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  • Desktop goes un-usable after upgrade to 12.04

    - by Tom Nail
    I have multiple Ubuntu systems connected to a KVM, one of which I recently upgraded from Ubuntu 10 to 12.04. After the upgrade, this system desktop does fine until it is allowed to go to idle (i.e., I've switched to another system on the KVM and it locks it's desktop). When I come back to it, the screen is garbled and paging across at a rate seemingly determined by the mouse. Although no pointer is visible, I can get the screen to stop paging (and just be garbled) by moving the mouse left and right. The paging will slow down and come to a stop, if I can align things carefully enough. This condition persists even when I try to go to a CLI-based login (e.g., CTRL+Alt+F1) and will continue until I reboot the machine. Unfortunately, I'm not very familiar with the Unity desktop, so I don't know where to find things to troubleshoot. A restart of lightdm doesn't change anything, so I'm wondering if this might be more hardware based( although this machine hasn't given me any trouble previously in the same setup). The .xsession-errors file has some issues with compiz, nautilus and GConf listed, but I'm not sure those are actually germane to the issue. Thanks for any help, -=Tom

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  • A simple example of movement prediction

    - by Daniel
    I've seen lots of examples of theory about the reason for client-side prediction, but I'm having a hard time converting it into code. I was wondering if someone knows of some specific examples that share some of the code, or can share their knowledge to shed some light into my situation. I'm trying to run some tests to get a the movement going (smoothly) between multiple clients. I'm using mouse input to initiate movement. I'm using AS3 and C# on a local Player.IO server. Right now I'm trying to get the Client side working, as I'm only forwarding position info with the client. I have 2 timers, one is an onEnterFrame and the other is a 100ms Timer, and one on mouseClick listener. When I click anywhere with a mouse, I update my player class to give it a destination point On every enterFrame Event for the player, it moves towards the destination point At every 100ms it sends a message to the server with the position of where it should be in a 100ms. The distance traveled is calculated by taking the distance (in Pixels) that the player can travel in one second, and dividing it by the framerate for the onEnterFrame handler, and by the update frequency (1/0.100s) for the server update. For the other Players, the location is interpolated and animated on every frame based on the new location. Is this the right way of doing it?

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  • Can't find new.h - getting gcc-4.2 on Quantal?

    - by Suyo
    I've been trying to compile the Valve Source SDK (2007) on my machine, but I keep running into the same error: In file included from ../public/tier1/interface.h:50:0, from ../utils/serverplugin_sample/serverplugin_empty.cpp:13: ../public/tier0/platform.h:46:17: new.h: No such file or directory I'm pretty new to C++ coding and compiling, but using apt-file search I tried to use every single suggestion for the required files in the Makefile (libstdc++.a and libgcc_eh.a), and none worked. I then found a note in the Makefile saying gcc 4.2.2 is recommended - I assume the older code won't work with the newer version, but gcc-4.2 is unavailable in 12.10. So my question/s is/are: If my assumption is right - how do I get gcc 4.2.2 on Quantal? If my assumption is wrong - what else could be the problem here? Relevant portion of the Makefile: # compiler options (gcc 3.4.1 will work - 4.2.2 recommended) CC=/usr/bin/gcc CPLUS=/usr/bin/g++ CLINK=/usr/bin/gcc CPP_LIB="/usr/lib/gcc/x86_64-w64-mingw32/4.6/libstdc++.a /usr/lib/gcc/x86_64-w64-mingw32/4.6/libgcc_eh.a" # GCC 4.2.2 optimization flags, if you're using anything below, don't use these! OPTFLAGS=-O1 -fomit-frame-pointer -ffast-math -fforce-addr -funroll-loops -fthread-jumps -fcrossjumping -foptimize-sibling-calls -fcse-follow-jumps -fcse-skip-blocks -fgcse -fgcse-lm -fexpensive-optimizations -frerun-cse-after-loop -fcaller-saves -fpeephole2 -fschedule-insns2 -fsched-interblock -fsched-spec -fregmove -fstrict-overflow -fdelete-null-pointer-checks -freorder-blocks -freorder-functions -falign-functions -falign-jumps -falign-loops -falign-labels -ftree-vrp -ftree-pre -finline-functions -funswitch-loops -fgcse-after-reload #OPTFLAGS= # put any compiler flags you want passed here USER_CFLAGS=-m32

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  • Browser automatically refreshes and Home folder window opens

    - by Vikash
    I am facing a very strange problem. Out of the blue, my browser starts refreshing itself infinitely. My first guess was firefox is messing up. I installed chrome. But, it happens in chrome as well. Other than that, sometimes my home folder automatically opens and keep opening itself infinitely. My next guess was Mouse is faulty. Replace the mouse - but same things. This happens even if I remove my keyboard. What can be the reason? This started happening after I installed Ubuntu 10.10 few days back. Earlier on windows, everything was working fine. So, I am a bit skeptical to assume that this is a hardware fault. How to fix this problem? UPDATE: xev gives this kind of result: KeyPress event, serial 36, synthetic NO, window 0x4200001, root 0xb8, subw 0x0, time 29897358, (237,791), root:(1252,842), state 0x10, keycode 65 (keysym 0x20, space), same_screen YES, XLookupString gives 1 bytes: (20) " " XmbLookupString gives 1 bytes: (20) " " XFilterEvent returns: False KeyRelease event, serial 36, synthetic NO, window 0x4200001, root 0xb8, subw 0x0, time 29897603, (237,791), root:(1252,842), state 0x10, keycode 65 (keysym 0x20, space), same_screen YES, XLookupString gives 1 bytes: (20) " " XFilterEvent returns: False

