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  • Connecting PC to TV via HDMI/DVI: Windows XP doesn't allow the appropriate screen resolution

    - by Jørgen
    I have a computer that is connected to the living room TV (a Panasonic) via HDMI. There is no other monitor connected. My problem is that the computer, which is running Windows XP, does not allow me to set the proper resolution for the TV. Both the graphics adapter and the TV should support the 1280x720 resolution, but it cannot be selected - the only available options are 1280x600 and 800x600, both in the "native" Windows dialog box and the custom Intel graphics options dialog box. Do anyone have a suggestion for a solution for this? Things I've thought of: Setting the resolution directly in the registry (where?) Installing some "custom" monitor driver (the TV manufacturer does not appear to provide any, currently the "generic" one is used) Details on the setup: Connection: DVI output on the computer via a passive DVI-HDMI adapter to the HDMI input on the TV, audio is run on a separate link, the TV is able to combine video and audio without any problem, the problem is there regardless of whether or not the audio is connected. The connection is several meters long through some walls, for this reason using a VGA cable instead is not an option. Note that the report explicitly says that the TV supports 1280x720. Still, I am not allowed to select it in Graphics Options, only 1280x600 and 800x600 is available. For 800x600, there's a lot of black around the edges; for 1280x600, the screen is "zoomed" so the edges of the monitor image (like the taskbar) is not visible. Other: The computer is running Windows XP. More recent versions of Windows are not an option (I have no licence). Linux is probably not an option (some of the video streaming sites I plan to use do not support it, I think) I wrote the rest of the details below. Thanks for any help!! TV: Panasonic TX-L32X10Y, European version; a 720p 32" quite "regular" LCD TV. Allowed resolutions according to manual: Signal name: 640x480 @60HZ Horizontal frequency: 31.47 kHz Vertical frequency: 60Hz Signal name: 750/720) /60p Horizontal frequency: 45.00 kHz Vertical frequency: 60Hz Signal name: 1,125 (1,080) / 60p Horizontal frequency: 67.50 kHz Vertical frequency: 60Hz (this is exactly how the manual presents it. PC via D-SUB (VGA cable) and "regular" HDMI have more alternatives.) Messing with the "zoom" settings on the TV does not affect the available resolution options on the computer. Computer: The following is a printout from one of the graphics adapter option pages. I think it covers most of it. The computer is a Dell. INTEL(R) EXTREME GRAPHICS 2 REPORT Report Date: 04/17/2011 Report Time[hr:mm:ss]: 20:18:02 Driver Version: 6.14.10.4396 Operating System: Windows XP* Professional, Service Pack 3 (5.1.2600) Default Language: English DirectX* Version: 9.0 Physical Memory: 1021 MB Minimum Graphics Memory: 1 MB Maximum Graphics Memory: 96 MB Graphics Memory in Use: 6 MB Processor: x86 Processor Speed: 2593 MHZ Vendor ID: 8086 Device ID: 2572 Device Revision: 02 * Accelerator Information * Accelerator in Use: Intel(R) 82865G Graphics Controller Video BIOS: 2972 Current Graphics Mode: 1280 by 600 True Color (60 Hz) * Devices Connected to the Graphics Accelerator * Active Digital Displays: 1 * Digital Display * Monitor Name: Plug and Play Monitor Display Type: Digital Gamma Value: 2.20 DDC2 Protocol: Supported Maximum Image Size: Horizontal: Not Available Vertical: Not Available Monitor Supported Modes: 1280 by 720 (50 Hz) 1280 by 720 (60 Hz) Display Power Management Support: Standby Mode: Not Supported Suspend Mode: Not Supported Active Off Mode: Not Supported (disclaimer: this question was also asked at the Wikipedia Reference Desk some time ago and might show up in a Google search. I got no useful answers there.)

