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  • transfering a container of data to different classes

    - by user340699
    I am passing a vector of bids from Trader class to Simulator class.which class then passes it on to the auctioneer class.something seems messed up, can anyone spot it please. Below is part of the code: Error: 199 expected primary-expression before '&' token //Class of Origin of the vector. class Trader { private: int nextBidId; public: Trader(); ~Trader(){}; Bid getNextBid(); Bid getNextBid(int trdId, int qty, int price, char type); void loadRange( vector <Bid> & bids ) {} ; void loadRange(BidList &, int trdId, int qty, int price, char type, int size); }; //To be received by the Simulator class Simulator { vector <Bid> list; Trader trader; Auctioneer auctioneer; public: void run(); }; // Passing the vector into a function in simulator Simulator::accept_bids(bid_vector::const_iterator begin, bid_vector::const_iterator end){ vector<Bid>::iterator itr; } //Its journey should end with the Auctioneer. who displays the data class Auctioneer { public: vector <Bid>v2;// created a new vector to hold the objects void accept_bids(vector<Bid> & bids); void displayBids(){return bids} };

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  • C++ design question, container of instances and pointers

    - by Tom
    Hi all, Im wondering something. I have class Polygon, which composes a vector of Line (another class here) class Polygon { std::vector<Line> lines; public: const_iterator begin() const; const_iterator end() const; } On the other hand, I have a function, that calculates a vector of pointers to lines, and based on those lines, should return a pointer to a Polygon. Polygon* foo(Polygon& p){ std::vector<Line> lines = bar (p.begin(),p.end()); return new Polygon(lines); } Here's the question: I can always add a Polygon (vector Is there a better way that dereferencing each element of the vector and assigning it to the existing vector container? //for line in vector<Line*> v //vcopy is an instance of vector<Line> vcopy.push_back(*(v.at(i)) I think not, but I dont really like that approach. Hopefully, I will be able to convince the author of the class to change it, but I cant base my coding right now to that fact (and i'm scared of a performance hit). Thanks in advance.

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  • C++ design question, container of instances and pointers

    - by Tom
    Hi all, Im wondering something. I have class Polygon, which composes a vector of Line (another class here) class Polygon { std::vector<Line> lines; public: const_iterator begin() const; const_iterator end() const; } On the other hand, I have a function, that calculates a vector of pointers to lines, and based on those lines, should return a pointer to a Polygon. Polygon* foo(Polygon& p){ std::vector<Line> lines = bar (p.begin(),p.end()); return new Polygon(lines); } Here's the question: I can always add a Polygon (vector Is there a better way that dereferencing each element of the vector and assigning it to the existing vector container? //for line in vector<Line*> v //vcopy is an instance of vector<Line> vcopy.push_back(*(v.at(i)) I think not, but I dont really like that approach. Hopefully, I will be able to convince the author of the class to change it, but I cant base my coding right now to that fact (and i'm scared of a performance hit). Thanks in advance.

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  • C++ design question, container of instances and pointers

    - by Tom
    Hi all, Im wondering something. I have class Polygon, which composes a vector of Line (another class here) class Polygon { std::vector<Line> lines; public: const_iterator begin() const; const_iterator end() const; } On the other hand, I have a function, that calculates a vector of pointers to lines, and based on those lines, should return a pointer to a Polygon. Polygon* foo(Polygon& p){ std::vector<Line> lines = bar (p.begin(),p.end()); return new Polygon(lines); } Here's the question: I can always add a Polygon (vector Is there a better way that dereferencing each element of the vector and assigning it to the existing vector container? //for line in vector<Line*> v //vcopy is an instance of vector<Line> vcopy.push_back(*(v.at(i)) I think not, but I dont really like that approach. Hopefully, I will be able to convince the author of the class to change it, but I cant base my coding right now to that fact (and i'm scared of a performance hit). Thanks in advance.

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  • How do i find if an object is before or after a waypoint?

