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  • changing the intensity of lighten/darken on bitmaps using PorterDuffXfermode in the Android Paint class

    - by user1116836
    Ok my orignal question has changed. How do i change the intensity of how something like this is effected? DayToNight.setXfermode(new PorterDuffXfermode(Mode.DST_IN)); in my dream world it would have worked like this DayToNight.setXfermode(new PorterDuffXfermode(Mode.DST_IN(10))); the 10 being a level of intensity. An example would be if I had a flickering candle, when the candle burns bright I want the bitmaps I am drawing to the screen to retain their origanol color and brightness, when it flickers I want the bitmaps to be almost blacked out, and I want to darken the Bitmaps as the light dims. I have equations, timers and all that figured out, just not how to actually apply it to change the color/brightness. Maybe burning the images is what im looking for? I just want to change the lightness lol. I feel like using paint.setShader might be a solution, but the information in this area is pretty limited from what i have been able to find. Any help would be appreciated. edit: to be crystal clear, i am looking for a way to lighten/darken bitmaps as I draw them to the canvas

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  • Android SurfaceView/Canvas flickering after trying to clear it

    - by Mark D
    So I am trying to clear the Canvas using canvas.drawColor(Color.BLACK) but if I just call this once, the display flickers and displays the old drawing which should have been covered up by the drawColor. Here is the important bits of my code - public void update() { //This method is called by a Thread Canvas canvas = holder.lockCanvas(null); if (canvas != null) { onDraw(canvas); } holder.unlockCanvasAndPost(canvas); } @Override protected void onDraw(Canvas canvas) { if (toClear) { canvas.drawColor(Color.BLACK); //if this is not set to change back to false, it does not flicker toClear = false; } //Draw some objects that are moving around } public void clearScreen() { //This method is called when the user pressed a button toClear = true; } After Googling around a litte, I heard about double buffering but came to the understanding that lockCanvas() and unlockCanvasAndPost() should handle this for me. What is going wrong here?

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  • How to encode(represent) an ornament?

    - by Daniyar
    I would like to find a numeric representation of kazakh national ornaments for generating new ones. The ornaments essentially consist of combinations of relatively basic ornaments. Usually the ornaments are symmetrical. Here are few examples of basic elements: (The images are a bit distorted) And this is an example of a more complex ornament: How could I encode an ornament's representation in as few numbers as possible? So that I could write a program that would generate an ornament, given some sequence of numbers Any ideas are appreciated. As I write this, I have thought that generating images of snowlfakes may be somewhat relevant, although it's possibly just a fractal.

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  • Converting between square and rectangular pixel co-ordinates

    - by FlyboyUtah
    I'm new at using transforms and this type of math, and would appreciate some direction solving my coding problem. I'm writing in XCode for the iphone, and am working with CGraphics. Problem: In Xcode, I want to draw curves, lines and so on it's screen of of square pixels. Then convert those points, as close as possible, into non-square pixel sysem. For example if the original coordinate system is 500 x 500 pixels that are displayed on square screen of 10 by 10 inchs I draw a round circle with the circle formula. It looks round, and all is well. Now, I draw the same circle on a second 10 x 10 inch screen that is 850 pixels by 500 pixels. Without changing the coordinates, the same circle formual displays something that looks like an egg. How can I draw the circle on the second screen in a different coordinate system? And in addition, I need to access the set of points x,y system individually. s

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  • How do I create a "jumping" circle in Java GUI?

    - by Roman
    I would like to have a red filled circle at some place in my window. After the click on the circle, the circle should jump from the original place to a new one (disappear from the old place and appear on the new one). What would be the best way to do it? I also would like to know how to draw a filled circle in Java. Are there any simple tools to do it? Or may be the easiest way is to use an image created by some other software?

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  • How to take a layer's snapshot with mask layer?

    - by OpenThread
    I added a mask to UIView's layer: CGImageRef maskImageRef = [UIImage imageNamed:"Icon.png"].CGImage; CALayer maskLayer = [CALayer layer]; maskLayer.contents = (__bridge id)maskImageRef; self.layer.mask = maskLayer; Then I use this code to get snapshot from a UIView: [self.layer renderInContext:mainViewContentContext]; But the mask wasn't drawn. How to draw self.layer with mask? Special thx!

