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  • Unable to enable wireless on a Vostro 2520

    - by Joe
    I have a Vostro 2520 and not sure how to enable wireless on my machine. The details are given below, would appreciate any pointers to resolving this issue. lsmod returns Module Size Used by ath9k 132390 0 ath9k_common 14053 1 ath9k ath9k_hw 411151 2 ath9k,ath9k_common ath 24067 3 ath9k,ath9k_common,ath9k_hw b43 365785 0 mac80211 506816 2 ath9k,b43 cfg80211 205544 4 ath9k,ath,b43,mac80211 bcma 26696 1 b43 ssb 52752 1 b43 ndiswrapper 282628 0 ums_realtek 18248 0 usb_storage 49198 1 ums_realtek uas 18180 0 snd_hda_codec_hdmi 32474 1 snd_hda_codec_cirrus 24002 1 joydev 17693 0 parport_pc 32866 0 ppdev 17113 0 rfcomm 47604 0 bnep 18281 2 bluetooth 180104 10 rfcomm,bnep psmouse 97362 0 dell_wmi 12681 0 sparse_keymap 13890 1 dell_wmi snd_hda_intel 33773 3 snd_hda_codec 127706 3 snd_hda_codec_hdmi,snd_hda_codec_cirrus,snd_hda_intel snd_hwdep 13668 1 snd_hda_codec snd_pcm 97188 3 snd_hda_codec_hdmi,snd_hda_intel,snd_hda_codec snd_seq_midi 13324 0 snd_rawmidi 30748 1 snd_seq_midi snd_seq_midi_event 14899 1 snd_seq_midi snd_seq 61896 2 snd_seq_midi,snd_seq_midi_event snd_timer 29990 2 snd_pcm,snd_seq snd_seq_device 14540 3 snd_seq_midi,snd_rawmidi,snd_seq wmi 19256 1 dell_wmi snd 78855 16 snd_hda_codec_hdmi,snd_hda_codec_cirrus,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device mac_hid 13253 0 i915 473240 3 drm_kms_helper 46978 1 i915 uvcvideo 72627 0 drm 242038 4 i915,drm_kms_helper videodev 98259 1 uvcvideo soundcore 15091 1 snd dell_laptop 18119 0 dcdbas 14490 1 dell_laptop i2c_algo_bit 13423 1 i915 v4l2_compat_ioctl32 17128 1 videodev snd_page_alloc 18529 2 snd_hda_intel,snd_pcm video 19596 1 i915 serio_raw 13211 0 mei 41616 0 lp 17799 0 parport 46562 3 parport_pc,ppdev,lp r8169 62099 0 sudo lshw -class network *-network UNCLAIMED description: Network controller product: Broadcom Corporation vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:07:00.0 version: 01 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: latency=0 resources: memory:f7c00000-f7c07fff *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:09:00.0 logical name: eth0 version: 07 serial: 78:45:c4:a3:aa:65 size: 100Mbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=full firmware=rtl8168e-3_0.0.4 03/27/12 ip=192.168.1.5 latency=0 link=yes multicast=yes port=MII speed=100Mbit/s resources: irq:41 ioport:e000(size=256) memory:f0004000-f0004fff memory:f0000000-f0003fff rfkill list all 0: dell-wifi: Wireless LAN Soft blocked: yes Hard blocked: yes 1: dell-bluetooth: Bluetooth Soft blocked: yes Hard blocked: yes Output of lspci > 00:00.0 Host bridge: Intel Corporation Ivy Bridge DRAM Controller (rev > 09) 00:02.0 VGA compatible controller: Intel Corporation Ivy Bridge > Graphics Controller (rev 09) 00:16.0 Communication controller: Intel > Corporation Panther Point MEI Controller #1 (rev 04) 00:1a.0 USB > controller: Intel Corporation Panther Point USB Enhanced Host > Controller #2 (rev 04) 00:1b.0 Audio device: Intel Corporation Panther > Point High Definition Audio Controller (rev 04) 00:1c.0 PCI bridge: > Intel Corporation Panther Point PCI Express Root Port 1 (rev c4) > 00:1c.3 PCI bridge: Intel Corporation Panther Point PCI Express Root > Port 4 (rev c4) 00:1c.5 PCI bridge: Intel Corporation Panther Point > PCI Express Root Port 6 (rev c4) 00:1d.0 USB controller: Intel > Corporation Panther Point USB Enhanced Host Controller #1 (rev 04) > 00:1f.0 ISA bridge: Intel Corporation Panther Point LPC Controller > (rev 04) 00:1f.2 SATA controller: Intel Corporation Panther Point 6 > port SATA Controller [AHCI mode] (rev 04) 00:1f.3 SMBus: Intel > Corporation Panther Point SMBus Controller (rev 04) 07:00.0 Network > controller: Broadcom Corporation Device 4365 (rev 01) 09:00.0 Ethernet > controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express > Gigabit Ethernet controller (rev 07) Output of lspci -v 0:00.0 Host bridge: Intel Corporation Ivy Bridge DRAM Controller (rev 09) Subsystem: Dell Device 0558 Flags: bus