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  • What can I change/investigate where the install does not complete?

    - by tunist
    I have already successfully installed Ubuntu 10.10 on my laptop and it works fine. I attempted to get my desktop PC to dual boot Windows and Ubuntu but found that neither the 32 or 64 bit install images will boot/install successfully. The startup script locks on 'initializing core #2' (or 1 or 3).. once I saw it say 'ok' at the end but it still locks there. I have tried to change the boot sequence by inserting 'debug' and 'acpi-off' into txt.cfg in both isolinux and syslinux folders but no changes were obvious during the boot.. as far as it got. The pc is built with an abit IP35 motherboard and nvidia 8600GT gfx card. Does anyone have any suggestion of what else I can change to get the install working?

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  • Failed to unmount partitions

    - by msknapp
    I'm trying to install ubuntu from a pen drive. I have windows 7 installed already and want to keep that installation. I have a 3TB drive that has one 2TB partition on it, so the last 1TB is completely unused, which is where I want to install ubuntu. I started ubuntu in "try ubuntu" mode and then opened gparted, and then deleted the unused partition for the last third of my drive, then tried to install ubuntu. During the install, it asked me if I wanted to unmount the drives I already have The installer has detected that the following disks have mounted partitions: /dev/sda, /dev/sdb Do you want the installer to try to unmount the partitions on these disks before continuing? If you leave them mounted, you will not be able to create, delete, or resize partitions on these disks, but you may be able to install to existing partitions there. No, Yes I said no because I don't want to lose my windows 7 installation, nor any of that data. I wonder, if I had said yes above, would I have lost all the data on those drives? Anyways, I hit no and continued. I chose to install ubuntu alongside windows 7, and hit continue. A few minutes passed when this popup appeared: Failed to unmount partitions The installer needs to commit changes to partition tables, but cannot do so because the partitions on the following mount points could not be unmounted: /media/ubuntu/Three\ Terabyte Drive Terabyte\ DriveDrive Please close any applications using these mount points. Would you like the installer to try to unmount these partitions again? Go Back, Continue Why is this not working? What am I supposed to do? ========== Update: I went ahead and said yes, it can unmount those partitions. It finished installing Ubuntu, but now when i start my machine it just takes me to the grub rescue prompt. Seems like it broke something. What can I do now? =============== Results of fdisk -l: Disk /dev/sda: 500.1 GB, 500107862016 bytes 255 heads, 63 sectors/track, 60801 cylinders, total 976773168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00027e14 Device Boot Start End Blocks Id System /dev/sda1 * 2048 206847 102400 7 HPFS/NTFS/exFAT /dev/sda2 206848 976771071 488282112 7 HPFS/NTFS/exFAT WARNING: GPT (GUID Partition Table) detected on '/dev/sdb'! The util fdisk doesn't support GPT. Use GNU Parted. Disk /dev/sdb: 3000.6 GB, 3000592982016 bytes 255 heads, 63 sectors/track, 364801 cylinders, total 5860533168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0x00000000 Device Boot Start End Blocks Id System /dev/sdb1 1 4294967295 2147483647+ ee GPT Partition 1 does not start on physical sector boundary. Disk /dev/sdc: 16.0 GB, 16008609792 bytes 255 heads, 63 sectors/track, 1946 cylinders, total 31266816 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Device Boot Start End Blocks Id System /dev/sdc1 * 32 31266815 15633392 c W95 FAT32 (LBA) Disk /dev/sdd: 999.5 GB, 999501594624 bytes 255 heads, 63 sectors/track, 121515 cylinders, total 1952151552 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0002ae3f Device Boot Start End Blocks Id System /dev/sdd1 2048 1952151551 976074752 7 HPFS/NTFS/exFAT

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  • Most appropriate diagram for GUI button design?

    - by JustADude
    What is the most appropriate diagram for GUI button design? Specifically, I have numerous buttons that will be changing color based on state information from operator input and input from various subcomponents and sensors. I would like to use UML or some other type of design diagrams to be able to capture the color transition. Some folks have suggested sequence diagrams, but I haven't been able to find any good examples that show how to incorporate this design artifact. I would really like to head in this direction to help developers. Thanks a ton for feedback and insights.