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  • Input of mouseclick not always registered in XNA Update method

    - by LordrAider
    I have a problem that not all inputs of my mouse events seem to be registered. The update logic is checking a 2 dimensional array of 10x10 . It's logic for a jewel matching game. So when i switch my jewel I can't click on another jewel for like half a second. I tested it with a click counter variable and it doesn't hit the debugger when i click the second time after the jewel switch. Only if I do the second click after waiting half a second longer. Could it be that the update logic is too heavy that while he is executing update logic my click is happening and he doesn't register it? What am I not seeing here :)? Or doing wrong. It is my first game. My function of the update methode looks like this. public void UpdateBoard() { MouseState currentMouseState; currentMouseState = Mouse.GetState(); if (currentMouseState.LeftButton == ButtonState.Pressed && prevMouseState.LeftButton != ButtonState.Pressed) { UpdatingLogic = true; // this.CheckDropJewels(currentMouseState); //this.CheckMatches(3); //this.RemoveMatches(); this.CheckForSwitch(currentMouseState); this.MarkJewel(currentMouseState); UpdatingLogic = false; //reIndexMissingJewels = true; reIndexSwitchedJewels = true; } prevMouseState = currentMouseState; this.ReIndex(); this.UpdateJewels(); }

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  • How do I remove the tool tips on the launch bar?

    - by Sephethus
    The title is the question. These tool tips stay until I try to click past them. They're annoying since they constantly pop up and block the view of what I'm trying to do. Unfortunately I need the launch bar because Ubuntu is running on VMware and the console does not allow me to use the keyboard for switching tasks (to my knowledge). How do I disable them? I'd post an image as an example, but this site will not let me. UPDATE: unity 5.16.0 UPDATE 2: I discovered that this may only be a problem with users who run Ubuntu on a full screen VMware console that is situated on the right monitor. When the mouse is moved to the left monitor the tooltips popup and remain until the mouse is clicked twice in the VMware console window to make it active. Unfortunately my problem is one involving a rare situation I think. However, I'd love to be able to disable these tool tips if possible. It would also be nice if new features were added that can allow further customization of the launch bar.

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  • Acer Aspire One 725 - missing graphic card driver for Radeon HD 6290?

    - by Melon
    Recently I bought an Acer Aspire One 725 Netbook and installed Ubuntu 12.10 on it. I bought it, because it can run HD movies and has Full HD on external VGA port. However, movies from youtube have a really slow framerate. If you open three tabs in Opera (for example g-mail, youtube and askubuntu) it gets really laggy. My suspicion is that the driver for graphic card is missing. When I check the System->Details->Graphics the driver is unknown. After running lspci | grep VGA I get this output: 00:01.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI Device 980a From what I see, I have a AMD C70 processor integrated with (or something similar) AMD Radeon HD 6290. Has anyone had the same problem? Do you know which drivers need to be installed for the graphics to work properly? On official Acer page there are only drivers for Win7 and Win8... Update: I have tried installing fglrx but I get the following error (either I don't have libraries or someone didn't make a clean build before release ;) /lib/modules/fglrx/build_mod/2.6.x/firegl_public.c: In function ‘KCL_MEM_AllocLinearAddrInterval’: /lib/modules/fglrx/build_mod/2.6.x/firegl_public.c:2124:5: error: implicit declaration of function ‘do_mmap’ [-Werror=implicit-function-declaration] /lib/modules/fglrx/build_mod/2.6.x/firegl_public.c:2124:13: warning: cast to pointer from integer of different size [-Wint-to-pointer-cast] /lib/modules/fglrx/build_mod/2.6.x/firegl_public.c: In function ‘kasInitExecutionLevels’: /lib/modules/fglrx/build_mod/2.6.x/firegl_public.c:4159:5: error: ‘cpu_possible_map’ undeclared (first use in this function) /lib/modules/fglrx/build_mod/2.6.x/firegl_public.c:4159:5: note: each undeclared identifier is reported only once for each function it appears in /lib/modules/fglrx/build_mod/2.6.x/firegl_public.c:4159:5: warning: left-hand operand of comma expression has no effect [-Wunused-value] Update 2: After fixing the erros in compilation, ubuntu acts bizarre and unstable (no left icon panel, no upper panel, cannot run any programs, I only see desktop)

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  • I want to be able to use the unity menu with Citrix full screen

    - by porec
    I use Citrix Reciever at work, with both XenApp and XenDesktop. Many times at the same time. Since the unity Menu stil apeirs on the top anyway, I'd like to be able to use it. Now I can see it, but it doesn't work.. I have to either tab me out, (double clicking the ALT first)opening another program first, or move the mouse to the left, opening another program from the unity menu from the left, BEFORE I can use the menu on the top.. (my menu on the left side is in autohide mode, so I actually like it :)) For example. I use spotify for lisening to music, it apeirs on the top menu, but it doesn't react when it click it.. I have to move the mouse to the left, open another program, then move to the top an ask it to show spofity. If I open spofify from the left menu, it hangs.. (since its hidden, and I have to ask it to be open, not reopen the hole program..) Or If I want to lock the screen, I have to open another program, (i.ex. nixnote) before I can lock it) since the unity menu is "on the top" anyways, I don't see the problem that it should be able to control such things..

