() image.save("output2.png") sys.exit(0) app = QApplication(sys.argv) signal.signal(signal.SIGINT, signal.SIG_DFL) webpage = QWebPage() webpage.connect(webpage, SIGNAL("loadFinished(bool)"), onLoadFinished) webpage.mainFrame().load(QUrl("http://www.google.com")) sys.exit(app.exec_()) Even in the beginning of the configure for pyqt4, I saw it say QtWebKit should be installed, but apparently it's not? What's going on? I just did a find, and it looks like it wasn't installed. What are my options? [root@localhost ~]# find / -name '*QtWebKit*' /root/PyQt-x11-gpl-4.7.3/sip/QtWebKit /root/PyQt-x11-gpl-4.7.3/sip/QtWebKit/QtWebKitmod.sip /root/PyQt-x11-gpl-4.7.3/cfgtest_QtWebKit.cpp

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  • Programming Java 7 in Eclipse

    - by reprogrammer
    I installed JDK 7 and Eclipse 3.6M6. Then, I added JRE 7 as a new JRE execution environment in Eclipse, and set the compiler compliance level to Java 7. I can compile the following piece of code through command line using the javac that comes with JDK 7. import java.util.HashMap; import java.util.Map; public class Try { public static void main(String[] args) { Map<Integer, String> map = new HashMap<>(); } } But, Eclipse gives the following error messages. Incorrect number of arguments for type HashMap; it cannot be parameterized with arguments Try.java /TryJava7/src line 7 Java Problem Syntax error on token "<", ? expected after this token Try.java /TryJava7/src line 7 Java Problem Even though I've set the compliance level of the compiler to Java 7, it looks like Eclipse doesn't understand Java7 syntax yet. Is it possible to play with Java 7 in Eclipse? The following is the content of .classpath. <?xml version="1.0" encoding="UTF-8"?> <classpath> <classpathentry kind="src" path="src"/> <classpathentry kind="con" path="org.eclipse.jdt.launching.JRE_CONTAINER/org.eclipse.jdt.internal.debug.ui.launcher.StandardVMType/JavaSE-1.7"/> <classpathentry kind="output" path="bin"/> </classpath> And, the following is the content of .settings/org.eclipse.jdt.core.prefs. eclipse.preferences.version=1 org.eclipse.jdt.core.compiler.codegen.inlineJsrBytecode=enabled org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.7 org.eclipse.jdt.core.compiler.codegen.unusedLocal=preserve org.eclipse.jdt.core.compiler.compliance=1.7 org.eclipse.jdt.core.compiler.debug.lineNumber=generate org.eclipse.jdt.core.compiler.debug.localVariable=generate org.eclipse.jdt.core.compiler.debug.sourceFile=generate org.eclipse.jdt.core.compiler.problem.assertIdentifier=error org.eclipse.jdt.core.compiler.problem.enumIdentifier=error org.eclipse.jdt.core.compiler.source=1.7

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  • VS 2010 debugger not loading symbols when attaching to NUnit

    - by Dave Hanna
    (I just posted this in the NUnit discussion group on groups.google.com) Under VS 2008, I would run my tests under NUnit, and, if I needed to debug, I would attach the VS2008 debugger to the running Nunit process (Debug - Attach to Process), and set any breakpoints on code I wanted to examine. When I hit the Run buttion in NUnit, it would hit the breakpoint. (BTW, if it matters, this was running NUnit 2.5.2). I just upgraded to NUnit 2.5.4 and VS 2010. When I set a breakpoint, then attach to NUnit, I get a little warning symbol on the breakpoint dot, and hovering over it gives the tooltip "Breakpoint will not be hit. No symbols are currently loaded". Going to the Debug - Windows - Modules window shows a whole bunch of Windows and NUnit modules loaded, with the Symbol Status of "Skipped loading symbols", and then 1 module with a funny name that changes each time (r1euhmh5 right now), and Symbol Status of "No symbols loaded". (There is no trace of a module with a name remotely like my DLL under test). Right clicking the funny filename (assuming that to be some mapping from my DLL under test), and clicking Load Symbols From - Symbol Path, and navigating to the bin\debug folder, then clicking the pdb file of my DLL under test, I get the message "A matching symbol was not found in this folder". (The top of the Open dialog box has a line that says "Original location: r1euhmh5.pdb") So what's changed? And how do I go about debugging/breakpointing under VS 2010/NUnit 2.5.4 (Or is it possible I screwed something up when I decided to go through my VS2010 options and set some of them to more advanced levels than I knew what I was doing?) I appreciate any help.