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  • Got problem with installation. "No root file system is defined."

    - by user92322
    I'm very new with Ubuntu and generally with linux. I saw ubuntu and it seems like this OS is really good and stable, and so I decided to install it alongside my windows 7 OS. I have a few problems with the installation. Here is what I did: I downloaded the 64bit version from Ubuntu official website, and burned it on a dvd. I set the boot sequence to first load from my CD-Rom. Ubuntu installation started, and I chose "Install Ubuntu" in the menu. (where there is also a "Try Ubuntu" option) I clicked forward until I got into the installation type screen As you can see, the installation wont show my actual details about my hard drive! I have 1 hard drive with 750 GB - 80 GB - My main drive with windows 7 OS 600GB - All of my stuff 20GB Free space that I saved for Ubuntu But the installation wont show that!

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  • Instead of the specified Texture, black circles on a green background are getting rendered. Why?

    - by vinzBad
    I'm trying to render a Texture via OpenGL. But instead of the texture black circles on a green background are rendered. (They scale, depending what the rotation of the texture is) Example: The texture I'm trying to render is the following: This is the code I use to render the texture, it's located in my Sprite-class. public void Render() { Matrix4 matrix = Matrix4.CreateTranslation(-OriginX, -OriginY, 0) * Matrix4.CreateRotationZ(Rotation) * Matrix4.CreateTranslation(X, Y, 0); Vector2[] corners = { new Vector2(0,0), //top left new Vector2(Width ,0),//top right new Vector2(Width,Height),//bottom rigth new Vector2(0,Height)//bottom left }; //copy the corners to the uv coordinates Vector2[] uv = corners.ToArray<Vector2>(); //transform the coordinates for (int i = 0; i < 4; i++) corners[i] = new Vector2(Vector3.Transform(new Vector3(corners[i]), matrix)); //GL.Color3(TintColor); GL.BindTexture(TextureTarget.Texture2D, _ID); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) { GL.TexCoord2(uv[i]); GL.Vertex3(corners[i].X, corners[i].Y, _layerDepth); } } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X, Y); GL.End(); } } This is how I setup OpenGL. public static void SetupGL() { GL.Enable(EnableCap.AlphaTest); GL.AlphaFunc(AlphaFunction.Greater, 0.1f); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); } With this function I load the texture: public static uint LoadTexture(string path) { uint id; GL.GenTextures(1, out id); GL.BindTexture(TextureTarget.Texture2D, id); Bitmap bitmap = new Bitmap(path); BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0); bitmap.UnlockBits(data); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); return id; } And here I call Sprite.Render() protected override void OnRenderFrame(FrameEventArgs e) { GL.ClearColor(Color.MidnightBlue); GL.Clear(ClearBufferMask.ColorBufferBit); _sprite.Render(); SwapBuffers(); base.OnRenderFrame(e); } As I stole this code from the Textures-Example from OpenTK, I don't understand why this doesn't work.

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  • How do I render an animation where some frames appear twice?

    - by hustlerinc
    I am animating a sprite. The sprite has 7 different frames, but the animation is 10 frames long. This is because 3 of the original frames appear twice in the animation: 3 -> 4 -> 5 -> 6 -> 4 -> 3 -> 2 -> 1 -> 0 -> 2 Frames 2, 3 and 4 appear twice. This avoids having to store duplicate frames in the spritesheet. How can I render the animation in this sequence with repeated frames?

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  • Can all code be represented as a series of Map / Filter / Reduce operations?