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  • Using .htaccess, can you hide the true URL?

    - by Richard Muthwill
    So I have a web hotel with 1 main website http://www.myrootsite.com/ and a few websites in subdirectories, in a folder called projects. I have domain names pointing to the subdirectories, but when holding the mouse over a link in those websites the URLs are shown as: http://www.myrootsite.com/projects/mysubsite/contact.html When I'm on mysubsite.com I want them to be shown as: http://www.mysubsite.com/contact.html I spoke to support for the web hotel and the guy said try using .htaccess, but I'm not sure exactly how to do this. Thank you very much for your time! Edit: For more information My website is: http://www.example1.com/ and I also own http://www.example2.com/. All of example2.com's files are in: example1.com/projects/example2/. When you visit example2.com, you'll notice all of the URL's point towards: example1.com/projects/example2/ but I want them to point towards: example2.com/ Can this be done? I hope this is enough info for you to go on :). Edit: For w3d I go to the url mysubsite.com and the browser shows the url mysubsite.com. The services I'm using create an iframe around myrootsite.com and use the url mysubsite.com I just hate that in Firefox and Internet Explorer, holding the mouse over link show that the destination url is: myrootsite.com/projects/mysubsite/...

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  • Informing GUI objects about screen size - Designing

    - by Mosquito
    I have a problem with designing classes for my game which I create. In my app, there is: class CGame which contains all the information about game itself, e.g. screen width, screen height, etc. In the main() function I create a pointer to CGame instance. class CGUIObject which includes fields specifying it's position and draw() method, which should know how to draw an object according to screen size. class CGUIManager which is a singleton and it includes a list of CGUIObject's. For each object in a list it just calls draw() method. For clarity's sake, I'll put some simple code: class CGame { int screenWidth; int screenHeight; }; class CGUIObject { CPoint position; void draw(); // this one needs to know what is a screen's width and height }; class CGUIManager // it's a singleton { vector<CGUIObject*> guiObjects; void drawObjects(); }; And the main.cpp: CGame* g; int main() { g = new CGame(); while(1) { CGUIManager::Instance().drawObjects(); } return 0; } Now the problem is, that each CGUIObject needs to know the screen size which is held by CGame, but I find it very dumb to include pointer to CGame instance in every object. Could anyone, please, tell me what would be the best approach to achieve this?

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  • How to quickly open an application for the 2nd time via Dash?

    - by Andre
    When I want to open an application via Dash, I just hit Super, type the first letters, and hit Enter. For instance: Super, "drop", Enter to start Dropbox. However, if I want to start an application again, Dash remembers it, but I cannot start it by hitting ENTER although "drop" is still in there, and Dropbox is in the first position. Why? How can I (without using the mouse) start an application again? UPDATE: better example (hopefully): Super ... type "ged" ... Enter to start Gedit close Gedit Super ... and now? "ged" is remembered, Gedit is still in pole position ready to be started. However, hitting Enter does not work. How can I start an application again? - Without using the mouse or retyping? If I have to retype, it makes no sense that Dash remembers the application and my typed letters. I assume there is a way to open the application again by just: Super + Enter (or something similar). Thanks!

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  • Working with lots of cubes. Improving performance?

    - by Randomman159
    Edit: To sum the question up, I have a voxel based world (Minecraft style (Thanks Communist Duck)) which is suffering from poor performance. I am not positive on the source but would like any possible advice on how to get rid of it. I am working on a project where a world consists of a large quantity of cubes (I would give you a number, but it is user defined worlds). My test one is around (48 x 32 x 48) blocks. Basically these blocks don't do anything in themselves. They just sit there. They start being used when it comes to player interaction. I need to check what cubes the users mouse interacts with (mouse over, clicking, etc.), and for collision detecting as the player moves. Now I had a massive amount of lag at first, looping through every block. I have managed to decrease that lag, by looping through all the blocks, and finding which blocks are within a particular range of the character, and then only looping through those blocks for the collision detection, etc. However, I am still going at a depressing 2fps. Does anyone have any other ideas on how I could decrease this lag? Btw, I am using XNA (C#) and yes, it is 3d.

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  • Touchpad won't work/not recognized on laptop, Ubuntu 11.10

    - by The_McManus_Position
    When I start out running 11.10 (Ocelot) from the Live CD the touchpad works with no problem. Once installing however the touchpad does not work at all. I have installed all updates available. I have tried installing the synaptiks touchpad package and the gpointer package from the software manager, this did not help. Under System Settings - Mouse and Touchpad there is only a mouse tab, no touchpad tab. It seems my touchpad is not even recognized. I have tried running several things in the terminal that I have found under similar questions, but I always get errors about the files not being found, or the drivers not being found. Have tried: sudo modprobe -r psmouse sudo modprobe psmouse proto=imps This results in an error message. dconf-editor Can load the GUI, but after that I can't seem to navigate through it to find the files that need editing. Read what's listed here. But I've got no GRUB, running only Ubuntu. As you can see I've been trying several things and nothing has worked so far, would appreciate any help. Thanks!