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  • How do I do JavaScript Array Animation

    - by Henry
    I'm making a game but don't know how to do Array Animation with the png Array and game Surface that I made below. I'm trying to make it so that when the Right arrow key is pressed, the character animates as if it is walking to the right and when the Left arrow key is pressed it animates as if it is walking to the left (kind of like Mario). I put everything on a surface instead of the canvas. Everything is explained in the code below. I couldn't find help on this anywhere. I hope what I got below makes sense. I'm basically a beginner with JavaScript. I'll be back if more is needed: <!doctype html5> <html> <head></head> <script src="graphics.js"></script> <script src="object.js"></script> <body onkeydown ="keyDown(event)" onkeyup ="keyUp(event)" ></body> <script> //"Surface" is where I want to display my animation. It's like the HTML // canvas but it's not that. It's just the surface to where everything in the //game and the game itself will be displayed. var Surface = new Graphics(600, 400, "skyblue"); //here's the array that I want to use for animation var player = new Array("StandsRight.png", "WalksRight.png", "StandsLeft.png","WalksLeft.png" ); //Here is the X coordinate, Y coordinate, the beginning png for the animation, //and the object's name "player." I also turned the array into an object (but //I don't know if I was supposed to do that or not). var player = new Object(50, 100, 40, 115, "StandsRight.png","player"); //When doing animation I know that it requires a "loop", but I don't // know how to connect it so that it works with the arrays so that //it could animate. var loop = 0; //this actually puts "player" on screen. It makes player visible and //it is where I would like the animation to occur. Surface.drawObject(player); //this would be the key that makes "player" animation in the righward direction function keyDown(e) { if (e.keyCode == 39); } //this would be the key that makes "player" animation in the leftward direction function keyUp(e){ if (e.keyCode == 39); } //this is the Mainloop where the game will function MainLoop(); //the mainloop functionized function MainLoop(){ //this is how fast or slow I could want the entire game to go setTimeout(MainLoop, 10); } </script> </html> From here, are the "graphic.js" and the "object.js" files below. In this section is the graphics.js file. This graphics.js part below is linked to the: script src="graphics.js" html script section that I wrote above. Basically, below is a seperate file that I used for Graphics, and to run the code above, make this graphics.js code that I post below here, a separate filed called: graphics.js function Graphics(w,h,c) { document.body.innerHTML += "<table style='position:absolute;font- size:0;top:0;left:0;border-spacing:0;border- width:0;width:"+w+";height:"+h+";background-color:"+c+";' border=1><tr><td> </table>\n"; this.drawRectangle = function(x,y,w,h,c,n) { document.body.innerHTML += "<div style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";background-color:" + c + ";' id='" + n + "'></div>\n"; } this.drawTexture = function(x,y,w,h,t,n) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";' id='" + n + "' src='" + t + "'> </img>\n"; } this.drawObject = function(o) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + o.X + ";top:" + o.Y + ";width:" + o.Width + ";height:" + o.Height + ";' id='" + o.Name + "' src='" + o.Sprite + "'></img>\n"; } this.moveGraphic = function(x,y,n) { document.getElementById(n).style.left = x; document.getElementById(n).style.top = y; } this.removeGraphic = function(n){ document.getElementById(n).parentNode.removeChild(document.getElementById(n)); } } Finally, is the object.js file linked to the script src="object.js"" in the html game file above the graphics.js part I just wrote. Basically, this is a separate file too, so thus, in order to run or test the html game code in the very first section I wrote, a person has to also make this code below a separate file called: object.js I hope this helps: function Object(x,y,w,h,t,n) { this.X = x; this.Y = y; this.Velocity_X = 0; this.Velocity_Y = 0; this.Previous_X = 0; this.Previous_Y = 0; this.Width = w; this.Height = h; this.Sprite = t; this.Name = n; this.Exists = true; } In all, this game is made based on a tutorial on youtube at: http://www.youtube.com/watch?v=t2kUzgFM4lY&feature=relmfu I'm just trying to learn how to add animations with it now. I hope the above helps. If not, let me know. Thanks

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  • Will Apple abandon OpenCL?