master, fast devsel, latency 0 Capabilities: <access denied> Kernel driver in use: agpgart-intel 00:02.0 VGA compatible controller: Intel Corporation Ivy Bridge Graphics Controller (rev 09) (prog-if 00 [VGA controller]) Subsystem: Dell Device 0558 Flags: bus master, fast devsel, latency 0, IRQ 43 Memory at f7800000 (64-bit, non-prefetchable) [size=4M] Memory at e0000000 (64-bit, prefetchable) [size=256M] I/O ports at f000 [size=64] Expansion ROM at <unassigned> [disabled] Capabilities: <access denied> Kernel driver in use: i915 Kernel modules: i915 00:16.0 Communication controller: Intel Corporation Panther Point MEI Controller #1 (rev 04) Subsystem: Dell Device 0558 Flags: bus master, fast devsel, latency 0, IRQ 42 Memory at f7d0a000 (64-bit, non-prefetchable) [size=16] Capabilities: <access denied> Kernel driver in use: mei Kernel modules: mei 00:1a.0 USB controller: Intel Corporation Panther Point USB Enhanced Host Controller #2 (rev 04) (prog-if 20 [EHCI]) Subsystem: Dell Device 0558 Flags: bus master, medium devsel, latency 0, IRQ 16 Memory at f7d08000 (32-bit, non-prefetchable) [size=1K] Capabilities: <access denied> Kernel driver in use: ehci_hcd 00:1b.0 Audio device: Intel Corporation Panther Point High Definition Audio Controller (rev 04) Subsystem: Dell Device 0558 Flags: bus master, fast devsel, latency 0, IRQ 44 Memory at f7d00000 (64-bit, non-prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel 00:1c.0 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 1 (rev c4) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=04, subordinate=04, sec-latency=0 Capabilities: <access denied> Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.3 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 4 (rev c4) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=07, subordinate=07, sec-latency=0 Memory behind bridge: f7c00000-f7cfffff Capabilities: <access denied> Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.5 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 6 (rev c4) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=09, subordinate=09, sec-latency=0 I/O behind bridge: 0000e000-0000efff Prefetchable memory behind bridge: 00000000f0000000-00000000f00fffff Capabilities: <access denied> Kernel driver in use: pcieport Kernel modules: shpchp 00:1d.0 USB controller: Intel Corporation Panther Point USB Enhanced Host Controller #1 (rev 04) (prog-if 20 [EHCI]) Subsystem: Dell Device 0558 Flags: bus master, medium devsel, latency 0, IRQ 23 Memory at f7d07000 (32-bit, non-prefetchable) [size=1K] Capabilities: <access denied> Kernel driver in use: ehci_hcd 00:1f.0 ISA bridge: Intel Corporation Panther Point LPC Controller (rev 04) Subsystem: Dell Device 0558 Flags: bus master, medium devsel, latency 0 Capabilities: <access denied> Kernel modules: iTCO_wdt 00:1f.2 SATA controller: Intel Corporation Panther Point 6 port SATA Controller [AHCI mode] (rev 04) (prog-if 01 [AHCI 1.0]) Subsystem: Dell Device 0558 Flags: bus master, 66MHz, medium devsel, latency 0, IRQ 40 I/O ports at f0b0 [size=8] I/O ports at f0a0 [size=4] I/O ports at f090 [size=8] I/O ports at f080 [size=4] I/O ports at f060 [size=32] Memory at f7d06000 (32-bit, non-prefetchable) [size=2K] Capabilities: <access denied> Kernel driver in use: ahci 00:1f.3 SMBus: Intel Corporation Panther Point SMBus Controller (rev 04) Subsystem: Dell Device 0558 Flags: medium devsel, IRQ 11 Memory at f7d05000 (64-bit, non-prefetchable) [size=256] I/O ports at f040 [size=32] Kernel modules: i2c-i801 07:00.0 Network controller: Broadcom Corporation Device 4365 (rev 01) Subsystem: Dell Device 0016 Flags: bus master, fast devsel, latency 0, IRQ 10 Memory at f7c00000 (64-bit, non-prefetchable) [size=32K] Capabilities: <access denied> 09:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 07) Subsystem: Dell Device 0558 Flags: bus master, fast devsel, latency 0, IRQ 41 I/O ports at e000 [size=256] Memory at f0004000 (64-bit, prefetchable) [size=4K] Memory at f0000000 (64-bit, prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: r8169 Kernel modules: r8169

