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  • Which techniques to study?

    - by Djentleman
    Just to give you some background info, I'm studying a programming major at a tertiary level and am in my third year, so I'm not a newbie off the street. However, I am still quite new to game programming as a subset of programming. One of my personal projects for next semester is to design and create a 2D platformer game with emphasis on procedural generation and "neato" effects (think metroidvania). I've written up a list of some techniques to help me improve my personal skills (using XNA for the time being). The list is as follows: QuadTrees: Build a basic program in XNA that moves basic 2D sprites (circles and squares) around a set path and speed and changes their colour when they collide. Add functionality to add and delete objects of different sizes (select a direction and speed when adding and just drag and drop them in). Particles: Build a basic program in XNA in which you can select different colours and create particle effects of those colours on screen by clicking and dragging the mouse around (simple particles emerging from where the mouse is clicked). Add functionality where you can change the amount of particles to be drawn and the speed at which they travel and when they expire. Possibly implement gravity and wind after part 3 is complete. Physics: Build a basic program in XNA where you have a ball in a set 2D environment, a wind slider, and a gravity slider (can go to negative for reverse gravity). You can click to drag the ball around and release to throw it and, depending on what you do, the ball interacts with the environment. Implement other shapes afterwards. Random 2D terrain generation: Build a basic program in XNA that randomly generates terrain (including hills, caves, etc) created from 2D tiles. Add functionality that draws the tiles from a tileset and places different tiles depending on where they lie on the y-axis (dirt on top, then rock, then lava, etc). Randomised objects: Build a basic program in XNA that, when a button is clicked, displays a randomised item sprite based on parameters (type, colour, etc) with the images pulled from tilesets. Add the ability to save the item as an object, which stores it in a side-pane where it can be selected for viewing. Movement: Build a basic program in XNA where you can move an object around in an environment (tile-based) with a camera that pans with it. No gravity. Implement gravity and wind, allow the character to jump and fall with some basic platforms. So my question is this: Are there any other commonly used techniques that I should research, and can I get some suggestions as to the effectiveness of the techniques I've chosen to work on (e.g., don't do QuadTree stuff because [insert reason here], or, do [insert technique here] before you start working on particles because [insert reason here])? I hope this is clear enough and please let me know if I can further clarify anything!

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  • Is there any way to lock down Photoshop to prevent designers from creating styles that cannot be rendered in CSS?

    - by Hugo Rodger-Brown
    Photoshop is a much more powerful design tool than CSS, and given free reign to design at will, designers will often tweak things like font settings to a degree that cannot be recreated on the web. Is there any way to lock down Photoshop, or perhaps run an equivalent of the Office 2010 "Compatability report" that shows the designer where they have designed something that cannot be rendered on a web page. Something like the old-school "web-safe" colour palette, but for an overall design.

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  • Time passage arithmetic explanation

    - by Cyber Axe
    I ported this from http://www.effectgames.com/effect/article.psp.html/joe/Old_School_Color_Cycling_with_HTML5 some time ago. However i'm now wanting to modify it for the purpose of changing it from floating point to fixed point maths for enhanced efficiency (for those who are going to talk about premature optimization and what not, i want to have my entire engine in fixed point both as a learning process for me and so i can port code more easily to systems in the future that dont have native floating points such as arm cpus) My initial conversion to fixed points just resulted in the cycling stuck on either the first or last frame of cycling. Plus it would be nice to understand better how it works so i can add more options and so forth in the future, my maths however sucks and the comments are limited so i don't really know how the maths work for determining the frame it shoud use (cycleAmount) I was also a beginner when i ported it as i had no idea between floating points and integers and what not. So in summary my question is, can anyone give an explination of the arithmatic used for determining the cycleAmount (which determings the "frame" of the cycle) This is the working floating point maths version of the code: public final void cycle(Colour[] sourceColours, double timeNow, double speedAdjust) { // Cycle all animated colour ranges in palette based on timestamp. sourceColours = sourceColours.clone(); int cycleSize; double cycleRate; double cycleAmount; Cycle cycle; for (int i = 0, len = cycles.length; i < len; ++i) { cycle = cycles[i]; cycleSize = (cycle.HIGH - cycle.LOW) + 1; cycleRate = cycle.RATE / (int) (CYCLE_SPEED / speedAdjust); cycleAmount = 0; if (cycle.REVERSE < 3) { // Standard Cycle cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize); if (cycle.REVERSE < 1) { cycleAmount = cycleSize - cycleAmount; // If below 1 make sure its not reversed. } } else if (cycle.REVERSE == 3) { // Ping-Pong cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize << 1); if (cycleAmount >= cycleSize) { cycleAmount = (cycleSize * 2) - cycleAmount; } } else if (cycle.REVERSE < 6) { // Sine Wave cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize); cycleAmount = Math.sin((cycleAmount * 3.1415926 * 2) / cycleSize) + 1; if (cycle.REVERSE == 4) { cycleAmount *= (cycleSize / 4); } else if (cycle.REVERSE == 5) { cycleAmount *= (cycleSize >> 1); } } if (cycle.REVERSE == 2) { reverseColours(sourceColours, cycle); } if (USE_BLEND_SHIFT) { blendShiftColours(sourceColours, cycle, cycleAmount); } else { shiftColours(sourceColours, cycle, cycleAmount); } if (cycle.REVERSE == 2) { reverseColours(sourceColours, cycle); } } colours = sourceColours; } // This utility function allows for variable precision floating point modulus. private double DFLOAT_MOD(final double d, final double b) { return (Math.floor(d * PRECISION) % Math.floor(b * PRECISION)) / PRECISION; }