    - by BoMann Andersen
    Im working on a racing game for a school project. Using Visual studio 10 pro, and Irrlicht. Sorry for bad grammar ., and its my first question so not sure if its done right. How i want it to work is that i make waypoints at different points on the track, and then i run my waypoint check to see if a car is past its next waypoint (the next it "needs" to go past), if yes then it updates the next waypoint, else nothing. The way i hope this will work is, i make a vector from n to n+1, then find the vector that is perpendicular to the first vector at n. Then i see if the object is in front or behind that vector. I found a Gamedev.net forumpost that helped me make this function: void Engine::checkWaypoint(Vehicle* vehicle) { btVector3 vector = waypoints[vehicle->nextWaypoint]; // n btVector3 nextVector = waypoints[vehicle->nextWaypoint + 1]; // n+1 vector = nextVector - vector; // First vector btVector3 pos = btVector3(vehicle->position.X,vehicle->position.Y,vehicle->position.Z); float product = vector.dot(pos - waypoints[vehicle->nextWaypoint]); // positiv = before, negative = behind if(product < 0) vehicle->nextWaypoint += 1; } Current bugs with this is: Updates the nextwaypoint more then ones without going past a new point. When it gets to the end and resets, it stops triggering on the first waypoints. So my questions: Is this an good way to do this? Did i do it right?

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  • Best way to distribute graphics, audio and levels with an SDL game?

    - by Kristopher
    I'm working on finishing up a game written in C++ with SDL I've been working on for awhile, and I'm starting to ponder how I'm going to distribute it. It has hundreds of images that are loaded and used throughout the game, as well as a couple dozen .wav files for audio effects. What is the best way to distribute these? Should I just include the folders with all the files? Or is there a way I can package them into a single file, then open and extract them in my application? What's the best way to go about this?

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  • What DX level does my graphics card support? Does it go to 11?

    - by Daniel Moth
    Recently I run into a situation that I have run into quite a few times. Someone encounters a machine and the question arises: "Is there a DirectX 11 card in this machine?". Typically the reason you are interested in that is because cards with DirectX 11 drivers fully support DirectCompute (and by extension C++ AMP) for GPGPU programming. The driver specifically is WDDM (1.1 on Windows 7 and Windows 8 introduces WDDM 1.2 with cool new capabilities). There are many ways for figuring out if you have a DirectX11 card, so here are the approaches that you can use, with a bonus right at the end of the post. Run DxDiag WindowsKey + R, type DxDiag and hit Enter. That is the DirectX diagnostic tool, which unfortunately, only tells you on the "System" tab what is the highest version of DirectX installed on your machine. So if it reports DirectX 11, that doesn't mean you have a DX11 driver! The "Display" tab has a promising "DDI version" label, but unfortunately that doesn't seem to be accurate on the machines I've tested it with (or I may be misinterpreting its use). Either way, this tool is not the one you want for this purpose, although it is good for telling you the WDDM version among other things. Use the Microsoft hardware page There is a Microsoft Windows 7 compatibility center, that lists all hardware (tip: use the advanced search) and you could try and locate your device there… good luck. Use Wikipedia or the hardware vendor's website Use the Wikipedia page for the vendor cards, for both nvidia and amd. Often this information will also be in the specifications for the cards on the IHV site, but is is nice that wikipedia has a single page per vendor that you can search etc. There is a column in the tables for API support where you can see the DirectX version. Check if it is one of these recommended DX11 cards You may not have a DirectX 11 card and are interested in purchasing one. While I am in no position to make recommendations, I will list here some cards from two big IHVs that we know are DirectX 11 capable. Some AMD (aka ATI) cards Low end, inexpensive DX11 hardware: Radeon 5450, 5550, 6450, 6570 Mid range (decent perf, single precision): Radeon 5750, 5770, 6770, 6790 High end (capable of double precision): Radeon 5850, 5870, 6950, 6970 Single precision APUs: AMD E-Series APUs AMD A-Series APUs Some NVIDIA cards Low end, inexpensive DX11 hardware: GeForce GT430, GT 440, GT520, GTS 450 Quadro 400, 600 Mid-range (decent perf, single precision): GeForce GTX 460, GTX 550 Ti, GTX 560, GTX 560 Ti Quadro 2000 High end (capable of double precision): GeForce GTX 480, GTX 570, GTX 580, GTX 590, GTX 595 Quadro 4000, 5000, 6000 Tesla C2050, C2070, C2075 Get the DirectX SDK and run DirectX Caps Viewer Download and install the June 2010 DirectX SDK. As part of that you now have the DirectX Capabilities Viewer utility (find it in your start menu by searching for "DirectX Caps Viewer", the filename is DXCapsViewer.exe). It will list all your devices (emulated, and real hardware ones) under the first node. Expand the hardware entries and then expand again the Direct3D 11 folder. If you see D3D_FEATURE_LEVEL_11_ under that, then your card supports feature level 11 which means it supports DirectCompute and C++ AMP. In the following screenshot of one of my old laptops, the card only goes to feature level 10. Run a utility from the web that just tells you! Of course, writing some C++ AMP code that enumerates accelerators and lists the ones that are capable is trivial. However that requires that you have redistributed the runtime, so a more broadly applicable approach is to use the DX APIs directly to enumerate the DX11 capable cards. That is exactly what the development lead for C++ AMP has done and he describes and shares that utility at this post. Comments about this post by Daniel Moth welcome at the original blog.

