Search Results

Search found 27239 results on 1090 pages for 'microsoft extension frame'.

Page 432/1090 | < Previous Page | 428 429 430 431 432 433 434 435 436 437 438 439  | Next Page >

  • Sprite sheet generator

    - by Andrea Tucci
    I need to generate a sprite sheet with squared sprite for a 2D game. How can I generate a sprite sheet where each frame has x = y? The only think I have to do is to "insert" some blank space between sprites (in case y were x in the original sprite). Is there any program that I can use to trasform "irregular" sprite sheets to "squared" sprite sheets? An example of non-squared sprite sheet: http://spriters-resource.com/gameboy_advance/khcom/sheet/1138

    Read the article

  • Computer Science: Arts or Science?

    - by sunpech
    Various colleges and universities may offer a degree in Computer Science either as an Arts or a Science. What differences are there between the two? Would recruiters and those who conduct interviews favor one over the other? (Bachelor of Arts vs Bachelor of Sciences etc...) Update - Just wanted to add this link to Joel Spolsky's site to give a better frame of reference: BA or BS in Computer Science

    Read the article

  • How to stream H264 Video from camera over FTP?

    - by Jay
    I bought a h264 security camera system last year and set it up to ftp video to my computer. I was able to get the video to play (even though it played a little fast) on Ubuntu 11.04 using mplayer. A few months ago, I did a fresh install of 12.04 and I cannot seem to get the video to play with mplayer, smplayer or VLC. I have the restricted formats video packages installed and when playing with any of the players, all I get is a gray video. When calling mplayer from the command line to play the video with no options, I get a lot of these errors: [h264 @ 0x7f278c61f280]concealing 1320 DC, 1320 AC, 1320 MV errors No pts value from demuxer to use for frame! pts after filters MISSING I'm not a video expert and have been coming up with a lot of dead ends when Googling for this. Could someone offer some advice about how to play these videos? Here is the output of mediainfo for a sample file. mediainfo -f sec-cam01-m-20120921-212454.h264 General Count : 278 Count of stream of this kind : 1 Kind of stream : General Kind of stream : General Stream identifier : 0 Count of video streams : 1 Video_Format_List : AVC Video_Format_WithHint_List : AVC Codecs Video : AVC Complete name : sec-cam01-m-20120921-212454.h264 File name : sec-cam01-m-20120921-212454 File extension : h264 Format : AVC Format : AVC Format/Info : Advanced Video Codec Format/Url : http://developers.videolan.org/x264.html Format/Extensions usually used : avc h264 Commercial name : AVC Internet media type : video/H264 Codec : AVC Codec : AVC Codec/Info : Advanced Video Codec Codec/Url : http://developers.videolan.org/x264.html Codec/Extensions usually used : avc h264 File size : 1097315 File size : 1.05 MiB File size : 1 MiB File size : 1.0 MiB File size : 1.05 MiB File size : 1.046 MiB File last modification date : UTC 2012-09-22 01:27:12 File last modification date (local) : 2012-09-21 21:27:12 Video Count : 205 Count of stream of this kind : 1 Kind of stream : Video Kind of stream : Video Stream identifier : 0 Format : AVC Format/Info : Advanced Video Codec Format/Url : http://developers.videolan.org/x264.html Commercial name : AVC Format profile : [email protected] Format settings : 1 Ref Frames Format settings, CABAC : No Format settings, CABAC : No Format settings, ReFrames : 1 Format settings, ReFrames : 1 frame Format settings, GOP : M=1, N=3 Internet media type : video/H264 Codec : AVC Codec : AVC Codec/Family : AVC Codec/Info : Advanced Video Codec Codec/Url : http://developers.videolan.org/x264.html Codec profile : [email protected] Codec settings : 1 Ref Frames Codec settings, CABAC : No Codec_Settings_RefFrames : 1 Width : 704 Width : 704 pixels Height : 480 Height : 480 pixels Pixel aspect ratio : 1.000 Display aspect ratio : 1.467 Display aspect ratio : 3:2 Standard : NTSC Resolution : 8 Resolution : 8 bits Colorimetry : 4:2:0 Color space : YUV Chroma subsampling : 4:2:0 Bit depth : 8 Bit depth : 8 bits Scan type : Progressive Scan type : Progressive Interlacement : PPF Interlacement : Progressive Edit: Here is a sample video using the same encoding: https://www.dropbox.com/s/l5acwzy8rtqn9xe/sec-cam08-m-20121118-105815.h264 (not the same video as mediainfo output)