    - by John
    I am developing OpenCL applications, amongst others for MacOS. The new Macbook pro 13 inch comes with an Intel HD Graphics 3000 card so it seams reasonable to assume all their mainstream computers like Macbook and Mac mini will also come out with this Intel graphics card soon. OpenCL is not available for Intel graphics cards. Intel having a terrible reputation in developing graphics drivers and Apple knowing this makes me wonder Apple is abandoning OpenCL already again. Especially considering OpenCL should run anywhere, not only on high end systems. Developing applications only for the high end Macs with dedicated graphics hardware or for previous generation hardware with the Geforce 320M would not be a feasible option for me. Does anybody have any thoughts on this?

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  • Will Apple abandon OpenCL?

    - by John
    I am developing OpenCL applications, amongst others for MacOS. The new Macbook pro 13 inch comes with an Intel HD Graphics 3000 card so it seams reasonable to assume all their mainstream computers like Macbook and Mac mini will also come out with this Intel graphics card soon. OpenCL is not available for Intel graphics cards. Intel having a terrible reputation in developing graphics drivers and Apple knowing this makes me wonder Apple is abandoning OpenCL already again. Especially considering OpenCL should run anywhere, not only on high end systems. Developing applications only for the high end Macs with dedicated graphics hardware or for previous generation hardware with the Geforce 320M would not be a feasible option for me. Does anybody have any thoughts on this?

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  • label to display graphics card or total system ram through registry possibly?

    - by NightsEVil
    hi all i have this great code that i love that will display the kind of processor model and speed like so RegistryKey Rkey = Registry.LocalMachine; Rkey = Rkey.OpenSubKey("HARDWARE\\DESCRIPTION\\System\\CentralProcessor\\0"); Labelproc.Text = (string)Rkey.GetValue("ProcessorNameString"); and i was wondering if theres a way to do this for the kind of graphics card and the total installed system ram (in separate labels)

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  • Faster method for Matrix vector product for large matrix in C or C++ for use in GMRES

    - by user35959
    I have a large, dense matrix A, and I aim to find the solution to the linear system Ax=b using an iterative method (in MATLAB was the plan using its built in GMRES). For more than 10,000 rows, this is too much for my computer to store in memory, but I know that the entries in A are constructed by two known vectors x and y of length N and the entries satisfy: A(i,j) = .5*(x[i]-x[j])^2+([y[i]-y[j])^2 * log(x[i]-x[j])^2+([y[i]-y[j]^2). MATLAB's GMRES command accepts as input a function call that can compute the matrix vector product A*x, which allows me to handle larger matrices than I can store in memory. To write the matrix-vecotr product function, I first tried this in matlab by going row by row and using some vectorization, but I avoid spawning the entire array A (since it would be too large). This was fairly slow unfortnately in my application for GMRES. My plan was to write a mex file for MATLAB to, which is in C, and ideally should be significantly faster than the matlab code. I'm rather new to C, so this went rather poorly and my naive attempt at writing the code in C was slower than my partially vectorized attempt in Matlab. #include <math.h> #include "mex.h" void Aproduct(double *x, double *ctrs_x, double *ctrs_y, double *b, mwSize n) { mwSize i; mwSize j; double val; for (i=0; i<n; i++) { for (j=0; j<i; j++) { val = pow(ctrs_x[i]-ctrs_x[j],2)+pow(ctrs_y[i]-ctrs_y[j],2); b[i] = b[i] + .5* val * log(val) * x[j]; } for (j=i+1; j<n; j++) { val = pow(ctrs_x[i]-ctrs_x[j],2)+pow(ctrs_y[i]-ctrs_y[j],2); b[i] = b[i] + .5* val * log(val) * x[j]; } } } The above is the computational portion of the code for the matlab mex file (which is slightly modified C, if I understand correctly). Please note that I skip the case i=j, since in that case the variable val will be a 0*log(0), which should be interpreted as 0 for me, so I just skip it. Is there a more efficient or faster way to write this? When I call this C function via the mex file in matlab, it is quite slow, slower even than the matlab method I used. This surprises me since I suspected that C code should be much faster than matlab. The alternative matlab method which is partially vectorized that I am comparing it with is function Ax = Aprod(x,ctrs) n = length(x); Ax = zeros(n,1); for j=1:(n-3) v = .5*((ctrs(j,1)-ctrs(:,1)).^2+(ctrs(j,2)-ctrs(:,2)).^2).*log((ctrs(j,1)-ctrs(:,1)).^2+(ctrs(j,2)-ctrs(:,2)).^2); v(j)=0; Ax(j) = dot(v,x(1:n-3); end (the n-3 is because there is actually 3 extra components, but they are dealt with separately,so I excluded that code). This is partly vectorized and only needs one for loop, so it makes some sense that it is faster. However, I was hoping I could go even faster with C+mex file. Any suggestions or help would be greatly appreciated! Thanks! EDIT: I should be more clear. I am open to any faster method that can help me use GMRES to invert this matrix that I am interested in, which requires a faster way of doing the matrix vector product without explicitly loading the array into memory. Thanks!