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  • Drag & Drop Shapes on Canvas

    - by user242408
    Hi, I put several shapes (like Ellipse and Rectangle) on a Canvas. Now, I want user to be able to drag & drop these shapes. Is there some predefined functionality that I can use, or I should implement the drag & drop myself using the mouse events ? Thanks !

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  • Canvas draw calls are rendering out of sequence

    - by Tom Murray
    I have the following code for writing draw calls to a "back buffer" canvas, then placing those in a main canvas using drawImage. This is for optimization purposes and to ensure all images get placed in sequence. Before placing the buffer canvas on top of the main one, I'm using fillRect to create a dark-blue background on the main canvas. However, the blue background is rendering after the sprites. This is unexpected, as I am making its fillRect call first. Here is my code: render: function() { this.buffer.clearRect(0,0,this.w,this.h); this.context.fillStyle = "#000044"; this.context.fillRect(0,0,this.w,this.h); for (var i in this.renderQueue) { for (var ii = 0; ii < this.renderQueue[i].length; ii++) { sprite = this.renderQueue[i][ii]; // Draw it! this.buffer.fillStyle = "green"; this.buffer.fillRect(sprite.x, sprite.y, sprite.w, sprite.h); } } this.context.drawImage(this.bufferCanvas,0,0); } This also happens when I use fillRect on the buffer canvas, instead of the main one. Changing the globalCompositeOperation between 'source-over' and 'destination-over' (for both contexts) does nothing to change this. Paradoxically, if I instead place the blue fillRect inside the nested for loops with the other draw calls, it works as expected... Thanks in advance!

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  • HTML/CSS Design for Report

    - by Kevin Brown
    I'm looking for some resources that demonstrate good graphic design for generated (PHP/HTML/CSS) reports. The website I'm designing is essentially a long test. Everything is finished except the report generation, and this part needs to look good! I'd appreciate any advice/resources you can point me to! I know this isn't directly programming related, but my purposes do encompass coding and output.

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  • how to create a plot with customized points in R?

    - by kloop
    I know I can create a plot with line and dots using the type = "o" argument in the plot command. I would like some more control over this -- I want to be able to draw the "o" as full dots, with black border and fill-in color of my choice, of customized size and of a different color than the line. Same for the line, I want to make it thicker, and of my choice of color. How would I go on about doing that? What I found until now is just a plain plot(y, type= "o") which is too poor for my needs. I am not interested in using ggplot, but instead use the internal plot library of R. Any help appreciated.

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  • when is the right time to draw

    - by stupid_idiot
    hi i just finished essential part of my own personal 2d engine in c++ and i'm kinda deciding how to complete the part where it is actually supposed to display everything on the screen, namely when do I call that function which does the job. I don't have much idea of how does the graphic card work, my biggest experience is calling bios graphic services to write some stuff on the screen. Could you give me a hint on this pls? Or maybe some keywords I should try to google?

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  • g++ linker error--typeinfo, but not vtable