    Read the article

  • New Location for .NET 4 GAC

    - by Ricardo Peres
    .NET 4 newcomers may have realised that the old GAC location (%WINDIR%\Assembly) does not contain .NET 4 global assembly cache assemblies. Indeed, they have moved to %WINDIR%\Microsoft.NET\Assembly. It is worth noting that this folder does not use the shell extension that the older one uses, which prevents us from directly looking at the folder's contents, which, IMO, is nice (I mean, the new behavior). The old folder continues to host pre-.NET 4 assemblies.

    Read the article

  • Solution to Jira web service getWorklogs method error: Object of type System.Xml.XmlNode[] cannot be stored in an array of this type

    - by DigiMortal
    When using Jira web service methods that operate on work logs you may get the following error when running your .NET application: Object of type System.Xml.XmlNode[] cannot be stored in an array of this type. In this posting I will show you solution to this problem. I don’t want to go to deep in details about this problem. I think it’s enough for this posting to mention that this problem is related to one small conflict between .NET web service support and Axis. Of course, Jira team is trying to solve it but until this problem is solved you can use solution provided here. There is good solution to this problem given by Jira forum user Kostadin. You can find it from Jira forum thread RemoteWorkLog serialization from Soap Service in C#. Solution is simple – you have to use SOAP extension class to replace new class names with old ones that .NET found from WSDL. Here is the code by Kostadin. public class JiraSoapExtensions : SoapExtension {     private Stream _streamIn;     private Stream _streamOut;       public override void ProcessMessage(SoapMessage message)     {         string messageAsString;         StreamReader reader;         StreamWriter writer;           switch (message.Stage)         {             case SoapMessageStage.BeforeSerialize:                 break;             case SoapMessageStage.AfterDeserialize:                 break;             case SoapMessageStage.BeforeDeserialize:                 reader = new StreamReader(_streamOut);                 writer = new StreamWriter(_streamIn);                 messageAsString = reader.ReadToEnd();                 switch (message.MethodInfo.Name)                 {                     case "getWorklogs":                     case "addWorklogWithNewRemainingEstimate":                     case "addWorklogAndAutoAdjustRemainingEstimate":                     case "addWorklogAndRetainRemainingEstimate":                         messageAsString = messageAsString.                             .Replace("RemoteWorklogImpl", "RemoteWorklog")                             .Replace("service", "beans");                         break;                 }                 writer.Write(messageAsString);                 writer.Flush();                 _streamIn.Position = 0;                 break;             case SoapMessageStage.AfterSerialize:                 _streamIn.Position = 0;                 reader = new StreamReader(_streamIn);                 writer = new StreamWriter(_streamOut);                 messageAsString = reader.ReadToEnd();                 writer.Write(messageAsString);                 writer.Flush(); break;         }     }       public override Stream ChainStream(Stream stream)     {         _streamOut = stream;         _streamIn = new MemoryStream();         return _streamIn;     }       public override object GetInitializer(Type type)     {         return GetType();     }       public override object GetInitializer(LogicalMethodInfo info,         SoapExtensionAttribute attribute)     {         return null;     }       public override void Initialize(object initializer)     {     } } To get this extension work with Jira web service you have to add the following block to your application configuration file (under system.web section). <webServices>   <soapExtensionTypes>    <add type="JiraStudioExperiments.JiraSoapExtensions,JiraStudioExperiments"           priority="1"/>   </soapExtensionTypes> </webServices> Weird thing is that after successfully using this extension and disabling it everything still works.