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  • How To Avoid a Perl script calling an Another Perl Script

    - by rockyurock
    Hello, i am calling a perl script client.pl from a main script to capture the output of client.pl in @output. is there anyway to avoid the use of these two files so i can use the output of client.pl in main.pl itself here is my code.... main.pl ======= my @output = readpipe("client.pl"); client.pl ========= #! /usr/bin/perl -w #use strict; use Socket; #initialize host and port my $host = shift || $FTP_SERVER; my $port = shift || $CLIENT_PORT; my $proto = getprotobyname('tcp'); #get the port address my $iaddr = inet_aton($host); my $paddr = sockaddr_in($port, $iaddr); #create the socket, connect to the port socket(SOCKET, PF_INET, SOCK_STREAM, $proto)or die "socket: $!\n"; connect(SOCKET, $paddr) or die "connect: $!\n"; my $line; while ($line = ) { print "$line\n"; } close SOCKET or die "close: $!"; /rocky..

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  • MySQL2 Ruby gem will not Install 10.6

    - by Kish
    I know this has been asked several times, but I searched and I tried many different things and nothing worked. ERROR: Error installing mysql2: ERROR: Failed to build gem native extension. /Users/kishinmanglani/.rvm/rubies/ruby-1.9.2-p180/bin/ruby extconf.rb checking for rb_thread_blocking_region()... yes checking for mysql.h... yes checking for errmsg.h... yes checking for mysqld_error.h... yes creating Makefile make gcc -I. -I/Users/kishinmanglani/.rvm/rubies/ruby-1.9.2-p180/include/ruby-1.9.1/x86_64-darwin10.6.0 -I/Users/kishinmanglani/.rvm/rubies/ruby-1.9.2-p180/include/ruby-1.9.1/ruby/backward -I/Users/kishinmanglani/.rvm/rubies/ruby-1.9.2-p180/include/ruby-1.9.1 -I. -DHAVE_RB_THREAD_BLOCKING_REGION -DHAVE_MYSQL_H -DHAVE_ERRMSG_H -DHAVE_MYSQLD_ERROR_H -D_XOPEN_SOURCE -D_DARWIN_C_SOURCE -I/usr/local/mysql/include -Os -g -fno-common -fno-strict-aliasing -arch i386 -fno-common -O3 -ggdb -Wextra -Wno-unused-parameter -Wno-parentheses -Wpointer-arith -Wwrite-strings -Wno-missing-field-initializers -Wshorten-64-to-32 -Wno-long-long -fno-common -pipe -Wall -funroll-loops -o client.o -c client.c In file included from /Users/kishinmanglani/.rvm/rubies/ruby-1.9.2-p180/include/ruby-1.9.1/ruby.h:32, from ./mysql2_ext.h:4, from client.c:1: /Users/kishinmanglani/.rvm/rubies/ruby-1.9.2-p180/include/ruby-1.9.1/ruby/ruby.h:108: error: size of array ‘ruby_check_sizeof_long’ is negative /Users/kishinmanglani/.rvm/rubies/ruby-1.9.2-p180/include/ruby-1.9.1/ruby/ruby.h:112: error: size of array ‘ruby_check_sizeof_voidp’ is negative In file included from /Users/kishinmanglani/.rvm/rubies/ruby-1.9.2-p180/include/ruby-1.9.1/ruby/intern.h:29, from /Users/kishinmanglani/.rvm/rubies/ruby-1.9.2-p180/include/ruby-1.9.1/ruby/ruby.h:1327, from /Users/kishinmanglani/.rvm/rubies/ruby-1.9.2-p180/include/ruby-1.9.1/ruby.h:32, from ./mysql2_ext.h:4, from client.c:1: /Users/kishinmanglani/.rvm/rubies/ruby-1.9.2-p180/include/ruby-1.9.1/ruby/st.h:69: error: size of array ‘st_check_for_sizeof_st_index_t’ is negative make: *** [client.o] Error 1 Gem files will remain installed in /Users/kishinmanglani/.rvm/rubies/ruby-1.9.2-p180/lib/ruby/gems/1.9.1/gems/mysql2-0.2.6 for inspection. Results logged to /Users/kishinmanglani/.rvm/rubies/ruby-1.9.2-p180/lib/ruby/gems/1.9.1/gems/mysql2-0.2.6/ext/mysql2/gem_make.out

