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  • How do I permanently disable Linux's console screen saver, system-wide?

    - by raldi
    I've got an Ubuntu server that boots up in text mode. It rarely has a screen or keyboard attached to it, but when I do attach a screen, I usually have to attach a keyboard too, because the darn console mode screen saver will be on and I'll need to hit a key to see what's going on. I'm aware that the setterm command can disable this, but it's a per-session thing. How can I make it so the machine never ever blanks the screen in text mode, even when it's first booted up and sitting at the login prompt?

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  • What can cause a black or blank screen when pressing logout or switch user in windows 7

    - by Medran
    The situation I have here is related to a brand new dell machine with a GTX260 video card. Put simply after one user logs in when that user either 'switch users' or 'logs out' windows goes to a black/blank screen. The TV screen that is used with this computer previously functioned fine with fast user switching on an XP machine. The new computer is windows 7. The TV is not outputting any error messages like 'no signal' or anything else that would be displayed if the computer was off. You can fix the problem by cycling the input on television, after cycling the input the welcome screen appears as normal. What I want to know is what on earth is windows doing that would cause the video card to stop sending the same signal to the monitor when the user logs off or switches users. I mean as far as I can tell the resolution is identical between windows and the welcome screen. Or perhaps if somebody has experienced this before a fix would be great too.

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  • I dropped my hp laptop and it has been on the startup repair screen for hours now--what can I do?

    - by tiy
    I dropped my hp laptop (I have windows 7). There was a blue screen with the cursor. It took about an hour or two for the startup repair screen to appear. Then it says to wait at least an hour. I've been charging my laptop for around a day now and the same screen, with a bar with blue moving, is still there. It says it's fixing disc errors. What can I do to get to the windows screen with usernames and pictures/fix it? thanks.

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  • Is there a way to make Windows 8 delay loading the start screen until all startup programs have loaded?

    - by user1403565
    Currently Windows 8 will get to the start screen a good 10-15 seconds before my startup programs have loaded. Since these include my touchpad driver as well as a gamma correction program, I would prefer that they would load before this point. Is there anyway to do this - either by delaying Windows 8 showing the start screen, or perhaps by somehow having these programs run before reaching the login screen?

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  • Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer

    - by voxelizr
    TL;DR -- in my first simple software voxel raycaster, I cannot get camera rotations to work, seemingly correct matrices notwithstanding. The result is skewed: like a flat rendering, correctly rotated, however distorted and without depth. (While axis-aligned ie. unrotated, depth and parallax are as expected.) I'm trying to write a simple voxel raycaster as a learning exercise. This is purely CPU based for now until I figure out how things work exactly -- fow now, OpenGL is just (ab)used to blit the generated bitmap to the screen as often as possible. Now I have gotten to the point where a perspective-projection camera can move through the world and I can render (mostly, minus some artifacts that need investigation) perspective-correct 3-dimensional views of the "world", which is basically empty but contains a voxel cube of the Stanford Bunny. So I have a camera that I can move up and down, strafe left and right and "walk forward/backward" -- all axis-aligned so far, no camera rotations. Herein lies my problem. Screenshot #1: correct depth when the camera is still strictly axis-aligned, ie. un-rotated. Now I have for a few days been trying to get rotation to work. The basic logic and theory behind matrices and 3D rotations, in theory, is very clear to me. Yet I have only ever achieved a "2.5 rendering" when the camera rotates... fish-eyey, bit like in Google Streetview: even though I have a volumetric world representation, it seems --no matter what I try-- like I would first create a rendering from the "front view", then rotate that flat rendering according to camera rotation. Needless to say, I'm by now aware that rotating rays is not particularly necessary and error-prone. Still, in my most recent setup, with the most simplified raycast ray-position-and-direction algorithm possible, my rotation still produces the same fish-eyey flat-render-rotated style looks: Screenshot #2: camera "rotated to the right by 39 degrees" -- note how the blue-shaded left-hand side of the cube from screen #2 is not visible in this rotation, yet by now "it really should"! Now of course I'm aware of this: in a simple axis-aligned-no-rotation-setup like I had in the beginning, the ray simply traverses in small steps the positive z-direction, diverging to the left or right and top or bottom only depending on pixel position and projection matrix. As I "rotate the camera to the right or left" -- ie I rotate it around the Y-axis -- those very steps should be simply transformed by the proper rotation matrix, right? So for forward-traversal the Z-step gets a bit smaller the more the cam rotates, offset by an "increase" in the X-step. Yet for the pixel-position-based horizontal+vertical-divergence, increasing fractions of the x-step need to be "added" to the z-step. Somehow, none of my many matrices that I experimented with, nor my experiments with matrix-less hardcoded verbose sin/cos calculations really get this part right. Here's my basic per-ray pre-traversal algorithm -- syntax in Go, but take it as pseudocode: fx and fy: pixel positions x and y rayPos: vec3 for the ray starting position in world-space (calculated as below) rayDir: vec3 for the xyz-steps to be added to rayPos in each step during ray traversal rayStep: a temporary vec3 camPos: vec3 for the camera position in world space camRad: vec3 for camera rotation in radians pmat: typical perspective projection matrix The algorithm / pseudocode: // 1: rayPos is for now "this pixel, as a vector on the view plane in 3d, at The Origin" rayPos.X, rayPos.Y, rayPos.Z = ((fx / width) - 0.5), ((fy / height) - 0.5), 0 // 2: rotate around Y axis depending on cam rotation. No prob since view plane still at Origin 0,0,0 rayPos.MultMat(num.NewDmat4RotationY(camRad.Y)) // 3: a temp vec3. planeDist is -0.15 or some such -- fov-based dist of view plane from eye and also the non-normalized, "in axis-aligned world" traversal step size "forward into the screen" rayStep.X, rayStep.Y, rayStep.Z = 0, 0, planeDist // 4: rotate this too -- 0,zstep should become some meaningful xzstep,xzstep rayStep.MultMat(num.NewDmat4RotationY(CamRad.Y)) // set up direction vector from still-origin-based-ray-position-off-rotated-view-plane plus rotated-zstep-vector rayDir.X, rayDir.Y, rayDir.Z = -rayPos.X - me.rayStep.X, -rayPos.Y, rayPos.Z + rayStep.Z // perspective projection rayDir.Normalize() rayDir.MultMat(pmat) // before traversal, the ray starting position has to be transformed from origin-relative to campos-relative rayPos.Add(camPos) I'm skipping the traversal and sampling parts -- as per screens #1 through #3, those are "basically mostly correct" (though not pretty) -- when axis-aligned / unrotated.

