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  • LibreOffice prints everything half size

    - by oldmankit
    Ever since I printed a document from Evince in landscape orientation, LibreOffice Calc / Writer refuses to print anything correctly. It is scaling everything by 0.5x and rotating it. To get the same effect, go to print - page layout tab - pages per sheet = 2. However, I don't want 2. I want 1. I have wizzed through all of the printing options a few times but can't get to the bottom of this. I've restarted my printer and computer several times. I have done sudo apt-get purge libreoffice* and reinstalled again. Still it will not print full size. (Of course I have checked that the page settings are set to A4 and portrait.) Update: this problem is specific to one printer only, to printing from within LibreOffice (Calc, Writer). With other printers / programs I have no problems.

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  • Figuring out what object is closer to a certain point?

    - by user1157885
    I'm trying to create fog of war, I have the visual effect created but I'm not sure how to deal with the hiding of other players if they're within the fog of war. So right now the thing I'm trying to do is if another player is hiding behind a wall then not to render that player. I was thinking of doing it by sending a ray in the direction of all the players, and then creating a list of all the obstacles that ray collides with and then trying to figure out if an obstacle was closer than the player in order to predict the distance. But then I realized I'm not really sure how to figure out if the obstacle is infact closer or not because I have to account for all the dimensions, so I'm kind of stuck. First of all is this approach the correct way to go about it and secondly how would I calculate if the obstacle was infact closer taking into account the X Y and Z. Thanks

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  • how to change dolphin's select region of a file/folder (in detail view mode)

    - by Daniel
    Since nautilus has removed the dual pane. So I turn to dolphin. I am wondering how to change the default select behavior in detail view mode? Now to select a file/folder, my cursor has to hover over that file/folder and then the left click will take effect, but I much prefer the nautilus way, that is as long as your cursor is in the same row of that file/folder, left click picks up that item. This I think is more robust for user selection, it is faster. Any ideas how to achieve this in dolphin?

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  • Multi Column Block Too Narrow in Chrome

    - by aksarben
    My Web site displays song lyrics in a multi-column format, using CSS3. Both Firefox & MSIE 10+ display the multi-column text perfectly, but Chrome does not. This sample page shows the problem: http://www.hymntime.com/tch/test/html5/html5-multicolumn-test.htm The page uses a media selector, so your Chrome window must be at least 1280 pixels wide to see the effect. In fact, if you make the Chrome window less than 1280 pixels, you'll see the lyrics block change to a single column, of the same overall width. In other words, when Chrome shifts to 1-column to 2-column mode (due to the wider browser window), the lyrics block remains the same width, causing text to be squeezed together. Has anyone else seen this behavior, or know a solution? Is this a Chrome bug, or I am I doing something wrong? I posted this question on a Chrome forum a while back, but got no reply.

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  • Can there be an Environment that Reacts to Weather changes in-game?

    - by The415
    Just to be straightforward, I am completely new to many aspects of coding and am searching for different specs and guidelines to aid me on my journey to crafting a wonderful game in Epic Games' Unreal Engine 4. I had some recent thoughts about the possibility of creating an environment in a game that interacts with weather (Rain, Snow, Storms) Is it possible to make an environment that can simulate weather changes in a game? I wrote notes on this for weeks now. I was thinking that an increase on environments occlusion maps was necessary for creating the effect of rain on windows, as well as making a flowing liquid surface on windows that is only visible in rain. I was also considering the idea of additive bump-maps on meshes for snow, to simulate accumulation. Are these elements dynamic in Unreal 4? Can I implement them?

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  • Disqus 2012 comments NOT being indexed by Google

    - by Buckers
    We run a high-traffic website at http://www.onedirection.net and we've been using Disqus throughout this year, initially to great effect. We accepted the upgrade to Disqus 2012 back in June, loving the increased user experience and the better community feel - albeit back to an Iframe again. However the fact we were specifically told that the comments are now being indexed by Google was great, and the dynamic nature of the iFrame suited our site (all our pages are cached, so by using Disqus the comments are updated straight away). However, it seems that the Disqus 2012 comments are not being indexed, and we've noticed an obvious fall in traffic over the last few months. Initially we didn't put this down to Disqus and focused on other issues (Google algorithm updates etc). But we're quickly coming down the reasoning that our pages now contain less indexable text, and we are getting less traffic because of this. We've tried emailing Disqus directly but they're very slow and don't seem keen to help. Any thoughts on this?