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  • Custom sectionGroup and Section App.config

    - by fampinheiro
    <configSections> <section name="castle" type="Castle.Windsor.Configuration.AppDomain.CastleSectionhandler, Castle.Windsor" /> <sectionGroup name="codegarten"> <section name="configuration" type="Tmp.StartupCodegartenConfigSection, Tmp" /> <section name="apache" type="Tmp.StartupApacheConfigSection, Tmp" /> </sectionGroup> </configSections> When i use msdn main to see all the sections i get this error, Unhandled Exception: System.Configuration.ConfigurationErrorsException: An error occurred creating the configuration section handler for codegarten/apache: Coul d not load type 'Tmp.StartupApacheConfigSection' from assembly 'Tmp'. (D:\Codega rten\trunk\Codegarten\Tmp\bin\Debug\Tmp.exe.Config line 8) ---> System.TypeLoadE xception: Could not load type 'Tmp.StartupApacheConfigSection' from assembly 'Tm p'. at System.Configuration.TypeUtil.GetTypeWithReflectionPermission(IInternalCon figHost host, String typeString, Boolean throwOnError) at System.Configuration.MgmtConfigurationRecord.CreateSectionFactory(FactoryR ecord factoryRecord) at System.Configuration.BaseConfigurationRecord.FindAndEnsureFactoryRecord(St ring configKey, Boolean& isRootDeclaredHere) --- End of inner exception stack trace --- at System.Configuration.BaseConfigurationRecord.FindAndEnsureFactoryRecord(St ring configKey, Boolean& isRootDeclaredHere) at System.Configuration.BaseConfigurationRecord.GetSectionRecursive(String co nfigKey, Boolean getLkg, Boolean checkPermission, Boolean getRuntimeObject, Bool ean requestIsHere, Object& result, Object& resultRuntimeObject) at System.Configuration.ConfigurationSectionCollection.Get(String name) at System.Configuration.ConfigurationSectionCollection.<GetEnumerator>d__0.Mo veNext() at Tmp.Program.ShowSectionGroupInfo(ConfigurationSectionGroup sectionGroup) i n D:\Codegarten\trunk\Codegarten\Tmp\Program.cs:line 53 at Tmp.Program.ShowSectionGroupCollectionInfo(ConfigurationSectionGroupCollec tion sectionGroups) in D:\Codegarten\trunk\Codegarten\Tmp\Program.cs:line 30 at Tmp.Program.Main(String[] args) in D:\Codegarten\trunk\Codegarten\Tmp\Prog ram.cs:line 22 Thanks

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  • MSBuild on TeamCity Server can't find AL.exe

    - by Tim Long
    I'm having a problem on my TeamCity CI build server where during compilation I get the following error: C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\Microsoft.Common.targets(2342, 9): error MSB3086: Task could not find "AL.exe" using the SdkToolsPath "" or the registry key "HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Microsoft SDKs\Windows\v7.0A". Make sure the SdkToolsPath is set and the tool exists in the correct processor specific location under the SdkToolsPath and that the Microsoft Windows SDK is installed I've found similar reports from a year ago when people were upgrading to .NET 3.5, for example this one. In that case, installing the latest SDK solved the issue, however I have already installed the latest SDK (Microsoft Windows SDK for Windows 7 and .NET Framework 4) on my build server. The MSBuild tools are all there on the server, in a folder called C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319 and AL.exe exists in C:\Program Files\Microsoft SDKs\Windows\v7.1\Bin\NETFX 4.0 Tools However the registry key mentioned in the error message does not exist. So, it seems like there is something wrong with the installation/configuration of MSBuild. This error only happens for projects that have embedded resources, which require AL.exe. Please, anyone solved this issue or have any clues what's wrong?

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  • MSBuild: building website using AspNetCompiler - adding references?