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  • Change the size of the text in legend according to the length of the legend vector in the graph

    - by user1021713
    I have to draw a 20 plots and horizontally place a legends in each plots. I gave the following command for the first plot: plot(x=1:4,y=1:4) legend("bottom",legend = c("a","b","c","d"),horiz=TRUE,text.font=2,cex=0.64) then for the second plot I tried : plot(x=1:2,y=1:2) legend("bottom",legend = c("a","b"),horiz=TRUE,text.font=2,cex=0.64) But because the size of the character vector passed to legend argument are different I get the size of the legend different. Since I have to plot so many different plots having varying sizes of legends,I would want to do it in an automated fashion. Is there a way to do this which can fix the size of the legend in all the plots and fit it to graph size?

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  • Exercise 26 of The Pragmatic Programmer

    - by _ande_turner_
    There is a code snippet presented in The Pragmatic Programmer on page 143 as: public class Colada { private Blender myBlender; private Vector myStuff; public Colada() { myBlender = new Blender(); myStuff = new Vector(); } private doSomething() { myBlender.addIngredients(myStuff.elements()); } } This obeys the Law of Demeter / Principle of Least Knowledge. Is it preferable to, and are there any caveats for, replacing it with the following, which utilises Dependency Injection? public class Colada throws IllegalArgumentException { private Blender myBlender; private Vector myStuff; public Colada(Blender blender, Vector stuff) { blender == null ? throw new IllegalArgumentException() : myBlender = blender; stuff == null ? throw new IllegalArgumentException() : myStuff = stuff; } public getInstance() { Blender blender = new Blender(); Vector stuff = new Vector(); return new Colada(blender, stuff); } private doSomething() { myBlender.addIngredients(myStuff.elements()); } }

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  • Problem in running boost eample blocking_udp_echo_client on MacOSX