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  • How to give parallax backgrounds more depth

    - by user28015
    I have 3 tiled images of some sort of galaxy/space in the background of a 2D Game: The first one has an alpha of 100%, the second an alpha of 80% and the last one has an alpha of 60%. I scroll the the one in the background slower than the other ones of course. classic parallax. In the foreground I have some particles flying towards the player to simulate some dust / stars flying by. (I know that stars don't fly by, but I think we all have seen this in a lot of games). But I can't quite achieve the depth effect I am looking for. I want it to look "deeper". I did read something about using blending modes for the backgrounds, but that would require to render them as objects right? So the question is: What is a good technique to do a scrolling parallax background in GameMaker?

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  • How to use a mask texture with Kobold2D

    - by alex
    I am an iOS developer but I'm new to cocos2d. I'm working on new game, I use Kobold2D, have cocos2d installed too, and I want to make this effect: I know how is done with Flash, but can't make it with Kobold2D. There's 2 images with the same size: one is a low-res image for the background and the second is a hi-res over the first one. When the "reticle" mask moves, it reveals the second image inside the circle and the background is visible outside only. I googled with no success, saw some Ray Wenderlich projects they weren't helpful.

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  • Faking Display tree (Sprite) parent child relationships with rasters (BitmapData) in ActionScript 3

    - by Arthur Wulf White
    I am working with Rasters (bitmapData) and blliting (copypixels) in a 2d-game in actionscript 3. I like how you can move a sprite and it moves all it's children, and you can simultaneously move the children creating an interesting visual effect. I do not want to use rotation or scaling however cause I do not know how that can be done without hampering with performance. So I'm not simulating Sprite parent-child behavior and sticking to the movement on the (x, y) axis. What I am planning to do is create a class called RasterContainer which extends bitmapData that has a vector of children of type Raster(extending bitmapData), now I am planning to implement recursive rendering in RasterContainer, that basically copyPixels every child, only changing their (x, y) offset to reflect their parent's offset. My question is, has this been implemented in an existing framework? Is this a good plan? Do I expect a serious performance hit for using recursive methods this way?

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  • query in codeIgniter style

    - by troy
    I have below query: SET @sql = NULL ; SELECT GROUP_CONCAT( DISTINCT CONCAT( 'select latitude,longitude,max(serverTime) as serverTime,', deviceID, ' AS device from d', deviceID, '_gps' ) SEPARATOR ' UNION ALL ' ) INTO @sql FROM devices WHERE accountID =2; PREPARE stmt FROM @sql ; EXECUTE stmt; Can someone help me to write the above query in codeIgniter style.... ANd another thing is :What is the difference between writing the query in 1 and 2 formats 1. $query = $this->db->query('YOUR QUERY HERE'); 2. $this->db->select("..."); $this->db->from(); $this->db->where(); Will it have any effect on performance if we use 2nd style... Thank You

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  • Bukkit send a custom placed name plate?

    - by HcgRandon
    Hello i have been working on a part of my plugin that has waypoints allowing the user to create delete etc. I got to thinking after using and seeing a couple of the disguse plugins. That maybe i could create a command toggle that would show the user where the waypoints they have are! I know how to do all of this i just have no idea how to display a nameplate to the client. I know its possible because disguisecraft does it i tried looking though their code but couldent find much... I belive to get this effect i need to send packets to the client if someone can direct me to a list of bukkit packets or even a solution to sending the client a custom located nameplate that would be fantastic! Thanks in advanced.

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  • Gtk theme change doesn't apply to kde apps?

    - by Stefan Monov
    I changed the systemwide ambiance theme a bit (specifically the scrollbar css), and this works fine in gtk apps, but in kde apps nothing has changed. They still have the vanilla ambiance look. I tried rebooting too. Btw I've disabled overlay scrollbars. I looked at this question: Why don't Qt4 apps in Lubuntu pick up the GTK theme? and tried setting the Gtk+ theme in qtconfig but that didn't help. The look remains the same. Changing the theme in qtconfig to another one, such as QtCurve, does have an effect though.

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  • FBO rendering different result between Glaxay S2 and S3

    - by BruceJones
    I'm working on a pong game and have recently set up FBO rendering so that I can apply some post-processing shaders. This proceeds as so: Bind texture A to framebuffer Draw balls Bind texture B to framebuffer Draw texture A using fade shader on fullscreen quad Bind screen to framebuffer Draw texture B using normal textured quad shader Neither texture A or B are cleared at any point, this way the balls leave trails on screen, see below for the fade shader. Fade Shader private final String fragmentShaderCode = "precision highp float;" + "uniform sampler2D u_Texture;" + "varying vec2 v_TexCoordinate;" + "vec4 color;" + "void main(void)" + "{" + " color = texture2D(u_Texture, v_TexCoordinate);" + " color.a *= 0.8;" + " gl_FragColor = color;" + "}"; This works fine with the Samsung Galaxy S3/ Note2, but cause a strange effect doesnt work on Galaxy S2 or Note1. See pictures: Galaxy S3/Note2 Galaxy S3/Note2 Galaxy S2/Note Galaxy S2/Note Can anyone explain the difference?