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  • Rendering ASP.NET MVC Razor Views outside of MVC revisited

    - by Rick Strahl
    Last year I posted a detailed article on how to render Razor Views to string both inside of ASP.NET MVC and outside of it. In that article I showed several different approaches to capture the rendering output. The first and easiest is to use an existing MVC Controller Context to render a view by simply passing the controller context which is fairly trivial and I demonstrated a simple ViewRenderer class that simplified the process down to a couple lines of code. However, if no Controller Context is available the process is not quite as straight forward and I referenced an old, much more complex example that uses my RazorHosting library, which is a custom self-contained implementation of the Razor templating engine that can be hosted completely outside of ASP.NET. While it works inside of ASP.NET, it’s an awkward solution when running inside of ASP.NET, because it requires a bit of setup to run efficiently.Well, it turns out that I missed something in the original article, namely that it is possible to create a ControllerContext, if you have a controller instance, even if MVC didn’t create that instance. Creating a Controller Instance outside of MVCThe trick to make this work is to create an MVC Controller instance – any Controller instance – and then configure a ControllerContext through that instance. As long as an HttpContext.Current is available it’s possible to create a fully functional controller context as Razor can get all the necessary context information from the HttpContextWrapper().The key to make this work is the following method:/// <summary> /// Creates an instance of an MVC controller from scratch /// when no existing ControllerContext is present /// </summary> /// <typeparam name="T">Type of the controller to create</typeparam> /// <returns>Controller Context for T</returns> /// <exception cref="InvalidOperationException">thrown if HttpContext not available</exception> public static T CreateController<T>(RouteData routeData = null) where T : Controller, new() { // create a disconnected controller instance T controller = new T(); // get context wrapper from HttpContext if available HttpContextBase wrapper = null; if (HttpContext.Current != null) wrapper = new HttpContextWrapper(System.Web.HttpContext.Current); else throw new InvalidOperationException( "Can't create Controller Context if no active HttpContext instance is available."); if (routeData == null) routeData = new RouteData(); // add the controller routing if not existing if (!routeData.Values.ContainsKey("controller") && !routeData.Values.ContainsKey("Controller")) routeData.Values.Add("controller", controller.GetType().Name .ToLower() .Replace("controller", "")); controller.ControllerContext = new ControllerContext(wrapper, routeData, controller); return controller; }This method creates an instance of a Controller class from an existing HttpContext which means this code should work from anywhere within ASP.NET to create a controller instance that’s ready to be rendered. This means you can use this from within an Application_Error handler as I needed to or even from within a WebAPI controller as long as it’s running inside of ASP.NET (ie. not self-hosted). Nice.So using the ViewRenderer class from the previous article I can now very easily render an MVC view outside of the context of MVC. Here’s what I ended up in my Application’s custom error HttpModule: protected override void OnDisplayError(WebErrorHandler errorHandler, ErrorViewModel model) { var Response = HttpContext.Current.Response; Response.ContentType = "text/html"; Response.StatusCode = errorHandler.OriginalHttpStatusCode; var context = ViewRenderer.CreateController<ErrorController>().ControllerContext; var renderer = new ViewRenderer(context); string html = renderer.RenderView("~/Views/Shared/GenericError.cshtml", model); Response.Write(html); }That’s pretty sweet, because it’s now possible to use ViewRenderer just about anywhere in any ASP.NET application, not only inside of controller code. This also allows the constructor for the ViewRenderer from the last article to work without a controller context parameter, using a generic view as a base for the controller context when not passed:public ViewRenderer(ControllerContext controllerContext = null) { // Create a known controller from HttpContext if no context is passed if (controllerContext == null) { if (HttpContext.Current != null) controllerContext = CreateController<ErrorController>().ControllerContext; else throw new InvalidOperationException( "ViewRenderer must run in the context of an ASP.NET " + "Application and requires HttpContext.Current to be present."); } Context = controllerContext; }In this case I use the ErrorController class which is a generic controller instance that exists in the same assembly as my ViewRenderer class and that works just fine since ‘generically’ rendered views tend to not rely on anything from the controller other than the model which is explicitly passed.While these days most of my apps use MVC I do still have a number of generic pieces in most of these applications where Razor comes in handy. This includes modules like the above, which when they error often need to display error output. In other cases I need to generate string template output for emailing or logging data to disk. Being able to render simply render an arbitrary View to and pass in a model makes this super nice and easy at least within the context of an ASP.NET application!You can check out the updated ViewRenderer class below to render your ‘generic views’ from anywhere within your ASP.NET applications. Hope some of you find this useful.ResourcesViewRenderer Class in Westwind.Web.Mvc Library (Github)Original ViewRenderer ArticleRazor Hosting Library (GitHub)Original Razor Hosting Article© Rick Strahl, West Wind Technologies, 2005-2013Posted in ASP.NET  MVC   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Entity/Component based engine rendering separation from logic

    - by Denis Narushevich
    I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box? Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside. With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers. The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities. Is such approach somehow wrong?