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  • How do I set up nvidia graphics adapter to put out 1080p, it seems to be using interlace mode>

    - by keepitsimpleengineer
    After upgrading to 12.04, my mythbuntu client/server seems to be running in 1080i, the clue comes from: [ 1176.117] (II) NVIDIA(0): Setting mode "1920x1080_60i" [ 1231.340] (II) NVIDIA(0): Setting mode "DFP-1:1920x1080_60@1920x1080+0+0" This is from Xorg.0.log. This whole thing started from video tearing when watching Mythtv recordings. It didn't happen in 10.10. Should I use "TVStandard" "HD1080p" in the screen section since this is a dedicated HTPC? It only connects to an HDTV (1080p) via hdmi. Here is the current xorg.conf file: # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 270.29 (buildd@allspice) Fri Feb 25 14:42:07 UTC 2011 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 # commented out by update-manager, HAL is now used and auto-detects devices # Keyboard settings are now read from /etc/default/console-setup # InputDevice "Keyboard0" "CoreKeyboard" # commented out by update-manager, HAL is now used and auto-detects devices # Keyboard settings are now read from /etc/default/console-setup # InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" FontPath "unix/:7100" EndSection # commented out by update-manager, HAL is now used and auto-detects devices # Keyboard settings are now read from /etc/default/console-setup #Section "InputDevice" # # generated from default # Identifier "Mouse0" # Driver "mouse" # Option "Protocol" "auto" # Option "Device" "/dev/psaux" # Option "Emulate3Buttons" "no" # Option "ZAxisMapping" "4 5" #EndSection # commented out by update-manager, HAL is now used and auto-detects devices # Keyboard settings are now read from /etc/default/console-setup #Section "InputDevice" # # generated from default # Identifier "Keyboard0" # Driver "kbd" #EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "SAMSUNG" HorizSync 26.0 - 81.0 VertRefresh 24.0 - 75.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 240" Option "TripleBuffer" "1" EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "DFP: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection After a little digging, the question changes slightly, to wit... Per Chapter 19 of nvidia README... "If the EDID for the display device reported a preferred mode timing, and that mode timing is considered a valid mode, then that mode is used as the "nvidia-auto-select" mode." The EDID for my HDMI connected LCD monitor says use first device as preferred. Prefer first detailed timing : Yes Also: (--) NVIDIA(0): EDID maximum pixel clock : 230.0 MHz The list: (from startx -- -verbose 6 ) (--) NVIDIA(0): Detailed Timings: (--) NVIDIA(0): 1920 x 1080 @ 60 Hz (--) NVIDIA(0): Pixel Clock : 148.50 MHz (--) NVIDIA(0): HRes, HSyncStart : 1920, 2008 (--) NVIDIA(0): HSyncEnd, HTotal : 2052, 2200 (--) NVIDIA(0): VRes, VSyncStart : 1080, 1084 (--) NVIDIA(0): VSyncEnd, VTotal : 1089, 1125 (--) NVIDIA(0): H/V Polarity : +/+ This is the actual mode selected: (from xorg.0.log) (--) NVIDIA(0): 1920 x 1080 @ 60 Hz (--) NVIDIA(0): Pixel Clock : 74.18 MHz (--) NVIDIA(0): HRes, HSyncStart : 1920, 2008 (--) NVIDIA(0): HSyncEnd, HTotal : 2052, 2200 (--) NVIDIA(0): VRes, VSyncStart : 1080, 1084 (--) NVIDIA(0): VSyncEnd, VTotal : 1094, 1124 (--) NVIDIA(0): H/V Polarity : +/+ (--) NVIDIA(0): Extra : Interlaced (--) NVIDIA(0): CEA Format : 5 So my HTPC is down-converting to 1080i and then the Monitor is up-converting to 1080p How can I fix this, please?