    - by Mongus Pong
    I have recently been refactoring large chunks of code and replacing them with Linq queries. Removing the language bias - Linq is essentially a set of Map / Filter and Reduce operations that operate on a sequence of data. This got me thinking, how far would I theoretically be able to take this. Would I be able to rewrite the whole code base into a series (or even a single) of Map / Filter and Reduce operations. Unfortunately I get paid to do useful stuff, so I haven't been able to experiment much further, but I can't think of any code structure that couldn't be re structured as such. Side effected code can be dealt with via monads.. Even output is essentially mapping memory addresses to screen addresses. Is there anything that couldn't be (theoretically) rewritten as a Linq query?

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  • Algorithm for Learning development

    - by user9057
    Hi all, This is a fairly general question. I know a bit of Perl and Python and I am looking to learn programming in more depth so that once I get the hang of it I can start developing applications and then websites. I would like to know of an algorithm (sequence of steps :)) that could describe my approach towards learning programming in general. I have posted small questions on Perl/Python and I have recieved great help from everyone. Note:- I am not in a hurry to learn. I know it takes time and that's fine. Please give any suggestions you think are valid. Also, please don't push me to learn Lisp, Haskell etc - I am a beginner.

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  • Algorithm for Learning development

    - by user9057
    This is a fairly general question. I know a bit of Perl and Python and I am looking to learn programming in more depth so that once I get the hang of it I can start developing applications and then websites. I would like to know of an algorithm (sequence of steps :)) that could describe my approach towards learning programming in general. I have posted small questions on Perl/Python and I have recieved great help from everyone. Note:- I am not in a hurry to learn. I know it takes time and that's fine. Please give any suggestions you think are valid. Also, please don't push me to learn Lisp, Haskell etc - I am a beginner.

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  • Unused frame(window) management

    - by Serhiy
    Hey guys, I'm rewriting my game now using software designing patterns and want to do the code, most correct I can. While implementing MVC(Model View Controller) I got a question which I would like to discuss or to hear some opinions of experts. The question is about management of unused frames... For example next sequence of windows: ResourceLoadingWindow - LoginWindow - GameWindow Definetly that I don't want to reuse ResourceLoadingWindow , since I'm using Java Applet and I don't see any situation when I will need to reuse it. The different story is about LoginWindow, which can be reused a lot of times, because some player would want to Logout and come back again in few minutes for example. I would like to know, following the MVC structure, should I destroy window, removing it from ContentPane or just hide? Maybe I need to unregister it from controller or I shouldn't do so? Thanks in adavance.

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  • Are there any resources for motion-planning puzzle design?

    - by Salano Software
    Some background: I'm poking at a set of puzzles along the lines of Rush Hour/Sokoban/etc; for want of a better description, call them 'motion planning' puzzles - the player has to figure out the correct sequence of moves to achieve a particular configuration. (It's the sort of puzzle that's generically PSPACE-complete if that actually helps anyone's mental image). While I have a few straightforward 'building blocks' that I can use for puzzle crafting and I have a few basic examples put together, I'm trying to figure out how to avoid too much sameness over a large swath of these kinds of puzzles, and I'm also trying to figure out how to make puzzles that have more of a feel of logical solution than trial-and-error. Does anyone know of good resources out there for designing instances of this sort of puzzle once the core puzzle rules are in place? Most of what I've found on puzzle design only covers creating the puzzle rules, not building interesting puzzles out of a set of rules.

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  • Why is my animation getting aborted?