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  • when i load ubuntu i get the log on screen, but even with correct password i cant log on.. have looged in several times before successfully!

    - by mybox
    I have been using ubuntu 12.04 for a few months now. but have now come across a problem that i cant get past. I am stuck at the log on screen= i enter my password but i get a black screen flases up and the log on prompt reappears!!! tried using terminal prompts and i actually have loggin it- but not according to the main log onm screen. I cant get my desktop active as the log on prompt is there. when i put a wrong password in i get an invalid password message- with the correct password the log on screen just reappears!!!please help.

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  • How do I make an on-screen HUD in libgdx?

    - by Devin Carless
    I'm new to libgdx, and I am finding I am getting stumped by the simplest of things. It seems to want me to do things a specific way, but the documentation won't tell me what that is. I want to make a very simple 2d game in which the player controls a spaceship. The mouse wheel will zoom in and out, and information and controls are displayed on the screen. But I can't seem to make the mouse wheel NOT zoom the UI. I've tried futzing with the projection matrices in between Here's my (current) code: public class PlayStage extends Stage { ... public void draw() { // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. spriteBatch.setProjectionMatrix(camera.combined); spriteBatch.begin(); aButton.draw(spriteBatch, 1F); playerShip.draw(spriteBatch, 1F); spriteBatch.end(); } } camera.zoom is set by scrolled(int amount). I've tried about a dozen variations on the theme of changing the camera's projection matrix after the button is drawn but before the ship is, but no matter what I do, the same things happen to both the button and the ship. So: What is the usual libgdx way of implementing an on-screen UI that isn't transformed by the camera's projection matrix/zoom?

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  • Why does Ubuntu gets stuck on the loading screen?

    - by mohit
    I've been experiencing many problem lately since I fresh installed Ubuntu 12.04 LTS on my SONY VAIO VPCEH with Windows 7 previously installed. Sometimes when I try to boot Ubuntu, it gets stuck at loading screen. There seems to be some problem with driver (as far I can judge). Following is the log generated, when I press Esc during the boot (before the problem occurs): ... * Stopping System V initialization compatibility [ok] * Starting System V runlevel compatibility [ok] * Starting crash report submission daemon [ok] * Starting automatic crash report generation [ok] ... ... * Starting LightDM Display Manager [ok] Nothing works after that, no Esc, etc, except restart. Also I've observed the following: Inactivity of Hard-drive (Led doesn't glows). Flashing, or blinking, of Caps-lock and Scroll-lock On restart, Ubuntu seem to load successfully. However, the loading screen has somewhat basic graphics. This problem started after I installed Additional drivers: NVIDIA accelerated graphics driver Also, most of the times Ubuntu loads without any problem. However, it is annoying to restart everytime it fails. So my question is: Why this happens and what is the solution?

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  • How do I fix a garbled screen on a Gateway LT3103u?

    - by paracaudex
    I've been having garbled screen problems on a Gateway LT3103u on Ubuntu for a while. I just did a fresh install of Ubuntu 11.10 and continue to have issues. I installed xubuntu-desktop in case the issues had to do with the sophisticated GNOME graphics. The problem is less bad, but it's still there. After a few minutes of using XFCE, the screen gets garbled. I assume this has something to do with the graphics card, but I don't know how to go about troubleshooting something like this. Where should I start? Update: Here is the description of the VGA card from lspci -vvv: 01:05.0 VGA compatible controller: ATI Technologies Inc RS690M [Radeon X1200 Series] (prog-if 00 [VGA controller]) Subsystem: Acer Incorporated [ALI] Device 028c Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast TAbort- SERR- [disabled] Capabilities: [50] Power Management version 2 Flags: PMEClk- DSI- D1+ D2+ AuxCurrent=0mA PME(D0-,D1-,D2-,D3hot-,D3cold-) Status: D0 NoSoftRst- PME-Enable- DSel=0 DScale=0 PME- Capabilities: [80] MSI: Enable- Count=1/1 Maskable- 64bit+ Address: 0000000000000000 Data: 0000 Kernel driver in use: radeon Kernel modules: radeon Update: Setting GRUB_CMDLINE_LINUX="nomodeset" in /etc/default/grub seems to have fixed it in both Ubuntu and xubuntu-desktop. I will test it for a day or so to see if the problems recur and then post more detail with some links to an explanation. Update 2: It is possible to use this fix for Nvidia card (GTX 260) when graphics is defective after 11.10 upgrade/install? First few restarts was graphic ok, then after few restarts begins suddenly be defective and it stay so. I must returned to 11.04 because this problem and I wait for 12.04. So I hope in this fix.