    - by James
    I know the standard answer for a linker error about missing typeinfo usually also involves vtable and some virtual function that I forgot to actually define. I'm fairly certain that's not the situation this time. Here's the error: UI.o: In function boost::shared_ptr<Graphics::Widgets::WidgetSet>::shared_ptr<Graphics::Resource::GroupByState>(boost::shared_ptr<Graphics::Resource::GroupByState> const&, boost::detail::dynamic_cast_tag)': UI.cpp:(.text._ZN5boost10shared_ptrIN8Graphics7Widgets9WidgetSetEEC1INS1_8Resource12GroupByStateEEERKNS0_IT_EENS_6detail16dynamic_cast_tagE[boost::shared_ptr<Graphics::Widgets::WidgetSet>::shared_ptr<Graphics::Resource::GroupByState>(boost::shared_ptr<Graphics::Resource::GroupByState> const&, boost::detail::dynamic_cast_tag)]+0x30): undefined reference totypeinfo for Graphics::Widgets::WidgetSet' Running c++filt on the obnoxious mangled name shows that it actually is looking at .boost::shared_ptr::shared_ptr(boost::shared_ptr const&, boost::detail::dynamic_cast_tag) The inheritance hierarchy looks something like class AbstractGroup { typedef boost::shared_ptr<AbstractGroup> Ptr; ... }; class WidgetSet : public AbstractGroup { typedef boost::shared_ptr<WidgetSet> Ptr; ... }; class GroupByState : public AbstractGroup { ... }; Then there's this: class UI : public GroupByState { ... void LoadWidgets( GroupByState::Ptr resource ); }; Then the original implementation: void UI::LoadWidgets( GroupByState::Ptr resource ) { WidgetSet::Ptr tmp( boost::dynamic_pointer_cast< WidgetSet >(resource) ); if( tmp ) { ... } } Stupid error on my part (trying to cast to a sibling class with a shared parent), even if the error is kind of cryptic. Changing to this: void UI::LoadWidgets( AbstractGroup::Ptr resource ) { WidgetSet::Ptr tmp( boost::dynamic_pointer_cast< WidgetSet >(resource) ); if( tmp ) { ... } } (which I'm fairly sure is what I actually meant to be doing) left me with a very similar error: UI.o: In function boost::shared_ptr<Graphics::Widgets::WidgetSet>::shared_ptr<Graphics::_Drawer::Group>(boost::shared_ptr<Graphics::_Drawer::Group> const&, boost::detail::dynamic_cast_tag)': UI.cpp:(.text._ZN5boost10shared_ptrIN8Graphics7Widgets9WidgetSetEEC1INS1_7_Drawer5GroupEEERKNS0_IT_EENS_6detail16dynamic_cast_tagE[boost::shared_ptr<Graphics::Widgets::WidgetSet>::shared_ptr<Graphics::_Drawer::Group>(boost::shared_ptr<Graphics::_Drawer::Group> const&, boost::detail::dynamic_cast_tag)]+0x30): undefined reference totypeinfo for Graphics::Widgets::WidgetSet' collect2: ld returned 1 exit status dynamic_cast_tag is just an empty struct in boost/shared_ptr.hpp. It's just a guess that boost might have anything at all to do with the error. Passing in a WidgetSet::Ptr totally eliminates the need for a cast, and it builds fine (which is why I think there's more going on than the standard answer for this question). Obviously, I'm trimming away a lot of details that might be important. My next step is to cut it down to the smallest example that fails to build, but I figured I'd try the lazy way out and take a stab on here first. TIA!

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  • Adobe Photoshop CS5 vs Photoshop CS5 extended

    - by Edward
    Adobe Photoshop has been an industry standard for most web designers & photographers worldwide. Photoshop CS5 has made photography editing much more refined and the composition process has become much easier than ever before.  To study the advantage of Photoshop CS5 extended over Photoshop CS5 we have written this comparison article, with both a Designer’s & Photographer’s perspective. Hopefully it shall help you in your buying/upgrade decision. Photoshop CS5 Photoshop CS5 has refining feature with powerful photography tools. It made editing process easy as fewer steps are involved to remove noise, add grain, create vignettes, correct lens distortions, sharpen, and create HDR images. It has quick image correction and color and tone control for professional purpose. Intelligent image editing and enhancement , extraordinary advanced compositing has made it a better tool than earlier versions for photographers. It allows users to accelerate workflow with fast performance on 64-bit Windows® and Mac hardware systems and smoother interactions due to more GPU-accelerated features. It also boasts of a state-of-the-art processing with Adobe Photoshop Camera Raw 6 and helps to maximize creative impact. It provides for tremendous precision and freedom. It allows user to easily select intricate image elements, such as hair and create realistic painting effects. It also allows to remove any image element and see the space fill in almost magically. It has easy access to core editing and streamlined work flow and flexible work ambience. It has creative tools and contents. Photoshop CS5 Extended Photoshop CS5 extended is quite innovative and has incorporated 3D elements to 2D artwork directly within digital imaging application, which enables user to do an easy on-ramp to 3D image creation. It also provides for 3D editing. It has intelligent image editing and enhancement. It offers advance composing and has extraordinary painting and drawing toolset. It provides for video and animation designing. It helps to work with specialized images for architecture, manufacturing, engineering, science, and medicine. Where CS5 extended scores over CS5 CS5 extended has many features, which were not included in CS5. These features make it score more over CS5. These features are: Technology for creating 3D extrusion 3D material library and picker Field depth for 3D 3D merging and scene composition improvements 3D workflow improvement Customization of 3D features Image based light source Shadow catcher for shadow creation Enhanced ray tracer Context sensitive widgets, which allows easy control of objects, lights and cameras. Overlays for materials and mesh boundaries Photoshop CS5 extended is far better than CS5 as it incorporates all the features of CS5 and have more advanced features. It allows 3D creation and editing and has other advanced tools to make it better. Redefining the Image-Editing Experience  : A Photographer’s point of View Photoshop CS5 delivers amazing features and creative options so even new users can perform advanced image manipulations and compositions. Breath taking image intelligence behind Content-Aware Fill magically removes any image detail or object, examines the surroundings and seamlessly fills in the space left behind. Lighting, tone and noise of the surrounding area can be matched. New Refine Edge makes nearly-impossible image selections possible. Masking was never easier, the toughest types of edges, such as hair and foliage seem easier to fix. To sum up following are few advantages of CS5 extended over previous versions 64-bit processing Content Aware Fill Refine Edge, “makes nearly-impossible image selections impossible” HDR Pro, including ghost artifact removal and HDR toning, which gives the look of HDR with a single exposure New brush options Improved image management with enhanced Adobe Bridge Lens corrections Improved black-and-white conversions Puppet Warp: Precisely reposition or warp any image element Adobe Camera Raw 6 Upgrade Buy Online Pricing and Availability Adobe Photoshop CS5 and CS5 Extended are available through Adobe Authorized Resellers & the Adobe Store. Estimated street price for Adobe Photoshop CS5 is US$699 and US$999 for Photoshop CS5 Extended. Upgrade pricing and volume licensing are also available. Related posts:10 Free Alternatives for Adobe Photoshop Software Web based Alternatives to Photoshop 15 Useful Adobe Illustrator Tutorials For Designers