    Read the article

  • Enabling Service Availability in WCF Services

    - by cibrax
    It is very important for the enterprise to know which services are operational at any given point. There are many factors that can affect the availability of the services, some of them are external like a database not responding or any dependant service not working. However, in some cases, you only want to know whether a service is up or down, so a simple heart-beat mechanism with “Ping” messages would do the trick. Unfortunately, WCF does not provide a built-in mechanism to support this functionality, and you probably don’t to implement a “Ping” operation in any service that you have out there. For solving this in a generic way, there is a WCF extensibility point that comes to help us, the “Operation Invokers”. In a nutshell, an operation invoker is the class responsible invoking the service method with a set of parameters and generate the output parameters with the return value. What I am going to do here is to implement a custom operation invoker that intercepts any call to the service, and detects whether a “Ping” header was attached to the message. If the “Ping” header is detected, the operation invoker returns a new header to tell the client that the service is alive, and the real operation execution is omitted. In that way, we have a simple heart beat mechanism based on the messages that include a "Ping” header, so the client application can determine at any point whether the service is up or down. My operation invoker wraps the default implementation attached by default to any operation by WCF. internal class PingOperationInvoker : IOperationInvoker { IOperationInvoker innerInvoker; object[] outputs = null; object returnValue = null; public const string PingHeaderName = "Ping"; public const string PingHeaderNamespace = "http://tellago.serviceModel"; public PingOperationInvoker(IOperationInvoker innerInvoker, OperationDescription description) { this.innerInvoker = innerInvoker; outputs = description.SyncMethod.GetParameters() .Where(p => p.IsOut) .Select(p => DefaultForType(p.ParameterType)).ToArray(); var returnValue = DefaultForType(description.SyncMethod.ReturnType); } private static object DefaultForType(Type targetType) { return targetType.IsValueType ? Activator.CreateInstance(targetType) : null; } public object Invoke(object instance, object[] inputs, out object[] outputs) { object returnValue; if (Invoke(out returnValue, out outputs)) { return returnValue; } else { return this.innerInvoker.Invoke(instance, inputs, out outputs); } } private bool Invoke(out object returnValue, out object[] outputs) { object untypedProperty = null; if (OperationContext.Current .IncomingMessageProperties.TryGetValue(HttpRequestMessageProperty.Name, out untypedProperty)) { var httpRequestProperty = untypedProperty as HttpRequestMessageProperty; if (httpRequestProperty != null) { if (httpRequestProperty.Headers[PingHeaderName] != null) { outputs = this.outputs; if (OperationContext.Current .IncomingMessageProperties.TryGetValue(HttpRequestMessageProperty.Name, out untypedProperty)) { var httpResponseProperty = untypedProperty as HttpResponseMessageProperty; httpResponseProperty.Headers.Add(PingHeaderName, "Ok"); } returnValue = this.returnValue; return true; } } } var headers = OperationContext.Current.IncomingMessageHeaders; if (headers.FindHeader(PingHeaderName, PingHeaderNamespace) > -1) { outputs = this.outputs; MessageHeader<string> header = new MessageHeader<string>("Ok"); var untyped = header.GetUntypedHeader(PingHeaderName, PingHeaderNamespace); OperationContext.Current.OutgoingMessageHeaders.Add(untyped); returnValue = this.returnValue; return true; } returnValue = null; outputs = null; return false; } } The implementation above looks for the “Ping” header either in the Http Request or the Soap message. The next step is to implement a behavior for attaching this operation invoker to the services we want to monitor. [AttributeUsage(AttributeTargets.Method | AttributeTargets.Class, AllowMultiple = false, Inherited = true)] public class PingBehavior : Attribute, IServiceBehavior, IOperationBehavior { public void AddBindingParameters(ServiceDescription serviceDescription, ServiceHostBase serviceHostBase, Collection<ServiceEndpoint> endpoints, BindingParameterCollection bindingParameters) { } public void ApplyDispatchBehavior(ServiceDescription serviceDescription, ServiceHostBase serviceHostBase) { } public void Validate(ServiceDescription serviceDescription, ServiceHostBase serviceHostBase) { foreach (var endpoint in serviceDescription.Endpoints) { foreach (var operation in endpoint.Contract.Operations) { if (operation.Behaviors.Find<PingBehavior>() == null) operation.Behaviors.Add(this); } } } public void AddBindingParameters(OperationDescription operationDescription, BindingParameterCollection bindingParameters) { } public void ApplyClientBehavior(OperationDescription operationDescription, ClientOperation clientOperation) { } public void ApplyDispatchBehavior(OperationDescription operationDescription, DispatchOperation dispatchOperation) { dispatchOperation.Invoker = new PingOperationInvoker(dispatchOperation.Invoker, operationDescription); } public void Validate(OperationDescription operationDescription) { } } As an operation invoker can only be added in an “operation behavior”, a trick I learned in the past is that you can implement a service behavior as well and use the “Validate” method to inject it in all the operations, so the final configuration is much easier and cleaner. You only need to decorate the service with a simple attribute to enable the “Ping” functionality. [PingBehavior] public class HelloWorldService : IHelloWorld { public string Hello(string name) { return "Hello " + name; } } On the other hand, the client application needs to send a dummy message with a “Ping” header to detect whether the service is available or not. In order to simplify this task, I created a extension method in the WCF client channel to do this work. public static class ClientChannelExtensions { const string PingNamespace = "http://tellago.serviceModel"; const string PingName = "Ping"; public static bool IsAvailable<TChannel>(this IClientChannel channel, Action<TChannel> operation) { try { using (OperationContextScope scope = new OperationContextScope(channel)) { MessageHeader<string> header = new MessageHeader<string>(PingName); var untyped = header.GetUntypedHeader(PingName, PingNamespace); OperationContext.Current.OutgoingMessageHeaders.Add(untyped); try { operation((TChannel)channel); var headers = OperationContext.Current.IncomingMessageHeaders; if (headers.Any(h => h.Name == PingName && h.Namespace == PingNamespace)) { return true; } else { return false; } } catch (CommunicationException) { return false; } } } catch (Exception) { return false; } } } This extension method basically adds a “Ping” header to the request message, executes the operation passed as argument (Action<TChannel> operation), and looks for the corresponding “Ping” header in the response to see the results. The client application can use this extension with a single line of code, var client = new ServiceReference.HelloWorldClient(); var isAvailable = client.InnerChannel.IsAvailable<IHelloWorld>((c) => c.Hello(null)); The “isAvailable” variable will tell the client application whether the service is available or not. You can download the complete implementation from this location.    