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  • Unable to start after 13.04 > 13.10 udate

    - by romainl
    At the end of the update process, clicking on the Restart button had no visible effect whatsoever. After waiting 5 to 10 minutes, I decided to reboot the computer manually. Since then, I rebooted a good dozen times (not with the hope that it would work but with the hope of reading the messages) with the same non-result and the same symptoms: I get the ASCII text-on-purple Ubuntu 13.10 . . . . splash screen with these messages: * Restoring resolver state... [OK] * Starting crash report submission daemon [OK] * Starting CUPS printing spooler/server [OK] Everything disappears. The whole process hangs at a purple screen with the mouse cursor right in the middle. At this point, I'm unable to use the mouse and the keyboard. Booting from a 12.04 CD works perfectly, Disk Utility says that all my disks are OK and I can mount my main partition without problems. Something obviously went wrong at the end of the upgrade but I have no idea what. I'd appreciate any pointer. This is the kind of moment where you really think "Next time, I'll separate my /home partition for sure". My machine is an aging but working Dell Inspiron 530 with an Intel Core Duo E2160 processor, 2 GHz of RAM and an ATI Radeon HD3650 video card. Thanks.

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  • Problems moving a rectangle in Pygame.

    - by Yann Core
    Hi guys! I'm making a game in Pygame and I want to be able to target enemy unit. I made it so when I click on them a variable "targeted" becomes true, and stays true until I click somewhere else on the screen. I also want targeted units to have a small green circle around them, so I made it in GEDIT. I have made a function that draws everything on the screen (the background, the player, objects, etc) and in the part where it draws the units it checks if the variable "targeted" is true and if it is it should move that little green circle over the enemy units. here is the code that does that: screen.blit(enemy_unit.pic, enemy_unit.rect) #draw the unit if enemy_unit.targeted == True: #if the unit has been targeted then draw a circle over it target_rect.move_ip(enemy_unit.pos) #move the circle to the unit target_rect.fit(enemy_unit.rect) #there are some bigger units and some smaller ones, so we have to "scale" the circle screen.blit(target_pic, target_rect) #actually draw the circle This doesn't work, when I target the unit the circle just appears for a 1/5 of second next (not on, but just next) to the unit and then disappears. I am sure that I am keeping a good track of "enemy_unit.pos" because I tested it (I added a piece of code that would print one units position and mouse's position every time i clicked the mouse and when i was near him the numbers were same). If you could give me a hint about what I'm doing wrong. I think its in move_ip function, but I tried just move and it didn't work either (the circle didn't even show at all)!

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  • System always halt

    - by user211964
    Good day, Thanks Bruno for the prompt response. First sorry for my bad writing. I'll try to clarify my problem. Now my system already update to version 13.10. The problem is my system always put on stop whenever there is no activity. Example: I open terminal then execute "sudo apt-get update" then I leave my laptop away, the update stop at 20%. After I move my mouse then the update continue. When I watch a movie using vlc. Play the movie and change to full screen. After a while like 30-40 seconds the movie pause, and again after I move my mouse or hit any button on my keyboard the movie continue to play. I downloading torrent file, a big file, I leave my laptop the whole night, the next morning the downloading just stop. the problem my laptop cannot be on idle. means when I downloading a file or updating my system I just cannot leave my laptop away. I have to kept my laptop busy like surfing the internet...playing games etc.

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  • Accidentally Changed Dual Monitor Setup and don't know how to reset it

    - by user203783
    I have a dual monitor setup with my laptop and an external Asus monitor running under Ubuntu 11.10. When I first started using Ubuntu, it synced both screens. What showed up on my laptop showed up on my eternal monitor. Last night, I accidentally knocked the HDMI cable from its port (not that unusual in the tight space I work in). When I plugged it back in, as usual, the external monitor only displayed my wallpaper. Usually, I just restart Ubuntu and it resets, but last night what I now realize was the display console came up and somehow I changed the setup. Now the two screens show different jobs so to speak. Also, the external monitor doesn't display the ribbon, making switching between Firefox tabs and windows or apps jarring. I write for a living and need to quickly check bits of research, notes or sources while writing and the extra switching between mouse pad and external mouse to get one or the other screen to respond interrupts my work flow. The only technical help I can offer is when the display console popped up, the graphical representation of the screens was that the external screen appeared layered over by about one-quarter of the laptop screen. Again, these were icons. I tried to replicate that after I obviously screwed things up. If someone could help. I would appreciate it. If I have to use terminal, that's fine. I started using computers for writing back when they were green DOS prompts. There's a certain elegance to prompt commands to me. Maybe it's the writer in me. Again, if anyone can help me return my screens to sync under Ubuntu 11.10, I would greatly appreciate it.