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  • Repelling a rigidbody in the direction an object is rotating

    - by ndg
    Working in Unity, I have a game object which I rotate each frame, like so: void Update() { transform.Rotate(new Vector3(0, 1, 0) * speed * Time.deltaTime); } However, I'm running into problems when it comes to applying a force to rigidbodies that collide with this game objects sphere collider. The effect I'm hoping to achieve is that objects which touch the collider are thrown in roughly the same direction as the object is rotating. To do this, I've tried the following: Vector3 force = ((transform.localRotation * Vector3.forward) * 2000) * Time.deltaTime; collision.gameObject.rigidbody.AddForce(force, ForceMode.Impulse); Unfortunately this doesn't always match the rotation of the object. To debug the issue, I wrote a simple OnDrawGizmos script, which (strangely) appears to draw the line correctly oriented to the rotation. void OnDrawGizmos() { Vector3 pos = transform.position + ((transform.localRotation * Vector3.forward) * 2); Debug.DrawLine(transform.position, pos, Color.red); } You can see the result of the OnDrawGizmos function below: What am I doing wrong?

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  • Cron doesn't execute one of the scheduled jobs

    - by user288633
    I'm using a lubuntu desktop, distribution Ubuntu 13.10, i686. This is my problem: in the job list scheduled by cron a job hasn't effect, but in /var/log/syslog its execution is traced. This is the relative log line: Jun 4 09:06:01 kiosk CRON[14189]: (root) CMD (/usr/bin/xinput set-prop 12 --type=float "Coordinate Transformation Matrix" 0 -1 1 1 0 0 0 0 1 /tmp/mybackup.log) This job should rotate touchscreen mapping. I try different solutions: I substitute in crontab the with bash -c "", I set "export DISPLAY=:0.0" ("for Graphics related job in Unix Environment we need to set first the DISPLAY...") before the command,...and many other! I know there are a lots of details affect cron execution (path, environment variables, special character and other) and I have no more idea by now :( Could some gentleman suggest me an idea? where can I find the problem? Thanks in advance!

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  • Gparted not working in live CD (usb)

    - by alex
    Using ubuntu 10.10 live usb. When atempting to open gparted (sudo gparted in a terminal), its window gets stuck a few seconds and disappears (i noticed that it closes when it's searching for /dev/sda/ partitions). After a while a window appears telling gparted closed unexpectedly and asking to restart it. Choosing this option won't do any effect. Typing sudo fdisk -l in a terminal does show a list of the drives and partitons correctly. Any ideas? Thanks.

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  • Using apt-get from Canada

    - by Advant Edge
    I am using Ubuntu Server 12.04 LTS, and until yesterday, everything was quite peachy. I have installed several packages (MySQL, apache2) and to my knowledge have those configured correctly. Upon configuration of phpMyAdmin, I found that I was missing the directory path /etc/phpmyadmin, which got me thinking about the install. I am new to Ubuntu, so I guess I missed the message telling me that I did not download phpMyAdmin successfully. Anyway, trying to use apt-get yesterday/today results in "Failed to fetch..." messages, even if just to run sudo apt-get update. Some notable details: ···no GUI, command line only (sudo apt-get gksu fails, go figure) ···can ping 4.2.2.2, so I know the internet is out there (somewhere) ···this is a dedicated computer, using Samba to share files with Windows, which does work ···attempted to edit my /sources.list file, for various American/Canadian mirror, to no effect ···ensured I have correct DNS settings in /etc/networks/interfaces I'm not sure where along the way it happened, but I seem to have lost connections to repositories... :) Any advice (including GO BACK TO WINDOWS) is appreciated.

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  • how to mask Cocos2d

    - by alex
    Hi i'am iOS developer but i'm new to cocos2d.Im working on new game i use Kobold2d Have cocos2d installed too and i want to make this effect. http://postimage.org/image/ngj399ibn/ I Know how is done on flash, but cant make it in kobold. There 2 images with the same size one is like low-res image for background and the secon hi-res over the first one,when the "reticle" mask move reveal the second image inside the circle and outsite only the background is visible. I was googling with no success, saw some ray wenderlich projects but not helpful.Any help

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  • XNA Framework HiDef profile requires TextureFilter to be Point when using texture format Vector4

    - by danbystrom
    Beginner question. Synopsis: my water effects does something that causes the drawing of my sky sphere to throw an exeption when run in full screen. The exception is: XNA Framework HiDef profile requires TextureFilter to be Point when using texture format Vector4. This happens both when I start in full screen directly or switch to full screen from windowed. It does NOT happen, however, if I comment out the drawing of my water. So, what in my water effect can possibly cause the drawing of my sky sphere to choke???