    Read the article

  • Google Chrome Extensions: UI Design

    Google Chrome Extensions: UI Design Erik Kay, an engineer at Google, provides more information about the UI of Google Chrome's extension system. For more information visit code.google.com/chrome/extensions. From: GoogleDevelopers Views: 10120 57 ratings Time: 03:49 More in Science & Technology

    Read the article

  • Google Chrome Extensions: Identity, Signing and Auto Update

    Google Chrome Extensions: Identity, Signing and Auto Update Antony Sargent, a software engineer at Google discusses topics related to ids, packaging and distribution of extensions in the Google Chrome Extension system. To get more information, visit code.google.com/chrome/extensions From: GoogleDevelopers Views: 27337 54 ratings Time: 04:08 More in Science & Technology

    Read the article

  • Comment étendre vos rapports de trackers Codendi en moins de 10 minutes ?, par Nicolas Terray

    Nicolas Terray (Codendi) vous présente un nouveau tutoriel intitulé: Comment étendre vos rapports de trackers en moins de 10 minutes ? ou plus génériquement " Comment exploiter l'architecture ouverte des trackers Codendi ? " Citation: Dans ce tutoriel je vais vous montrer comment exploiter la fonctionnalité d'extension de Codendi avec le nouveau système de tracker de la v 4.2 et son architecture en plugin. Cet article va êtr...

    Read the article

  • How to sync the actions in a mutiplayer game?

    - by Wheeler
    I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. This game is kinda a pong game, and my problem is the next: whenever the opponent hits the ball the angle will not be the same on both mobiles. I think its because the latency (1 pixel difference can cause a different angle). So my question is: how can I sync the hitting event?