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  • Is 1GB RAM with integrated graphics sufficient for Unity 3D on 12.04?

    - by Anwar Shah
    I have been using Ubuntu since Hardy Heron (8.04). I used Natty, Oneiric with Unity. But When I recently (more than 1 month now) upgraded My Ubuntu to Precise (12.04), the performance of my laptop is not satisfactory. It is too unresponsive compared to older releases. For example, the Unity in 12.04 is very unresponsive. Sometimes, it requires 2 seconds to show up the dash (which was not the case with Natty, though people always saying that Natty's version of Unity is buggiest). I am assuming that, May be my 1GB RAM now becomes too low to run Unity of Precise. But I also think, Since Unity is improved in Precise, It may not be the case. So, I am not sure. Do you have any ideas? Will upgrading RAM fix it? How much I need if upgrade is required? Laptop model: "Lenovo 3000 Y410" Graphic : "Intel GMA X3100" on Intel 965GM Chipset. RAM/Memory : "1 GB DDR2" (1 slot empty). Swap space : 1.1GB Resolution: 1280x800 widescreen Shared RAM for Graphics: 256 MB as below output suggests $ dmesg | grep AGP [ 0.825548] agpgart-intel 0000:00:00.0: AGP aperture is 256M @ 0xd0000000

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  • xorg, nvidia, log-in all hosed - how can I completely reset graphics set-up/settings?

    - by Fred Hamilton
    I just did a fresh install of Mythbuntu 12.04.1 on my Intel MB with nVidia 9500GT graphics card. Hardware's been working great with 10.10 for about 2 years. Background: (optional - feel free to skip to question) I was trying to get my component video output to generate 720p, messing around with the nvidia drivers, and now the entire display system is hosed. I can SSH in and get a terminal. Depending on which nvidia package I install/remove, I get: Garbage on screen (after I "apt-get remove nvidia*") A low-res graphical log-in screen where I can log in as fred or guest. If I log in as fred, it displays some text mode status line then goes right back to the log-in screen. If I log in as guest, I actually get the full Ubuntu desktop, but I need to be able to log in as fred. Other times I get an error: "API mismatch: the NVIDIA kernel module has version 304.43, but this NVIDIA driver component has version 295.49." I've googled around, including trying this thread with the same error message, but to no effect. Question: How can I just reset x settings, drivers, everything display-related to the exact same way it was after a fresh install?

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  • How do I solve "System is running in low graphics issue" in Ubuntu INSTALLER ?