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  • Generating tileable terrain using Perlin Noise [duplicate]

    - by terrorcell
    This question already has an answer here: How do you generate tileable Perlin noise? 9 answers I'm having trouble figuring out the solution to this particular algorithm. I'm using the Perlin Noise implementation from: https://code.google.com/p/mikeralib/source/browse/trunk/Mikera/src/main/java/mikera/math/PerlinNoise.java Here's what I have so far: for (Chunk chunk : chunks) { PerlinNoise noise = new PerlinNoise(); for (int y = 0; y < CHUNK_SIZE_HEIGHT; ++y) { for (int x = 0; x < CHUNK_SIZE_WIDTH; ++x) { int index = get1DIndex(y, CHUNK_SIZE_WIDTH, x); float val = 0; for (int i = 2; i <= 32; i *= i) { double n = noise.tileableNoise2(i * x / (float)CHUNK_SIZE_WIDTH, i * y / (float)CHUNK_SIZE_HEIGHT, CHUNK_SIZE_WIDTH, CHUNK_SIZE_HEIGHT); val += n / i; } // chunk tile at [index] gets set to the colour 'val' } } } Which produces something like this: Each chunk is made up of CHUNK_SIZE number of tiles, and each tile has a TILE_SIZE_WIDTH/HEIGHT. I think it has something to do with the inner-most for loop and the x/y co-ords given to the noise function, but I could be wrong. Solved: PerlinNoise noise = new PerlinNoise(); for (Chunk chunk : chunks) { for (int y = 0; y < CHUNK_SIZE_HEIGHT; ++y) { for (int x = 0; x < CHUNK_SIZE_WIDTH; ++x) { int index = get1DIndex(y, CHUNK_SIZE_WIDTH, x); float val = 0; float xx = x * TILE_SIZE_WIDTH + chunk.x; float yy = y * TILE_SIZE_HEIGHT + chunk.h; int w = CHUNK_SIZE_WIDTH * TILE_SIZE_WIDTH; int h = CHUNK_SIZE_HEIGHT * TILE_SIZE_HEIGHT; for (int i = 2; i <= 32; i *= i) { double n = noise.tileableNoise2(i * xx / (float)w, i * yy / (float)h, w, h); val += n / i; } // chunk tile at [index] gets set to the colour 'val' } } }

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  • Responsive WordPress Theme Eleven40 by Studiopress

    - by Edward
    Eleven40 is a responsive layout premium WordPress child theme by StudioPress for the Genesis Framework. The theme is a crisp & clean layout that extends upto 1140 pixels in width with sixe other narrower content layouts in its responsive layout. Eleven40 theme pack include 4 colour schemes, six post / page layout options, custom menus [...] Related posts:Genesis WordPress Theme Framework Beveled Premium WordPress Theme by Woothemes PhotoNote WordPress Theme by WPZOOM

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  • Are there software options (preferabbly .NET) for doing distance and speed analysis of footballers moving on video?

    - by Anonymous Type
    Editing Question for Clarity Thanks for feedback so far, very insightful. I'm not sure how far along this part of the software community is, and what if any libraries exist for me to leverage from. Heres what I'm trying to do. Problem: Take an existing video of a game of rugby league. The Rugby League field is 100 metres long, 70 metres wide, and has white line markings every 10 metres running along the width of the field, as well as along the sidelines. Each side has 13 players on the field. Players on each team have identical jerseys that normally constrast strongly against background colours (green/brown field colour) and the referee's colour (usually yellow) and the designated water runner (orange). All players have a unique number in thick white lettering on their backs for identification. Video is taken with a high definition camera. Currently only one camera is used (2D) and existing video does not contain a foreground object of fixed spatial dimensions (as suggested in one answer for comparision measurements, however I could add this to future filming sessions if it is worthwhile). The player's do not run in a straight line 50% of the time but will go sideways on on a diagonal to the play the ball. The distance measured always starts from the spot of the previous "tackle", which ends where the player stops forward movement. It is not always possible to determine the players number from the video (facing other direction, sunlight, others standing in the way of the camera). But this isn't important as the software could allow for manual inputting of unknown "runs" at a later point after analysis. Determine the distance between two points (i.e. where the player started his "run" and where he finished it). I'm guessing that this would be quite doable if I manually marked the start and end point in the video. But how would I use landmarks in the background to determine the distance (assuming the person taking the video has kept it from jerking around). Question: Do software packages or libraries exist that are specialised enough to assist with writing analysis software to determine a sports persons distance travelled based on video taken of the performance?