    - by Homer_Simpson
    I have a class named Animation which handles my animations. The animation class can be called from multiple other classes. For example, the class Player.cs can call the animation class like this: Animation Playeranimation; Playeranimation = new Animation(TimeSpan.FromSeconds(2.5f), 80, 40, Animation.Sequences.forwards, 0, 5, false, true); //updating the animation public void Update(GameTime gametime) { Playeranimation.Update(gametime); } //drawing the animation public void Draw(SpriteBatch batch) { playeranimation.Draw(batch, PlayerAnimationSpritesheet, PosX, PosY, 0, SpriteEffects.None); } The class Lion.cs can call the animation class with the same code, only the animation parameters are changing because it's another animation that should be played: Animation Lionanimation; Lionanimation = new Animation(TimeSpan.FromSeconds(2.5f), 100, 60, Animation.Sequences.forwards, 0, 8, false, true); Other classes can call the animation class with the same code like the Player class. But sometimes I have some trouble with the animations. If an animation is running and then shortly afterwards another class calls the animation class too, the second animation starts but the first animation is getting aborted. In this case, the first animation couldn't run until it's end because another class started a new instance of the animation class. Why is an animation sometimes getting aborted when another animation starts? How can I solve this problem? My animation class: public class Animation { private int _animIndex, framewidth, frameheight, start, end; private TimeSpan PassedTime; private List<Rectangle> SourceRects = new List<Rectangle>(); private TimeSpan Duration; private Sequences Sequence; public bool Remove; private bool DeleteAfterOneIteration; public enum Sequences { forwards, backwards, forwards_backwards, backwards_forwards } private void forwards() { for (int i = start; i < end; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); } private void backwards() { for (int i = start; i < end; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); } private void forwards_backwards() { for (int i = start; i < end - 1; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); for (int i = start; i < end; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); } private void backwards_forwards() { for (int i = start; i < end - 1; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); for (int i = start; i < end; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); } public Animation(TimeSpan duration, int frame_width, int frame_height, Sequences sequences, int start_interval, int end_interval, bool remove, bool deleteafteroneiteration) { Remove = remove; DeleteAfterOneIteration = deleteafteroneiteration; framewidth = frame_width; frameheight = frame_height; start = start_interval; end = end_interval; switch (sequences) { case Sequences.forwards: { forwards(); break; } case Sequences.backwards: { backwards(); break; } case Sequences.forwards_backwards: { forwards_backwards(); break; } case Sequences.backwards_forwards: { backwards_forwards(); break; } } Duration = duration; Sequence = sequences; } public void Update(GameTime dt) { PassedTime += dt.ElapsedGameTime; if (PassedTime > Duration) { PassedTime -= Duration; } var percent = PassedTime.TotalSeconds / Duration.TotalSeconds; if (DeleteAfterOneIteration == true) { if (_animIndex >= SourceRects.Count) Remove = true; _animIndex = (int)Math.Round(percent * (SourceRects.Count)); } else { _animIndex = (int)Math.Round(percent * (SourceRects.Count - 1)); } } public void Draw(SpriteBatch batch, Texture2D Textures, float PositionX, float PositionY, float Rotation, SpriteEffects Flip) { if (DeleteAfterOneIteration == true) { if (_animIndex >= SourceRects.Count) return; } batch.Draw(Textures, new Rectangle((int)PositionX, (int)PositionY, framewidth, frameheight), SourceRects[_animIndex], Color.White, Rotation, new Vector2(framewidth / 2.0f, frameheight / 2.0f), Flip, 0f); } }

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  • Where in a typical rendering pipeline does visibility and shading occur?

    - by user29163
    I am taking a computer graphics course. The book and the lecture notes are vague on the on the order of flow between the different steps in the rendering process. For example, if we have specified a view in a scene, and then want to perform a projection transformation for that given view, then we have to go through a sequence of transformations. In the end we end up with a normalized "viewcube" ready to be mapped 2D after clipping. But why do we end up with a cube (ie 3D thing), when a projection results in projecting the 3D objects to 2D. (depth information is lost?) The other line of reasoning is that all information further needed is stored within the "cube" and that visibility detection and shading is performed with respect to this cube and then we perform rasterezation.

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  • Dynamically creating an ImageMap (clickable area on image) in WPF using codebehind.

