Strange Bug
I've been having a strange problem ever since I got my iPod touch over christmas, and that is that whenever I connect my iPod to my computer, it resets the date and time to a random time in 2007. I was wondering if this had happened to anyone before, and if anyone knew how to fix it. Also, although there seems to be an option to make the clock either 12 or 24 hour, I can't actually change it.
Message was edited by: Gotosan
Loads of people are having this problem, But apple haven't done anything to fix it. Most people seem to think the problem is with itunes or quicktime. The only way i have found to stop it happening to me is to only plug in the ipod touch when itunes is closed. Open itunes once it's connected.
As for the 24 hour thing, thats also very annoying, but can't be changed. Do you have your region format set to uk? when it is set to uk, you cant change it. You can only get it on 12 hour time once it's in the american region format.
thanks
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Hi,
I'm having a strange bug in my new iphone. I recently upgraded to an iphone from an older model of phone and had my contacts transferred to the new phone by the sales rep at the store. I dont know how the process worked exactly, but im guessing it has something to do with the sims cards or something like that. anyway, ive ad my phone for a day and it has been working fine up until an hour ago. suddenly, i am able to make and receive text messages from my new phone, but i can only make and receive calls from my old phone. i was told that once my service was activated with my new phone, that the old one would just have no more service. that was the case until about an hour ago. now i can text from my new phone, but can only make phone calls from the old one. anyone ever hear of this happening? please help. thanks ahead of time.
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For immediate assistance please call 800-922-0204. We're available 6am to 11pm CST., every day of the year. Please call us from another phone and have your iPhone fully charged and available for troubleshooting.
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Hi,
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Hi,
recently I had a really strange problem, where I could not work with the enhanced classes from within a web application (but from the dos-prompt, see my prosting "Kodo says classes are not enhanced ..."). Everybody suggested it was a classpath problem, what I also
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<?xml version="1.0"?>
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<package name="de.mediateam.quizmaster.data">
<class name="User" />
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On Mon, 10 Sep 2001 17:19:50 -0500, "Abe White" <[email protected]> wrote:
Perhaps system.jdo is not being found by Kodo? system.jdo should be located
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-- Abe White
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This is very strange, as the compareTo should return a
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Hi,
I am running xmonad with dual screen. The strange thing (bug or feature) I noticed that when I move a window to another screen and then try to change the workspace, the window moves along to the same workspace but lands on the other screen.
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regards,
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import XMonad
import System.Exit
import qualified XMonad.StackSet as W
import qualified Data.Map as M
import XMonad.Util.Run
import XMonad.Hooks.DynamicLog
import XMonad.Hooks.ManageDocks
import XMonad.Layout.NoBorders
import XMonad.Hooks.SetWMName
import XMonad.Hooks.ManageHelpers (isFullscreen, doFullFloat, doCenterFloat)