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  • IE9 not rendering box-shadow Elements inside of Table Cells

    - by Rick Strahl
    Ran into an annoying problem today with IE 9. Slowly updating some older sites with CSS 3 tags and for the most part IE9 does a reasonably decent job of working with the new CSS 3 features. Not all by a long shot but at least some of the more useful ones like border-radius and box-shadow are supported. Until today I was happy to see that IE supported box-shadow just fine, but I ran into a problem with some old markup that uses tables for its main layout sections. I found that inside of a table cell IE fails to render a box-shadow. Below are images from Chrome (left) and IE 9 (right) of the same content: The download and purchase images are rendered with: <a href="download.asp" style="display:block;margin: 10px;"><img src="../images/download.gif" class="boxshadow roundbox" /></a> where the .boxshadow and .roundbox styles look like this:.boxshadow { -moz-box-shadow: 3px 3px 5px #535353; -webkit-box-shadow: 3px 3px 5px #535353; box-shadow: 3px 3px 5px #535353; } .roundbox { -moz-border-radius: 6px 6px 6px 6px; -webkit-border-radius: 6px; border-radius: 6px 6px 6px 6px; } And the Problem is… collapsed Table Borders Now normally these two styles work just fine in IE 9 when applied to elements. But the box-shadow doesn't work inside of this markup - because the parent container is a table cell.<td class="sidebar" style="border-collapse: collapse"> … <a href="download.asp" style="display:block;margin: 10px;"><img src="../images/download.gif" class="boxshadow roundbox" /></a> …</td> This HTML causes the image to not show a shadow. In actuality I'm not styling inline, but as part of my browser Reset I have the following in my master .css file:table { border-collapse: collapse; border-spacing: 0; } which has the same effect as the inline style. border-collapse by default inherits from the parent and so the TD inherits from table and tr - so TD tags are effectively collapsed. You can check out a test document that demonstrates this behavior here in this CodePaste.net snippet or run it here. How to work around this Issue To get IE9 to render the shadows inside of the TD tag correctly, I can just change the style explicitly NOT to use border-collapse:<td class="sidebar" style="border-collapse: separate; border-width: 0;"> Or better yet (thanks to David's comment below), you can add the border-collapse: separate to the .boxshadow style like this:.boxshadow { -moz-box-shadow: 3px 3px 5px #535353; -webkit-box-shadow: 3px 3px 5px #535353; box-shadow: 3px 3px 5px #535353; border-collapse: separate; } With either of these approaches IE renders the shadows correctly. Do you really need border-collapse? Should you bother with border-collapse? I think so! Collapsed borders render flat as a single fat line if a border-width and border-color are assigned, while separated borders render a thin line with a bunch of weird white space around it or worse render a old skool 3D raised border which is terribly ugly as well. So as a matter of course in any app my browser Reset includes the above code to make sure all tables with borders render the same flat borders. As you probably know, IE has all sorts of rendering issues in tables and on backgrounds (opacity backgrounds or image backgrounds) most of which is caused by the way that IE internally uses ActiveX filters to apply these effects. Apparently collapsed borders are yet one more item that causes problems with rendering. There you have it. Another crappy failure in IE we have to check for now, just one more reason to hate Internet Explorer. Luckily this one has a reasonably easy workaround. I hope this helps out somebody and saves them the hour I spent trying to figure out what caused this problem in the first place. Resources Sample HTML document that demonstrates the behavior Run the Sample© Rick Strahl, West Wind Technologies, 2005-2012Posted in HTML  Internet Explorer   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • What's the default traditional Chinese font?

    - by janoChen
    The only fonts that can render Chinese text are: WenQuanYi Micro Hei, WenQuanYi Micro Hei Mono, Droid Sans (I think is unicode), FreeSans (I think is unicode too). Changing Chinese text to Sans, FreeSans, Droid Sans render the same font). WenQuanYi Micro Hei, WenQuanYi Micro Hei Mono render 'bolder' Chinese text. EDIT: What I discovered so far: Is not WenQuanYi Micro Hei, WenQuanYi Micro Hei, Droid Sans Fallback (Droid with CJK support). It can only be FreeSans, or Deja vu Sans. I'm not sure which one is being used as default one (clean installation) Any idea?

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  • DDD and Value Objects. Are mutable Value Objects a good candidate for Non Aggr. Root Entity?