    - by Thomas Stock
    Hi, I'm trying to create "imagemaps" on an image in wpf using codebehind. See the following XML: <Button Type="Area"> <Point X="100" Y="100"></Point> <Point X="100" Y="200"></Point> <Point X="200" Y="200"></Point> <Point X="200" Y="100"></Point> <Point X="150" Y="150"></Point> </Button> I'm trying to translate this to a button on a certain image in my WPF app. I've already did a part of this, but I'm stuck at setting the Polygon as the button's "template": private Button GetAreaButton(XElement buttonNode) { // get points PointCollection buttonPointCollection = new PointCollection(); foreach (var pointNode in buttonNode.Elements("Point")) { buttonPointCollection.Add(new Point((int)pointNode.Attribute("X"), (int)pointNode.Attribute("Y"))); } // create polygon Polygon myPolygon = new Polygon(); myPolygon.Points = buttonPointCollection; myPolygon.Stroke = Brushes.Yellow; myPolygon.StrokeThickness = 2; // create button based on polygon Button button = new Button(); ????? } I'm also unsure on how to add/remove this button to/from my image, but I'm looking into that. Any help is appreciated.

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  • MS Chart with ASP.NET chart type "column" not showing axis x label if there are more than 9 bar in t

    - by Bayonian
    Hi, I'm having problem with MS Chart chart type column. If there are only 9 bar in the chart like the following picture, then the axis-x label show up properly. However, there are more than 9 bars bar the chart, the axis-x label wont show up properly, some of them just dissappear. Here's my mark-up for the chart: <asp:Chart ID="chtNBAChampionships" runat="server"> <Series> <asp:Series Name="Championships" YValueType="Int32" Palette="Berry" ChartType="Column" ChartArea="MainChartArea" IsValueShownAsLabel="true"> <Points> <asp:DataPoint AxisLabel="Celtics" YValues="17" /> <asp:DataPoint AxisLabel="Lakers" YValues="15" /> <asp:DataPoint AxisLabel="Bulls" YValues="6" /> <asp:DataPoint AxisLabel="Spurs" YValues="4" /> <asp:DataPoint AxisLabel="76ers" YValues="3" /> <asp:DataPoint AxisLabel="Pistons" YValues="3" /> <asp:DataPoint AxisLabel="Warriors" YValues="3" /> <asp:DataPoint AxisLabel="Mara" YValues="4" /> <asp:DataPoint AxisLabel="Saza" YValues="9" /> <asp:DataPoint AxisLabel="Buha" YValues="6" /> </Points> </asp:Series> </Series> <ChartAreas> <asp:ChartArea Name="MainChartArea"> </asp:ChartArea> </ChartAreas> </asp:Chart> I don't know it works with only 9 bars? Is there any way to make the chart work properly? Also, if possible, how to make each bar have different color. Thank you.

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  • Interpolation and Morphing of an image in labview and/or openCV

    - by Marc
    I am working on an image manipulation problem. I have an overhead projector that projects onto a screen, and I have a camera that takes pictures of that. I can establish a 1:1 correspondence between a subset of projector coordinates and a subset of camera pixels by projecting dots on the screen and finding the centers of mass of the resulting regions on the camera. I thus have a map proj_x, proj_y <-- cam_x, cam_y for scattered point pairs My original plan was to regularize this map using the Mathscript function griddata. This would work fine in MATLAB, as follows [pgridx, pgridy] = meshgrid(allprojxpts, allprojypts) fitcx = griddata (proj_x, proj_y, cam_x, pgridx, pgridy); fitcy = griddata (proj_x, proj_y, cam_y, pgridx, pgridy); and the reverse for the camera to projector mapping Unfortunately, this code causes Labview to run out of memory on the meshgrid step (the camera is 5 megapixels, which apparently is too much for labview to handle) I then started looking through openCV, and found the cvRemap function. Unfortunately, this function takes as its starting point a regularized pixel-pixel map like the one I was trying to generate above. However, it made me hope that functions for creating such a map might be available in openCV. I couldn't find it in the openCV 1.0 API (I am stuck with 1.0 for legacy reasons), but I was hoping it's there or that someone has an easy trick. So my question is one of the following 1) How can I interpolate from scattered points to a grid in openCV; (i.e., given z = f(x,y) for scattered values of x and y, how to fill an image with f(im_x, im_y) ? 2) How can I perform an image transform that maps image 1 to image 2, given that I know a scattered mapping of points in coordinate system 1 to coordinate system 2. This could be implemented either in Labview or OpenCV. Note: I am tagging this post delaunay, because that's one method of doing a scattered interpolation, but the better tag would be "scattered interpolation"