import XMonad.Layout.Tabbed
import System.IO
-- -xos4-terminus-medium-r-*-*-14-*-*-*-*-*-*-*
myLauncher :: String
myLauncher = "`dmenu_path | dmenu -fn '-xos4-terminus-medium-r-*-*-14-*-*-*-*-*-*-*' -nb '#303030' -nf '#959595' -sf '#FFFFFF' -sb '#606060'`"
myKeys conf@(XConfig {XMonad.modMask = modMask}) = M.fromList $
[ ((modMask .|. shiftMask, xK_Return), spawn $ XMonad.terminal conf)
, ((modMask, xK_p ), spawn myLauncher)
, ((modMask .|. shiftMask, xK_c ), kill)
, ((mod4Mask .|. controlMask, xK_Down ), spawn "/home/hardik/bin/decrease-aumix-vol.sh")
, ((0 , 0x1008ff11 ), spawn "/home/hardik/bin/decrease-aumix-vol.sh")
, ((mod4Mask .|. controlMask, xK_Up ), spawn "/home/hardik/bin/increase-aumix-vol.sh")
, ((0 , 0x1008ff13 ), spawn "/home/hardik/bin/increase-aumix-vol.sh")
, ((mod4Mask .|. controlMask, xK_m ), spawn "/home/hardik/bin/toggle-aumix-mute.sh")
, ((0 , 0x1008ff12 ), spawn "/home/hardik/bin/toggle-aumix-mute.sh")
, ((modMask, xK_space ), sendMessage NextLayout)
, ((modMask .|. shiftMask, xK_space ), setLayout $ XMonad.layoutHook conf)
, ((modMask, xK_n ), refresh)
, ((modMask, xK_Tab ), windows W.focusDown)
, ((modMask, xK_j ), windows W.focusDown)
, ((modMask, xK_k ), windows W.focusUp )
, ((modMask, xK_m ), windows W.focusMaster )
, ((modMask, xK_Return), windows W.swapMaster)
, ((modMask .|. shiftMask, xK_j ), windows W.swapDown )
, ((modMask .|. shiftMask, xK_k ), windows W.swapUp ) , ((modMask, xK_h ), sendMessage Shrink) , ((modMask, xK_l ), sendMessage Expand)
, ((modMask, xK_t ), withFocused $ windows . W.sink)
, ((modMask , xK_comma ), sendMessage (IncMasterN 1))
, ((modMask , xK_period), sendMessage (IncMasterN (-1)))
, ((modMask .|. shiftMask, xK_q ), io (exitWith ExitSuccess))
-- , ((modMask , xK_q ), restart "xmonad" True)
, ((modMask , xK_q ), spawn "killall conky dzen2 && xmonad --recompile && xmonad --restart")
, ((modMask .|.shiftMask .|. controlMask , xK_c ), spawn "emacs ~/.xmonad/xmonad.hs")
, ((modMask .|. controlMask , xK_l ), spawn "xscreensaver-command -lock")
, ((modMask .|. controlMask , xK_k ), spawn "python ~/pythonScripts/SwitchKbLayoutDesk/src/setNextKbLayout.py")
, ((modMask , xK_b ), sendMessage ToggleStruts)
++
[((m .|. controlMask, k), windows $ f i)
| (i, k) <- zip (XMonad.workspaces conf) [xK_F1 .. xK_F4]
, (f, m) <- [(W.view, 0), (W.shift, shiftMask)]]
-- , (f, m) <- [(W.greedyView, 0), (W.shift, shiftMask)]]
++
-- mod-{w,e,r}, Switch to physical/Xinerama screens 1, 2, or 3
-- mod-shift-{w,e,r}, Move client to screen 1, 2, or 3
[((m .|. modMask, key), screenWorkspace sc >>= flip whenJust (windows . f))
| (key, sc) <- zip [xK_w, xK_e] [0..]
, (f, m) <- [(W.view, 0), (W.shift, shiftMask)]]
myMouseBindings (XConfig {XMonad.modMask = modMask}) = M.fromList $
[ ((modMask, button1), (\w -> focus w >> mouseMoveWindow w))
, ((modMask, button2), (\w -> focus w >> windows W.swapMaster))
, ((modMask, button3), (\w -> focus w >> mouseResizeWindow w))
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where
tiled = Tall 1 (2/100) (1/2)
myManageHook = composeAll
[ className =? "MPlayer" --> doFloat
, className =? "Gimp" --> doFloat
, className =? "Gimp" --> doFloat
, className =? "IDEA" --> doFloat
, resource =? "desktop_window" --> doIgnore
, isFullscreen --> doFullFloat ]
myStartupHook :: X ()
myStartupHook = do
setWMName "LG3D"
spawn "xset -b"
spawn "xrdb -load ~/.Xdafaults"
spawn "xscreensaver -no-splash"
spawn "numlockx on"
spawn "eval `cat $HOME/.fehbg`"
spawn "conky -c ~/.conkyrc_dzen | dzen2 -ta r -x 600 -bg '#303030' -fn '-*-lucida-*-*-normal-*-12-*-*-*-*-*-*-*' &"
spawn "conky &"
-- spawn "conky -c ~/.conkyrc_time &"
shortened :: Int -> String -> String
shortened n xs | length xs < n = xs
| otherwise = (take ( n - length end) xs) ++ end
where
end = "..."