    - by Tom Morgan
    Hi, I'm attempting to build a ASP.NET website using MSBuild - specifically the AspNetCompiler tag. I know that, for my project, I need to add some references. Within Visual Studio I have several references, one is a project reference and the others are some DLLS (AjaxControlToolkit etc). I'm happy not referencing the project and referencing the DLL instead - however I just can't work out how to add a reference. I've looked up and down and this is what I've found so far: <Target Name = "PrecompileWeb"> <AspNetCompiler VirtualPath = "DeployTemp" PhysicalPath = "D:\AutoBuild\CruiseControl\Projects\Websites\MyCompany\2.0.0\WorkingDirectory\VSS" TargetPath = "D:\AutoBuild\CruiseControl\Projects\Websites\MyCompany\2.0.0\PreCompiled" Force = "true" Debug = "true" Updateable = "true"/> </Target> Also - I've picked up this bit of code from around the web somewhere, which I thought might help: <ItemGroup> <Reference Include="My.Web.DataEngine, Culture=neutral, processorArchitecture=MSIL"> <SpecificVersion>False</SpecificVersion> <HintPath>D:\AutoBuild\CruiseControl\Projects\Components\My.Web.DataEngine\bin\Debug\My.Web.DataEngine.dll</HintPath> </Reference> </ItemGroup> What I want to do is add a attribute to the AspNetCompiler tag, something like: References="@(Reference)" but MSBuild isn't very happy about this. I've been a bit stuck in not being able to find decent references on doing this anywhere: so I'd really apprechiate some pointers or reference material etc. (or just the answer!) Thanks for you help. -tom

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  • ASP.NET MVC in a subfolder (only) on godaddy

    - by Anthony Potts
    Okay, I have read many of the routing posts concerning putting asp.net mvc on godaddy. However, I have not come to a solution to my current problem. I am trying to publish an ASP.NET MVC application to a subfolder on godaddy. I have upgraded the account to use IIS 7 and I have included the MVC dlls in \bin\ deployment method. However, I suspect that my route is not correct. Currently, my routes are set up with the standard out of the box route: public static void RegisterRoutes(RouteCollection routes) { routes.IgnoreRoute("{resource}.axd/{*pathInfo}"); routes.MapRoute( "Default", // Route name "{controller}/{action}/{id}", // URL with parameters new { controller = "Home", action = "Index", id = "" } // Parameter defaults ); } I have a subdomain set up so that it looks like office.domain.com. The subdomain is pointing at a folder "/office/" which is right off the root folder. (There is not an MVC application installed in the root folder). All of my application has been placed in this 'office' folder. When I hover over the links however, the 'office' portion shows up in the link as well. e.g. Hovering over a link to the customer controller, index action yields "office.domain.com/office/Customer" as the target. This link then gets a 404 when I attempt to go to it. What should my route be to fix this? Is there something I have neglected in setting up the subdomain in godaddy? Is this something I just can't do in godaddy's domain management "tool". Do I need to set up a virtual directory for this instead of just a directory? Update: I changed the IIS settings in godaddy to use integrated pipeline mode, per this discussion and I am no longer getting 404 errors. The application worked just fine as suggested it would.

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  • Using QTDesigner with PyQT and Python 2.6

    - by PyNewbie27
    Hi. I'm fairly new to Python and trying to work with the latest versions of QTDesigner, PyQT 4.7 and QT4.7 (I downloaded the whole package from PyQT4.7 website). I can't figure out how to make QTDesigner integrate closely with Python: ie. If I select "Form" View Code in QTDesigners menu, it errors saying "Unable to launch C:/Python26/Lib/site-packages/PyQT4/bin\uic." If I look in that directory there is a pyuic.py but not "uic". From searching online it seems this doesn't exist because it's expecting a C++ install instead of the python version. Is there anyway to make QTDesigner use/call pyuic.py to generate the code, then open an IDE or text editor of my choice to show me the PYTHON code generated by the QTDesigner-PyUIC chain? I'd like Designer to integrate closely with python, so I can make custom slots/signals in Designer while designing, then tweak the python code directly in my IDE later. If it is not possible to code directly inside QTDesigner using python, does that mean I have to hand code my programs entire UI directly in my PythonIDE? Using Designer directly would seemingly be nearly very very nice for a newbie such as myself, since I can see what properties each widget has and visually edit them while still learning the QT syntax without constantly having to use web resources to see what properties each widget should have and helps with boilerplate code generation, and what their defaults are, etc. I've googled and nobody seems to be using QTDesigner and Python in this manner together. It seems most are either handcoding all the QT code in their Python IDE of choice, or have found an obvious/easy method of doing what I want, therefore not really producing up to date tutorials on making this work together. Please enlighten me if you can. Thanks in advance for your time. Please include any suggestions you might have to a newbie trying to use Python with QT and QTDesigner. Thank you.