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  • How do I resolve this exercise on C++? [closed]

    - by user40630
    (Card Shuffling and Dealing) Create a program to shuffle and deal a deck of cards. The program should consist of class Card, class DeckOfCards and a driver program. Class Card should provide: a) Data members face and suit of type int. b) A constructor that receives two ints representing the face and suit and uses them to initialize the data members. c) Two static arrays of strings representing the faces and suits. d) A toString function that returns the Card as a string in the form “face of suit.” You can use the + operator to concatenate strings. Class DeckOfCards should contain: a) A vector of Cards named deck to store the Cards. b) An integer currentCard representing the next card to deal. c) A default constructor that initializes the Cards in the deck. The constructor should use vector function push_back to add each Card to the end of the vector after the Card is created and initialized. This should be done for each of the 52 Cards in the deck. d) A shuffle function that shuffles the Cards in the deck. The shuffle algorithm should iterate through the vector of Cards. For each Card, randomly select another Card in the deck and swap the two Cards. e) A dealCard function that returns the next Card object from the deck. f) A moreCards function that returns a bool value indicating whether there are more Cards to deal. The driver program should create a DeckOfCards object, shuffle the cards, then deal the 52 cards. This above is the exercise I'm trying to solve. I'd be very much appreciated if someone could solve it and explain it to me. The main idea of the program is quite simple. What I don't get is how to build the constructor for the class DeckOfCards and how to generate the 52 cards of the deck with different suits and faces. Untill now I've managed to do this: #include <iostream> #include <vector> using namespace std; /* * */ /* a) Data members face and suit of type int. b) A constructor that receives two ints representing the face and suit and uses them to initialize the data members. c) Two static arrays of strings representing the faces and suits. d) A toString function that returns the Card as a string in the form “face of suit.” You can use the + operator to concatenate strings. */ class Card { public: Card(int, int); string toString(); private: int suit, face; static string faceNames[13]; static string suitNames[4]; }; string Card::faceNames[13] = {"Ace","Two","Three","Four","Five","Six","Seven","Eight","Nine","Ten","Queen","Jack","King"}; string Card::suitNames[4] = {"Diamonds","Clubs","Hearts","Spades"}; string Card::toString() { return faceNames[face]+" of "+suitNames[suit]; } Card::Card(int f, int s) :face(f), suit(s) { } /* Class DeckOfCards should contain: a) A vector of Cards named deck to store the Cards. b) An integer currentCard representing the next card to deal. c) A default constructor that initializes the Cards in the deck. The constructor should use vector function push_back to add each Card to the end of the vector after the Card is created and initialized. This should be done for each of the 52 Cards in the deck. d) A shuffle function that shuffles the Cards in the deck. The shuffle algorithm should iterate through the vector of Cards. For each Card, randomly select another Card in the deck and swap the two Cards. e) A dealCard function that returns the next Card object from the deck. f) A moreCards function that returns a bool value indicating whether there are more Cards to deal. */ class DeckOfCards { public: DeckOfCards(); void shuffleCards(); Card dealCard(); bool moreCards(); private: vector<Card> deck(52); int currentCard; }; int main(int argc, char** argv) { return 0; } DeckOfCards::DeckOfCards() { //I'm stuck here I have no idea of what to take out of here. //I still don't fully get the idea of class inside class and that's turning out as a problem. I try to find a way to set the suits and faces members of the class Card but I can't figure out how. for(int i=0; i<deck.size(); i++) { deck[i]//....There is no function to set them. They must be set when initialized. But how?? } } For easier reading: http://pastebin.com/pJeXMH0f

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  • Has any hobbyist attempted to make a simple VGA-graphics based operating system in machine code?

    - by Bigyellow Bastion
    I mean real bare bones, bare machine here(no Linux kernel, pre-existing kernel, or any bootloader). I mean honestly write the bootloading software in direct microarchitecture-specific machine opcode, host the operating system, interrupts, I/O, services, and graphical software and all hardware interaction, computation, and design entirely in binary. I know this is quite the leap here, but I was thinking to practice first in x86 assembly (not binary) 16-bit style. Any ideas?

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  • What DX level does my graphics card support? Does it go to 11?