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  • Misaligned Display on Resume

    - by Shaun Killingbeck
    I have an odd issue with my laptop display when resuming from suspend. When I have an additional monitor connected there is no issue. However without an additional monitor connected, after resuming only the left 10% of the laptop screen (just enough to show the Unity Launcher and a bit more) is visibly working, although strangely in a screenshot this same 10% is shown on the right hand side of the screenshot: I ran xrandr --verbose before and after resume, and the only difference (using diff) was: 2c2 < LVDS connected 1366x768+0+0 (0x98) normal (normal left inverted right x axis y axis) 344mm x 194mm --- > LVDS connected 1366x768+1280+0 (0x98) normal (normal left inverted right x axis y axis) 344mm x 194mm This seems to suggest the screen position has been shifted by 1280 horizontally, the width of the second monitor I use. Indeed, running the command xrandr --output LVDS --pos 0x0 does bring the screen back to normal. However, I don't want to have to run this command every time, I'd prefer to cure the source of the problem than just correct the symptoms. Any ideas on how to get Ubuntu to keep the display configuration settings from before suspend when it resumes? or why it changes at all? Heres some technical details that might be pertinent: HP Pavilion DV6 Laptop Ubuntu 13.04 AMD Radeon HD 6400M Series AMD Radeon HD 6520G Using proprietary flgrx-updates driver and amdcccle (Catalyst Control Center) (Unfortunately the open source driver causes my laptop to run even hotter than it already does, otherwise I'd use that) The contents of Xorg.conf: Section "ServerLayout" Identifier "amdcccle Layout" Screen 0 "amdcccle-Screen[0]-0" 0 0 EndSection Section "Module" Load "glx" EndSection Section "Monitor" Identifier "0-LVDS" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1280x768" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "0-CRT1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1280x768" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "1-LVDS" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "TargetRefresh" "60" Option "Position" "1280 0" Option "Rotate" "normal" Option "Disable" "false" Option "PreferredMode" "1366x768" EndSection Section "Monitor" Identifier "1-CRT1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" Option "PreferredMode" "1280x1024" EndSection Section "Device" Identifier "amdcccle-Device[0]-0" Driver "fglrx" Option "Monitor-LVDS" "1-LVDS" Option "Monitor-CRT1" "1-CRT1" BusID "PCI:0:1:0" EndSection Section "Device" Identifier "amdcccle-Device[0]-1" Driver "fglrx" Option "Monitor-LVDS" "1-LVDS" BusID "PCI:0:1:0" Screen 1 EndSection Section "Screen" Identifier "Default Screen" DefaultDepth 24 EndSection Section "Screen" Identifier "amdcccle-Screen[0]-0" Device "amdcccle-Device[0]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Virtual 2646 2646 Depth 24 EndSubSection EndSection Section "Screen" Identifier "amdcccle-Screen[0]-1" Device "amdcccle-Device[0]-1" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • Ubuntu 11.10 loads from live usb fine, but boots to black screen from harddrive. Why?

    - by Estel
    A few days ago I had a hard drive failure, which was running Windows XP (32-bit) just fine. The second hard drive in my computer held a few unimportant files, so I formatted it in the Ubuntu setup and installed 11.10 without a hitch. I had been using it for about a week, but decided to install Windows 7 (64-bit) in order to utilize Networking with my home server (running Windows Server 2000). My system is 64-bit based, and thus I had no problems installing other than a basic RAM error that required me to remove my RAM down to a single stick. I played with the settings in Windows 7 for around an hour before I shut down. After reinstalling the RAM, Windows 7 would not boot. In this, I then assumed that something about my system was rejecting Win7 and I reinstalled Ubuntu. However, now Ubuntu (11.10) boots into black screen, and I've already attempted activating the grub menu with the shift key, and following steps listed here: https://wiki.ubuntu.com/X/Troubleshooting/BlankScreen but nothing seems to work. I've reinstalled twice now, with the same result each time. Now, the very odd part about this whole scenario is that the USB I installed from has no problems booting as a live USB. This puzzles me greatly, because the hard drive boots straight to black screen and the live USB loads normally. At this point, my only theory is that the boot sector of the hard disk was somehow corrupted with Win7, and that Ubuntu was unable to completely write through. I used Darik's Boot n Nuke to wipe the drive, but was met with an error, this also puzzles me because the hard disk has no promblems reading or writing. Any suggestions/comments are appreciated. If you have a theory, I will be more than happy to oblige. Additional information: Intel Core2 Duo e6400 2.13GHz nVidia GeForce 7-series (7900 GS) 4 GB DDR2 333MHz (2x 2GB) Dell XPS 410 BIOS Revision 2.5.3

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  • What You Said: Are You A Second Screen Multi-Tasker?

    - by Jason Fitzpatrick
    Earlier this week we asked you if you used a second screen while watching television or movies–such as a smartphone or tablet. Now we’re back to highlight how HTG readers are engaging (or disengaging) with their mobile devices. Image courtesy of Umani, a TV-companion application for iPad. By far and away the biggest trend was the use of the second screen as a filler for commercials and/or and outright diversion from lackluster programming. Jack in TN writes: Yes. I keep a laptop going 7×24 pretty much, and TV in going normally. Pretty much my ‘throne’ in the family room. I have almost always multi-tasked, before laptop it was a book or magazine or 3 at my side. My wife has accused me of using TV as a radio more than once, and I can’t say she is wrong. How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It

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  • Is there a standard way to track 2d tile positions both locally and on screen?