    Read the article

  • OracleServiceBus+SOA in same server

    - by Manoj Neelapu
    Oracle Service Bus 11gR1 (11.1.1.3) supports running in same JVM as SOA. This tutorial covers on how to do create domain in of SOA+OSB combined to run in single JVM .For this tutorial we will use a flavor  WebLogic installer bundled with both OEPE and coherence components (eg oepe111150_wls1033_win32.exe). WebLogic installer bundled with coherence and OEPE components can be seen in the screen shot.Oracle Service Bus 11gR1 (11.1.1.3) has built-in caching support for Business Services using coherence. Because of this we will have to install coherence before  installing OSB.  To get SOAand OSB running in the same domain, we have to install the SOA and OSB on the above ORACLE_HOME. After installation we should see both the SOA and OSB homes has highlighted in red.We could also see the coherence components which is mandatory for OSB and optional OEPE also installed.                     Now we will execute RCU(ofm_rcu_win_11.1.1.3.0_disk1_1of1) to install the schema for SOA and OSB. New RCU contains OSB tables (WLI_QS_REPORT_DATA , WLI_QS_REPORT_ATTRIBUTE) gets loaded as part of SOAINFRA schema  After this step we will have to create soa+osb domain using config wizard. It is located under $WEBLOGIC_HOME\common\bin\config.* (.cmd or .sh as per your platform) .While creating a domain we will select options for SOA Suite  and Oracle Service Bus Extension-All Domain Topologies.We can also bundle Enterprise Manager in the same installation or in a different server. Here in this case we will use the enterprise manager in the same domain. So we selected the Enterprise Manager component also. There is another option for OSB  Oracle Service Bus Extension-Single server Domain Topology. This topology is for users who want to use OSB in single server configuration. Currently SOA doesn't support single server topology. So this topology cannot be used with SOA domain but can only be used for stand alone OSB installations.We can continue with domain configuration till we reach the below screen. Following steps are mandatory if we want to have the SOA and OSB run in same JVMwe should select Managed Server, Clusters and Machines as shown below   After this selection you should see a screen with two servers One managed server for OSB and one managed for SOA.  Since we would like to have both the servers in one managed server (one JVM) we will have to do one  

    Read the article

  • Where is my Ubuntu One ribbon?

    - by Roland Taylor
    I'm not seeing the Ubuntu One ribbon in Nautilus-Elementary. I have the nautilus-terminal extension as well, so I don't know if they don't work together. I tried running nautilus from the terminal (for a separate issue), and I think I might be onto something. It seems the Ubuntu One ribbon is not finding something (it had an exception). I got the NE-Terminal working again by deleting the gconf directory for Nautilus.

    Read the article

  • Cannot launch software centre, neither update

    - by Michal
    m@samsung:~$ sudo rm /var/lib/apt/lists/* -vf [sudo] password for m: rm: cannot remove `/var/lib/apt/lists/partial': Is a directory m@samsung:~$ sudo apt-get update N: Ignoring file 'gnomebaker.lis' in directory '/etc/apt/sources.list.d/' as it has an invalid filename extension E: Malformed line 1 in source list /etc/apt/sources.list.d/gnomebaker.list (URI parse) E: The list of sources could not be read. m@samsung:~$

    Read the article

  • How to enable Moonlight?

    - by Ivan
    Even after I've installed all the Mono packages, I am still asked to install Silverlight when I visit Silverlight-enabled web pages. Even after I agreed to do this and installed the Moonlight Firefox extension from http://go-mono.com/moonlight/, nothing changed - Silverlight applets still don't work and ask to install Silverlight (directing to http://go-mono.com/moonlight/). How do I finally install it? The situation is the same in Ubuntu 10.10 and Xubuntu 11.04.

    Read the article

  • Google Chrome Extensions: Launch Event (part 3)

    Google Chrome Extensions: Launch Event (part 3) Video Footage from the Google Chrome Extensions launch event on 12/09/09. Erik Kay and Aaron Boodman, technical leads for the Google Chrome Extensions team demonstrate how to build, debug and share a Google Chrome extension. From: GoogleDevelopers Views: 2974 13 ratings Time: 08:28 More in Science & Technology