    - by n179911
    I am trying to run blocking_udp_echo_client on MacOS X http://www.boost.org/doc/libs/1_35_0/doc/html/boost_asio/example/echo/blocking_udp_echo_client.cpp I run it with argument 'localhost 9000' But the program crashes and this is the line in the source which crashes: `udp::socket s(io_service, udp::endpoint(udp::v4(), 0));' this is the stack trace: #0 0x918c3e42 in __kill #1 0x918c3e34 in kill$UNIX2003 #2 0x9193623a in raise #3 0x91942679 in abort #4 0x940d96f9 in __gnu_debug::_Error_formatter::_M_error #5 0x0000e76e in __gnu_debug::_Safe_iterator::op_base* , __gnu_debug_def::list::op_base*, std::allocator::op_base* ::_Safe_iterator at safe_iterator.h:124 #6 0x00014729 in boost::asio::detail::hash_map::op_base*::bucket_type::bucket_type at hash_map.hpp:277 #7 0x00019e97 in std::_Construct::op_base*::bucket_type, boost::asio::detail::hash_map::op_base*::bucket_type at stl_construct.h:81 #8 0x0001a457 in std::__uninitialized_fill_n_aux::op_base*::bucket_type*, __gnu_norm::vector::op_base*::bucket_type, std::allocator::op_base*::bucket_type , unsigned long, boost::asio::detail::hash_map::op_base*::bucket_type at stl_uninitialized.h:194 #9 0x0001a4e1 in std::uninitialized_fill_n::op_base*::bucket_type*, __gnu_norm::vector::op_base*::bucket_type, std::allocator::op_base*::bucket_type , unsigned long, boost::asio::detail::hash_map::op_base*::bucket_type at stl_uninitialized.h:218 #10 0x0001a509 in std::__uninitialized_fill_n_a::op_base*::bucket_type*, __gnu_norm::vector::op_base*::bucket_type, std::allocator::op_base*::bucket_type , unsigned long, boost::asio::detail::hash_map::op_base*::bucket_type, boost::asio::detail::hash_map::op_base*::bucket_type at stl_uninitialized.h:310 #11 0x0001aa34 in __gnu_norm::vector::op_base*::bucket_type, std::allocator::op_base*::bucket_type ::_M_fill_insert at vector.tcc:365 #12 0x0001acda in __gnu_norm::vector::op_base*::bucket_type, std::allocator::op_base*::bucket_type ::insert at stl_vector.h:658 #13 0x0001ad81 in __gnu_norm::vector::op_base*::bucket_type, std::allocator::op_base*::bucket_type ::resize at stl_vector.h:427 #14 0x0001ae3a in __gnu_debug_def::vector::op_base*::bucket_type, std::allocator::op_base*::bucket_type ::resize at vector:169 #15 0x0001b7be in boost::asio::detail::hash_map::op_base*::rehash at hash_map.hpp:221 #16 0x0001bbeb in boost::asio::detail::hash_map::op_base*::hash_map at hash_map.hpp:67 #17 0x0001bc74 in boost::asio::detail::reactor_op_queue::reactor_op_queue at reactor_op_queue.hpp:42 #18 0x0001bd24 in boost::asio::detail::kqueue_reactor::kqueue_reactor at kqueue_reactor.hpp:86 #19 0x0001c000 in boost::asio::detail::service_registry::use_service at service_registry.hpp:109 #20 0x0001c14d in boost::asio::use_service at io_service.ipp:195 #21 0x0001c26d in boost::asio::detail::reactive_socket_service ::reactive_socket_service at reactive_socket_service.hpp:111 #22 0x0001c344 in boost::asio::detail::service_registry::use_service at service_registry.hpp:109 #23 0x0001c491 in boost::asio::use_service at io_service.ipp:195 #24 0x0001c4d5 in boost::asio::datagram_socket_service::datagram_socket_service at datagram_socket_service.hpp:95 #25 0x0001c59e in boost::asio::detail::service_registry::use_service at service_registry.hpp:109 #26 0x0001c6eb in boost::asio::use_service at io_service.ipp:195 #27 0x0001c711 in boost::asio::basic_io_object ::basic_io_object at basic_io_object.hpp:72 #28 0x0001c783 in boost::asio::basic_socket ::basic_socket at basic_socket.hpp:108 #29 0x0001c865 in boost::asio::basic_datagram_socket ::basic_datagram_socket at basic_datagram_socket.hpp:107 #30 0x000027bc in main at main.cpp:32 This is the gdb output: (gdb) continue /Developer/SDKs/MacOSX10.5.sdk/usr/include/c++/4.0.0/debug/safe_iterator.h:127: error: attempt to copy-construct an iterator from a singular iterator. Objects involved in the operation: iterator "this" @ 0x0x100420 { type = N11__gnu_debug14_Safe_iteratorIN10__gnu_norm14_List_iteratorISt4pairIiPN5boost4asio6detail16reactor_op_queueIiE7op_baseEEEEN15__gnu_debug_def4listISB_SaISB_EEEEE (mutable iterator); state = singular; } iterator "other" @ 0x0xbfffe8a4 { type = N11__gnu_debug14_Safe_iteratorIN10__gnu_norm14_List_iteratorISt4pairIiPN5boost4asio6detail16reactor_op_queueIiE7op_baseEEEEN15__gnu_debug_def4listISB_SaISB_EEEEE (mutable iterator); state = singular; } Program received signal: “SIGABRT”. (gdb) continue Program received signal: “?”. Does someone has any idea why this example does not work on mac osx? Thank you.