    - by Magicked
    I'm building a 2D engine based on 32x32 tiles with OpenGL. OpenGL draws from the top left, so Y coordinates go down the screen as they increase. Obviously this is different than a standard graph where Y coordinates move up as they increase. I'm having trouble determining how I want to track positions for both sprites and tile objects (objects that are collections of tiles). My brain wants to set the world position as the bottom left of the object and track every object this way. The problem with this is I would have to translate it to an on screen position on rendering. The positive with this is I could easily visualize (especially in the case of objects made of multiple tiles) how something is structured and needs to be built. Are there standard ways for doing this? Should I just suck it up and get used to positions beginning in the top left? Here are the OpenGL calls to start rendering: // enable textures since we're going to use these for our sprites glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // enable alpha blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // disable the OpenGL depth test since we're rendering 2D graphics glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); glMatrixMode(GL_MODELVIEW); I assume I need to change: glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); to: glOrtho(0, WIDTH, 0, HEIGHT, 1, -1);

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  • Fitting an Image to Screen on Rotation iPhone / iPad ?

    - by user356937
    I have been playing around with one of the iPhone examples from Apple' web site (ScrollViewSuite) . I am trying to tweak it a bit so that when I rotate the the iPad the image will fit into the screen in landscape mode vertical. I have been successful in getting the image to rotate, but the image is larger than the height of the landscape screen, so the bottom is below the screen. I would like to image to scale to the height of the landscape screen. I have been playing around with various autoSizingMask attributes without success. The imageView is called "zoomView" this is the actual image which loads into a scrollView called imageScrollView. I am trying to achieve the screen to rotate and look like this.... olsonvox.com/photos/correct.png However, this is what My screen is looking like. olsonvox.com/photos/incorrect.png I would really appreciate some advice or guidance. Below is the RootViewController.m for the project. Blade # import "RootViewController.h" #define ZOOM_VIEW_TAG 100 #define ZOOM_STEP 1.5 #define THUMB_HEIGHT 150 #define THUMB_V_PADDING 25 #define THUMB_H_PADDING 25 #define CREDIT_LABEL_HEIGHT 25 #define AUTOSCROLL_THRESHOLD 30 @interface RootViewController (ViewHandlingMethods) - (void)toggleThumbView; - (void)pickImageNamed:(NSString *)name; - (NSArray *)imageNames; - (void)createThumbScrollViewIfNecessary; - (void)createSlideUpViewIfNecessary; @end @interface RootViewController (AutoscrollingMethods) - (void)maybeAutoscrollForThumb:(ThumbImageView *)thumb; - (void)autoscrollTimerFired:(NSTimer *)timer; - (void)legalizeAutoscrollDistance; - (float)autoscrollDistanceForProximityToEdge:(float)proximity; @end @interface RootViewController (UtilityMethods) - (CGRect)zoomRectForScale:(float)scale withCenter:(CGPoint)center; @end @implementation RootViewController - (void)loadView { [super loadView]; imageScrollView = [[UIScrollView alloc] initWithFrame:[[self view]bounds]]; // this code makes the image resize to the width and height properly. imageScrollView.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleRightMargin| UIViewAutoresizingFlexibleBottomMargin| UIViewAutoresizingFlexibleBottomMargin; // TRY SETTNG CENTER HERE SOMEHOW&gt;.... [imageScrollView setBackgroundColor:[UIColor blackColor]]; [imageScrollView setDelegate:self]; [imageScrollView setBouncesZoom:YES]; [[self view] addSubview:imageScrollView]; [self toggleThumbView]; // intitializes with the first image. [self pickImageNamed:@"lookbook1"]; } - (void)dealloc { [imageScrollView release]; [slideUpView release]; [thumbScrollView release]; [super dealloc]; } #pragma mark UIScrollViewDelegate methods - (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView { UIView *view = nil; if (scrollView == imageScrollView) { view = [imageScrollView viewWithTag:ZOOM_VIEW_TAG]; } return view; } /************************************** NOTE **************************************/ /* The following delegate method works around a known bug in zoomToRect:animated: */ /* In the next release after 3.0 this workaround will no longer be necessary */ /**********************************************************************************/ - (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale { [scrollView setZoomScale:scale+0.01 animated:NO]; [scrollView setZoomScale:scale animated:NO]; } #pragma mark TapDetectingImageViewDelegate methods - (void)tapDetectingImageView:(TapDetectingImageView *)view gotSingleTapAtPoint:(CGPoint)tapPoint { // Single tap shows or hides drawer of thumbnails. [self toggleThumbView]; } - (void)tapDetectingImageView:(TapDetectingImageView *)view gotDoubleTapAtPoint:(CGPoint)tapPoint { // double tap zooms in float newScale = [imageScrollView zoomScale] * ZOOM_STEP; CGRect zoomRect = [self zoomRectForScale:newScale withCenter:tapPoint]; [imageScrollView zoomToRect:zoomRect animated:YES]; } - (void)tapDetectingImageView:(TapDetectingImageView *)view gotTwoFingerTapAtPoint:(CGPoint)tapPoint { // two-finger tap zooms out