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  • Press alt + arrow to skip full line? (Or is there an existing shortcut already..? )

    - by Luka Kotar
    I am still a fresh Ubuntu user, and I switched from a Mac. What I can do on Mac, is I can press alt + arrow to jump one word forward or backward, or if I press cmd + arrow, I am able to jump to the start or end of the line. And that's what I would like to do in Ubuntu. I would assign it to the alt key, as ctrl is already used to skip words. I use that function a lot when coding, I like to keep my hands on the keyboard and just not touch the mouse at all, and it just saves me time for not having to hold the arrow key until I get to the end of the line (or the skip-a-word combo for that matter), or grabbing the mouse to click at the end, just to add a semicolon or something like that. It's not a huge deal, but that's just what I'm used to. I still keep my Mac partition for incompatibility issues, but I prefer Ubuntu over Mac. If there is already a shortcut to do that, I'd gladly go ahead and try getting comfortable using it, but if it is not, how could I achieve what I described above, if of course it is even possible? Thanks in advance, Luka.

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  • Free movement in a tile-based isometric game

    - by xtr486
    Is there a reasonable easy way to implement free movement in a tile-based isometric game? Meaning that the player wouldn't just instantly jump from one tile to another or not be "snapped" to the grid (for example, if the movement between tiles were animated but you'd be locked from doing anything before the animation finishes). I'm a really beginner with anything related to game programming, but with the help of this site and some other resources it was quite easy to do the basic stuff, but I haven't been able to find any useful resources for this particular problem. Currently I've improvised something close to this: http://jsfiddle.net/KwW5b/4/ (WASD movement). The idea for the movement was to use the mouse map to detect when the player has moved to a different tile and then flip the offsets, and for the most part it works correctly (each corner makes the player move to wrong location: see http://www.youtube.com/watch?v=0xr15IaOhrI, which is probably because I couldn't get the full mouse map work properly), but I have no illusions that it is even close to a good/sane solution. And anyway, it's mostly just to demonstrate what kind of a thing I'd like to implement.

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  • Lenovo ThinkPad W530 problem to activate the optical/DVD drive

    - by Marko Apfel
    Problem Sometimes my notebook shows the optical drive as power off: But the hint there is not changing this state. Solution By looking in the device manager you see the next problem: So open the properties via right mouse click. This gives you the hint to remove the drive first. “Windows cannot use this hardware device because it has been prepared for "safe removal", but it has not been removed from the computer. (Code 47)” Whether you select the comment by dragging the mouse over the the hidden part or pressing the button “Properties”. So we unplug and reinsert the ultrabay. If you think, now the system is working – you are wrong. Now the system is the meaning, that the ultrabay is unplugged. You could verify this by refresh the view in the device panel. Now there is no longer our device. Yet your great gig comes – unplug the ultra bay and reinsert it a second time! After this you could hear with a media inside, that the motor is really started and we have a working device What a difficult birth …

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  • How can I activate a Panel-icon via a script (or get its screen co-ordinates; to click it)?

    - by fred.bear
    This question is in the context of Lucid 10.04 desktop (ie. no Unity). I do most screen navigation via the keyboard (not the mouse), so I'm looking for a script solution to re-activating an app which has been "minimized" to the Panel's Notification Area. I'll use Skype as an example. wmctrl allows me enough access to normally-minimized windows, but when Skype is "minimized" to the Notification Area, it simply goes "off the radar" as far as wmctrl is concerned. Bearing in mind that icon positions in the Notification Area can vary, is there some way to determine the screen co-ordinates of Skype's Panel icon, so I can "click" it using xdotool (or a similar utility)? ...or maybe there is a more direct way to activate the "dormant" Skype? ... (and I don't mean the mouse ;) Here is the script, so far. Hopefully it will make clear what I'm trying to do: #!/bin/bash procname="skype-wrapper" windmask="Skype™" if [[ $(pgrep -x -n -c "$procname") == 1 ]] ; then wintitle="$(wmctrl -l |grep "$windmask" |head -n 1 |sed -n "s/^.\+${HOSTNAME} \(.*\)/\1/p")" if [ "$wintitle" = "" ] ; then echo "Click on Skype's Panel-icon to show the main window" ############################################################### # How can I find the screen co-ordinates of Skype's Panel Icon ############################################################### else # Skype is running, and has (at least) one visible window which matches $windmask. Activate it. wmctrl -a "$wintitle" fi else # The process is not currently running. Start it. ("$procname" &) fi

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  • Working Qt controls in a 3d environment

    - by Jay
    I need some advice from a Qt expert. The background: I have a 3D engine (ogre3d) working in concert with Qt. The 3D Content is displayed in a widget (using a custom OS window in the client area). I'm able to overlay arbitrary Qt widgets onto the 3d world using the widget render() method and a shared bitmap. This makes a great "heads up display". I can use the standard Qt style sheets and animation using this technique. My goal I'd like to go a step further and allow the user to move these rendered widgets using the mouse. I'd like some advice on the best way to implement this. Possible solutions: The widgets in the HUD are not part of the inheritance chain. I render them manually. They don't get events though. I could add them to the inheritance chain so they get events in the usual way. Then I would need to change them to render to my shared bitmap instead of to the operating system. I looked at this once but couldn't find enough information to implement it. Capture mouse events in the 3D display widget and EMIT them to child controls. I basically create my own event handling chain. Any suggestions on how to implement this? I'm also considering switching to Qt5. I'm not sure how that might affect this decision.