    - by hellodear
    I made a bootable USB for installing Ubuntu 12.04 LTS alongside Windows 8.1. I inserted my USB device and then booted into it. Then it showed me 2 options - 'Try Ubuntu' or 'Install Ubuntu'. Now I press 'Try Ubuntu' and then it says, "The system is running in low graphics mode". Then I press 'OK'. Then it showed me 4 options. Then again I click 'OK'. Then it shows a black screen and nothing happens. I have tried all possible answers provided in AU. What should I do? Please help. PS :- I am using Windows 8.1 with dedicated graphic card which is AMD Radeon HD 8670M. I am trying to do this in a Dell Laptop 3537 Inspiron. UPDATE :- I tried running the liveUSB session with nomodeset on and i was able to enter the installer. But when I run boot-repair(so that my Ubuntu gets detected in the GRUB menu) after installing Ubuntu successfully alongside Windows 8(following this tutorial with nomodeset on, I get the following error:- your system is running in legacy mode boot repair done

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  • Why is Mac supposedly better than Windows for graphics?

    - by Svish
    Ok, people just keep telling me that if you're going to be working with graphics and design and stuff, you should get a Mac. And I just don't get the logic. Because most of these people would be working with Adobe software, which are for both Windows and Mac. To me it seems like their whole argument is based on that "everyone else does". Like, Mac had some graphics software that Windows didn't earlier in history, so most people were using Mac. And since most people were using Mac, new people also started using Mac. And since most people were using Mac, schools and universities used Mac. Which taught new people to use Mac. So they were using Mac. And told everyone they met that everyone they knew were using Mac. And so on. Anyways... What is the deal really? Is there actually any advantage in using Mac for graphics and design and such things? My take is that you pretty much have the same software and both Mac and Windows are powerful enough, support enough RAM, are stable (as long as you don't install lot's of junk or faulty drivers), et cetera. So, can anyone give me a good explanation on this? Is there a real difference or are people just brainwashed?

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  • How can something relevant to graphics completely kill a motherboard?

    - by leladax
    I was coding something in OpenGL and after a bug there was an 'OS slowed down' situation. After a few seconds the screen went blank and the laptop shutdown. Now not even a led turns on battery or not. It doesn't appear to be the AC or the battery since there was some battery when it died and when it's connected to the AC the laptop produces near the AC connection a very slight 'clicking' noise (very faint, one has to be very careful to notice it, I don't know if it was there forever tbh). I suspect the motherboard died, as in something from the point it gets AC or battery power and the point it actually feeds itself. But I can't figure out how that effect was produced by the OpenGL bug or graphics overheating. If the graphics died alone, it should at least give some indication that the laptop is barely alive, at least a led, a sound, anything, the laptop is instead completely dead (other than faint 'clicking' I mentioned). Does anyone have expert advice on this? I'm especially interested in any ideas connected to "graphics overheated/bugged ---- they killed motherboard". I have a very lengthy experience in that stuff as a hobbyist and it really puzzles me. It's not just a "AC died" situation I can easily google.

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  • 3D collision physics. Response when hitting wall, floor or roof

    - by GlamCasvaluir
    I am having problem with the most basic physic response when the player collide with static wall, floor or roof. I have a simple 3D maze, true means solid while false means air: bool bMap[100][100][100]; The player is a sphere. I have keys for moving x++, x--, y++, y-- and diagonal at speed 0.1f (0.1 * ftime). The player can also jump. And there is gravity pulling the player down. Relative movement is saved in: relx, rely and relz. One solid cube on the map is exactly 1.0f width, height and depth. The problem I have is to adjust the player position when colliding with solids, I don't want it to bounce or anything like that, just stop. But if moving diagonal left/up and hitting solid up, the player should continue moving left, sliding along the wall. Before moving the player I save the old player position: oxpos = xpos; oypos = ypos; ozpos = zpos; vec3 direction; direction = vec3(relx, rely, relz); xpos += direction.x*ftime; ypos += direction.y*ftime; zpos += direction.z*ftime; gx = floor(xpos+0.25); gy = floor(ypos+0.25); gz = floor(zpos+0.25); if (bMap[gx][gy][gz] == true) { vec3 normal = vec3(0.0, 0.0, 1.0); // <- Problem. vec3 invNormal = vec3(-normal.x, -normal.y, -normal.z) * length(direction * normal); vec3 wallDir = direction - invNormal; xpos = oxpos + wallDir.x; ypos = oypos + wallDir.y; zpos = ozpos + wallDir.z; } The problem with my version is that I do not know how to chose the correct normal for the cube side. I only have the bool array to look at, nothing else. One theory I have is to use old values of gx, gy and gz, but I do not know have to use them to calculate the correct cube side normal.