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  • How do I change folder timestamps recursively?

    - by MonkeyWrench32
    I was wondering if anyone knows how to change the timestamps of folders recursively based on the latest timestamp found of the files in that folder. So for example: jon@UbuntuPanther:/media/media/MP3s/Foo Fighters/(1997-05-20) The Colour and The Shape$ ls -alF total 55220 drwxr-xr-x 2 jon jon 4096 2010-08-30 12:34 ./ drwxr-xr-x 11 jon jon 4096 2010-08-30 12:34 ../ -rw-r--r-- 1 jon jon 1694044 2010-04-18 00:51 Foo Fighters - Doll.mp3 -rw-r--r-- 1 jon jon 3151170 2010-04-18 00:51 Foo Fighters - Enough Space.mp3 -rw-r--r-- 1 jon jon 5004289 2010-04-18 00:52 Foo Fighters - Everlong.mp3 -rw-r--r-- 1 jon jon 5803125 2010-04-18 00:51 Foo Fighters - February Stars.mp3 -rw-r--r-- 1 jon jon 4994903 2010-04-18 00:51 Foo Fighters - Hey, Johnny Park!.mp3 -rw-r--r-- 1 jon jon 4649556 2010-04-18 00:52 Foo Fighters - Monkey Wrench.mp3 -rw-r--r-- 1 jon jon 5216923 2010-04-18 00:51 Foo Fighters - My Hero.mp3 -rw-r--r-- 1 jon jon 4294291 2010-04-18 00:52 Foo Fighters - My Poor Brain.mp3 -rw-r--r-- 1 jon jon 6778011 2010-04-18 00:52 Foo Fighters - New Way Home.mp3 -rw-r--r-- 1 jon jon 2956287 2010-04-18 00:51 Foo Fighters - See You.mp3 -rw-r--r-- 1 jon jon 2730072 2010-04-18 00:51 Foo Fighters - Up in Arms.mp3 -rw-r--r-- 1 jon jon 6086821 2010-04-18 00:51 Foo Fighters - Walking After You.mp3 -rw-r--r-- 1 jon jon 3033660 2010-04-18 00:52 Foo Fighters - Wind Up.mp3 The folder "(1997-05-20) The Colour and The Shape" would have its timestamp set to 2010-04-18 00:52. Thanks in advance!

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  • EXCEL generate a character in one column of a row, only if other columns in the same row are not bl

    - by Simon
    My speadsheet keeps track of when patients leave a specific floor of the hospital. There are columns in which where each patient goes is documented (1 column for "home", another column for "rehab facility", another for "other floor", etc.). Only when the patient leaves the hospital altogether does it count as a discharge, in which case the “discharge” column needs to have something in it. What formula can I use to generate, say, an "x" in the "discharge" column if certain "where they went" columns in the same row contain something, but not if there is nothing in any of them? Currently, to accomplish this I am using =IF(OR(M30,N30,O30,P30,Q30,R30,S30),"x") in row 3 of the "discharge" column (rows 1 and 2 are headings), and I have used "fill down" in all subsequent rows. To suppress the "FALSE" this formula yields when the condition is not true, I have applied conditonal formatting to the entire column that if the value=FALSE then the font is white (same colour as background). Is there a more efficient, elegant and idiot-proof way of doing this? The conditional formatting of text colour could potentially confuse everyone but the person who built the spreadsheet (me).

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  • Reducing video mode switching during Linux boot

    - by Zack
    When I boot up my desktop computer, which only has Linux on it, the video mode and/or console font gets switched four times: When GRUB starts, it switches from 80x25 text to a graphical mode so it can draw a pretty background behind its menu; GRUB then goes back to 80x25 text after I pick something from the menu; When the KMS driver for my video card loads, it switches to a much higher-resolution text mode (I don't know if this is a hardware text mode or not); Finally X starts and it goes graphics and stays that way. I think this last switch does not change the resolution of the video mode, only the graphicalness. I'd like to get rid of as many of these mode switches as possible. Ideally, when GRUB takes over from the BIOS it would go directly to the same high-resolution text mode that the KMS driver selects, and the display would stay in that mode till X starts and brings up graphics. I am under the impression that this is possible by mucking with the kernel command line and/or the GRUB console module load parameters, but I don't know the details. GRUB 1.98+20100706, kernel 2.6.32.15 using Nouveau video drivers. Distro is Debian unstable. Please no answers that involve recompiling anything or cobbling together bleeding-edge kernel/driver combinations, I don't care enough about this to go to that much trouble. EDIT: Tobu suggests setting GRUB_GFXMODE to the full pixel resolution of the monitor, and GRUB_GFXPAYLOAD_LINUX=keep to avoid the mode switch after the menu goes away. This does part of what I want, but winds up being worse overall. There's no mode switch after the menu, but there's still a painfully-slow screen repaint (I should probably just give up on GRUB's gfxmode, it's waaaay too slow at 1920x1200). More seriously, there's now a double mode switch when nouveaufb loads, along with fun-looking error messages in dmesg [ 5.923798] [drm] nouveau 0000:02:00.0: allocated 1920x1200 fb: 0x40250000, bo ffff8801ba5f4600 [ 5.923802] fb: conflicting fb hw usage nouveaufb vs EFI VGA - removing generic driver [ 5.923821] [drm] nouveau 0000:02:00.0: PFIFO_INTR 0x00000010 - Ch 1 ("PFIFO_INTR" message repeats 400+ times) [ 5.925609] Console: switching to colour dummy device 80x25 [ 5.925802] Console: switching to colour frame buffer device 240x75