float newScale = [imageScrollView zoomScale] / ZOOM_STEP; CGRect zoomRect = [self zoomRectForScale:newScale withCenter:tapPoint]; [imageScrollView zoomToRect:zoomRect animated:YES]; } #pragma mark ThumbImageViewDelegate methods - (void)thumbImageViewWasTapped:(ThumbImageView *)tiv { [self pickImageNamed:[tiv imageName]]; [self toggleThumbView]; } - (void)thumbImageViewStartedTracking:(ThumbImageView *)tiv { [thumbScrollView bringSubviewToFront:tiv]; } // CONTROLS DRAGGING AND DROPPING THUMBNAILS... - (void)thumbImageViewMoved:(ThumbImageView *)draggingThumb { // check if we've moved close enough to an edge to autoscroll, or far enough away to stop autoscrolling [self maybeAutoscrollForThumb:draggingThumb]; /* The rest of this method handles the reordering of thumbnails in the thumbScrollView. See */ /* ThumbImageView.h and ThumbImageView.m for more information about how this works. */ // we'll reorder only if the thumb is overlapping the scroll view if (CGRectIntersectsRect([draggingThumb frame], [thumbScrollView bounds])) { BOOL draggingRight = [draggingThumb frame].origin.x &gt; [draggingThumb home].origin.x ? YES : NO; /* we're going to shift over all the thumbs who live between the home of the moving thumb */ /* and the current touch location. A thumb counts as living in this area if the midpoint */ /* of its home is contained in the area. */ NSMutableArray *thumbsToShift = [[NSMutableArray alloc] init]; // get the touch location in the coordinate system of the scroll view CGPoint touchLocation = [draggingThumb convertPoint:[draggingThumb touchLocation] toView:thumbScrollView]; // calculate minimum and maximum boundaries of the affected area float minX = draggingRight ? CGRectGetMaxX([draggingThumb home]) : touchLocation.x; float maxX = draggingRight ? touchLocation.x : CGRectGetMinX([draggingThumb home]); // iterate through thumbnails and see which ones need to move over for (ThumbImageView *thumb in [thumbScrollView subviews]) { // skip the thumb being dragged if (thumb == draggingThumb) continue; // skip non-thumb subviews of the scroll view (such as the scroll indicators) if (! [thumb isMemberOfClass:[ThumbImageView class]]) continue; float thumbMidpoint = CGRectGetMidX([thumb home]); if (thumbMidpoint &gt;= minX &amp;&amp; thumbMidpoint &lt;= maxX) { [thumbsToShift addObject:thumb]; } } // shift over the other thumbs to make room for the dragging thumb. (if we're dragging right, they shift to the left) float otherThumbShift = ([draggingThumb home].size.width + THUMB_H_PADDING) * (draggingRight ? -1 : 1); // as we shift over the other thumbs, we'll calculate how much the dragging thumb's home is going to move float draggingThumbShift = 0.0; // send each of the shifting thumbs to its new home for (ThumbImageView *otherThumb in thumbsToShift) { CGRect home = [otherThumb home]; home.origin.x += otherThumbShift; [otherThumb setHome:home]; [otherThumb goHome]; draggingThumbShift += ([otherThumb frame].size.width + THUMB_H_PADDING) * (draggingRight ? 1 : -1); } // change the home of the dragging thumb, but don't send it there because it's still being dragged CGRect home = [draggingThumb home]; home.origin.x += draggingThumbShift; [draggingThumb setHome:home]; } } - (void)thumbImageViewStoppedTracking:(ThumbImageView *)tiv { // if the user lets go of the thumb image view, stop autoscrolling [autoscrollTimer invalidate]; autoscrollTimer = nil; } #pragma mark Autoscrolling methods - (void)maybeAutoscrollForThumb:(ThumbImageView *)thumb { autoscrollDistance = 0; // only autoscroll if the thumb is overlapping the thumbScrollView if (CGRectIntersectsRect([thumb frame], [thumbScrollView bounds])) { CGPoint touchLocation = [thumb convertPoint:[thumb touchLocation] toView:thumbScrollView]; float distanceFromLeftEdge = touchLocation.x - CGRectGetMinX([thumbScrollView bounds]); float distanceFromRightEdge = CGRectGetMaxX([thumbScrollView bounds]) - touchLocation.x; if (distanceFromLeftEdge &lt; AUTOSCROLL_THRESHOLD) { autoscrollDistance = [self autoscrollDistanceForProximityToEdge:distanceFromLeftEdge] * -1; // if scrolling left, distance is negative } else if (distanceFromRightEdge &lt; AUTOSCROLL_THRESHOLD) { autoscrollDistance = [self autoscrollDistanceForProximityToEdge:distanceFromRightEdge]; } } // if no autoscrolling, stop and clear timer if (autoscrollDistance == 0) { [autoscrollTimer invalidate]; autoscrollTimer = nil; } // otherwise create and start timer (if we don't already have a timer going) else if (autoscrollTimer == nil) { autoscrollTimer = [NSTimer scheduledTimerWithTimeInterval:(1.0 / 60.0) target:self selector:@selector(autoscrollTimerFired:) userInfo:thumb repeats:YES]; } } - (float)autoscrollDistanceForProximityToEdge:(float)proximity { // the scroll distance grows as the proximity to the edge decreases, so that moving the thumb // further over results in faster scrolling. return ceilf((AUTOSCROLL_THRESHOLD - proximity) / 5.0); } - (void)legalizeAutoscrollDistance { // makes sure the autoscroll distance won't result in scrolling past the content of the scroll view float minimumLegalDistance = [thumbScrollView contentOffset].x * -1; float maximumLegalDistance = [thumbScrollView contentSize].width - ([thumbScrollView frame].size.width + [thumbScrollView contentOffset].x); autoscrollDistance = MAX(autoscrollDistance, minimumLegalDistance); autoscrollDistance = MIN(autoscrollDistance, maximumLegalDistance); } - (void)autoscrollTimerFired:(NSTimer*)timer { [self legalizeAutoscrollDistance]; // autoscroll