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  • How to handle jumping up a slope in a runner game?

    - by you786
    In an 2D endless runner, what should happen when the player is running "too fast" up a slope and jumps? For example, in a "normal" case: .O. . __..O_____ . / . / O/ _/ If he is moving to the right slowly enough, he will jump upwards and land on the flat part of the surface. However, if he is moving too fast, the jump will have no effect as his forward motion will bring him back in contact with the slope before he can get high enough to pass over it. When the speed is sufficiently high, there will effectively be no jump. _________ / .O/ O/ _/ Are there any known ways to solve this issue? I know it's physically correct*, but are there techniques that other games use to overcome this in a reasonable manner? As a last resort I'll have to just remove all slopes that are too slanted. *If you constrain the player to never jumping backwards.

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  • Do navigation menu links negatively impact SEO for pages' content?

    - by Rodolfo
    I've always had my doubts about navigation menus effect on SEO. You know, the vertical menus on the top that show in every page in the site linking to main sections and subsections. My issue is that if not done dynamically (i.e. after page is loaded or something), from a search engine's point of view it probably looks like a whole bunch of links in the beginning of the page, and links that probably have nothing to do with the page being analyzed, so it's probably not only confusing it, but also giving link 'juice' to the wrong pages or reducing its value. When I've asked SEO people about this, I usually get a "Google is smart, they'll recognize it as a menu and ignore it" response, but I'm not convinced (and the 'Google is smart' argument sounds almost like religion discussion to me). So does it affect SEO negatively or not? Are there any official posts on this topic?

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  • How to make Facebook like button narrower than 225px?

    - by tog22
    I'm generating a like button with Facebook's 'standard' layout for my site via https://developers.facebook.com/docs/reference/plugins/like/ . I've set its width to 200 pixels, but notice that setting it to lower than 225 pixels has no effect, and the documentation on that page indeed specifies 225px as the minimum width for the standard layout. Unfortunately I need to make it 200 pixels wide to fit my site's design. Is there any way to force it into this width? (The site's at http://gwwc2.centreforeffectivealtruism.org/ if you want to have a play with Firebug, though the like button gets generated by javascript so you'd probably have to duplicate that page and edit its source.)

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  • Need an engine for MMO mockup

    - by Kayle
    What I don't need is an MMORPG engine, at the moment. What I do need is a flexible easy-to-use engine that I can make a mock-up with. I don't need support for more than 10 players in an instance, so any multiplayer platform is probably fine. I need an engine with which I can create the following core features: Waves of simple AI enemies that have specific objectives (move to point A, destroy target, move to point B). The units present can be between 50-200 in number. An over-the-shoulder view and the ability to control a team of 3 (like Mass Effect or the latest Dragon Age) Functioning inventory system Right now, all I can really think of is Unreal or Source. Any other suggestions? Again, this is a proving mock-up, not an actual MMO. I'm not terribly worried about the visual aspects as we just want to test mechanics. Note: Can write some scripts in Python, Ruby, or Lua, if necessary.

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  • Adding a short delay between bullets

    - by Sun
    I'm having some trouble simulating bullets in my 2D shooter. I want similar mechanics to Megaman, where the user can hold down the shoot button and a continues stream of bullets are fired but with a slight delay. Currently, when the user fires a bullet in my game a get an almost laser like effect. Below is a screen shot of some bullets being fired while running and jumping. In my update method I have the following: if(gc.getInput().isKeyDown(Input.KEY_SPACE) ){ bullets.add(new Bullet(player.getPos().getX() + 30,player.getPos().getY() + 17)); } Then I simply iterate through the array list increasing its x value on each update. Moreover, pressing the shoot button (Space bar) creates multiple bullets instead of just creating one even though I am adding only one new bullet to my array list. What would be the best way to solve this problem?

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  • How to write loosely coupled classes in node.js

    - by lortabac
    I am trying to understand how to design node.js applications, but it seems there is something I can't grasp about asynchronous programming. Let's say my application needs to access a database. In a synchronous environment I would implement a data access class with a read() method, returning an associative array. In node.js, because code is executed asynchronously, this method can't return a value, so, after execution, it will have to "do" something as a side effect. It will then contain at least 1 line of extraneous code which has nothing to do with data access. Multiply this for all methods and all classes and you will very soon have an unmanageable "code soup". What is the proper way to handle this problem? Am I approaching it the wrong way?

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