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  • Setting Up My Home Network

    - by Skizz
    I currently have five PCs at home, three running WinXP and two running Ubuntu. They are set up like this: ISP ----- Modem ---- Switch ---- Ubuntu1 -- B&W Printer | |--WinXP1 | |--WinXP2 Wireless |--Colour Printer | |---------Ubuntu2 |---------WinXP3 (laptop) The Ubuntu1 machine is set up as a PDC using Samba and runs fetchmail, procmail, dovecot to get my e-mail and allow me to access the e-mail via imap so I can read the e-mail on any PC. I'd like to set up the network like this: ISP ----- Modem ---- Ubuntu1 ---- Switch ------WinXP1 | | |--WinXP2 B&W Printer Wireless |--Colour Printer | |---------Ubuntu2 |---------WinXP3 (laptop) My questions are: How to configure Ubuntu1 to act as a firewall. How to configure Ubuntu1 to provide a consistant user authentication across the network, at the moment Samba provides roaming profiles for the XP machines but the Ubuntu2 machine has it's own user lists. I'd like to have a single authentication for both XP machines and linux machines so that users added to the server list will propagate to all PCs (i.e. new users can log on using any PC without modifying any of the client PCs). How to configure a linux client (Ubuntu2 above) to access files on the server (Ubuntu1), some of which are in user specific folders, effectively sharing /home/{user} per user (read and write access) and stuff like /home/media/photos with read access for everyone and limited write access. How to configure the XP machines (if it is different from a the Samba method). How to set up e-mail filtering. I'd like to have a whitelist/blacklist system for incoming e-mails for some of the e-mail accounts (mainly, my kids' accounts) with filtered e-mails being put into quaranteen until a sysadmin either adds the sender to a blacklist or whitelist. OK, that's a lot of stuff. For now, I don't want config files*, rather, what services / applications to use and how they interact. For example, LDAP could be used for authentication but what else would be useful to make the administration of the LDAP easier. Once I have a general idea for the overall configuration, I can ask other questions about the specifics. Skizz I have looked around for information, but most answers are usually in the form of abstract config files and lists of packages to install.