    - by Tony
    Here is a little problem Have an entity, with a value object. Not a problem. I replace a value object for a new one, then nhibernate inserts the new value and orphan the old one, then deletes it. Ok, that's a problem. Insured is my entity in my domain. He has a collection of Addresses (value objects). One of the addresses is the MailingAddress. When we want to update the mailing address, let's say zipcode was wrong, following Mr. Evans doctrine, we must replace the old object for a new one since it's immutable (a value object right?). But we don't want to delete the row thou, because that address's PK is a FK in a MailingHistory table. So, following Mr. Evans doctrine, we are pretty much screwed here. Unless i make my addressses Entities, so i don't have to "replace" it, and simply update its zipcode member, like the old good days. What would you suggest me in this case? The way i see it, ValueObjects are only useful when you want to encapsulate a group of database table's columns (component in nhibernate). Everything that has a persistence id in the database, is better off to make it an Entity (not necessarily an aggregate root) so you can update its members without recreating the whole object graph, specially if that's a deep-nested object. Do you concur? Is it allowed by Mr. Evans to have a mutable value object? Or is a mutable value object a candidate for an Entity? Thanks

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  • 3D BSP rendering for maps made in 2d platform style

    - by Dev Joy
    I wish to render a 3D map which is always seen from top, camera is in sky and always looking at earth. Sample of a floor layout: I don't think I need complex structures like BSP trees to render them. I mean I can divide the map in grids and render them like done in 2D platform games. I just want to know if this is a good idea and what may go wrong if I don't choose a BSP tree rendering here. Please also mention is any better known rendering techniques are available for such situations.

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  • TileMapRenderer in libGDX not drawing anything

    - by Benjamin Dengler
    So I followed the tutorial on the libGDX wiki to draw Tiled maps but it doesn't seem to render anything. Here's how I setup my OrthographicCamera and load the map: camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); map = TiledLoader.createMap(Gdx.files.internal("maps/test.tmx")); atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 8, 8); And here is my render function: Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); tileMapRenderer.render(camera); Also I did pack the tile map using the TiledMapPacker. I'm completely stumped... am I missing anything obvious here? EDIT: While debugging I noticed that the TileAtlas seems to be empty, which I guess shouldn't be the case, but I have no idea why it's empty.

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  • Rendering scaled-down card images

    - by user1065145
    I have high-quality SVG card images, but they drastically lose their quality when I downsize them. I have tried two ways of rendering cards (using Inkscape and Imagemagics): 1) Render SVG to high-res PNG and resize it then: inkscape -D --export-png=QS1024.png --export-width=1024 QS.svg convert QS1024.png -filter Lanczos -sampling-factor 1x1 -resize 71x QS71.png 2) Render SVG to image of proper size at once: inkscape -D --export-png=QS71.png --export-width=71 QS.svg Both approaches generate blurry card images, which looks even worse than old Windows cards. What are the best way to generate smaller card images from SVG sources and not to loose their quality a lot? UPDATE: I am using Inkscape to render SVG - PNG and ImageMagick then to downsize PNG. I've tried using convert -resize with couple of filters (Lanczos/Mitchell/etc), but result was pretty much the same. Original: 71x raster:

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  • C# XNA Make rendered screen a texture2d

    - by redcodefinal
    I am working on a cool little city generator which makes cities in the isometric perspective. However, a problem arose where if the grid size was over a certain limit it would have awful lag. I found the main problem to be in the draw method. So I took the precautionary step of rendering only items that were onscreen. This fixed the lag but, not by much. The idea I have is to render the frame once and take a snapshot. Then, display that as a texture2d on screen. This way I don't have to render 1,000,000 objects every frame since they don't change anyways. TL;DR - I want to Take a snapshot of an already rendered frame Turn it into a Texture2D Render that to the screen instead of all the objects. Any help appreciated.

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  • Using box2d DrawDebugData with multi layer scene ?

    - by Mr.Gando
    In my Game, a Scene is composed by several layers. Each layer has different camera transformations. This way I can have a layer at z=3 (GUI), z=2 (Monsters), z=1 (scrolling background), and this 3 layers compose my whole Scene. My render loop looks something like: renderLayer() applyTransformations() renderVisibleEntities() renderChildLayers() end If I call DrawDebugData() in the render loop, the whole b2world debug data will be rendered once for each layer in my scene, this generates a mess, because the "debug boxes" get duplicated, some of them get the camera transformations applied and some of them don't, etc. What I would like to do, would be to make DrawDebugData to draw only certain debug boxes. In that way, I could call something like b2world->DrawDebugDataForLayer(int layer_id) and call that on each layer like : renderLayer() applyTransformations() renderVisibleEntities() //Only render my corresponding layer debug data b2world->DrawDebugDataForLayer(layer_id) renderChildLayers() end Is there a way to subclass b2World so I could add this functionality ( specific to my game ) ? If not, what would be the best way to achieve this (Cocos2d uses a similar scene graph approach and box2d, but I'm not sure if debugDraw works in Cocos2d... ) Thanks

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  • What is a good practice for 2D scene graph partitioning for culling?