    - by Daniel Moth
    Recently I run into a situation that I have run into quite a few times. Someone encounters a machine and the question arises: "Is there a DirectX 11 card in this machine?". Typically the reason you are interested in that is because cards with DirectX 11 drivers fully support DirectCompute (and by extension C++ AMP) for GPGPU programming. The driver specifically is WDDM (1.1 on Windows 7 and Windows 8 introduces WDDM 1.2 with cool new capabilities). There are many ways for figuring out if you have a DirectX11 card, so here are the approaches that you can use, with a bonus right at the end of the post. Run DxDiag WindowsKey + R, type DxDiag and hit Enter. That is the DirectX diagnostic tool, which unfortunately, only tells you on the "System" tab what is the highest version of DirectX installed on your machine. So if it reports DirectX 11, that doesn't mean you have a DX11 driver! The "Display" tab has a promising "DDI version" label, but unfortunately that doesn't seem to be accurate on the machines I've tested it with (or I may be misinterpreting its use). Either way, this tool is not the one you want for this purpose, although it is good for telling you the WDDM version among other things. Use the Microsoft hardware page There is a Microsoft Windows 7 compatibility center, that lists all hardware (tip: use the advanced search) and you could try and locate your device there… good luck. Use Wikipedia or the hardware vendor's website Use the Wikipedia page for the vendor cards, for both nvidia and amd. Often this information will also be in the specifications for the cards on the IHV site, but is is nice that wikipedia has a single page per vendor that you can search etc. There is a column in the tables for API support where you can see the DirectX version. Check if it is one of these recommended DX11 cards You may not have a DirectX 11 card and are interested in purchasing one. While I am in no position to make recommendations, I will list here some cards from two big IHVs that we know are DirectX 11 capable. Some AMD (aka ATI) cards Low end, inexpensive DX11 hardware: Radeon 5450, 5550, 6450, 6570 Mid range (decent perf, single precision): Radeon 5750, 5770, 6770, 6790 High end (capable of double precision): Radeon 5850, 5870, 6950, 6970 Single precision APUs: AMD E-Series APUs AMD A-Series APUs Some NVIDIA cards Low end, inexpensive DX11 hardware: GeForce GT430, GT 440, GT520, GTS 450 Quadro 400, 600 Mid-range (decent perf, single precision): GeForce GTX 460, GTX 550 Ti, GTX 560, GTX 560 Ti Quadro 2000 High end (capable of double precision): GeForce GTX 480, GTX 570, GTX 580, GTX 590, GTX 595 Quadro 4000, 5000, 6000 Tesla C2050, C2070, C2075 Get the DirectX SDK and run DirectX Caps Viewer Download and install the June 2010 DirectX SDK. As part of that you now have the DirectX Capabilities Viewer utility (find it in your start menu by searching for "DirectX Caps Viewer", the filename is DXCapsViewer.exe). It will list all your devices (emulated, and real hardware ones) under the first node. Expand the hardware entries and then expand again the Direct3D 11 folder. If you see D3D_FEATURE_LEVEL_11_ under that, then your card supports feature level 11 which means it supports DirectCompute and C++ AMP. In the following screenshot of one of my old laptops, the card only goes to feature level 10. Run a utility from the web that just tells you! Of course, writing some C++ AMP code that enumerates accelerators and lists the ones that are capable is trivial. However that requires that you have redistributed the runtime, so a more broadly applicable approach is to use the DX APIs directly to enumerate the DX11 capable cards. That is exactly what the development lead for C++ AMP has done and he describes and shares that utility at this post. Comments about this post by Daniel Moth welcome at the original blog.

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  • How to get faster graphics in KVM? VNC is painfully slow with Haiku OS guest, Spice won't install and SDL doesn't work

    - by Don Quixote
    I've been coming up to speed on the Haiku operating system, an Open Source clone of BeOS 5 Pro. I'm using an Apple MacBook Pro as my development machine. Apple's BootCamp BIOS does not support more than four partitions on the internal hard drive. While I can set up extended and logical partitions, doing so will prevent any of the installed operating systems from booting. To run Haiku directly on the iron, I boot it off a USB stick. Using external storage is also helpful because I am perpetually out of filesystem space. While VirtualBox is documented to allow access to physical drives, I could not actually get it to work. Also VirtualBox can only use one of the host CPU's cores. While VB guests can be configured for more than one CPU, they are only emulated. A full build of the Haiku OS takes 4.5 under VB. I had the hope of reducing build times by using KVM instead, but it's not working nearly as well as VirtualBox did. The Linux Kernel Virtual Machine is broken in all manner of fundamental ways as seen from Haiku. But I'm a coder; maybe I could contribute to fixing some of those problems. The first problem I've got is that Haiku's video in virt-manager is quite painfully slow. When I drag Haiku windows around the desktop, they lag quite far behind where my mouse is. It's quite difficult to move a window to a precise position on the screen. Just imagine that the mouse was connected to the window title bar with a really stretchy spring. Also Haiku's mouse lags quite far behind where I have moved it. I found lots of Personal Package Archives that enable Spice from QEMU / KVM at the Ubuntu Personal Package Arhives. I tried a few of the PPAs but none of them worked; with one of them, the command "add-apt-repository" crashed with a traceback. There is a Wiki page about Spice, but it says that it only works on 64-bit. My Early 2006 MacBook Pro is 32-bit. Its Apple Model Identifier is MacBookPro1,1; these use Core Duos NOT Core 2 Duos. I don't mind building a source deb for 32-bit if I can expect it to work. Is there some reason that Spice should be 64-bit only? Does it need features of the x86_64 Instruction Set Architecture that x86 does not have? When I try using SDL from virt-manager, the configuration for Local SDL Window says "Xauth: /home/mike/.Xauthority". When I try to start my guest, virt-manager emits an error. When I Googled the error message, the usual solution was to make ~/.Xauthority readible. However, .Xauthorty does not exist in my home directory. Instead I have a $XAUTHORITY environment variable. There is no way to configure SDL in virt-manager to use $XAUTHORITY instead of ~/.Xauthority. Neither does it work to copy the value of $XAUTHORITY into the file. I am ready to scream, because I've been five fscking days trying to make KVM work for Haiku development. There is a whole lot more that is broken than the slow video. All I really want to do for now is speed up my full builds of Haiku by using "jam -j2" to use both cores in my CPU. I may try Xen next, but the last time I monkeyed with Xen it was far, far more broken than I am finding KVM to be. Just for now, I would be satisfied if there were some way to use my USB stick as a drive in VirtualBox. VB does allow me to configure /dev/sdb as a drive, but it always causes a fatal error when I try to launch the guest. Thank You For Any Advice You Can Give Me. -