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  • Cufon h2 on div hover

    - by SoulieBaby
    Hi all, I have h2 tags inside divs which I need to change colour on div hover, if the cufon is turned off, the h2 tag changes colour fine, but when cufon is turned on, it doesn't change colour. Here's my code: Cufon Cufon.set('fontFamily', 'DIN'); Cufon.replace('.listing_04 li a .bx1 .right .head_bx h2', { hover: true, hoverables: { a: true, div: true } }); CSS .listing_04 li a .bx1 .right .head_bx h2 { color: #e91397; font-size: 16px; padding: 0px; margin: 0px; } .listing_04 li a:hover .bx1 .right .head_bx h2 { color: #ffff00; } Code <div class="listing_04"> <ul> <li> <a href="#"> <div class="bx1"> <div class="left"> <img src="images/friends_only.jpg" alt="" border="0" class="img_border01" /> <div class="staring_bx"> <img src="images/star1.png" border="0" /> <img src="images/star1.png" border="0" /> <img src="images/star1.png" width="16" height="15" border="0" /> <img src="images/star2.png" width="16" height="15" border="0" /> <img src="images/star2.png" width="16" height="15" border="0" /></div> </div> <div class="right"> <div class="head_bx"> <h2><strong>The Party Girls</strong></h2> My Favourites</div> <p> By : <b>Modi</b><br /> 19 Jan 2010 @ 20:20<br /> Views : <strong>1542484</strong><br /> Comments : <strong>84 </strong></p> </div> <div class="clear"></div> </div> </a> </li> <li> <a href="#"> <div class="bx1"> <div class="left"> <img src="images/img_07.jpg" alt="" border="0" class="img_border01" /> <div class="staring_bx"> <img src="images/star1.png" border="0" /> <img src="images/star1.png" border="0" /> <img src="images/star1.png" width="16" height="15" border="0" /> <img src="images/star2.png" width="16" height="15" border="0" /> <img src="images/star2.png" width="16" height="15" border="0" /></div> </div> <div class="right"> <div class="head_bx"> <h2><strong>The Party Girls</strong></h2> My Favourites</div> <p> By : <b>Modi</b><br /> 19 Jan 2010 @ 20:20<br /> Views : <strong>1542484</strong><br /> Comments : <strong>84 </strong></p> </div> <div class="clear"></div> </div> </a> </li> <li> <a href="#"> <div class="bx1"> <div class="left"> <img src="images/resticted_image.jpg" alt="" border="0" class="img_border01" /> <div class="staring_bx"> <img src="images/star1.png" border="0" /> <img src="images/star1.png" border="0" /> <img src="images/star1.png" width="16" height="15" border="0" /> <img src="images/star2.png" width="16" height="15" border="0" /> <img src="images/star2.png" width="16" height="15" border="0" /></div> </div> <div class="right"> <div class="head_bx"> <h2><strong>The Party Girls</strong></h2> My Favourites</div> <p> By : <b>Modi</b><br /> 19 Jan 2010 @ 20:20<br /> Views : <strong>1542484</strong><br /> Comments : <strong>84 </strong></p> </div> <div class="clear"></div> </div> </a> </li> </ul> <div class="clear"></div> </div> Example URL: http://dev.splished.360southclients.com/test.php In this test I've disabled cufon for you to see that the h2 colour change works when you hover over the .bx1 div, click "turn cufon on" to see it with the cufon.

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  • Advance way of using UIView convertRect method to detect CGRectIntersectsRect multiple times

    - by Chris
    I recently asked a question regarding collision detection within subviews, with a perfect answer. I've come to the last point in implementing the collision on my application but I've come across a new issue. Using convertRect was fine getting the CGRect from the subView. I needed it to be a little more complex as it wasn't exactly rectangles that needed to be detected. on XCode I created an abstract class called TileViewController. Amongst other properties it has a IBOutlet UIView *detectionView; I now have multiple classes that inherit from TileViewController, and each class there are multiple views nested inside the detectionView which I have created using Interface Builder. The idea is an object could be a certain shape or size, I've programatically placed these 'tiled' detection points bottom center of each object. A user can select an item and interactive with it, in this circumstance move it around. Here is my touchesMoved method -(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{ UITouch *touch = [[event allTouches] anyObject]; CGPoint location = [touch locationInView:touch.view]; interactiveItem.center = location; // The ViewController the user has chosen to interact with interactiveView.view.center = location; // checks if the user has selected an item to interact with if (interactiveItem) { // First get check there is more then 1 item in the collection NSUInteger assetCount = [itemViewCollection count]; //NSMutableArray that holds the ViewControllers int detectionCount = 0; // To count how many times a CGRectIntersectsRect occured UIView *parentView = self.view; // if there is more then 1 item begin collision detection if (assetCount > 1) { for (TileViewController *viewController in itemViewCollection) { if (viewController.view.tag != interactiveView.view.tag) { if (viewController.detectionView.subviews) { for (UIView *detectView in viewController.detectionView.subviews) { CGRect viewRect; viewRect = [detectView convertRect:[detectView frame] toView:parentView]; // I could have checked to see if the below has subViews but didn't - In my current implementation it does anyway for (UIView *detectInteractView in interactiveView.detectionView.subviews) { CGRect interactRect; interactRect = [detectInteractView convertRect:[detectInteractView frame] toView:parentView]; if (CGRectIntersectsRect(viewRect, interactRect) == 1) { NSLog(@"collision detected"); [detectView setBackgroundColor:[UIColor blueColor]]; [detectInteractView setBackgroundColor:[UIColor blueColor]]; detectionCount++; } else { [detectView setBackgroundColor:[UIColor yellowColor]]; [detectInteractView setBackgroundColor:[UIColor yellowColor]]; } } } } } } // Logic if no items collided if (detectionCount == 0) { NSLog(@"Do something"); } } } } Now the method itself works to an extent but I don't think it's working with the nested values properly as the detection is off. A simplified version of this method works - Using CGRectIntersectsRect on the detectionView itself so I'm wondering if I'm looping through and checking the views correctly? I wasn't sure whether it was comparing in the same view but I suspect it is, I did modify the code slightly at one point, rather then comparing the values in self.view I took the viewController.detectView's UIViews into the interactiveView.detectView but the outcome was the same. It's rigged so the subviews change colour, but they change colour when they are not even touching, and when they do touch the wrong UIviews are changing colour Many thanks in advance

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  • NHibernate won't persist DateTime SqlDateTime overflow