    - by DevilWithin
    I need to know an efficient way to cull the scene graph objects, to render exclusively the ones in the view, and as fast as possible. I am thinking of doing it the following way, having in each object a local boundingbox which holds the object bounds, and a global boundingbox which holds the bounds of the object and all children. When a camera is moved, the render list is updated by traversing the global boundingboxes. When only the object is being moved, it tries to enlarge or shrink the ancestors global boundingboxes, and in the end updating or not the renderlist. What do you think of this approach? Do you think it will provide a fast and efficient culling? Also, because the render list is a contiguous list, it could accelerate the rendering, right? Any further tips for a 2D scene graphs are highly appreciated!

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  • How can i create sprite sheet from 3d model (3D studio max)

    - by OopsUser
    I built simple 3D model of a car, with simple animation in which it's wheels are turning. Now i want to create a sprite sheet, the only way i know how to do it, is to render manually 20 frames from the from, then combine them to a strip manually, then rotate it by 10 degrees, render 20 frames of animation again and combine them to a strip... Is there a way to do it automatically ? With out rotating the scene manually and render it and combining .. it's a lot of work, takes more time then the modelling itself... Thanks

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  • Subtracting Delphi Time Ranges from a Date Range, Calculate Remaining Time

    - by Anagoge
    I'm looking for an algorithm that will help calculate a workday working time length. It would have an input date range and then allow subtracting partially or completely intersecting time range slices from that date range and the result would be the number of minutes (or the fraction/multiple of a day) left in the original date range, after subtracting out the various non-working time slices. For Example: Input date range: 1/4/2010 11:21 am - 1/5/2010 3:00 pm Subtract out any partially or completely intersecting slices like this: Remove all day Sunday Non-Sundays remove 11:00 - 12:00 Non-Sundays remove time after 5:00 pm Non-Sundays remove time before 8:00 am Non-Sundays remove time 9:15 - 9:30 am Output: # of minutes left in the input date range I don't need anything overly-general. I could hardcode the rules to simplify the code. If anyone knows of sample code or a library/function somewhere, or has some pseudo-code ideas, I'd love something to start with. I didn't see anything in DateUtils, for example. Even a basic function that calculates the number of minutes of overlap in two date ranges to subtract out would be a good start.

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  • Why are only some of my objects being rendered?

    - by BleedObsidian
    Every time I create a new asteroid the previous one is no longer rendered? I did some debugging and printed out the size of Array-List 'Small' and when a new asteroid is created it doesn't go down, so the thread is still there it's just not being rendered, Why? StatePlay: package me.bleedobsidian.astroidjump; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class StatePlay extends BasicGameState { int stateID = 10; Player player; Asteroids asteroids; StatePlay(int stateID) { this.stateID = stateID; } @Override public int getID() { return stateID; } @Override public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { ResManager.loadImages(); player = new Player(); asteroids = new Asteroids(); } @Override public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { g.setAntiAlias(true); player.render(g); asteroids.render(g); g.drawString("Asteroids: " + Asteroids.small.size(), 10, 25); } @Override public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { player.update(gc, delta); asteroids.update(delta); } } Asteroids: package me.bleedobsidian.astroidjump; import java.util.ArrayList; import java.util.Timer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.SpriteSheet; public class Asteroids { public static ArrayList<Asteroid_Small> small = new ArrayList<Asteroid_Small>(); static SpriteSheet small_sprites = new SpriteSheet(ResManager.asteroids_small_ss, 32, 32); static Image small_1 = small_sprites.getSubImage(0, 0); static Image small_2 = small_sprites.getSubImage(1, 0); static Image small_3 = small_sprites.getSubImage(2, 0); static Image small_4 = small_sprites.getSubImage(3, 0); static boolean asteroids = true; static int diff = 0; Asteroids() { Task_Asteroids TaskA = new Task_Asteroids(); Timer timer = new Timer("Asteroids"); if(diff == 0) { timer.schedule(TaskA, 0, 4000); } else if(diff == 1) { timer.schedule(TaskA, 0, 3000); } } public static Image chooseSmallImage(int i) { if(i == 0) { return small_1; } else if(i == 1) { return small_2; } else if(i == 2) { return small_3; } else if(i == 3) { return small_4; } else { return small_1; } } public static void level_manager(float x) { if(x < 1000) { diff = 0; } else if(x < 2000) { diff = 1; } else if(x < 3000) { diff = 2; } else if(x < 5000) { diff = 3; } else if(x < 10000) { diff = 4; } else { diff = 5; } } public void update(int delta) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.update(delta); } } public void render(Graphics g) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.render(g); } } public static void setAsteroids(boolean tf) { asteroids = tf; } } Asteroid_Small: package me.bleedobsidian.astroidjump; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; public class Asteroid_Small { private static Image me; private static float x = 0; private static float y = 0; private static float speed = 0; private static float rotation = 0; private static float rotation_speed = 0; Asteroid_Small(Image i, float x, float y, float rs, float sp) { me = i; Asteroid_Small.x = x; Asteroid_Small.y = y; Asteroid_Small.rotation_speed = rs; Asteroid_Small.speed = sp; } public void update(int delta) { x -= speed * delta; rotation += rotation_speed * delta; me.setRotation(rotation); } public void render(Graphics g) { g.drawImage(me, x, y); } } Task_Asteroid: package me.bleedobsidian.astroidjump; import java.util.TimerTask; public class Task_Asteroids extends TimerTask { public void run() { if(Asteroids.diff == 0) { int randImage = (int) (Math.random() * 4); int randHeight = (int) (Math.random() * 480); Asteroids.small.add(new Asteroid_Small(Asteroids.chooseSmallImage(randImage), Player.x + 960, randHeight, 0.05f, 0.04f)); } } }