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  • Is there any way to enable the HiDef graphics profile property on a Silverlight 5 3d Web App?

    - by Daniel
    I have an XNA Windows Game that uses the HiDef profile to load complex fbx and obj files. Trying to move it over to a Silverlight 3d Web App, Silverlight seems to only want to use the Reach profile, and I get an error that the Reach profile does not support a sufficient number of primitive draws per call. Is there any way to change to HiDef in Silverlight 5? It is not in the project properties and attempting to change it in mainpage.xaml.cs only gives me the option of setting it to Reach.

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  • Applications: The Mathematics of Movement, Part 3

    - by TechTwaddle
    Previously: Part 1, Part 2 As promised in the previous post, this post will cover two variations of the marble move program. The first one, Infinite Move, keeps the marble moving towards the click point, rebounding it off the screen edges and changing its direction when the user clicks again. The second version, Finite Move, is the same as first except that the marble does not move forever. It moves towards the click point, rebounds off the screen edges and slowly comes to rest. The amount of time that it moves depends on the distance between the click point and marble. Infinite Move This case is simple (actually both cases are simple). In this case all we need is the direction information which is exactly what the unit vector stores. So when the user clicks, you calculate the unit vector towards the click point and then keep updating the marbles position like crazy. And, of course, there is no stop condition. There’s a little more additional code in the bounds checking conditions. Whenever the marble goes off the screen boundaries, we need to reverse its direction.  Here is the code for mouse up event and UpdatePosition() method, //stores the unit vector double unitX = 0, unitY = 0; double speed = 6; //speed times the unit vector double incrX = 0, incrY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = e.X - marble1.x;     double y = e.Y - marble1.y;     //calculate distance between click point and current marble position     double lenSqrd = x * x + y * y;     double len = Math.Sqrt(lenSqrd);     //unit vector along the same direction (from marble towards click point)     unitX = x / len;     unitY = y / len;     timer1.Enabled = true; } private void UpdatePosition() {     //amount by which to increment marble position     incrX = speed * unitX;     incrY = speed * unitY;     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     } } So whenever the user clicks we calculate the unit vector along that direction and also the amount by which the marble position needs to be incremented. The speed in this case is fixed at 6. You can experiment with different values. And under bounds checking, whenever the marble position goes out of bounds along the x or y direction we reverse the direction of the unit vector along that direction. Here’s a video of it running;   Finite Move The code for finite move is almost exactly same as that of Infinite Move, except for the difference that the speed is not fixed and there is an end condition, so the marble comes to rest after a while. Code follows, //unit vector along the direction of click point double unitX = 0, unitY = 0; //speed of the marble double speed = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = 0, y = 0;     double lengthSqrd = 0, length = 0;     x = e.X - marble1.x;     y = e.Y - marble1.y;     lengthSqrd = x * x + y * y;     //length in pixels (between click point and current marble pos)     length = Math.Sqrt(lengthSqrd);     //unit vector along the same direction as vector(x, y)     unitX = x / length;     unitY = y / length;     speed = length / 12;     timer1.Enabled = true; } private void UpdatePosition() {     marble1.x += speed * unitX;     marble1.y += speed * unitY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     }     //reduce speed by 3% in every loop     speed = speed * 0.97f;     if ((int)speed <= 0)     {         timer1.Enabled = false;     } } So the only difference is that the speed is calculated as a function of length when the mouse up event occurs. Again, this can be experimented with. Bounds checking is same as before. In the update and draw cycle, we reduce the speed by 3% in every cycle. Since speed is calculated as a function of length, speed = length/12, the amount of time it takes speed to reach zero is directly proportional to length. Note that the speed is in ‘pixels per 40ms’ because the timeout value of the timer is 40ms.  The readability can be improved by representing speed in ‘pixels per second’. This would require you to add some more calculations to the code, which I leave out as an exercise. Here’s a video of this second version,