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  • iPod/iPhone OpenGL ES UIView flashes when updating

    - by Dave Viner
    I have a simple iPhone application which uses OpenGL ES (v1) to draw a line based on the touches of the user. In the XCode Simulator, the code works perfectly. However, when I install the app onto an iPod or iPhone, the OpenGL ES view "flashes" when drawing the line. If I disable the line drawing, the flash disappears. By "flash", I mean that the background image (which is an OpenGL texture) disappears momentarily, and then reappears. It appears as if the entire scene is completely erased and redrawn. The code which handles the line drawing is the following: renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end { static GLfloat* vertexBuffer = NULL; static NSUInteger vertexMax = 64; NSUInteger vertexCount = 0, count, i; //Allocate vertex array buffer if(vertexBuffer == NULL) vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat)); //Add points to the buffer so there are drawing points every X pixels count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / kBrushPixelStep), 1); for(i = 0; i < count; ++i) { if(vertexCount == vertexMax) { vertexMax = 2 * vertexMax; vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat)); } vertexBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count); vertexBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count); vertexCount += 1; } //Render the vertex array glVertexPointer(2, GL_FLOAT, 0, vertexBuffer); glDrawArrays(GL_POINTS, 0, vertexCount); //Display the buffer [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } (This function is based on the function of the same name from the GLPaint sample application.) For the life of me, I can not figure out why this causes the screen to flash. The line is drawn properly (both in the Simulator and in the iPod). But, the flash makes it unusable. Anyone have ideas on how to prevent the "flash"?

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  • qsort on an array of pointers to Objective-C objects

    - by ElBueno
    I have an array of pointers to Objective-C objects. These objects have a sort key associated with them. I'm trying to use qsort to sort the array of pointers to these objects. However, the first time my comparator is called, the first argument points to the first element in my array, but the second argument points to garbage, giving me an EXC_BAD_ACCESS when I try to access its sort key. Here is my code (paraphrased): - (void)foo:(int)numThingies { Thingie **array; array = malloc(sizeof(deck[0])*numThingies); for(int i = 0; i < numThingies; i++) { array[i] = [[Thingie alloc] initWithSortKey:(float)random()/RAND_MAX]; } qsort(array[0], numThingies, sizeof(array[0]), thingieCmp); } int thingieCmp(const void *a, const void *b) { const Thingie *ia = (const Thingie *)a; const Thingie *ib = (const Thingie *)b; if (ia.sortKey > ib.sortKey) return 1; //ib point to garbage, so ib.sortKey produces the EXC_BAD_ACCESS else return -1; } Any ideas why this is happening?

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  • Uploadify plugin doesn't call Java Servlet

    - by sergionni
    Hello,i just started using Uploadify flash plugin instead of standard HTML UI. And met the next problem: when I click "Upload Files" link,that progress is shown and "completed" status is appeared, but in reality - it didn't happened anything,Java Servlet isn't called from backend. There is upload servlet and uploading performed next way earlier: < form enctype="multipart/form-data" method="post" target="uploadFrame" action="<%= request.getContextPath() %>/uploadFile?portletId=${portletId}&remoteFolder=${remoteFolder}">... After providing Uploadify plugin, UI now looks like: plugin part(configuration): <script> ... oScript.text+= "$j('#uploadify').uploadify({"; oScript.text+= "'uploader' : 'kne-portlets/js/lib/uploadify/scripts/uploadify.swf',"; oScript.text+= "'script' : '<%= request.getContextPath() %>/uploadFile?portletId=${portletId}&remoteFolder=<%= decodedString %>',"; oScript.text+= "'cancelImg': 'kne-portlets/js/lib/uploadify/cancel.png',"; oScript.text+= "'folder' : '<%= decodedString %>',"; oScript.text+= "'queueID' : 'fileQueue',"; oScript.text+= "'auto' : false,"; oScript.text+= "'multi' : false,"; //oScript.text+= "'sizeLimit' : 1000"; oScript.text+= "});"; oScript.text+= "});"; ... </script> 'scripts' parameter here points to Java Servlet on backend <%= decodedString %> is folder path, which value is \\file-srv\demo part for uploading: <input type="file" name="uploadify" id="uploadify" /> <a href="javascript:$j('#uploadify').uploadifyUpload();">Upload Files</a> Where is my fault? 'Script' param in plugin config points to Java Servlet on backend and it's done,but Servlet isn't triggered. error, when 'script' param isn't correct:http://img190.imageshack.us/i/errormm.png/ Thank you for assistance.