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  • G+ Platform Office Hours -- Retrieving Profile Information with the Sign In Button

    G+ Platform Office Hours -- Retrieving Profile Information with the Sign In Button Join us for a live coding demo of the sign in button and how to retrieve profile information using it! Or skip ahead to what you really care about: Meet your presenters: goo.gl Render the Sign-In Button: goo.gl Add a Client ID: goo.gl See Sign-In Render: goo.gl Grab the user resource (with live XHR/REST debugging*!): goo.gl Retrieve and render the user resource: goo.gl *If you don't feel you need a debugging crash course, feel free to skip from 10:14 to 18:30. :) From: GoogleDevelopers Views: 659 17 ratings Time: 29:39 More in Science & Technology

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  • How to install & upgarde my Video Drive in presice?

    - by user71382
    Greeting all out here, So one helpful folk during a troubleshoot on VirtualBox told me that my graphic driver is too old. Code: 00:00:02.714 OpenGL Info: Render SPU: GL_VENDOR: Tungsten Graphics, Inc 00:00:02.714 OpenGL Info: Render SPU: GL_RENDERER: Mesa DRI Mobile Intel® GM45 Express Chipset x86/MMX/SSE2 00:00:02.714 OpenGL Info: Render SPU: GL_VERSION: 2.1 Mesa 8.0.2 In try to shot the problem, I got at http://intellinuxgraphics.org/2012.02.html But now I don't know how to proceed & what to download & how to install the latest driver for my video card ????????????/ Any help on the matter is appreciated. Thank you,Have a nice day, Mrinal

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  • How many VBOs should I use and should I keep a copy of their data?

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

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  • forward rendering and multiple shadow maps

    - by Irbis
    I have two light sources on my scene. I created two fbo's which store depth textures for these lights. A render loop looks like this: bind fbo1 save depth values for first light unbind fbo1 bind fbo2 save depth values for second light unbind fbo2 enable additive blending bind first depth texture render scene bind second depth texture render scene disable additive blending For one light source the program works fine. For many light sources I use an additive blending to acumulate lighting results but then some objects become transparent (for example when an object which is further away from the camera is drawn before an object which is closer to the camera). How to resolve that problem ? How should I accumulate lighting effects for many light sources (many shadow maps) ? P.S. I use OpenGL/GLSL 3.3+

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  • Is an extra collision-mesh for level-data worth the hassle?

    - by Serthy
    What is the optimal approach for collision-detection with the environment in an 3D engine (with triangle mesh based geometry, no bsp)? A) Use the render mesh [+] no need for additional work for artists to fiddle with collision detection [-] high detail is harder for physics calculation [+/-] maybe use collidable flags for materials [+/-] compute the collision-mesh from the render-mesh B) Use an additional collision mesh [+] faster/more optimal collision-detection [-] additional work (either by the artist or by the programmer who has to develop an algorithm to compute it from the render-mesh) [-] more memory useage How do AAA title handle this? And what are the indie dev's approaches?

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  • General usage question of vbo

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: - Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" - Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? - How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

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  • BlackBerry 10 en images (8/9) : un téléphone ? Non, six ! A tous les prix, avec et sans clavier

    BlackBerry 10 en images (1/9) : BlackBerry Flow RIM dévoile les nouveautés au compte-goutte et promet de très grosses surprises Deux jours après les annonces officielles du PDG de RIM, la filiale Française nous a conviés à une démonstration pour nous dévoiler « en vrai » quelques nouveautés supplémentaires de son prochain BlackBerry 10. « Son plus gros lancement de tous les temps », selon David Derrida, le responsable produit. Les voici en images au moment où le code est officiellement gelé. BlackBerry Flow C'est la nouvelle manière d'interagir avec l'OS. ...