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  • is it wasteful/bad design to use a vector/list where in most instances it will only have one element

    - by lucid
    is it wasteful/bad design to use a vector/list where in most instances it will only have one element? example: class dragon { ArrayList<head> = new ArrayList<head> Heads; tail Tail = new tail(); body Body = new body(); dragon() { theHead=new head(); Heads.add(theHead); } void nod() { for (int i=0;i<Heads.size();i++) { heads.get(i).GoUpAndDown(); } } } class firedragon extends dragon { } class icedragon extends dragon { } class lightningdragon extends dragon { } // 10 other one-headed dragon declarations here class hydra extends dragon { hydra() { anotherHead=new head(); for (int i=0;i<2;i++) { Heads.add(anotherHead); } } } class superhydra extends dragon { superhydra() { anotherHead=new head(); for (int i=0;i<4;i++) { Heads.add(anotherHead); } } }

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  • Where can I get PRINCE2 logo vector (eps) logo?

    - by WooYek
    Our organization did invest in PRINCE2 training and certification for our Project Managers and we would like to advertise the fact that we are certified and we use PRINCE2 project management method. Where can I get PRINCE2 logo in eps vector graphics format, usable for printed materials business cards and marketing brochures. I was looking for such logo on http://pm4success.com but with no result. PS. I know it's barely development connected, but it is a fact that PM metods and developer certification is a part of every developer life... like RSI ;) Please do not close this question.

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  • Classes, constructor and pointer class members

    - by pocoa
    I'm a bit confused about the object references. Please check the examples below: class ListHandler { public: ListHandler(vector<int> &list); private: vector<int> list; } ListHandler::ListHandler(vector<int> &list) { this->list = list; } Here I would be wasting memory right? So the right one would be: class ListHandler { public: ListHandler(vector<int>* list); private: vector<int>* list; } ListHandler::ListHandler(vector<int>* list) { this->list = list; } ListHandler::~ListHandler() { delete list; }

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  • Reducing Integer Fractions Algorithm - Solution Explanation?

    - by Andrew Tomazos - Fathomling
    This is a followup to this problem: Reducing Integer Fractions Algorithm Following is a solution to the problem from a grandmaster: #include <cstdio> #include <algorithm> #include <functional> using namespace std; const int MAXN = 100100; const int MAXP = 10001000; int p[MAXP]; void init() { for (int i = 2; i < MAXP; ++i) { if (p[i] == 0) { for (int j = i; j < MAXP; j += i) { p[j] = i; } } } } void f(int n, vector<int>& a, vector<int>& x) { a.resize(n); vector<int>(MAXP, 0).swap(x); for (int i = 0; i < n; ++i) { scanf("%d", &a[i]); for (int j = a[i]; j > 1; j /= p[j]) { ++x[p[j]]; } } } void g(const vector<int>& v, vector<int> w) { for (int i: v) { for (int j = i; j > 1; j /= p[j]) { if (w[p[j]] > 0) { --w[p[j]]; i /= p[j]; } } printf("%d ", i); } puts(""); } int main() { int n, m; vector<int> a, b, x, y, z; init(); scanf("%d%d", &n, &m); f(n, a, x); f(m, b, y); printf("%d %d\n", n, m); transform(x.begin(), x.end(), y.begin(), insert_iterator<vector<int> >(z, z.end()), [](int a, int b) { return min(a, b); }); g(a, z); g(b, z); return 0; } It isn't clear to me how it works. Can anyone explain it? The equivilance is as follows: a is the numerator vector of length n b is the denominator vector of length m

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  • XSS as attack vector even if XSS data not stored?