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  • Implementing Explosions

    - by Xkynar
    I want to add explosions to my 2D game, but im having a hard time with the architecture. Several game elements might be responsible for explosions, like, lets say, explosive barrels and bullets (and there might be chain reactions with close barrels). The only options i can come up with are: 1 - Having an array of explosions and treat them as a game element as important as any other Pros: Having a single array which is updated and drawn with all the other game element arrays makes it more organized and simple to update, and the explosive barrels at a first glance would be easy to create, simply by passing the explosion array as a pointer to each explosive barrel constructor Cons: It might be hard for the bullets to add an explosion to the vector, since bullets are shot by a Weapon class which is located in every mob, so lets say, if i create a new enemy and add it to the enemy array, that enemy will have a weapon and functions to be able to use it, and if i want the weapon (rocket launcher in this case) to have access to the explosions array to be able to add a new one, id have to pass the explosion array as a pointer to the enemy, which would then pass it to the weapon, which would pass it to the bullets (ugly chain). Another problem I can think of is a little more weird: If im checking the collisions between explosions and barrels (so i create a chain reaction) and i detect an explosion colliding with a barrel, if i add a new explosion while im iterating the explosions java will trow an exception. So this is kinda annoying, i cant iterate through the explosions and add a new explosion, i must do it in another way... The other way which isnt really well thought yet is to just add an explosive component to every element that might explode so that when it dies, it explodes or something, but i dont have good ways on implementing this theory either Honestly i dont like either the solutions so id like to know how is it usually done by actual game developers, sorry if my problem seems trivial and dumb.

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  • rotating bitmaps. In code.

    - by Marco van de Voort
    Is there a faster way to rotate a large bitmap by 90 or 270 degrees than simply doing a nested loop with inverted coordinates? The bitmaps are 8bpp and typically 2048*2400*8bpp Currently I do this by simply copying with argument inversion, roughly (pseudo code: for x = 0 to 2048-1 for y = 0 to 2048-1 dest[x][y]=src[y][x]; (In reality I do it with pointers, for a bit more speed, but that is roughly the same magnitude) GDI is quite slow with large images, and GPU load/store times for textures (GF7 cards) are in the same magnitude as the current CPU time. Any tips, pointers? An in-place algorithm would even be better, but speed is more important than being in-place. Target is Delphi, but it is more an algorithmic question. SSE(2) vectorization no problem, it is a big enough problem for me to code it in assembler Duplicates How do you rotate a two dimensional array?. Follow up to Nils' answer Image 2048x2700 - 2700x2048 Compiler Turbo Explorer 2006 with optimization on. Windows: Power scheme set to "Always on". (important!!!!) Machine: Core2 6600 (2.4 GHz) time with old routine: 32ms (step 1) time with stepsize 8 : 12ms time with stepsize 16 : 10ms time with stepsize 32+ : 9ms Meanwhile I also tested on a Athlon 64 X2 (5200+ iirc), and the speed up there was slightly more than a factor four (80 to 19 ms). The speed up is well worth it, thanks. Maybe that during the summer months I'll torture myself with a SSE(2) version. However I already thought about how to tackle that, and I think I'll run out of SSE2 registers for an straight implementation: for n:=0 to 7 do begin load r0, <source+n*rowsize> shift byte from r0 into r1 shift byte from r0 into r2 .. shift byte from r0 into r8 end; store r1, <target> store r2, <target+1*<rowsize> .. store r8, <target+7*<rowsize> So 8x8 needs 9 registers, but 32-bits SSE only has 8. Anyway that is something for the summer months :-) Note that the pointer thing is something that I do out of instinct, but it could be there is actually something to it, if your dimensions are not hardcoded, the compiler can't turn the mul into a shift. While muls an sich are cheap nowadays, they also generate more register pressure afaik. The code (validated by subtracting result from the "naieve" rotate1 implementation): const stepsize = 32; procedure rotatealign(Source: tbw8image; Target:tbw8image); var stepsx,stepsy,restx,resty : Integer; RowPitchSource, RowPitchTarget : Integer; pSource, pTarget,ps1,ps2 : pchar; x,y,i,j: integer; rpstep : integer; begin RowPitchSource := source.RowPitch; // bytes to jump to next line. Can be negative (includes alignment) RowPitchTarget := target.RowPitch; rpstep:=RowPitchTarget*stepsize; stepsx:=source.ImageWidth div stepsize; stepsy:=source.ImageHeight div stepsize; // check if mod 16=0 here for both dimensions, if so -> SSE2. for y := 0 to stepsy - 1 do begin psource:=source.GetImagePointer(0,y*stepsize); // gets pointer to pixel x,y ptarget:=Target.GetImagePointer(target.imagewidth-(y+1)*stepsize,0); for x := 0 to stepsx - 1 do begin for i := 0 to stepsize - 1 do begin ps1:=@psource[rowpitchsource*i]; // ( 0,i) ps2:=@ptarget[stepsize-1-i]; // (maxx-i,0); for j := 0 to stepsize - 1 do begin ps2[0]:=ps1[j]; inc(ps2,RowPitchTarget); end; end; inc(psource,stepsize); inc(ptarget,rpstep); end; end; // 3 more areas to do, with dimensions // - stepsy*stepsize * restx // right most column of restx width // - stepsx*stepsize * resty // bottom row with resty height // - restx*resty // bottom-right rectangle. restx:=source.ImageWidth mod stepsize; // typically zero because width is // typically 1024 or 2048 resty:=source.Imageheight mod stepsize; if restx>0 then begin // one loop less, since we know this fits in one line of "blocks" psource:=source.GetImagePointer(source.ImageWidth-restx,0); // gets pointer to pixel x,y ptarget:=Target.GetImagePointer(Target.imagewidth-stepsize,Target.imageheight-restx); for y := 0 to stepsy - 1 do begin for i := 0 to stepsize - 1 do begin ps1:=@psource[rowpitchsource*i]; // ( 0,i) ps2:=@ptarget[stepsize-1-i]; // (maxx-i,0); for j := 0 to restx - 1 do begin ps2[0]:=ps1[j]; inc(ps2,RowPitchTarget); end; end; inc(psource,stepsize*RowPitchSource); dec(ptarget,stepsize); end; end; if resty>0 then begin // one loop less, since we know this fits in one line of "blocks" psource:=source.GetImagePointer(0,source.ImageHeight-resty); // gets pointer to pixel x,y ptarget:=Target.GetImagePointer(0,0); for x := 0 to stepsx - 1 do begin for i := 0 to resty- 1 do begin ps1:=@psource[rowpitchsource*i]; // ( 0,i) ps2:=@ptarget[resty-1-i]; // (maxx-i,0); for j := 0 to stepsize - 1 do begin ps2[0]:=ps1[j]; inc(ps2,RowPitchTarget); end; end; inc(psource,stepsize); inc(ptarget,rpstep); end; end; if (resty>0) and (restx>0) then begin // another loop less, since only one block psource:=source.GetImagePointer(source.ImageWidth-restx,source.ImageHeight-resty); // gets pointer to pixel x,y ptarget:=Target.GetImagePointer(0,target.ImageHeight-restx); for i := 0 to resty- 1 do begin ps1:=@psource[rowpitchsource*i]; // ( 0,i) ps2:=@ptarget[resty-1-i]; // (maxx-i,0); for j := 0 to restx - 1 do begin ps2[0]:=ps1[j]; inc(ps2,RowPitchTarget); end; end; end; end;