    Read the article

  • flicker when drawing 4 models for the first time

    - by Badescu Alexandru
    i have some models that i only draw at a certain moment in the game (after some seconds since the game has started). The problem is that in that first second when i start to draw the models, i see a flicker (in the sence that everything besides those models, dissapears, the background gets purple). The flicker only lasts for that frame, and then everything seems to run the way it should. UPDATE I see now that regardless of the moment i draw the models, the first frame has always the flickering aspect What could this be about? i'll share my draw method: int temp = 0; foreach (MeshObject meshObj in ShapeList) { foreach (BasicEffect effect in meshObj.mesh.Effects) { #region color elements int i = int.Parse(meshObj.mesh.Name.ElementAt(1) + ""); int j = int.Parse(meshObj.mesh.Name.ElementAt(2) + ""); int getShapeColor = shapeColorList.ElementAt(i * 4 + j); if (getShapeColor == (int)Constants.shapeColor.yellow) effect.DiffuseColor = yellow; else if (getShapeColor == (int)Constants.shapeColor.red) effect.DiffuseColor = red; else if (getShapeColor == (int)Constants.shapeColor.green) effect.DiffuseColor = green; else if (getShapeColor == (int)Constants.shapeColor.blue) effect.DiffuseColor = blue; #endregion #region lighting effect.LightingEnabled = true; effect.AmbientLightColor = new Vector3(0.25f, 0.25f, 0.25f); effect.DirectionalLight0.Enabled = true; effect.DirectionalLight0.Direction = new Vector3(-0.3f, -0.3f, -0.9f); effect.DirectionalLight0.SpecularColor = new Vector3(.7f, .7f, .7f); Vector3 v = Vector3.Normalize(new Vector3(-100, 0, -100)); effect.DirectionalLight1.Enabled = true; effect.DirectionalLight1.Direction = v; effect.DirectionalLight1.SpecularColor = new Vector3(0.6f, 0.6f, .6f); #endregion effect.Projection = camera.projectionMatrix; effect.View = camera.viewMatrix; if (meshObj.isSetInPlace == true) { effect.World = transforms[meshObj.mesh.ParentBone.Index] * gameobject.orientation; // draw in original cube-placed position meshObj.mesh.Draw(); } else { effect.World = meshObj.Orientation; // draw inSetInPlace position meshObj.mesh.Draw(); } } temp++; }

    Read the article

  • Network is not working anymore - Ubuntu 12.04

    - by Jonathan
    Network is not working anymore - Ubuntu 12.04 Hello, I have a problem with my network connection. I have been using the same laptop with Ubuntu and the same connection for more than a year, and suddenly yesterday the connection stopped working (both wireless and wired). I've tested with another computer and the connection is fine (both wireless and wired). I've been reading similar posts but I haven't found a solution yet. I tried a few commands that I'm posting here (my system is in spanish, so I have traslated it to english, maybe the terms are not accurate): grep -i eth /var/log/syslog | tail Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: (eth0): now managed Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: (eth0): device state change: unmanaged - unavailable (reason 'managed') [10 20 2] Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: (eth0): bringing up device. Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: (eth0): preparing device. Jun 3 18:45:40 vanesa-pc kernel: [ 7351.845743] forcedeth 0000:00:0a.0: irq 41 for MSI/MSI-X Jun 3 18:45:40 vanesa-pc kernel: [ 7351.845984] forcedeth 0000:00:0a.0: eth0: no link during initialization Jun 3 18:45:40 vanesa-pc kernel: [ 7351.847103] ADDRCONF(NETDEV_UP): eth0: link is not ready Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: (eth0): deactivating device (reason 'managed') [2] Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: Added default wired connection 'Wired connection 1' for /sys/devices/pci0000:00/0000:00:0a.0/net/eth0 Jun 3 18:45:40 vanesa-pc kernel: [ 7351.848817] ADDRCONF(NETDEV_UP): eth0: link is not ready ifconfig -a eth0 Link encap:Ethernet addressHW 00:1b:24:fc:a8:d1 ACTIVE BROADCAST MULTICAST MTU:1500 Metric:1 Packages RX:0 errors:16 lost:0 overruns:0 frame:16 Packages TX:123 errors:0 lost:0 overruns:0 carrier:0 colissions:0 length.tailTX:1000 Bytes RX:0 (0.0 B) TX bytes:26335 (26.3 KB) Interruption:41 Base address: 0x2000 lo Link encap:Local loop Inet address:127.0.0.1 Mask:255.0.0.0 Inet6 address: ::1/128 Scope:Host ACTIVE LOOP WORKING MTU:16436 Metrics:1 Packages RX:1550 errors:0 lost:0 overruns:0 frame:0 Packages TX:1550 errors:0 lost:0 overruns:0 carrier:0 colissions:0 long.tailTX:0 Bytes RX:125312 (125.3 KB) TX bytes:125312 (125.3 KB) iwconfig lo no wireless extensions. eth0 no wireless extensions. sudo lshw -C network *-network description: Ethernet interface product: MCP67 Ethernet manufacturer: NVIDIA Corporation Physical id: a bus information: pci@0000:00:0a.0 logical name: eth0 version: a2 series: 00:1b:24:fc:a8:d1 capacity: 100Mbit/s width: 32 bits clock: 66MHz capacities: pm msi ht bus_master cap_list ethernet physical mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=forcedeth driverversion=0.64 latency=0 link=no maxlatency=20 mingnt=1 multicast=yes port=MII resources: irq:41 memoria:f6288000-f6288fff ioport:30f8(size=8) memoria:f6289c00-f6289cff memoria:f6289800-f628980f lsmod Module Size Used by usbhid 41906 0 hid 77367 1 usbhid rfcomm 38139 0 parport_pc 32114 0 ppdev 12849 0 bnep 17830 2 bluetooth 158438 10 rfcomm,bnep binfmt_misc 17292 1 joydev 17393 0 hp_wmi 13652 0 sparse_keymap 13658 1 hp_wmi nouveau 708198 3 ttm 65344 1 nouveau drm_kms_helper 45466 1 nouveau drm 197692 5 nouveau,ttm,drm_kms_helper i2c_algo_bit 13199 1 nouveau psmouse 87213 0 mxm_wmi 12859 1 nouveau serio_raw 13027 0 k8temp 12905 0 i2c_nforce2 12906 0 wmi 18744 2 hp_wmi,mxm_wmi video 19068 1 nouveau mac_hid 13077 0 lp 17455 0 parport 40930 3 parport_pc,ppdev,lp forcedeth 58096 0 Let me know if I can give you more information. Thank you very much in advance, Jonathan