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  • Image Line Trace Math Help Hard To Explain

    - by Ozzy
    Hi all, sorry for the confusing title, its really hard for me to explain what i want. So i created this image :) Ok so the two RED dots are points on an image. The distance between them isnt important. What I want to do is, Using the coordinates for the two dots, work out the angle of the space between them (as shown by the black line between the red dots) Then once the angle is found, on the last red dot, create two points which cross the angle of the first line. Then from that, scan a Half semicircle and get the coordinates of every pixel of the image that the orange line passes. I dnot know if this makes any sense to you lot so i drew another picture: As you can see in the second picture, my idea is applied to a line drawn on a black canavs. The two red dots are the starting coordinates then at the end of the two dots, a less then half semicircle is created. The part that is orange shows the pixels of the image that should be recorded. I have no clue how to start this, so if anyone has any ideas on how i can or on what i need to do, any help is much appreciated :)

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  • Why are floating point values so prolific?

    - by Kibbee
    So, title says it all. Why are floating point values so prolific in computer programming. Due to problems like rounding errors, and not being able to even accurately represent numbers such as 0.1, I really can't see how they got as far as they did. I understand that the computation is faster with floating point numbers, however, I can think of only a few cases that they actually the right data type would be using. If you sat back and think about every time you used a floating point value, how many times did you say, well, some error would be ok, as long as the result was a few microseconds faster. It really makes me think because Jeff was talking about NP completeness, and how heuristics give an answer that is kind of right. And well, computers shouldn't do that. They should give you the answer that is correct. Yet we see floating point values used in many applications where they are completely not valid. What really bugs me, isn't that floating point exists, but that in many languages, there isn't even a viable alternative, non-floating point, decimal value. A lot of programmers when doing financial applications have to fall back to storing the number of cents in an integer field. Which brings with it all kinds of other problems. Why do floats continue to be so prolific, even though they can't represent the real answer, and we expect computers to be accurate? [EDIT] Just to clarify, I was talking about Base 2 floating points, and not base 10 floating points. .Net offers the Decimal data type, which is a base 10 floating point value which offers a much better representation of the numbers we deal with on a daily basis in most computer programs. I find it hard to believe that even modern languages like Java don't support base 10 floating point values, unless you want to move into the realm of things like BigDecimal, which isn't really the right answer either in a lot of situations.

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  • ASP.NET with MS Chart disable the vertical line

    - by Bayonian
    Hi, I have a graph created with MS Chart like the following picture. As you can see the vertical lines are messed up with value of the top of each bar. Here's the mark-up for the graph: <asp:Chart ID="chtNBAChampionships" runat="server"> <Series> <asp:Series Name="Championships" YValueType="Int32" ChartType="Column" ChartArea="MainChartArea" IsValueShownAsLabel="true"> <Points> <asp:DataPoint AxisLabel="Celtics" YValues="17" /> <asp:DataPoint AxisLabel="Lakers" YValues="15" /> <asp:DataPoint AxisLabel="Bulls" YValues="6" /> <asp:DataPoint AxisLabel="Spurs" YValues="4" /> <asp:DataPoint AxisLabel="76ers" YValues="3" /> <asp:DataPoint AxisLabel="Pistons" YValues="3" /> <asp:DataPoint AxisLabel="Warriors" YValues="3" /> </Points> </asp:Series> </Series> <ChartAreas> <asp:ChartArea Name="MainChartArea"> </asp:ChartArea> </ChartAreas> </asp:Chart> I don't want the display the vertical line because it's messed up with the value on top of the each bar. How can I disable the vertical line? Thank you.