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  • F# Powerpack's Metadata doesn't recognize FSharp.Core as an F# library

    - by Nathan Sanders
    Here's my test code to isolate the problem: open Microsoft.FSharp.Metadata [<EntryPoint>] let main args = let core = FSharpAssembly.FromFile @"C:\Program Files\FSharp-2.0.0.0\\bin\FSharp.Core.dll" let core2 = FSharpAssembly.FSharpLibrary let core3 = System.AppDomain.CurrentDomain.GetAssemblies() |> Seq.find (fun a -> a.FullName.Contains "Core") |> FSharpAssembly.FromAssembly core.Entities |> Seq.iter (printfn "%A") 0 All three lets should give me the same FSharpAssembly. Instead, all 3 throw an exception that FSharp.Core is not an F# assembly (details below, re-formatted for readability). Two more clues: Using the core3 method, I get the same error for the test F# assembly itself I don't get the error at FSI after doing #r "@C:\Program Files...\FSharp.Powerpack.Metadata.dll". Any ideas? I'm using Visual Studio 2008, F# 2.0 and F# Powerpack 2.0.0.0 (May 20, 2010) release on an oldish XP VM, I think it's updated to SP3 though. (I got the error this morning with Powerpack 1.9.9.9, so I upgraded to 2.0.0.0. I thought that if 1.9.9.9 doesn't recognise F#'s 2.0.0.0's assemblies, then maybe bugfixes in Powerpack 2.0.0.0 would help.) Unhandled Exception: System.TypeInitializationException: The type initializer for 'Microsoft.FSharp.Metadata.AssemblyLoader' threw an exception. ---> System.TypeInitializationException: The type initializer for '<StartupCode$FSharp-PowerPack-Metadata>.$Metadata' threw an exception. ---> System.ArgumentException: could not produce an FSharpAssembly object for the assembly 'FSharp.Core' because this is not an F# assembly Parameter name: name at Microsoft.FSharp.Metadata.AssemblyLoader.Add(String name,Assembly assembly) at <StartupCode$FSharp-PowerPack-Metadata>.$Metadata..cctor() --- End of inner exception stack trace --- at Microsoft.FSharp.Metadata.AssemblyLoader..cctor() --- End of inner exception stack trace --- at Microsoft.FSharp.Metadata.AssemblyLoader.Get(Assembly assembly) at Microsoft.FSharp.Metadata.FSharpAssembly.FromAssembly(Assembly assembly) at Program.main(String[] args) in C:\Documents an...\FSMetadataTest\Program.fs:line 11 Press any key to continue . . .

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  • SGEN doesn't work after upgrading from VS2008 to VS2010

    - by emddudley
    I just recently upgraded a VS2008/.NET 3.5 SP1 project to VS2010 and .NET 4. I have a post-build event which calls SGEN to generate the XmlSerializers assembly. Whenever I try to run it I get the following error. "C:\Program Files\Microsoft SDKs\Windows\v7.0A\bin\sgen.exe" /debug /force /verbose /c:"platform:x86" "C:\path\to\SomeAssembly.dll" Microsoft (R) Xml Serialization support utility [Microsoft (R) .NET Framework, Version 2.0.50727.3038] Copyright (C) Microsoft Corporation. All rights reserved. Error: An attempt was made to load an assembly with an incorrect format: c:\path\to\someassembly.dll. - Could not load file or assembly 'file:///c:\path\to\someassembly.dll' or one of its dependencies. This assembly is built by a runtime newer than the currently loaded runtime and cannot be loaded. If you would like more help, please type "sgen /?". I get the same error running SGEN from the command line, but I can't figure out what the problem is. Any ideas?

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  • How to build android cts? And how to add and run your test case?