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  • ATG Live Webcast June 28: Scrambling Sensitive Data in EBS 12 Cloned Environments

    - by BillSawyer
    Securing the Oracle E-Business Suite includes protecting the underlying E-Business data in production and non-production databases.  While steps can be taken to provide a secure configuration to limit EBS access, a better approach to protecting non-production data is simply to scramble (mask) the data in the non-production copy.   The Oracle E-Business Suite Template for Data Masking Pack can be used in situations where confidential or regulated data needs to be shared with other non-production users who need access to some of the original data, but not necessarily every table.  Examples of non-production users include internal application developers or external business partners such as offshore testing companies, suppliers or customers. The Oracle E-Business Suite Template for Data Masking Pack is applied to a non-production environment with the Enterprise Manager Grid Control Data Masking Pack.  When applied, the Oracle E-Business Suite Template for Data Masking Pack will create an irreversibly scrambled version of your production database for development and testing. This ATG Live Webcast is your chance to come learn about the Oracle E-Business Suite Release 12.1.3 Template for Data Masking Pack from the experts. Oracle E-Business Suite Release 12.1.3 Template for Data Masking The agenda for the Oracle E-Business Suite Template for Data Masking Pack webcast includes the following topics: What does data masking do in E-Business Suite environments? De-identify the data Mask sensitive data Maintain data validity How can EBS customers use data masking? References Join Eric Bing, Senior Director and Elke Phelps, Senior Principal Product Manager, as they discusses the Oracle E-Business Suite Template for Data Masking Pack.Date:                  Thursday, June 28, 2012Time:                 8:00AM Pacific Standard TimePresenters:     Eric Bing, Senior Director                           Elke Phelps, Senior Principal Product ManagerWebcast Registration Link (Preregistration is optional but encouraged) To hear the audio feed:    Domestic Participant Dial-In Number:           877-697-8128    International Participant Dial-In Number:      706-634-9568    Additional International Dial-In Numbers Link:    Dial-In Passcode:                                              100865To see the presentation:    The Direct Access Web Conference details are:    Website URL: https://ouweb.webex.com    Meeting Number:  599097152If you miss the webcast, or you have missed any webcast, don't worry -- we'll post links to the recording as soon as it's available from Oracle University.  You can monitor this blog for pointers to the replay. And, you can find our archive of our past webcasts and training here.If you have any questions or comments, feel free to email Bill Sawyer (Senior Manager, Applications Technology Curriculum) at BilldotSawyer-AT-Oracle-DOT-com.

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  • PASS: The Legal Stuff

    - by Bill Graziano
    I wanted to give a little background on the legal status of PASS.  The Professional Association for SQL Server (PASS) is an American corporation chartered in the state of Illinois.  In America a corporation has to be chartered in a particular state.  It has to abide by the laws of that state and potentially pay taxes to that state.  Our bylaws and actions have to comply with Illinois state law and United States law.  We maintain a mailing address in Chicago, Illinois but our headquarters is currently in Vancouver, Canada. We have roughly a dozen people that work in our Vancouver headquarters and 4-5 more that work remotely on various projects.  These aren’t employees of PASS.  They are employed by a management company that we hire to run the day to day operations of the organization.  I’ll have more on this arrangement in a future post. PASS is a non-profit corporation.  The term non-profit and not-for-profit are used interchangeably.  In a for-profit corporation (or LLC) there are owners that are entitled to the profits of a company.  In a non-profit there are no owners.  As a non-profit, all the money earned by the organization must be retained or spent.  There is no money that flows out to shareholders, owners or the board of directors.  Any money not spent in furtherance of our mission is retained as financial reserves. Many non-profits apply for tax exempt status.  Being tax exempt means that an organization doesn’t pay taxes on its profits.  There are a variety of laws governing who can be tax exempt in the United States.  There are many professional associations that are tax exempt however PASS isn’t tax exempt.  Because our mission revolves around the software of a single company we aren’t eligible for tax exempt status. PASS was founded in the late 1990’s by Microsoft and Platinum Technologies.  Platinum was later purchased by Computer Associates. As the founding partners Microsoft and CA each have two seats on the Board of Directors.  The other six directors and three officers are elected as specified in our bylaws. As a non-profit, our bylaws layout our governing practices.  They must conform to Illinois and United States law.  These bylaws specify that PASS is governed by a Board of Directors elected by the membership with two members each from Microsoft and CA.  You can find our bylaws as well as a proposed update to them on the governance page of the PASS web site. The last point that I’d like to make is that PASS is completely self-funded.  All of our $4 million in revenue comes from conference registrations, sponsorships and advertising.  We don’t receive any money from anyone outside those channels.  While we work closely with Microsoft we are independent of them and only derive a very small percentage of our revenue from them.

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