    Read the article

  • Chrome causing 404's ending with "/cache/[hex-string]/"?

    - by Jan Fabry
    Since the last weeks we see many 404's on our sites caused by Chrome adding /cache/[hex-string]/ to the current page URL. The hex strings we have seen are: e9c5ecc3f9d7fa1291240700c8da0728 1d292296547f895c613a210468b705b7 408cfdf76534ee8f14657ac884946ef2 9b0771373b319ba4f132b9447c7060a4 b8cd4270356f296f1c5627aa88d43349 If you search for these strings you get matches from different sites, but they are most likely auto-generated (/search/cache/e9c5ecc3f9d7fa1291240700c8da0728/ for example). Is this a known issue with Chrome (or an extension)?

    Read the article

  • Performance impact: What is the optimal payload for SqlBulkCopy.WriteToServer()?

    - by Linchi Shea
    For many years, I have been using a C# program to generate the TPC-C compliant data for testing. The program relies on the SqlBulkCopy class to load the data generated by the program into the SQL Server tables. In general, the performance of this C# data loader is satisfactory. Lately however, I found myself in a situation where I needed to generate a much larger amount of data than I typically do and the data needed to be loaded within a confined time frame. So I was driven to look into the code...(read more)

    Read the article

  • Slow Firefox Javascript Canvas Performance?

    - by jujumbura
    As a followup from a previous post, I have been trying to track down some slowdown I am having when drawing a scene using Javascript and the canvas element. I decided to narrow down my focus to a REALLY barebones animation that only clears the canvas and draws a single image, once per-frame. This of course runs silky smooth in Chrome, but it still stutters in Firefox. I added a simple FPS calculator, and indeed it appears that my page is typically getting an FPS in the 50's when running Firefox. This doesn't seem right to me, I must be doing something wrong here. Can anybody see anything I might be doing that is causing this drop in FPS? <!DOCTYPE HTML> <html> <head> </head> <body bgcolor=silver> <canvas id="myCanvas" width="600" height="400"></canvas> <img id="myHexagon" src="Images/Hexagon.png" style="display: none;"> <script> window.requestAnimFrame = (function(callback) { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback) { window.setTimeout(callback, 1000 / 60); }; })(); var animX = 0; var frameCounter = 0; var fps = 0; var time = new Date(); function animate() { var canvas = document.getElementById("myCanvas"); var context = canvas.getContext("2d"); context.clearRect(0, 0, canvas.width, canvas.height); animX += 1; if (animX == canvas.width) { animX = 0; } var image = document.getElementById("myHexagon"); context.drawImage(image, animX, 128); context.lineWidth=1; context.fillStyle="#000000"; context.lineStyle="#ffffff"; context.font="18px sans-serif"; context.fillText("fps: " + fps, 20, 20); ++frameCounter; var currentTime = new Date(); var elapsedTimeMS = currentTime - time; if (elapsedTimeMS >= 1000) { fps = frameCounter; frameCounter = 0; time = currentTime; } // request new frame requestAnimFrame(function() { animate(); }); } window.onload = function() { animate(); }; </script> </body> </html>