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  • Sprite batching in OpenGL

    - by Roy T.
    I've got a JAVA based game with an OpenGL rendering front that is drawing a large amount of sprites every frame (during testing it peaked at 700). Now this game is completely unoptimized. There is no spatial partitioning (so a sprite is drawn even if it isn't on screen) and every sprite is drawn separately like this: graphics.glPushMatrix(); { graphics.glTranslated(x, y, 0.0); graphics.glRotated(degrees, 0, 0, 1); graphics.glBegin(GL2.GL_QUADS); graphics.glTexCoord2f (1.0f, 0.0f); graphics.glVertex2d(half_size , half_size); // upper right // same for upper left, lower left, lower right graphics.glEnd(); } graphics.glPopMatrix(); Currently the game is running at +-25FPS and is CPU bound. I would like to improve performance by adding spatial partitioning (which I know how to do) and sprite batching. Not drawing sprites that aren't on screen will help a lot, however since players can zoom out it won't help enough, hence the need for batching. However sprite batching in OpenGL is a bit of mystery to me. I usually work with XNA where a few classes to do this are built in. But in OpenGL I don't know what to do. As for further optimization, the game I'm working on as a few interesting characteristics. A lot of sprites have the same texture and all the sprites are square. Maybe these characteristics will help determine an efficient batching technique?

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  • Windows XP - Security Update for Windows XP (KB923561) (KB946648) (KB956572) (KB958644)

    - by leeand00
    My father's computer has Windows XP, but when I try to install the service packs it always fails. What gives? Here are the errors that I get in the event log: Date: 2/6/2010 Time: 12:02:18 AM Type: Error User: N/A Computer: EVO Source: Windows Update Agent Category: Installation Event ID: 20 Installation Failure: Windows failed to install the following update with error 0x80070002: Security Update for Windows XP (KB946648). For more information, see Help and Support Center at http://go.microsoft.com/fwlink/events.asp. 0000: 57 69 6e 33 32 48 52 65 Win32HRe 0008: 73 75 6c 74 3d 30 78 38 sult=0x8 0010: 30 30 37 30 30 30 32 20 0070002 0018: 55 70 64 61 74 65 49 44 UpdateID 0020: 3d 7b 38 33 44 31 41 44 ={83D1AD 0028: 46 35 2d 37 37 39 44 2d F5-779D- 0030: 34 30 31 36 2d 38 43 33 4016-8C3 0038: 31 2d 35 34 39 32 37 30 1-549270 0040: 46 36 37 42 33 46 7d 20 F67B3F} 0048: 52 65 76 69 73 69 6f 6e Revision 0050: 4e 75 6d 62 65 72 3d 31 Number=1 0058: 30 34 20 00 04 . Date: 2/6/2010 Time: 12:02:18 AM Type: Error User: N/A Computer: EVO Source: Windows Update Agent Catagory: Installation Event ID: 20 Installation Failure: Windows failed to install the following update with error 0x80070002: Security Update for Windows XP (KB956572). For more information, see Help and Support Center at http://go.microsoft.com/fwlink/events.asp. 0000: 57 69 6e 33 32 48 52 65 Win32HRe 0008: 73 75 6c 74 3d 30 78 38 sult=0x8 0010: 30 30 37 30 30 30 32 20 0070002 0018: 55 70 64 61 74 65 49 44 UpdateID 0020: 3d 7b 44 46 32 46 30 41 ={DF2F0A 0028: 39 38 2d 36 45 33 35 2d 98-6E35- 0030: 34 33 37 39 2d 41 42 33 4379-AB3 0038: 33 2d 41 30 33 30 33 45 3-A0303E 0040: 46 37 34 42 32 41 7d 20 F74B2A} 0048: 52 65 76 69 73 69 6f 6e Revision 0050: 4e 75 6d 62 65 72 3d 31 Number=1 0058: 30 32 20 00 02 . Date: 2/6/2010 Time: 12:02:18 AM Type: Error User: N/A Computer EVO Source: Windows Update Agent Event ID: 20 Installation Failure: Windows failed to install the following update with error 0x80070002: Security Update for Windows XP (KB958644). For more information, see Help and Support Center at http://go.microsoft.com/fwlink/events.asp. 0000: 57 69 6e 33 32 48 52 65 Win32HRe 0008: 73 75 6c 74 3d 30 78 38 sult=0x8 0010: 30 30 37 30 30 30 32 20 0070002 0018: 55 70 64 61 74 65 49 44 UpdateID 0020: 3d 7b 39 33 39 37 41 32 ={9397A2 0028: 31 46 2d 32 34 36 43 2d 1F-246C- 0030: 34 35 33 42 2d 41 43 30 453B-AC0 0038: 35 2d 36 35 42 46 34 46 5-65BF4F 0040: 43 36 42 36 38 42 7d 20 C6B68B} 0048: 52 65 76 69 73 69 6f 6e Revision 0050: 4e 75 6d 62 65 72 3d 31 Number=1 0058: 30 31 20 00 01 . Date: 2/6/2010 Time: 12:02:18 AM Type: Error User: N/A Computer: EVO Source: Windows Update Agent Category: Installation Event ID: 20 Installation Failure: Windows failed to install the following update with error 0x80070002: Security Update for Windows XP (KB923561). For more information, see Help and Support Center at http://go.microsoft.com/fwlink/events.asp. 0000: 57 69 6e 33 32 48 52 65 Win32HRe 0008: 73 75 6c 74 3d 30 78 38 sult=0x8 0010: 30 30 37 30 30 30 32 20 0070002 0018: 55 70 64 61 74 65 49 44 UpdateID 0020: 3d 7b 33 31 30 41 34 43 ={310A4C 0028: 30 38 2d 35 39 33 44 2d 08-593D- 0030: 34 31 41 33 2d 42 42 35 41A3-BB5 0038: 37 2d 38 33 42 33 38 36 7-83B386 0040: 44 37 37 33 42 35 7d 20 D773B5} 0048: 52 65 76 69 73 69 6f 6e Revision 0050: 4e 75 6d 62 65 72 3d 31 Number=1 0058: 30 33 20 00 03 . Thank you, Andrew