by changing content offset CGPoint contentOffset = [thumbScrollView contentOffset]; contentOffset.x += autoscrollDistance; [thumbScrollView setContentOffset:contentOffset]; // adjust thumb position so it appears to stay still ThumbImageView *thumb = (ThumbImageView *)[timer userInfo]; [thumb moveByOffset:CGPointMake(autoscrollDistance, 0)]; } #pragma mark View handling methods - (void)toggleThumbView { [self createSlideUpViewIfNecessary]; // no-op if slideUpView has already been created CGRect frame = [slideUpView frame]; if (thumbViewShowing) { frame.origin.y = 0; } else { frame.origin.y = -225; } [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.3]; [slideUpView setFrame:frame]; [UIView commitAnimations]; thumbViewShowing = !thumbViewShowing; } - (void)pickImageNamed:(NSString *)name { // first remove previous image view, if any [[imageScrollView viewWithTag:ZOOM_VIEW_TAG] removeFromSuperview]; UIImage *image = [UIImage imageNamed:[NSString stringWithFormat:@"%@.jpg", name]]; TapDetectingImageView *zoomView = [[TapDetectingImageView alloc] initWithImage:image]; zoomView.autoresizingMask = UIViewAutoresizingFlexibleWidth ; [zoomView setDelegate:self]; [zoomView setTag:ZOOM_VIEW_TAG]; [imageScrollView addSubview:zoomView]; [imageScrollView setContentSize:[zoomView frame].size]; [zoomView release]; // choose minimum scale so image width fits screen float minScale = [imageScrollView frame].size.width / [zoomView frame].size.width; [imageScrollView setMinimumZoomScale:minScale]; [imageScrollView setZoomScale:minScale]; [imageScrollView setContentOffset:CGPointZero]; } - (NSArray *)imageNames { // the filenames are stored in a plist in the app bundle, so create array by reading this plist NSString *path = [[NSBundle mainBundle] pathForResource:@"Images" ofType:@"plist"]; NSData *plistData = [NSData dataWithContentsOfFile:path]; NSString *error; NSPropertyListFormat format; NSArray *imageNames = [NSPropertyListSerialization propertyListFromData:plistData mutabilityOption:NSPropertyListImmutable format:&amp;format errorDescription:&amp;error]; if (!imageNames) { NSLog(@"Failed to read image names. Error: %@", error); [error release]; } return imageNames; } - (void)createSlideUpViewIfNecessary { if (!slideUpView) { [self createThumbScrollViewIfNecessary]; CGRect bounds = [[self view] bounds]; float thumbHeight = [thumbScrollView frame].size.height; float labelHeight = CREDIT_LABEL_HEIGHT; // create label giving credit for images UILabel *creditLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, thumbHeight, bounds.size.width, labelHeight)]; [creditLabel setBackgroundColor:[UIColor clearColor]]; [creditLabel setTextColor:[UIColor whiteColor]]; // [creditLabel setFont:[UIFont fontWithName:@"Helvetica" size:16]]; // [creditLabel setText:@"SAMPLE TEXT"]; [creditLabel setTextAlignment:UITextAlignmentCenter]; // create container view that will hold scroll view and label CGRect frame = CGRectMake(0.0, -225.00, bounds.size.width+256, thumbHeight + labelHeight); slideUpView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleTopMargin; slideUpView = [[UIView alloc] initWithFrame:frame]; [slideUpView setBackgroundColor:[UIColor blackColor]]; [slideUpView setOpaque:NO]; [slideUpView setAlpha:.75]; [[self view] addSubview:slideUpView]; // add subviews to container view [slideUpView addSubview:thumbScrollView]; [slideUpView addSubview:creditLabel]; [creditLabel release]; } } - (void)createThumbScrollViewIfNecessary { if (!thumbScrollView) { float scrollViewHeight = THUMB_HEIGHT + THUMB_V_PADDING; float scrollViewWidth = [[self view] bounds].size.width; thumbScrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, scrollViewWidth, scrollViewHeight)]; [thumbScrollView setCanCancelContentTouches:NO]; [thumbScrollView setClipsToBounds:NO]; // now place all the thumb views as subviews of the scroll view // and in the course of doing so calculate the content width float xPosition = THUMB_H_PADDING; for (NSString *name in [self imageNames]) { UIImage *thumbImage = [UIImage imageNamed:[NSString stringWithFormat:@"%@_thumb.jpg", name]]; if (thumbImage) { ThumbImageView *thumbView = [[ThumbImageView alloc] initWithImage:thumbImage]; [thumbView setDelegate:self]; [thumbView setImageName:name]; CGRect frame = [thumbView frame]; frame.origin.y = THUMB_V_PADDING; frame.origin.x = xPosition; [thumbView setFrame:frame]; [thumbView setHome:frame]; [thumbScrollView addSubview:thumbView]; [thumbView release]; xPosition += (frame.size.width + THUMB_H_PADDING); } } [thumbScrollView setContentSize:CGSizeMake(xPosition, scrollViewHeight)]; } } #pragma mark Utility methods - (CGRect)zoomRectForScale:(float)scale withCenter:(CGPoint)center { CGRect zoomRect; // the zoom rect is in the content view's coordinates. // At a zoom scale of 1.0, it would be the size of the imageScrollView's bounds. // As the zoom scale decreases, so more content is visible, the size of the rect grows. zoomRect.size.height = [imageScrollView frame].size.height / scale; zoomRect.size.width = [imageScrollView frame].size.width / scale; // choose an origin so as to get the right center. zoomRect.origin.x = center.x - (zoomRect.size.width / 2.0); zoomRect.origin.y = center.y - (zoomRect.size.height / 2.0); return zoomRect; } #pragma mark - #pragma mark Rotation support // Ensure that the view controller supports rotation and that the split view can therefore show in both portrait and landscape. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return YES; } @end