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  • Reading input from a text file, omits the first and adds a nonsense value to the end?

    - by Greenhouse Gases
    Hi there When I input locations from a txt file I am getting a peculiar error where it seems to miss off the first entry, yet add a garbage entry to the end of the link list (it is designed to take the name, latitude and longitude for each location you will notice). I imagine this to be an issue with where it starts collecting the inputs and where it stops but I cant find the error!! It reads the first line correctly but then skips to the next before adding it because during testing for the bug it had no record of the first location Lisbon though whilst stepping into the method call it was reading it. Very bizarre but hopefully someone knows the issue. Here is firstly my header file: #include <string> struct locationNode { char nodeCityName [35]; double nodeLati; double nodeLongi; locationNode* Next; void CorrectCase() // Correct upper and lower case letters of input { int MAX_SIZE = 35; int firstLetVal = this->nodeCityName[0], letVal; int n = 1; // variable for name index from second letter onwards if((this->nodeCityName[0] >90) && (this->nodeCityName[0] < 123)) // First letter is lower case { firstLetVal = firstLetVal - 32; // Capitalise first letter this->nodeCityName[0] = firstLetVal; } while(n <= MAX_SIZE - 1) { if((this->nodeCityName[n] >= 65) && (this->nodeCityName[n] <= 90)) { letVal = this->nodeCityName[n] + 32; this->nodeCityName[n] = letVal; } n++; } //cityNameInput = this->nodeCityName; } }; class Locations { private: int size; public: Locations(){ }; // constructor for the class locationNode* Head; //int Add(locationNode* Item); }; And here is the file containing main: // U08221.cpp : main project file. #include "stdafx.h" #include "Locations.h" #include <iostream> #include <string> #include <fstream> using namespace std; int n = 0,x, locationCount = 0, MAX_SIZE = 35; string cityNameInput; char targetCity[35]; bool acceptedInput = false, userInputReq = true, match = false, nodeExists = false;// note: addLocation(), set to true to enable user input as opposed to txt file locationNode *start_ptr = NULL; // pointer to first entry in the list locationNode *temp, *temp2; // Part is a pointer to a new locationNode we can assign changing value followed by a call to Add locationNode *seek, *bridge; void setElementsNull(char cityParam[]) { int y=0, count =0; while(cityParam[y] != NULL) { y++; } while(y < MAX_SIZE) { cityParam[y] = NULL; y++; } } void addLocation() { temp = new locationNode; // declare the space for a pointer item and assign a temporary pointer to it if(!userInputReq) // bool that determines whether user input is required in adding the node to the list { cout << endl << "Enter the name of the location: "; cin >> temp->nodeCityName; temp->CorrectCase(); setElementsNull(temp->nodeCityName); cout << endl << "Please enter the latitude value for this location: "; cin >> temp->nodeLati; cout << endl << "Please enter the longitude value for this location: "; cin >> temp->nodeLongi; cout << endl; } temp->Next = NULL; //set to NULL as when one is added it is currently the last in the list and so can not point to the next if(start_ptr == NULL){ // if list is currently empty, start_ptr will point to this node start_ptr = temp; } else { temp2 = start_ptr; // We know this is not NULL - list not empty! while (temp2->Next != NULL) { temp2 = temp2->Next; // Move to next link in chain until reach end of list } temp2->Next = temp; } ++locationCount; // increment counter for number of records in list if(!userInputReq){ cout << "Location sucessfully added to the database! There are " << locationCount << " location(s) stored" << endl; } } void populateList(){ ifstream inputFile; inputFile.open ("locations.txt", ios::in); userInputReq = true; temp = new locationNode; // declare the space for a pointer item and assign a temporary pointer to it do { inputFile.get(temp->nodeCityName, 35, ' '); setElementsNull(temp->nodeCityName); inputFile >> temp->nodeLati; inputFile >> temp->nodeLongi; setElementsNull(temp->nodeCityName); if(temp->nodeCityName[0] == 