    - by Klaas van Schelven
    I have a question about XSS Can forms be used as a vector for XSS even if the data is not stored in the database and used at a later point? i.e. in php the code would be this: <form input="text" value="<?= @$_POST['my_field'] ?>" name='my_field'> Showing an alert box (demonstrate that JS can be run) on your own browser is trivial with the code above. But is this exploitable across browsers as well? The only scenario I see is where you trick someone into visiting a certain page, i.e. a combination of CSRF and XSS. "Stored in a database and used at a later point": the scenario I understand about CSS is where you're able to post data to a site that runs JavaScript and is shown on a page in a browser that has greater/different privileges than your own. But, to be clear, this is not wat I'm talking about above.

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  • custom list field with more than one row(image and text), and can be populated using a vector

    - by Jisson
    In my app I want show a list,and when user click in any list item ,some new items must be added to the same list.Now I use default ListField of bb and a vetcor to add or remove elements to or from it.Now I want the list to hold more than one row(an image and some text), i searched for it I got some good sample but it not suitable for me(http://stackoverflow.com/questions/1872160/how-to-customize-list-field-in-blackberry). I need a custom listfield which have atleast two rows and can be populated using a vector from the MainScreen class.I want only one object of custom class.If any one have idea please help.

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  • C++ - Efficient way to iterate over the contents of a vector?

    - by Francisco P.
    Hello, everyone! I am implementing a text-based version of Scrabble for a college project. I have a vector containing around 400K strings (my dictionary), and, at some point in every turn, I'm going to have to check if any word in the dictionary can be formed with the pieces in the player's hand. My only solution to this is iterating through the string, one by one, and using a sub-routine I have to check if the string in question can be formed from the player's pieces. I'll implement a quickfail checking if the user has any vowels, but it'll still be woefully inefficient. Any suggestions? Thanks for your time!

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  • C++ - How to efficiently find out if any string in a vector can be assembled from a set of letters

    - by Francisco P.
    Hello, everyone! I am implementing a text-based version of Scrabble for a college project. I have a vector containing around 400K strings (my dictionary), and, at some point in every turn, I'm going to have to check if there's still a word in the dictionary which can be formed with the pieces in the player's hand. I'm checking if the player has any move left... If not, it's game over for the player in question... My only solution to this is iterating through the string, one by one, and using a sub-routine I have to check if the string in question can be formed from the player's pieces. I'll implement a quickfail checking if the user has any vowels, but it'll still be woefully inefficient. Any suggestions? Thanks for your time!

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  • Sort vector<int>(n) in O(n) time using O(m) space?

    - by Adam
    I have a vector<unsigned int> vec of size n. Each element in vec is in the range [0, m], no duplicates, and I want to sort vec. Is it possible to do better than O(n log n) time if you're allowed to use O(m) space? In the average case m is much larger than n, in the worst case m == n. Ideally I want something O(n). I get the feeling that there's a bucket sort-ish way to do this: unsigned int aux[m]; aux[vec[i]] = i; Somehow extract the permutation and permute vec. I'm stuck on how to do 3. In my application m is on the order of 16k. However this sort is in the inner loops and accounts for a significant portion of my runtime.

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  • How can I make a game like doodlejump XNA c#

    - by Ramy
    I wanted to know how can I make the background scroll down like doodlejump. I have a game made and I have to transform it so it's like doodle jump, but I'm wonder how or where to look so I can make he background keep moving as in progressing through the background till let's say the character dies. namespace IFM20884 { using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; public abstract class BackgroundScroll : Sprite { private float speedOfBackground = 0.2f; // speed that the background moves public BackgroundScroll (GraphicsDeviceManager graphics) : base(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f) { } //Getter public float speedOfBackground { get { return this.speedOfBackground ; } set { this.speedOfBackground = value; } } public override void Update(GameTime gameTime, GraphicsDeviceManager graphics) { //Makes background go down. ForcePosition(Position.X, Position.Y + (gameTime.ElapsedGameTime.Milliseconds * this.speedOfBackground )); if (Position.Y - (Height / 2) > graphics.GraphicsDevice.Viewport.Height) { ForcePosition(Position.X, Position.Y - this.Height); } } public override void Draw(SpriteBatch spriteBatch) { ForcePosition(Position.X, Position.Y - this.Height); base.Draw(spriteBatch); ForcerPosition(Position.X, Position.Y + this.Height); base.Draw(spriteBatch); } } }

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  • Android: 2D. OpenGl or android.graphics?