    - by chris raethke
    I am working on an ASP.NET MVC project with NHibernate as the backend and am having some trouble getting some dates to write back to my SQL Server database tables. These date fields are NOT nullable, so the many answers here about how to setup nullable datetimes have not helped. Basically when I try to save the entity which has a DateAdded and a LastUpdated fields, I am getting a SqlDateTime overflow exception. I have had a similar problem in the past where I was trying to write a datetime field into a smalldatetime column, updating the type on the column appeared to fix the problem. My gut feeling is that its going to be some problem with the table definition or some type of incompatible data types, and the overflow exception is a bit of a bum steer. I have attached an example of the table definition and the query that NHibernate is trying to run, any help or suggestions would be greatly appreciated. CREATE TABLE [dbo].[CustomPages]( [ID] [uniqueidentifier] NOT NULL, [StoreID] [uniqueidentifier] NOT NULL, [DateAdded] [datetime] NOT NULL, [AddedByID] [uniqueidentifier] NOT NULL, [LastUpdated] [datetime] NOT NULL, [LastUpdatedByID] [uniqueidentifier] NOT NULL, [Title] [nvarchar](150) NOT NULL, [Term] [nvarchar](150) NOT NULL, [Content] [ntext] NULL ) exec sp_executesql N'INSERT INTO CustomPages (Title, Term, Content, LastUpdated, DateAdded, StoreID, LastUpdatedById, AddedById, ID) VALUES (@p0, @p1, @p2, @p3, @p4, @p5, @p6, @p7, @p8)',N'@p0 nvarchar(21),@p1 nvarchar(21),@p2 nvarchar(33),@p3 datetime,@p4 datetime,@p5 uniqueidentifier,@p6 uniqueidentifier,@p7 uniqueidentifier,@p8 uniqueidentifier',@p0=N'Size and Colour Chart',@p1=N'size-and-colour-chart',@p2=N'This is the size and colour chart',@p3=''2009-03-14 14:29:37:000'',@p4=''2009-03-14 14:29:37:000'',@p5='48315F9F-0E00-4654-A2C0-62FB466E529D',@p6='1480221A-605A-4D72-B0E5-E1FE72C5D43C',@p7='1480221A-605A-4D72-B0E5-E1FE72C5D43C',@p8='1E421F9E-9A00-49CF-9180-DCD22FCE7F55' In response the the answers/comments, I am using Fluent NHibernate and the generated mapping is below public CustomPageMap() { WithTable("CustomPages"); Id( x => x.ID, "ID" ) .WithUnsavedValue(Guid.Empty) . GeneratedBy.Guid(); References(x => x.Store, "StoreID"); Map(x => x.DateAdded, "DateAdded"); References(x => x.AddedBy, "AddedById"); Map(x => x.LastUpdated, "LastUpdated"); References(x => x.LastUpdatedBy, "LastUpdatedById"); Map(x => x.Title, "Title"); Map(x => x.Term, "Term"); Map(x => x.Content, "Content"); } <?xml version="1.0" encoding="utf-8"?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2" default-lazy="false" assembly="MyNamespace.Core" namespace="MyNamespace.Core"> <class name="CustomPage" table="CustomPages" xmlns="urn:nhibernate-mapping-2.2"> <id name="ID" column="ID" type="Guid" unsaved-value="00000000-0000-0000-0000-000000000000"><generator class="guid" /></id> <property name="Title" column="Title" length="100" type="String"><column name="Title" /></property> <property name="Term" column="Term" length="100" type="String"><column name="Term" /></property> <property name="Content" column="Content" length="100" type="String"><column name="Content" /></property> <property name="LastUpdated" column="LastUpdated" type="DateTime"><column name="LastUpdated" /></property> <property name="DateAdded" column="DateAdded" type="DateTime"><column name="DateAdded" /></property> <many-to-one name="Store" column="StoreID" /><many-to-one name="LastUpdatedBy" column="LastUpdatedById" /> <many-to-one name="AddedBy" column="AddedById" /></class></hibernate-mapping>

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  • Tessellation Texture Coordinates