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  • Is a confirmation screen necessary for an order form?

    - by abeger
    In a discussion about how to streamline an order form on our site, the idea of eliminating the confirmation screen. So, instead of filling out the form, clicking "Submit", seeing a summary on a confirmation screen and clicking "Confirm", the user would simply fill out the form, hit "Submit", and the order's done. The theory is that fewer clicks and fewer screens means less time to order and therefore the ordering experience is easier. The opposing opinion says that without the confirmation screen, user error increases and people just end up canceling/changing orders after the fact. I'm looking for more input from the SO community. Have you ever done this? How has it worked out, compared to a traditional confirmation screen setup? Are there examples of a true "one click and done" setup on the web (does Amazon's 1-click have a confirmation screen? I've never been courageous enough to try it)? EDIT: Just to clarify, when I say "confirmation screen", I mean a second step where the customer reviews the order before placing it. Even if we did do away with it, the user would still receive a message saying "your order has been placed".

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  • Windows Screensaver Multi Monitor Problem

    - by Bryan
    I have a simple screensaver that I've written, which has been deployed to all of our company's client PCs. As most of our PCs have dual monitors, I took care to ensure that the screensaver ran on both displays. This works fine, however on some systems, where the primary screen has been swapped (to the left monitor), the screensaver only works on the left (primary) screen. The offending code is below. Can anyone see anything I've done wrong, or a better way of handling this? For info, the context of "this", is the screensaver form itself. // Make form full screen and on top of all other forms int minY = 0; int maxY = 0; int maxX = 0; int minX = 0; foreach (Screen screen in Screen.AllScreens) { // Find the bounds of all screens attached to the system if (screen.Bounds.Left < minX) minX = screen.Bounds.Left; if (screen.Bounds.Width > maxX) maxX = screen.Bounds.Width; if (screen.Bounds.Bottom < minY) minY = screen.Bounds.Bottom; if (screen.Bounds.Height > maxY) maxY = screen.Bounds.Height; } // Set the location and size of the form, so that it // fills the bounds of all screens attached to the system Location = new Point(minX, minY); Height = maxY - minY; Width = maxX - minX; Cursor.Hide(); TopMost = true;

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  • How to accommodate for the next iPhones totally different screen resolution?

    - by mystify
    This is a programming question! Read on before you vote to close! According to Gizmodo, the next iPhone will have a new screen resolution: The 3.5-inch screen has a resolution of 960?×?640 pixels This little detail affects our apps in a heavy way. Most of the demo apps on the net have one thing in common: They position views in the believe that the screen has a fixed size of 320 x 480 pixels. So what most -if not all- developers do is: They designed everything in such a way, that a touchable area is -for example- 50 x 50 pixels big. Just enough to tap it. Things have been positioned relative to the upper left, to reach a specific position on screen - let's say the center, or somewhere at the bottom. So the big question is: How will the developers compensate their layout and graphics? Are there already solutions which can be used to calculate coordinates and sizes in a normalized manner, which then appear to be exactly the same when viewing them on a screen of any resolution, assuming at least that the aspect ration won't change? This is community wiki. Just add anything that you think is relevant to this huge problem (constant screen res was one of the main reasons why I didn't go for Android!!).

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  • Creating 1 page PDF of iPad Screen view - How?

    - by user314695
    Hi All, I've asked this question on a couple other forums and have had zero response, so I'm hoping someone here can help point me in the right direction. I have a pretty simple one screen application for my work. It's basically just a recreation of a 1 page paper report that has a company logo, some labels, a few text boxes and a scroll text box for the report. I need to be able to fill out the report then click a button to save it in a graphical form so I can fax, print or email it later. Currently, I'm just programmatically taking a screen capture and saving it to the photo's library (default for screen capture). Then I can just email it from photo's. This works ok, but is kind of hacky, at best. I've read through the new iPad 3.2 guide for creating PDF's (apparently it's supposed to be much easier than before) but I can not get it to work and I've spent countless hours on it now. I'm hoping someone has the answer for me. Alternatively, if anyone knows how I can redirect where the screen capture is stored (default is in the photo album) then maybe I can make that function work. If I could redirect the screen capture to store in my applications document folder, then I can use MFMailCompose to attach it to an email. Lastly, on a side note, does anyone know of a good way to capture a digital signature via touch. For instance, I'd love to have my users be able to just sign their name via touch at the bottom of the document before I convert to PDF or take a screen capture. Thanks in advance for your help. -Ray

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  • How to change the screen resolution in VNC viewer for Ubuntu 12.04 without a monitor?

    - by user325320
    I have Ubuntu 12.04 installed on a machine and I always use it remotely from VNC. When I have monitor connected to this machine, I can change the resolution of my VNC viewer in the following line: $vnc4server --geometry 1440x900 This worked for me, but I always use this machine remotely, I unplug the monitor and reboot. and the above command line not work anymore. Then I tried xrandr SZ: Pixels Physical Refresh *0 1024 x 768 ( 260mm x 195mm ) *60 Current rotation - normal Current reflection - none Rotations possible - normal Reflections possible - none There is only one option available, so I tried to add a new one. $cvt 1440 900 # 1440x900 59.89 Hz (CVT 1.30MA) hsync: 55.93 kHz; pclk: 106.50 MHz Modeline "1440x900_60.00" 106.50 1440 1528 1672 1904 900 903 909 934 -hsync +vsync $xrandr --newmode "1440x900_60.00" 106.50 1440 1528 1672 1904 900 903 909 934 -hsync +vsync $xrandr --addmode S2 "1440x900_60.00" then I checked with xrandr again and can't see the new mode added. I try to execute the following command and get error says my RandR is too old. $xrandr --output S2 --mode 1440x900_60.00 xrandr: Server RandR version before 1.2 but this does not make sense to me, if I plug in the monitor back and run the xrandr command, it works again! It seems that Ubuntu must conntect to a real monitor before I can change my resolution in my VNC viewer. Can anyone help? UPDATE: Finally I solved this problem by changing to tightvncserver $tightvncserver -geometry 1440x900 works for me. Thanks everything answered my question

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  • What are the most likely bottlenecks determining the performance of CamStudio screen recording?