10) //remove linefeed from input { for(int i = 0; temp->nodeCityName[i] != NULL; i++) { temp->nodeCityName[i] = temp->nodeCityName[i + 1]; } } addLocation(); } while(!inputFile.eof()); userInputReq = false; cout << "Successful!" << endl << "List contains: " << locationCount << " entries" << endl; cout << endl; inputFile.close(); } bool nodeExistTest(char targetCity[]) // see if entry is present in the database { match = false; seek = start_ptr; int letters = 0, letters2 = 0, x = 0, y = 0; while(targetCity[y] != NULL) { letters2++; y++; } while(x <= locationCount) // locationCount is number of entries currently in list { y=0, letters = 0; while(seek->nodeCityName[y] != NULL) // count letters in the current name { letters++; y++; } if(letters == letters2) // same amount of letters in the name { y = 0; while(y <= letters) // compare each letter against one another { if(targetCity[y] == seek->nodeCityName[y]) { match = true; y++; } else { match = false; y = letters + 1; // no match, terminate comparison } } } if(match) { x = locationCount + 1; //found match so terminate loop } else{ if(seek->Next != NULL) { bridge = seek; seek = seek->Next; x++; } else { x = locationCount + 1; // end of list so terminate loop } } } return match; } void deleteRecord() // complete this { int junction = 0; locationNode *place; cout << "Enter the name of the city you wish to remove" << endl; cin >> targetCity; setElementsNull(targetCity); if(nodeExistTest(targetCity)) //if this node does exist { if(seek == start_ptr) // if it is the first in the list { junction = 1; } if(seek != start_ptr && seek->Next == NULL) // if it is last in the list { junction = 2; } switch(junction) // will alter list accordingly dependant on where the searched for link is { case 1: start_ptr = start_ptr->Next; delete seek; --locationCount; break; case 2: place = seek; seek = bridge; delete place; --locationCount; break; default: bridge->Next = seek->Next; delete seek; --locationCount; break; } } else { cout << targetCity << "That entry does not currently exist" << endl << endl << endl; } } void searchDatabase() { char choice; cout << "Enter search term..." << endl; cin >> targetCity; if(nodeExistTest(targetCity)) { cout << "Entry: " << endl << endl; } else { cout << "Sorry, that city is not currently present in the list." << endl << "Would you like to add this city now Y/N?" << endl; cin >> choice; /*while(choice != ('Y' || 'N')) { cout << "Please enter a valid choice..." << endl; cin >> choice; }*/ switch(choice) { case 'Y': addLocation(); break; case 'N': break; default : cout << "Invalid choice" << endl; break; } } } void printDatabase() { temp = start_ptr; // set temp to the start of the list do { if (temp == NULL) { cout << "You have reached the end of the database" << endl; } else { // Display details for what temp points to at that stage cout << "Location : " << temp->nodeCityName << endl; cout << "Latitude : " << temp->nodeLati << endl; cout << "Longitude : " << temp->nodeLongi << endl; cout << endl; // Move on to next locationNode if one exists temp = temp->Next; } } while (temp != NULL); } void nameValidation(string name) { n = 0; // start from first letter x = name.size(); while(!acceptedInput) { if((name[n] >= 65) && (name[n] <= 122)) // is in the range of letters { while(n <= x - 1) { while((name[n] >=91) && (name[n] <=97)) // ERROR!! { cout << "Please enter a valid city name" << endl; cin >> name; } n++; } } else { cout << "Please enter a valid city name" << endl; cin >> name; } if(n <= x - 1) { acceptedInput = true; } } cityNameInput = name; } int main(array<System::String ^> ^args) { //main contains test calls to functions at present cout << "Populating list..."; populateList(); printDatabase(); deleteRecord(); printDatabase(); cin >> cityNameInput; } The text file contains this (ignore the names, they are just for testing!!): Lisbon 45 47 Fattah 45 47 Darius 42 49 Peter 45 27 Sarah 85 97 Michelle 45 47 John 25 67 Colin 35 87 Shiron 40 57 George 34 45 Sean 22 33 The output omits Lisbon, but adds on a garbage entry with nonsense values. Any ideas why? Thank you in advance.

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