    - by Stuart Martin
    Firstly some info - I'm using DirectX 11 , C++ and I'm a fairly good programmer but new to tessellation and not a master graphics programmer. I'm currently implementing a tessellation system for a terrain model, but i have reached a snag. My current system produces a terrain model from a height map complete with multiple texture coordinates, normals, binormals and tangents for rendering. Now when i was using a simple vertex and pixel shader combination everything worked perfectly but since moving to include a hull and domain shader I'm slightly confused and getting strange results. My terrain is a high detail model but the textured results are very large patches of solid colour. My current setup passes the model data into the vertex shader then through the hull into the domain and then finally into the pixel shader for use in rendering. My only thought is that in my hull shader i pass the information into the domain shader per patch and this is producing the large areas of solid colour because each patch has identical information. Lighting and normal data are also slightly off but not as visibly as texturing. Below is a copy of my hull shader that does not work correctly because i think the way that i am passing the data through is incorrect. If anyone can help me out but suggesting an alternative way to get the required data into the pixel shader? or by showing me the correct way to handle the data in the hull shader id be very thankful! cbuffer TessellationBuffer { float tessellationAmount; float3 padding; }; struct HullInputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; }; struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; struct HullOutputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; float4 depthPosition : TEXCOORD2; }; ConstantOutputType ColorPatchConstantFunction(InputPatch<HullInputType, 3> inputPatch, uint patchId : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("ColorPatchConstantFunction")] HullOutputType ColorHullShader(InputPatch<HullInputType, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; output.position = patch[pointId].position; output.tex = patch[pointId].tex; output.tex2 = patch[pointId].tex2; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; output.binormal = patch[pointId].binormal; return output; } Edited to include the domain shader:- [domain("tri")] PixelInputType ColorDomainShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<HullOutputType, 3> patch) { float3 vertexPosition; PixelInputType output; // Determine the position of the new vertex. vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.position = mul(float4(vertexPosition, 1.0f), worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); output.depthPosition = output.position; output.tex = patch[0].tex; output.tex2 = patch[0].tex2; output.normal = patch[0].normal; output.tangent = patch[0].tangent; output.binormal = patch[0].binormal; return output; }

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  • R ggplot2: Arrange facet_grid by non-facet column (and labels using non-facet column)

    - by tommy-o-dell
    I have a couple of questions regarding facetting in ggplot2... Let's say I have a query that returns data that looks like this: (note that it's ordered by Rank asc, Alarm asc and two Alarms have a Rank of 3 because their Totals = 1798 for Week 4, and Rank is set according to Total for Week 4) Rank Week Alarm Total 1 1 BELTWEIGHER HIGH HIGH 1000 1 2 BELTWEIGHER HIGH HIGH 1050 1 3 BELTWEIGHER HIGH HIGH 900 1 4 BELTWEIGHER HIGH HIGH 1800 2 1 MICROWAVE LHS 200 2 2 MICROWAVE LHS 1200 2 3 MICROWAVE LHS 400 2 4 MICROWAVE LHS 1799 3 1 HI PRESS FILTER 2 CLOG SW 1250 3 2 HI PRESS FILTER 2 CLOG SW 1640 3 3 HI PRESS FILTER 2 CLOG SW 1000 3 4 HI PRESS FILTER 2 CLOG SW 1798 3 1 LOW PRESS FILTER 2 CLOG SW 800 3 2 LOW PRESS FILTER 2 CLOG SW 1200 3 3 LOW PRESS FILTER 2 CLOG SW 800 3 4 LOW PRESS FILTER 2 CLOG SW 1798 (duplication code below) Rank = c(rep(1,4),rep(2,4),rep(3,8)) Week = c(rep(1:4,4)) Total = c( 1000,1050,900,1800, 200,1200,400,1799, 1250,1640,1000,1798, 800,1200,800,1798) Alarm = c(rep("BELTWEIGHER HIGH HIGH",4), rep("MICROWAVE LHS",4), rep("HI PRESS FILTER 2 CLOG SW",4), rep("LOW PRESS FILTER 2 CLOG SW",4)) spark <- data.frame(Rank, Week, Alarm, Total) Now when I do this... s <- ggplot(spark, aes(Week, Total)) + opts( panel.background = theme_rect(size = 1, colour = "lightgray"), panel.grid.major = theme_blank(), panel.grid.minor = theme_blank(), axis.line = theme_blank(), axis.text.x = theme_blank(), axis.text.y = theme_blank(), axis.title.x = theme_blank(), axis.title.y = theme_blank(), axis.ticks = theme_blank(), strip.background = theme_blank(), strip.text.y = theme_text(size = 7, colour = "red", angle = 0) ) s + facet_grid(Alarm ~ .) + geom_line() I get this.... Notice that it's facetted according to Alarm and that the facets are arranged alphabetically. Two Questions: How can I can I keep it facetted by alarm but displayed in the correct order? (Rank asc, Alarm asc). Also, how can I keep it facetted by alarm but show labels from Rank instead of Alarm? Note that I can't just facet on Rank because ggplot2 would see only 3 facets to plot where there are really 4 different alarms. Thanks kindly for the help! Tommy

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  • How do DP and CC change in Piet?