    - by Steve314
    When doing screen recording, I can get a frame rate of maybe 15 frames per second for the full screen on my 1080p monitor using the XVID codec. I can increase the speed a bit by recording a region, changing screen modes, and tweaking other settings, but I'm curious what hardware upgrades might give me the biggest bang for my buck. My PC is budget, but modern... Athlon 2 X4 645 (3.1GHz, quad core, limited cache) processor. 4GB single channel DDR3 1066 RAM. ASRock motherboard with NVidia GeForce 7025/nForce 630a Chipset. ATI Radeon HD 5450 graphics card - 512MB on board, not configured to steal system RAM. I dual-boot Windows XP and Windows 7. For the moment, XP is my bigger performance concern as it's still my getting-things-done O/S as opposed to my browser-host O/S. My goal is to make a few programming-related tutorials. For a lot of that I don't need screen recording - I can make up some slides, record audio with the PC switched off, yada yada. When I do need screen recording, I'll mostly be recording Notepad++, Visual Studio or a command prompt. Occasionally, I may be recording some kind of graphics or diagram program and using my pre-Bamboo cheap Wacom tablet - I have the CS2 versions of Photoshop and Illustrator, but I'd much more likely be using Microsoft Paint. Basically, what I'll be recording won't be making huge demands on the machine - but recording a fair number of pixels (720p preferred) will be useful. What's particularly wierd - not so long ago I still had a five-year-old Pentium 4 based PC. And (with the same 1080p monitor) it could record at not far from the same frame rate. So clearly the performance issues are more subtle than just throw-money-at-it. My first guess would be that the main bottleneck is the bandwidth for transferring data to/from the graphics card. Is that likely to be correct? In support of that, see this [Radeon HD 5450 review][1] - the memory bandwidth is only 12.8 GB/s. If you can't get data out of graphics memory quickly, you can't transfer it back to the system memory quickly. Apparently, that's slower than some top-end cards in 2002.

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  • From the Tips Box: Kindle as Raspberry Pi Screen, iPod Control Boxes, and Easy Six Degrees of Kevin Bacon

    - by Jason Fitzpatrick
    Once a week we round up some of the great reader tips that come our way and share them with everyone. Today we’re looking at using the Kindle as a screen for the Raspberry Pi, custom iPod control modules, and an easy way to play the Six Degrees of Kevin Bacon. How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It

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  • Dell xps l502 optimus ... stuck at black screen after installing bumblebee

    - by Abdul Azzawi
    I am facing a problem after installing bumblebee when I try to start ubuntu normally the device get stuck on a black screen Can any one help me with the right configuration for the graphic card ... All i need is to run with full desktop effects currently even compizconfig effects arent working Also what should I have in the blacklist or is it correct the way bumblebee does it Running ubuntu Natty 11.04 32 bit Thanks

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  • Ask HTG: LAN-to-LAN Messaging in Windows 7, Multi-Monitor Full Screen Video, and Alternative File Copiers

    - by Jason Fitzpatrick
    Once a week we roundup some of the answers we’ve sent out to reader questions and share them with everyone. This week we’re looking at inter-LAN messaging with Windows 7, multi-monitor full screen video, and alternative Windows file copiers. How to See What Web Sites Your Computer is Secretly Connecting To HTG Explains: When Do You Need to Update Your Drivers? How to Make the Kindle Fire Silk Browser *Actually* Fast!

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  • Which are the most important media queries to use in creating mobile responsive design?

    - by Matt
    There are a lot different media queries for mobile screen sizes. It can be overwhelming to accomodate all of them when designing a responsive mobile site. Which are the most important ones to use when designing for mobile? I found this article that does a pretty good job of outlining the available media queries: http://css-tricks.com/snippets/css/media-queries-for-standard-devices/. /* Smartphones (portrait and landscape) ----------- */ @media only screen and (min-device-width : 320px) and (max-device-width : 480px) { /* Styles */ } /* Smartphones (landscape) ----------- */ @media only screen and (min-width : 321px) { /* Styles */ } /* Smartphones (portrait) ----------- */ @media only screen and (max-width : 320px) { /* Styles */ } /* iPads (portrait and landscape) ----------- */ @media only screen and (min-device-width : 768px) and (max-device-width : 1024px) { /* Styles */ } /* iPads (landscape) ----------- */ @media only screen and (min-device-width : 768px) and (max-device-width : 1024px) and (orientation : landscape) { /* Styles */ } /* iPads (portrait) ----------- */ @media only screen and (min-device-width : 768px) and (max-device-width : 1024px) and (orientation : portrait) { /* Styles */ } /* Desktops and laptops ----------- */ @media only screen and (min-width : 1224px) { /* Styles */ } /* Large screens ----------- */ @media only screen and (min-width : 1824px) { /* Styles */ } /* iPhone 4 ----------- */ @media only screen and (-webkit-min-device-pixel-ratio : 1.5), only screen and (min-device-pixel-ratio : 1.5) { /* Styles */ }

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