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  • error when plotting log'd array in matplotlib/scipy/numpy

    - by user248237
    I have two arrays and I take their logs. When I do that and try to plot their scatter plot, I get this error: File "/Library/Python/2.6/site-packages/matplotlib-1.0.svn_r7892-py2.6-macosx-10.6-universal.egg/matplotlib/pyplot.py", line 2192, in scatter ret = ax.scatter(x, y, s, c, marker, cmap, norm, vmin, vmax, alpha, linewidths, faceted, verts, **kwargs) File "/Library/Python/2.6/site-packages/matplotlib-1.0.svn_r7892-py2.6-macosx-10.6-universal.egg/matplotlib/axes.py", line 5384, in scatter self.add_collection(collection) File "/Library/Python/2.6/site-packages/matplotlib-1.0.svn_r7892-py2.6-macosx-10.6-universal.egg/matplotlib/axes.py", line 1391, in add_collection self.update_datalim(collection.get_datalim(self.transData)) File "/Library/Python/2.6/site-packages/matplotlib-1.0.svn_r7892-py2.6-macosx-10.6-universal.egg/matplotlib/collections.py", line 153, in get_datalim offsets = transOffset.transform_non_affine(offsets) File "/Library/Python/2.6/site-packages/matplotlib-1.0.svn_r7892-py2.6-macosx-10.6-universal.egg/matplotlib/transforms.py", line 1924, in transform_non_affine self._a.transform(points)) File "/Library/Python/2.6/site-packages/matplotlib-1.0.svn_r7892-py2.6-macosx-10.6-universal.egg/matplotlib/transforms.py", line 1420, in transform return affine_transform(points, mtx) ValueError: Invalid vertices array. the code is simply: myarray_x = log(my_array[:, 0]) myarray_y = log(my_array[:, 1]) plt.scatter(myarray_x, myarray_y) any idea what could be causing this? thanks.

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  • Android Scoreloop, OpenFeint etc al

    - by theblitz
    I am looking to use one of the social networks in my Android program. Most important for me is the ability to build a continuous leadership board in which players move up and down depending their wins/loses to others. The idea is for players to challenge others head-to-head. The winner gains points and the loser loses points. Equally important, I want this feature to include the possibility to "charge" the player game coins. Scoreloop includes the possibility of challenges but they are there in order to win coins off other players. In other words, they are the means to the end. In my case I need it to be the other way around. The "ends" is to be higher in the leadership board and the "means" are to play others with coins. Scoreloop do have a continuos leadership board but it is not accessible from the program. I tried looking at OpenFeint but their site is a real mess. It is impossible to understand from there exactly what is and isn't available. I signed up and tried to add my program. I ended up adding it four times and cannot delete it!

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  • Team Foundation Server - A programmer's guide

    - by Filip Ekberg
    In addition to my Previous topic on How to use SVN, Branch? Tag? Trunk? I would like to get in-depth on how a programmer should/could use TFS. The things that are most interesting to me is not how to set up the server, rather how you use it on a daily basis. In the area of software engineering where your responsibility not only lies on code but achitecture, documentation and other fields, you need to have a collection of your work, prefferably on the same place. So these are my point of interest which I would like to get more knowledge about How would you strucuter a TFS Workspace / Project to support lots of different customers / projects and maybe different projects per customer? Splitting up the folder strucutre on the above project into different pieces such as, Code, Documents - Architecture, Requirements and other, what more could there be and what would be a nice commonly used folder structure? An easy to browse repository; Again the folder structure here is important however this point is more aimed at different Explorers for the repository, not only the built in Team Foundation Explorer. These are just a couple of the points that I would like to know more about, suggestions on Beginners guides, in-depth guides and links covering the above would be very much helpful, please feel free to add other important knowledge-points to this as well.

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