main = do
h <- spawnPipe "dzen2 -w 600 -ta l -fn ' -*-lucida-*-*-normal-*-12-*-*-*-*-*-*-*' -bg '#303030' -fg '#FFFFFF'"
xmonad $ defaultConfig {
terminal = "urxvt",
focusFollowsMouse = True,
borderWidth = 1,
modMask = mod1Mask,
workspaces = [" console "," dev "," misc "," browser "],
normalBorderColor = "#303030",
focusedBorderColor = "#55BBFF",
keys = myKeys,
mouseBindings = myMouseBindings,
layoutHook = avoidStruts $ smartBorders myLayouts,
manageHook = myManageHook <+> manageDocks,
startupHook = myStartupHook,
logHook = dynamicLogWithPP $ defaultPP {
ppCurrent = wrap "^fg(#FFFFFF)^bg(#606060)" "^fg()^bg()"
,ppVisible = wrap "^fg(#FFFFFF)^bg()" "^fg()^bg()"
,ppHidden = wrap "^fg(#55BBFF)^bg()" "^fg()^bg()"
,ppHiddenNoWindows = wrap "^fg(#808080)^bg()" "^fg()^bg()"
,ppUrgent = wrap "^fg(#FF0000)^bg()" "^fg()^bg()"
,ppTitle = \x -> if null x
then ""
else "< ^fg(#FFFFFF)^bg()" ++ shortened 23 x ++ "^fg()^bg() >"
,ppLayout = \x -> "^fg(#FFBB00)^bg()"
++ case x of
"Tall" -> "Tiled"
"Full" -> "Full"
"Mirror Tall" -> "Tiled Bottom"
"Tabbed Bottom Simplest" -> "Tabbed"
_ -> x
++ "^fg()^bg()"
,ppSep = " "
,ppWsSep = ""
,ppOutput = hPutStrLn h
Last edited by rangalo (2010-04-22 14:52:13) -
Hello,
I'm using Director MX 2004(10.1) and I'm having the following
problem:
sometimes I have sript errors that "disapear"
when I recompile the behavior or the movie script where they
occur. The
bugs don't seam "logical"
and, for example, when I get one script error alert for an
undefined
handler, the name of the handler is strange and can vary:
normaly is a
cardinal(#) followed by a strange caracter which varies. More
recently I got
those "ilogical" bugs but the aim was a list which, in debug
mode, also have
a strange name("M" for example). To publish is worse: in
editing mode I
recompiled to "see" it working but the projector don't have
the same luck,
until "by chance" it works.
Best regards,Hi Richard,
I'm working on Win XP, the files were made from the beggining
in Director
10.1 and i didn't find problems with other cast members.
Thanks for your help,
Daniel
"LOOPING_Richard" <[email protected]> wrote in message
news:gk5q04$iq8$[email protected]..
>
> "Daniel" <[email protected]> wrote in message
> news:gk20f3$boj$[email protected]..
>> Hello,
>> I'm using Director MX 2004(10.1) and I'm having the
following problem:
>>
>> sometimes I have sript errors that "disapear"
>> when I recompile the behavior or the movie script
where they occur. The
>> bugs don't seam "logical"
>> and, for example, when I get one script error alert
for an undefined
>> handler, the name of the handler is strange and can
vary: normaly is a
>> cardinal(#) followed by a strange caracter which
varies. More recently I
>> got those "ilogical" bugs but the aim was a list
which, in debug mode,
>> also have a strange name("M" for example). To
publish is worse: in
>> editing mode I recompiled to "see" it working but
the projector don't
>> have the same luck, until "by chance" it works.
>> Best regards,
>>
>
> Hi,
> what platform are you on?
> Did you convert the files from a previous version of
Director?
> Are there any other problems with cast members?
>
> I vaguely remember some post about this, but can not
find it for you now,
> sorry.
>
> Somehow your script members or just one of them are
getting corrupted.
>
> Things to try (if possible):
> Do "Save and compact" instead of save
> Copy / paste the script into a new script members, and
delete the old
> ones.
> Create a new movie and copy everything over to the new
movie.
> Check your disks for errors (was a problem on Mac if I
remember well?)
>
> Oh, AND:
> make backups often!
> Preferably on external disks.
>
> I will let you know if I find more.
>
> Richard
>
>
> -
Strange bug/artefacts on Sprites rendering
Hi everyone,
I am experiencing some very strange rendering artefacts on the facebook game I am working on (Mutants: Genetic Gladiators).