    Read the article

  • XNA 2D line-of-sight check

    - by bionicOnion
    I'm working on a top-down shooter in XNA, and I need to implement line-of-sight checking. I've come up with a solution that seems to work, but I get the nagging feeling that it won't be efficient enough to do every frame for multiple calls (the game already hiccups slightly at about 10 calls per frame). The code is below, but my general plan was to create a series of rectangles with a width and height of zero to act as points along the sight line, and then check to see if any of these rectangles intersects a ClutterObject (an interface I defined for things like walls or other obstacles) after first screening for any that can't possibly be in the line of sight (i.e. behind the viewer) or are too far away (a concession I made for efficiency). public static bool LOSCheck(Vector2 pos1, Vector2 pos2) { Vector2 currentPos = pos1; Vector2 perMove = (pos2 - pos1); perMove.Normalize(); HashSet<ClutterObject> clutter = new HashSet<ClutterObject>(); foreach (Room r in map.GetRooms()) { if (r != null) { foreach (ClutterObject c in r.GetClutter()) { if (c != null &&!(c.GetRectangle().X * perMove.X < 0) && !(c.GetRectangle().Y * perMove.Y < 0)) { Vector2 cVector = new Vector2(c.GetRectangle().X, c.GetRectangle().Y); if ((cVector - pos1).Length() < 1500) clutter.Add(c); } } } } while (currentPos != pos2 && ((currentPos - pos1).Length() < 1500)) { Rectangle position = new Rectangle((int)currentPos.X, (int)currentPos.Y, 0, 0); foreach (ClutterObject c in clutter) { if (position.Intersects(c.GetRectangle())) return false; } currentPos += perMove; } return true; } I'm sure that there's a better way to do this (or at least a way to make this method more efficient), but I'm not too used to XNA yet, so I figured it couldn't hurt to bring it here. At the very least, is there an efficient to determine which objects may be in front of the viewer with greater precision than the rather broad 90 degree window I've given myself?

    Read the article

  • Help for choosing a cost effective game server for Flash client

    - by Sapots Thomas
    I am developing a flash-based game primarily for desktops, to be hosted on facebook platform (like cityville, sims social etc). The gameplay doesn't involve real-time communication between players unlike an mmorpg. Here each player plays in his own world without any knowledge of other online players. I've written almost 95% of the game logic in actionscript on the client side. I used Smartfox Server pro on the server side (mostly used for getting data from the DB) and the entire server code is an extension written in java. I'm using json as the protocol for communication. Although I love smartfox server, as an indie, its tough for me to afford the unlimited users license. Morever its limited just to one machine. So I'm looking for an alternative to smartfox server now. The reason for choosing smartfox server earlier was to use the server properties supported by it. Server properties on smartfox server take advantage of the socket connection and are essentially server side objects in java which store some data for the player which he can change frequently during the game. And when he logs out of the game, the extension can write out the final state in the DB (I'm using MySQL). This significantly reduces the number of DB UPDATE/INSERT calls made during the game. I love the way this works since the data is secure as its on the server side and smartfox server is known to be scalable. (although I'm not sure whether this approach is used widely by gaming industry or not, since this is not an mmorpg, I'm putting all player in the lobby). So my question is whether any of the free and community supported servers like reddwarf, firebase, BlazeDS etc can provide a similar architecture so that I can use server properties without many code changes? EDIT : I am not insisting on the exact same feature (thats asking too much!), but atleast a viable messaging system on the server so that I can send actionscript objects from the client using json/binary so that its fast. OR maybe some completely different way to implement what I need here. Thanks in advance.

    Read the article

  • NDC London, Dec 2-6 2013, I&rsquo;ll be there.

    - by Sahil Malik
    SharePoint, WCF and Azure Trainings: more information I will be at NDC London. NDC London is an extension of NDC Oslo, which has been a pretty successful long running conference in Oslo for the past few years. They have a fantastic speaker line up, and a pretty awesome agenda. You can find more info at http://www.ndc-london.com/ At NDC London, I will be presenting the following topics, Breakout Session: Dec 04, 2013 – 11:40 – 12:40 Read full article ....

    Read the article

  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

    Read the article

< Previous Page | 428 429 430 431 432 433 434 435 436 437 438 439  | Next Page >