    - by Leox
    From 2.0 the cts is freely downloadable from android's repository. But there is no documents about it. Does anyone can tell me: how to build cts? Is there a standard procedure? How to run cts? How to add customized test case? Here, share my experience. After repo sync all source, you can't directly run "make" to build all source. You will get some errors. Now, I'am trying to first build android source without cts, and then build cts alone. Also, here are some reference for run cts: http://i-miss-erin.blogspot.com/2010/05/how-to-add-test-plan-package-to-android.html www.mentby.com/chenny/how-does-cts-work-where-can-i-get-the-test-streams.html www.jxva.com/?act=blog!article&articleId=157 1st time Update @ 5-13 18:39 +8:00 I do the following steps: 1.build android source without cts (move cts out of the $SDK_ROOT). 2.build cts (move cts back). both jdk1.5 and 1.6 have the following errors: 1.The 1st time "make cts" report: "Caused by: java.io.FileNotFoundException: ...(Too many open files)" 2.The 2nd time "make cts" report: "acp: file 'out/host/linux-x86/obj/EXECUTABLES/vm-tests_intermediates/tests/data' does not exist" 3.The 3rd time "make cts" report: "/bin/bash: line 0: cd: out/host/linux-x86/obj/EXECUTABLES/vm-tests_intermediates/hostjunit_files/classes: No such file or directory" 4.The last time "make cts" report: "zip error: Nothing to do! (try: zip -q -r ../../android.core.vm-tests.jar . -i .)"

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  • NHibernate.Bytecode.UnableToLoadProxyFactoryFactoryException

    - by Shane
    I have the following code set up in my Startup IDictionary properties = new Dictionary(); properties.Add("connection.driver_class", "NHibernate.Driver.SqlClientDriver"); properties.Add("dialect", "NHibernate.Dialect.MsSql2005Dialect"); properties.Add("proxyfactory.factory_class", "NNHibernate.ByteCode.Castle.ProxyFactoryFactory, NHibernate.ByteCode.Castle"); properties.Add("connection.provider", "NHibernate.Connection.DriverConnectionProvider"); properties.Add("connection.connection_string", "Data Source=ZEUS;Initial Catalog=mydb;Persist Security Info=True;User ID=sa;Password=xxxxxxxx"); InPlaceConfigurationSource source = new InPlaceConfigurationSource(); source.Add(typeof(ActiveRecordBase), (IDictionary<string, string>) properties); Assembly asm = Assembly.Load("Repository"); Castle.ActiveRecord.ActiveRecordStarter.Initialize(asm, source); I am getting the following error: failed: NHibernate.Bytecode.UnableToLoadProxyFactoryFactoryException : Unable to load type 'NNHibernate.ByteCode.Castle.ProxyFactoryFactory, NHibernate.ByteCode.Castle' during configuration of proxy factory class. Possible causes are: - The NHibernate.Bytecode provider assembly was not deployed. - The typeName used to initialize the 'proxyfactory.factory_class' property of the session-factory section is not well formed. I have read and read I am referecning the All the assemblies listed and I am at a total loss as what to try next. Castle.ActiveRecord.dll Castle.DynamicProxy2.dll Iesi.Collections.dll log4net.dll NHibernate.dll NHibernate.ByteCode.Castle.dll I am 100% sure the assembly is in the bin. Anyone have any ideas?

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  • Test run errors with MSTest in VS2010

    - by Tomas Lycken
    When I run my Unit Tests, all tests pass, but instead of "Test run succeeded" or whatever the success message is, I get "Test run error" in the little bar that tells me how many of my tests pass, even though all my tests passed. When i click the text, I'm taken to a page that tells me the following two things happened: Warning: conflict during test run deployment: deployment item '[...]\Booking.Web.dll' directly or indirectly referenced by the test container [...]\Booking.Web.Tests.dll cannot be deployed to 'Booking.Web.dll' because otherwise the file '[...]\Booking.Web.dll' would override deployment item '[...]\Booking.Web.dll' directly or indirectly referenced by '[...]\Booking.Web.Tests.dll' Error: Cannot initialize the ASP.NET project 'Booking.Web' Exception was thrown: The website could not be configured correctly; getting ASP.NET proccess information failed. Requesting 'http://localhost:54131/VSEnterpriseHelper.axd' returned an error: The remote server returned an error: (500) Internal Server Error. I don't understand half of what it's complaining about. How do I get rid of these errors? (And for reference: Booking.Web is an ASP.NET MVC 2 project, Booking.Web.Tests is a Test project, [...] is the full local path to the projects in my environment, in most of the cases above to the /bin/debug/ folder inside the Booking.Web project)

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  • OS X, Mercurial and MediaTemple problem