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  • 3D Ball Physics Theory: collision response on ground and against walls?

    - by David
    I'm really struggling to get a strong grasp on how I should be handling collision response in a game engine I'm building around a 3D ball physics concept. Think Monkey Ball as an example of the type of gameplay. I am currently using sphere-to-sphere broad phase, then AABB to OBB testing (the final test I am using right now is one that checks if one of the 8 OBB points crosses the planes of the object it is testing against). This seems to work pretty well, and I am getting back: Plane that object is colliding against (with a point on the plane, the plane's normal, and the exact point of intersection. I've tried what feels like dozens of different high-level strategies for handling these collisions, without any real success. I think my biggest problem is understanding how to handle collisions against walls in the x-y axes (left/right, front/back), which I want to have elasticity, and the ground (z-axis) where I want an elastic reaction if the ball drops down, but then for it to eventually normalize and be kept "on the ground" (not go into the ground, but also not continue bouncing). Without kluging something together, I'm positive there is a good way to handle this, my theories just aren't getting me all the way there. For physics modeling and movement, I am trying to use a Euler based setup with each object maintaining a position (and destination position prior to collision detection), a velocity (which is added onto the position to determine the destination position), and an acceleration (which I use to store any player input being put on the ball, as well as gravity in the z coord). Starting from when I detect a collision, what is a good way to approach the response to get the expected behavior in all cases? Thanks in advance to anyone taking the time to assist... I am grateful for any pointers, and happy to post any additional info or code if it is useful. UPDATE Based on Steve H's and eBusiness' responses below, I have adapted my collision response to what makes a lot more sense now. It was close to right before, but I didn't have all the right pieces together at the right time! I have one problem left to solve, and that is what is causing the floor collision to hit every frame. Here's the collision response code I have now for the ball, then I'll describe the last bit I'm still struggling to understand. // if we are moving in the direction of the plane (against the normal)... if (m_velocity.dot(intersection.plane.normal) <= 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Clamp z-velocity to zero if we are within a certain threshold // -- NOTE: this was an experimental idea I had to solve the "jitter" bug I'll describe below float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position + intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); The above snippet is run after a collision is detected on the ball (collider) with a collidee (floor in this case). With a dampening force of 1.8f, the ball's reflected "upward" velocity will eventually be overcome by gravity, so the ball will essentially be stuck on the floor. THIS is the problem I have now... the collision code is running every frame (since the ball's z-velocity is constantly pushing it a collision with the floor below it). The ball is not technically stuck, I can move it around still, but the movement is really goofy because the velocity and position keep getting affected adversely by the above snippet. I was experimenting with an idea to clamp the z-velocity to zero if it was "close to zero", but this didn't do what I think... probably because the very next frame the ball gets a new gravity acceleration applied to its velocity regardless (which I think is good, right?). Collisions with walls are as they used to be and work very well. It's just this last bit of "stickiness" to deal with. The camera is constantly jittering up and down by extremely small fractions too when the ball is "at rest". I'll keep playing with it... I like puzzles like this, especially when I think I'm close. Any final ideas on what I could be doing wrong here? UPDATE 2 Good news - I discovered I should be subtracting the intersection.diff from the m_position (position prior to collision). The intersection.diff is my calculation of the difference in the vector of position to destPosition from the intersection point to the position. In this case, adding it was causing my ball to always go "up" just a little bit, causing the jitter. By subtracting it, and moving that clamper for the velocity.z when close to zero to being above the dot product (and changing the test from <= 0 to < 0), I now have the following: // Clamp z-velocity to zero if we are within a certain threshold float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // if we are moving in the direction of the plane (against the normal)... float dotprod = m_velocity.dot(intersection.plane.normal); if (dotprod < 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration? // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position - intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); UpdateWorldMatrix(m_destWorldMatrix, m_destOBB, m_destPosition, false); This is MUCH better. No jitter, and the ball now "rests" at the floor, while still bouncing off the floor and walls. The ONLY thing left is that the ball is now virtually "stuck". He can move but at a much slower rate, likely because the else of my dot product test is only letting the ball move at a rate multiplied against the tRemaining... I think this is a better solution than I had previously, but still somehow not the right idea. BTW, I'm trying to journal my progress through this problem for anyone else with a similar situation - hopefully it will serve as some help, as many similar posts have for me over the years.