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  • How to render 3D models as SVG vector graphics? (planar projection)

    - by Jan
    This image (original SVG from Wikipedia, public domain) was created using the following procedure: Create a 3D model in Google sketchup Export as PDF Import in Inkscape Save as SVG Is there a straightforward way to produce such a SVG with software that runs (natively) on Ubuntu? (Pantograph, a Blender plugin, has only broken download links; VRM, another Blender plugin works with Belnder 2.4x, but not with Blender 2.6x.)

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  • Can GJK be used with the same "direction finding method" every time?

    - by the_Seppi
    In my deliberations on GJK (after watching http://mollyrocket.com/849) I came up with the idea that it ins not neccessary to use different methods for getting the new direction in the doSimplex function. E.g. if the point A is closest to the origin, the video author uses the negative position vector AO as the direction in which the next point is searched. If an edge (with A as an endpoint) is closest, he creates a normal vector to this edge, lying in the plane the edge and AO form. If a face is the feature closest to the origin, he uses even another method (which I can't recite from memory right now) However, while thinking about the implementation of GJK in my current came, I noticed that the negative direction vector of the newest simplex point would always make a good direction vector. Of course, the next vertex found by the support function could form a simplex that less likely encases the origin, but I assume it would still work. Since I'm currently experiencing problems with my (yet unfinished) implementation, I wanted to ask whether this method of forming the direction vector is usable or not.

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  • Unable to start Ubuntu 12.04. The system is running in low-graphics

    - by kaleidoscpicsoul
    I am a newbie to Ubuntu. I installed Ubuntu 12.04 using a USB Stick and it was running all fine for a few weeks and this error popped up. According to one of my friend, the best way was to re-install Ubuntu. Being from a non unix background i thought the same too and after the second install it happened again, but only this time was much quicker, in 3 days. I don't want to re-install Ubuntu every time this happens. I am a complete newbie to Linux which means that i am really bad at using terminal. I know there are other people who fixed this issue using this very same forum, but unfortunately the answers provided are too complex for me to understand. Please let me know how to do this. Things I want to let you know: I would need help step by step if that is alright with you. After i get the error i get the options and i click exit to console login I get the following message in a black screen (which i think is a command line sort of thing): * Stopping save kernel messages [OK] apache2: Could not reliably determine the server's fully qualified domain name,using 127.0.1.1 for ServerName [OK] * Starting web server apache2 and a blinking cursor. So basically it looks like a dead end for my non unixy eye. And one final thing is before this issue had happened i had tried configuring Python to Apache2. For that i had uninstalled and installed LAMP server several time and edited the configuration files too. I don't know if this really is a concern, but I don't know.. I have a USB with Ubuntu 12.04 in it so i can install it anytime. (But i want to know what the issue is rather than running away) . I migrated to Ubuntu from Windows and i have no plans to go back. I think that's from my side. Please let me know if there are any questions.

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  • How do I restore logging in with an X session graphics instaed of text-only session?

    - by ajThree9
    I was able to set up a text UI by editing the file /etc/default/grub in Ubuntu 12.04 as per the instructions in: How do I disable X at boot time so that the system boots in text mode? But, how do I revert to X-session as the default one? I don't want to log into text mode and 'start' the lightdm every time. So I tried replacing back the GRUB_CMDLINE_LINUX_DEFAULT="text" to GRUB_CMDLINE_LINUX_DEFAULT="quiet splash", and did update-grub too, but something unexpected happened, an unbootable system! How do I fix this?

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  • What does "kTriangles/s" mean in hardware graphics benchmark reports?

    - by swquinn
    I've looked around and found several sites offering benchmarking statistics for mobile platforms and I've been seeing the unit of measure as "kTriangles/s". Originally I misread this, missing the 'k'; does this translate to "thousand(s) of triangles/s", e.g.: 8902 kTriangles/s = 8,902,000 triangles/s (I'm pretty sure that my interpretation is correct, but I hope someone can confirm this for me) Thanks!