    - by bschaeffer
    I've installed Mercurial per MT's knowledge base file here. Working with it server side using ssh from my Mac works fine. I can initialize repositories and the like, but pulling from the server or pushing from my Mac produces an error I don't understand. Here's what I get when call hg push from my local installation (hash marks represent my server number): remote: Traceback (most recent call last): remote: File "/home/#####/users/.home/data/mercurial-1.5/hg", line 27, in ? remote: mercurial.dispatch.run() remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/dispatch.py", line 16, in run remote: sys.exit(dispatch(sys.argv[1:])) remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/dispatch.py", line 21, in dispatch remote: u = _ui.ui() remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/ui.py", line 38, in __init__ remote: for f in util.rcpath(): remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/util.py", line 1200, in rcpath remote: _rcpath = os_rcpath() remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/util.py", line 1174, in os_rcpath remote: path = system_rcpath() remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/posix.py", line 41, in system_rcpath remote: path.extend(rcfiles(os.path.dirname(sys.argv[0]) + remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/posix.py", line 30, in rcfiles remote: rcs.extend([os.path.join(rcdir, f) remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/demandimport.py", line 75, in __getattribute__ remote: self._load() remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/demandimport.py", line 47, in _load remote: mod = _origimport(head, globals, locals) remote: ImportError: No module named osutil abort: no suitable response from remote hg! Mercurial on my Mac is configured as follows [ui] username = John Smith editor = te -w remotecmd = ~/data/mercurial-1.5/hg My local single repo is configured as follows (hash marks represent my server number): [paths] default = ssh://mysite.com@s#####.gridserver.com/domains/mysite.com/html Mercurial on the server is configured with a just a username: [ui] username = John Smith The server .bash_profile is configured as follows (per the installation guide): # Aliases alias ls-a='ls -a -l' # Added this as suggested by the MediaTemple guide export PYTHONPATH=${HOME}/lib/python:$PYTHONPATH export PATH=${HOME}/bin:$PATH I understand this probably isn't a MediaTemple problem, but more likely an installation problem. I would really appreciate any assitance on this problem. Thanks in advance!

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  • Using M2Crypto to save and load X509 certs in pem files

    - by Brock Pytlik
    I would expect that if I have a X509 cert as an object in memory, saved it as a pem file, then loaded it back in, I would end up with the same cert I started with. This seems not to be the case however. Let's call the original cert A, and the cert loaded from the pem file B. A.as_text() is identical to B.as_text(), but A.as_pem() differs from B.as_pem(). To say the least, I'm confused by this. As a side note, if A has been signed by another entity C, then A will verify against C's cert, but B will not. I've put together a tiny sample program to demonstrate what I'm seeing. When I run this, the second RuntimeError is raised. Thanks, Brock #!/usr/bin/python2.6 import M2Crypto as m2 import time cur_time = m2.ASN1.ASN1_UTCTIME() cur_time.set_time(int(time.time()) - 60*60*24) expire_time = m2.ASN1.ASN1_UTCTIME() # Expire certs in 1 hour. expire_time.set_time(int(time.time()) + 60 * 60 * 24) cs_rsa = m2.RSA.gen_key(1024, 65537, lambda: None) cs_pk = m2.EVP.PKey() cs_pk.assign_rsa(cs_rsa) cs_cert = m2.X509.X509() # These two seem the minimum necessary to make the as_text function call work # at all cs_cert.set_not_before(cur_time) cs_cert.set_not_after(expire_time) # This seems necessary to fill out the complete cert without errors. cs_cert.set_pubkey(cs_pk) # I've tried with the following set lines commented out and not commented. cs_name = m2.X509.X509_Name() cs_name.C = "US" cs_name.ST = "CA" cs_name.OU = "Fake Org CA 1" cs_name.CN = "www.fakeorg.dex" cs_name.Email = "[email protected]" cs_cert.set_subject(cs_name) cs_cert.set_issuer_name(cs_name) cs_cert.sign(cs_pk, md="sha256") orig_text = cs_cert.as_text() orig_pem = cs_cert.as_pem() print "orig_text:\n%s" % orig_text cs_cert.save_pem("/tmp/foo") tcs = m2.X509.load_cert("/tmp/foo") tcs_text = tcs.as_text() tcs_pem = tcs.as_pem() if orig_text != tcs_text: raise RuntimeError( "Texts were different.\nOrig:\n%s\nAfter load:\n%s" % (orig_text, tcs_text)) if orig_pem != tcs_pem: raise RuntimeError( "Pems were different.\nOrig:\n%s\nAfter load:\n%s" % (orig_pem, tcs_pem))

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  • Installing Django on Shared Server: No module named MySQLdb?