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  • How to edit the Boot Graphics Resource Table / Edit windows 8 BOOT LOGO?

    - by user144773
    I want to edit the screen which is displayed when windows 8 (starts) loads (/loading). As for now it has the Toshiba logo, I want my custom logo or the windows default logo. I have found that UEFI has something called "Boot Graphics Resource Table" and that it overides the default logo if there is a image present (source) How can I edit the logo stored in UEFI firmware or Boot Graphics Resource Table? if it's in the "bootres.dll", which does UEFI use? My disk (spread across a few system/usefi/windows/etc partitions) has around twenty bootres.dlls. The bootres.dll is signed by Microsoft, but I don't have to worry because I can sign the file I edit myself with my own certificate.

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  • CustomButton Field not aligning in the center

    - by rupesh
    Hi all I have created a custom button and i am placing the bunch of Custombuttons in a verticalfieldManager , I have aligned the verticalField Manager in the center. when i am creating a default buttonField then verticalfield Manager is able to align the buttonfield in the center. but when i am assigning custombuttonfield in the verticalField Manager it's not aligning in the center. here is my custombuttoncode enter code herepublic CustomButtonField(String label,long style) { super(style); this.label = label; onPicture = Bitmap.getBitmapResource(onPicturePath); font = getFont(); this.setPadding(5,5, 5, 5); } public String getLabel() { return label; } public int getPreferredHeight() { return onPicture.getHeight(); } public int getPreferredWidth() { return onPicture.getWidth(); } protected void layout(int width , int height) { setExtent(Math.min(width, Display.getWidth()), Math.min(height,getPreferredHeight())); } protected void paint(Graphics graphics) { int texty =(getHeight()-getFont().getHeight())/2; if (isFocus()) { graphics.setColor(Color.BLACK); graphics.drawBitmap(0, 0, getWidth(), getHeight(),onPicture , 0, 0); graphics.setColor(Color.WHITE); graphics.setFont(font); graphics.drawText(label,0,texty,DrawStyle.ELLIPSIS,getWidth()); } else { graphics.drawBitmap(0, 0, getWidth(), getHeight(),onPicture , 0, 0); graphics.setColor(Color.WHITE); graphics.setFont(font); graphics.drawText(label,0,texty,DrawStyle.ELLIPSIS,getWidth()); } } public boolean isFocusable() { return true; } protected void onFocus(int direction) { super.onFocus(direction); invalidate(); } protected void onUnfocus() { super.onUnfocus(); invalidate(); } protected boolean navigationClick(int status, int time) { fieldChangeNotify(0); return true; } protected boolean keyChar(char character, int status, int time) { if (character == Keypad.KEY_ENTER) { fieldChangeNotify(0); return true; } return super.keyChar(character, status, time); } }

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