    - by DroidIn.net
    I'm working with my friend on our first Android game. Basic idea is that every frame the whole surface is redrawn (1 large bitmap) which then sprinkled all over with large number of particles which produces effect of soapy bubbles where there's a pool of about 20 bitmaps which randomly gets picked to produce illusion that all bubbles (between 200 - 300) are all different. The math engine is in C (JNI) and currently all drawing is done using android.graphics package very similar (since that was the example I was using) to Lunar Lander. It works but animation is somewhat jerky and I can feel by temperature of my phone that it is very busy. Will we benefit from switching to OpenGL? And as a bonus question: what would be a good way to optimize the drawing mechanism (Lunar Lander like) we have now?

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  • Why does installing NVidia 9600GT graphics card, take 1GB of RAM away from Windows?

    - by Nick G
    Hi, I've changed graphics cards in my PC and now Windows 7 (32bit) is reporting that I have a whole gigabyte less physical RAM in my PC. Why is this? Firstly, the machine has 4GB of physical RAM. The old card was an ATI 2600XT with 256MB and the new card is an NVidia 9600GT with 512MB. With the ATI card windows sees 3326MB. With the NVidia card, windows sees 2558MB. I realise that due to address space restrictions I will not see all 4GB with 32bit windows, but why is there such a massive loss of RAM when simply changing cards (bearing in mind BOTH cards have their own RAM and borrow no main memory like some built on chipsets do). Would using 64 bit windows solve this? Thanks Nick.

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  • Get graphics information from font file. How to develop font parser similar to PDFView's font parser

    - by HBA
    Hi, I am trying to convert text into graphics using c#. My input is character string and output is bitmap with the input text. After lot of search I found some ways to do it, I found some techiques which uses this kind of techinque. For Example While creating Captcha, we have to print the character in the bitmap. But for that I should have the font installed in my windows. I can not perform such operation without installing the font. I have .ttf file with me but I dont want to install it because my work for that font is temporary only. Is there any way where I can extract out the Font's graphical information by providing the Character? I have also found font parser code http://swinglabs.java.sun.com/hudson/job/PDFRenderer%20Weekly%20Build/javadoc/com/sun/pdfview/font/package-summary.html Can anyone please provide me how to develpo similar thing using c#.Net? Or From where can I get the algorithm to parce font?

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  • OpenGL ES 1.1 vs 2.0 for 2D Graphics, with rotated sprites?

    - by Lee Olayvar
    I am having trouble finding information related to which i should choose, OpenGL ES 1.1 or 2.0 for 2D graphics. OpenGL ES 1.1 on Android is a bit limited to my knowledge, and based purely on sprite count the only useful renderer is draw_texture() (as far as i know). However, that does not have rotation and rotation is very important to me. Now with the NDK adding support for OpenGL ES 2.0, i am trying to figure out if there is anything that preforms as well as draw_texture(), but can handle rotation. Anyone have any information on if 2.0 can help me in this area?

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  • Is it possible to get anti-alias for Font in Rebol Graphics VID ?

    - by Rebol Tutorial
    Anti-alias works for Draw but I can't see how to get anti-alias for font : is it possible anywhow (including hacking rebol vid ...) because font in the picture generated below is not nice: view layout [ box 278x185 effect [ ; default box face size is 100x100 draw [ anti-alias on ; information for the next draw element (not required) line-width 2.5 ; number of pixels in width of the border pen black ; color of the edge of the next draw element fill-pen radial 100x50 5 55 5 10 10 71.0.6 30.10.10 71.0.6 ; the draw element box ; another box drawn as an effect 15 ; size of rounding in pixels 0x0 ; upper left corner 278x170 ; lower right corner ] ] pad 30x-150 Text "Experiment" font [name: "Impact" size: 24 color: white] image http://www.rebol.com/graphics/reb-logo.gif ]

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