    - by Mark
    I'm getting this error Traceback (most recent call last): File "/home/<username>/flup/server/fcgi_base.py", line 558, in run File "/home/<username>/flup/server/fcgi_base.py", line 1116, in handler File "/home/<username>/python/django/django/core/handlers/wsgi.py", line 241, in __call__ response = self.get_response(request) File "/home/<username>/python/django/django/core/handlers/base.py", line 73, in get_response response = middleware_method(request) File "/home/<username>/python/django/django/contrib/sessions/middleware.py", line 10, in process_request engine = import_module(settings.SESSION_ENGINE) File "/home/<username>/python/django/django/utils/importlib.py", line 35, in import_module __import__(name) File "/home/<username>/python/django/django/contrib/sessions/backends/db.py", line 2, in ? from django.contrib.sessions.models import Session File "/home/<username>/python/django/django/contrib/sessions/models.py", line 4, in ? from django.db import models File "/home/<username>/python/django/django/db/__init__.py", line 41, in ? backend = load_backend(settings.DATABASE_ENGINE) File "/home/<username>/python/django/django/db/__init__.py", line 17, in load_backend return import_module('.base', 'django.db.backends.%s' % backend_name) File "/home/<username>/python/django/django/utils/importlib.py", line 35, in import_module __import__(name) File "/home/<username>/python/django/django/db/backends/mysql/base.py", line 13, in ? raise ImproperlyConfigured("Error loading MySQLdb module: %s" % e) ImproperlyConfigured: Error loading MySQLdb module: No module named MySQLdb when I try to run this script on my shared server #!/usr/bin/python import sys, os sys.path.insert(0, "/home/<username>/python/django") sys.path.insert(0, "/home/<username>/python/django/www") # projects directory os.chdir("/home/<username>/python/django/www/<project>") os.environ['DJANGO_SETTINGS_MODULE'] = "<project>.settings" from django.core.servers.fastcgi import runfastcgi runfastcgi(method="threaded", daemonize="false") But, my web host just installed MySQLdb for me a few hours ago. When I run python from the shell I can import MySQLdb just fine. Why would this script report that it can't find it?

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  • Emacs 23.1 make error 139 in Mac OS X 10.6.3

    - by penyuan
    When I try to compile GNU Emacs 23.1 on my machine with Mac OS X 10.6.3 I repeatedly get the following ending: Directories: /src/emacs-23.1/lisp/. /src/emacs-23.1/lisp/./calc /src/emacs-23.1/lisp/./calendar /src/emacs-23.1/lisp/./emacs-lisp /src/emacs-23.1/lisp/./emulation /src/emacs-23.1/lisp/./erc /src/emacs-23.1/lisp/./eshell /src/emacs-23.1/lisp/./gnus /src/emacs-23.1/lisp/./international /src/emacs-23.1/lisp/./language /src/emacs-23.1/lisp/./mail /src/emacs-23.1/lisp/./mh-e /src/emacs-23.1/lisp/./net /src/emacs-23.1/lisp/./nxml /src/emacs-23.1/lisp/./org /src/emacs-23.1/lisp/./play /src/emacs-23.1/lisp/./progmodes /src/emacs-23.1/lisp/./textmodes /src/emacs-23.1/lisp/./url /bin/sh: line 1: 69491 Segmentation fault EMACSLOADPATH=/src/emacs-23.1/lisp LC_ALL=C ../src/bootstrap-emacs -batch --no-site-file --multibyte -l autoload --eval '(setq generated-autoload-file "/src/emacs-23.1/lisp/loaddefs.el")' -f batch-update-autoloads $wins make[2]: *** [autoloads] Error 139 make[1]: *** [/src/emacs-23.1/src/../lisp/loaddefs.el] Error 2 make: *** [src] Error 2 Does anyone know what this means and what I could do to resolve the issue? By the way, here is my ./configure settings: ./configure --prefix=/usr/local --x-includes=/usr/X11/include --x-libraries=/usr/X11/lib --with-x I've tried to compile both with and without X with no success.

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