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In some situations I can see some bright colored lines along what appears to be the borders of my quads although the image I use as my texture atlas is fully transparent in those areas.
I observed that the symptoms appear most often when I have quite a lot of overdraw. Especially with mixed blend modes. As an example The particles in the image below are rendered with the "add" blend mode. We can clearly see some unwanted purple outlines.
The issue is not systematic, it occurs randomly with the same setup but when it does it is repeatable. It has been reported with various versions of the flash player including 11.8.800 and in different browsers (Chome, Firefox, Safari).
Another interesting aspect is that artefacts don't appear if I hide the background (which is a large bitmapFilled quad with a colortransform).
Here is another example during his attack, we can clearly see some bounding rectangles of my crabman, especially around the claw. I added a close-up on the artefact and a screen grab of the atlas I use.
EDIT: As a complimentary information, the artefacts don't appear if I remove the ColorTransforms that I apply on the characters and the background.
EDIT 2 : The artefacts don't appear in LOW stage quality (which is insufficient for my purposes). The higher the anti-aliasing, the more present the artefacts are.
Have you experienced similar artefacts? Is there a workaround? Am I doing something evil that breaks the Flash renderer?
Any help would be greatly appreciated.
Thanks,
PhilHi Phil,
We'd be happy to take a look, but we'll need to run it under a C++ debugger to really understand what's going on. If possible, it would be great if you could strip this down to a super simple example. It will make it much faster for us to debug.
Please file a bug here:
http://bugbase.adobe.com/
If you're not comfortable posting examples or details in the public bug, send me a private message and I can pass the information along in our private channels.
Thanks,
Jeromie -
Possible strange bug with parallel loops in LV2010
I have a specific code which does not execute correctly in parallel, but making almost any small change to the code causes it to work. Even more bizarre, I can change it so that it sometimes works correctly, and somtimes doesn't. Interested? Read on...
I have a relatively simple VI (to compute 2D Wavelet Denoising on planes of a 3D array) with the following block diagram (debugging not allowed):
The parallel loop is set to 8 automatically-partitioned instances, and I've tested this on 2-core and 8-core machines. When the #cores wired into the loop is not one, several of the iterations do not compute (for example 4 out of 24). I can check this by putting a break in the VI called inside the loop and counting how many times it is called.
I can do a number of things to make all iterations run:
- put an indicator inside the loop on the iteration number, or anything else (except the P node)
- wire the iteration number outside the loop to an indicator
- remove the case structure
- remove the loop in the other case (it's at the moment identical except for a call to a different VI which uses Discrete WT instead of Undecimated WT -- if I change the other case to match this one, the other case runs fine but this one still fails)
- change code outside the loop
- turn on debugging!
- change the loop setup to another number of instances other than 8
- change the loop setup to set the number of partitions
I can also do a number of things that do not solve the problem:
- rewriting the loop from scratch
- copying the loop from the other case
- saving for LV2009 (in which everything runs as expected) and then reloading (and presumably recompiling) in 2010
Stranger still, if I replace the called VI with a dummy VI (which simply adds one to the input 2D array so I can tell if it executes), then as long as the other wires are still wired in, it sometimes executes all iterations, and sometimes doesn't (roughly 50% split)!!! Any other changes and it always works fine.
I've managed to replace as much as possible with dummy code and still keep the results the same (i.e. sometimes executing all iterations and sometimes not).
If you want to check it out (on a multicore machine with LV2010), run LoopTest.vi, and the results at the index shown should sometimes be 13 and sometimes 14. Changing #cores to 1 will always give a result of 14, changing WT to DWT always gives 14, even though the code inside both cases is identical!
Hope it's not just me, otherwise I'll be sure that LV hates me!
Attachments:
LoopTest.zip 355 KBOK, here's a new version that exhibits the same behaviour, but is hopefully simpler to understand.
The expected result is to add one to the whole array, however sometimes not all of the parallel iterations are executed. Run ParallelLoopTest.vi from the attached ZIP file on a multi-core machine to verify. This screenshot shows that sometimes it works correctly, and sometimes not:
The code in the other case is identical (created by duplicating the case) but always works correctly.
Attachments:
ParallelLoopTest.zip 63 KB
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