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  • How do I install drivers for graphics and sound?

    - by Sid
    I recently shifted to Ubuntu 12.04 from windows 7. I completely removed Windows and then installed Ubuntu. However, I can't find a way to download and install drivers for my video and audio hardware like I used to be able to do in Windows. Could someone please explain to me how software and drivers, in general, are installed on Ubuntu. Is installing through 'Ubuntu Software Center' the only way to install them? My laptop model is: Dell Inspiron 14 N4010 (i5/4gb/500gb). Kindly help. Thanks in advance.

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  • Ubuntu 13.10. After login, no desktop displayed. Two Nvidia Graphics Cards, Four Monitors

    - by jmerkow
    I am working on an issue with my Ubuntu 13.10 installation. I am attempting to get 4 monitors up and running but I am having some trouble. So far, I installed and updated to the latest NVIDIA drivers (331.20). Initially X would not start (after installation) so I replaced my xorg.conf with xorg.conf.failsafe. This fixed that problem, but then I tried to enable the other 2 monitors (other video card) and xorg fails to start once again (after I login there is no desktop). I am fairly new to linux but I am not a complete beginner, but I'm not comfortable poking around too much on my own to troubleshoot yet.... lspci -nn | grep VGA: 03:00.0 VGA compatible controller [0300]: NVIDIA Corporation GF110 [GeForce GTX 570 Rev. 2] [10de:1086] (rev a1) 05:00.0 VGA compatible controller [0300]: NVIDIA Corporation GF110 [GeForce GTX 580] [10de:1080] (rev a1) It seems that the nvidia-settings tool does not result in a good xorg.conf file. Here it is: # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 331.20 (buildmeister@swio-display-x86-rhel47-05) Wed Oct 30 18:20:32 PDT 2013 Section "ServerLayout" Identifier "Default Layout" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" RightOf "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "1" EndSection ... Section "Monitor" Identifier "Configured Monitor" EndSection Section "Monitor" Identifier "Monitor0" VendorName "Unknown" ModelName "SHARP HDMI" HorizSync 15.0 - 68.0 VertRefresh 55.0 - 76.0 EndSection Section "Monitor" Identifier "Monitor1" VendorName "Unknown" ModelName "Samsung SyncMaster" HorizSync 0.0 - 0.0 VertRefresh 0.0 EndSection Section "Device" Identifier "Configured Video Device" Driver "vesa" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTX 570" BusID "PCI:3:0:0" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTX 580" BusID "PCI:5:0:0" EndSection Section "Screen" Identifier "Default Screen" Device "Configured Video Device" Monitor "Configured Monitor" EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "Stereo" "0" Option "nvidiaXineramaInfoOrder" "DFP-1" Option "metamodes" "HDMI-0: nvidia-auto-select +640+0, DVI-I-3: nvidia-auto-select +0+1080" Option "SLI" "Off" Option "MultiGPU" "Off" Option "BaseMosaic" "off" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "DVI-I-2: nvidia-auto-select +0+0" Option "SLI" "Off" Option "MultiGPU" "Off" Option "BaseMosaic" "off" SubSection "Display" Depth 24 EndSubSection EndSection Section "Extensions" Option "Composite" "Disable" EndSection

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  • Better graphics or better cpu on a budget laptop.

    - by jones
    Which would have better overall performance on a cheap (~$600) laptop; Intel Atom 330 with Nvidia ion or intel Pentium/Celeron with Intel graphics. I don't need 8 hour battery life and will hopefully be using this for programming/web browsing and occasionally light gaming.

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  • Are there any PCI graphics cards with Windows 7 drivers?

    - by dbruning
    I have a Dell D830 laptop and am trying to add a second graphics card (to the laptop dock) to drive more monitors. It needs to be PCI (not PCI-e), and would ideally itself have dual DVI outputs (although I'll settle for DVI + VGA or even just DVI at this stage...) Needs to have real Windows 7 drivers, not just Vista drivers. Thanks!

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  • Can a PCI Graphics card, and AGP be used together? [closed]

    - by Everyone
    The question pretty much says it all. I use an old 845GBV board ( to-date reliant upon the integrated graphics processor ). All slots on the board are unused. Lately I've been thinking in terms changing it to a dual monitor so that I can use one console for documentation/help/sample code/whatever, the other one to play with code. Assuming this board can handle a PCI GPU, can an AGP4x board coexist with a PCI GPU?

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