    - by Paul Butcher
    According to the specification, Black colour blocks and the edges of the program restrict program flow. If the Piet interpreter attempts to move into a black block or off an edge, it is stopped and the CC is toggled. The interpreter then attempts to move from its current block again. If it fails a second time, the DP is moved clockwise one step. These attempts are repeated, with the CC and DP being changed between alternate attempts. If after eight attempts the interpreter cannot leave its current colour block, there is no way out and the program terminates. Unless I'm reading it incorrectly, this is at odds with the behaviour of the Fibonacci sequence example here: http://www.dangermouse.net/esoteric/piet/fibbig1.gif (from: http://www.dangermouse.net/esoteric/piet/samples.html) Specifically, why does the DP turn left at (0,3) ((0,0) being (top, left)) when it hits the left edge? At this point, both DP and CC are LEFT, so, by my reading, the sequence should then be: Attempt (and fail) to leave the block by going off the edge at (0,4), Toggle CC to RIGHT, Attempt (and fail) to leave the block by going off the edge at (0,2). Rotate DP to UP, Attempt (and succeed) to leave the block at (1,2) by entering the white block at (1,1) The behaviour indicated by the trace seems to be that DP gets rotated all the way, leaving CC at LEFT. What have I misunderstood?

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  • deleting HBITMAP causes an access violation at runtime.

    - by Oliver
    Hi, I have the following code to take a screenshot of a window, and get the colour of a specific pixel in it: void ProcessScreenshot(HWND hwnd){ HDC WinDC; HDC CopyDC; HBITMAP hBitmap; RECT rt; GetClientRect (hwnd, &rt); WinDC = GetDC (hwnd); CopyDC = CreateCompatibleDC (WinDC); //Create a bitmap compatible with the DC hBitmap = CreateCompatibleBitmap (WinDC, rt.right - rt.left, //width rt.bottom - rt.top);//height SelectObject (CopyDC, hBitmap); BitBlt (CopyDC, //destination 0,0, rt.right - rt.left, //width rt.bottom - rt.top, //height WinDC, //source 0, 0, SRCCOPY); COLORREF col = ::GetPixel(CopyDC,145,293); // Do some stuff with the pixel colour.... delete hBitmap; ReleaseDC(hwnd, WinDC); ReleaseDC(hwnd, CopyDC); } the line 'delete hBitmap;' causes a runtime error: an access violation. I guess I can't just delete it like that? Because bitmaps take up a lot of space, if I don't get rid of it I will end up with a huge memory leak. My question is: Does releasing the DC the HBITMAP is from deal with this, or does it stick around even after I have released the DC? If the later is the case, how do I correctly get rid of the HBITMAP?

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  • Empty UIView with minimal drawRect: overhead

    - by Benjohn Barnes
    Hi, I have an application that has three nested views that are mechanically important, but have no visual elements: A vanila UIView that doesn't have any content of its own, and is simply used as a host for CALayers. A UIScrollView (that is queried for it's origin and used to position CALayers in 3d: I really only use this view to faithfully replicate the scroll view's "mechanics"), The scroll view's contents: a UIView subclass. It simply picks up touch events and passes them to a delegate - all that is important are its UIResponder machinery. The UIView hosting CALayers is a sibling of a UIImageView that is a background image over which the CALayers are drawn. I'd really like to ensure that none of these empty UIViews have any drawing or compositing overhead (in time, or storage) associated with them, or if that's not possible, to get this overhead as small as possible, and to understand it so that I can perhaps decide if I should try a different approach. In interface builder, I've set all of the views to not clear their context before drawing. I've not set them to be opaque though, because they definitely are not opaque - they are completely transparent. I've found that I need to give the scroll view contents a transparent clear colour (again in IB by setting the background colour's opacity to zero), and this suggests that it is being drawn, which I don't want. So, in short, I've not got much idea of what is and isn't getting drawn (anyone know of a tool like Quartz Debug for iPhone / simulator?), or how to go about stopping things from getting drawn. Advice would be very welcome! Thanks, Benjohn

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  • Change column height as other column gets longer

    - by Infiniti Fizz
    Hi, I have tried a few things to solve this problem but I can't seem to get it working. The problem is that I have 2 columns as the main part of my website, right and left. On some pages, there is a lot of text in the left column, therefore it is very long, the problem is that the right column doesn't elongate with the left column. Both columns have the same background colour and a footer s displayed across the width of both columns after the columns finish. My first thought was to put both columns inside a div which would have the same background colour as them and therefore if the left column became 1500px long in total and the right column stayed at around 600px (due to the elements inside it) then this wouldn't show as the new, outer div would elongate along with the left column. But for some reason this didn't work. Could it be because the columns are floated? Does anyone have any other ideas? Here is the website (Obviously not finished yet): Beansheaf Hotel I have chosen a page where there is a lot of text in the left column so the problem is apparent. Thanks in advance, InfinitiFizz

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  • Yaml::load_file acting different between development and production (Rails)

    - by James
    Hi, I am completely stumped at the nature of this problem. We export data from our application into a 'cleaned' YAML file (stripping out IDs, created_at etc). Then we (will) allow users to import these files back into the application - it is the import that is completely bugging me out. In development, YAML::load_file(params[:uploaded_data].local_path) returns an array of YAML::Objects's (and it doesn't matter which of the number of different ways the file could be loaded): [#{"exception_count"="0", "title"="Start", "amount"="70.00", "colour"=nil, "repeat_type_id"="0", "repeat_interval"="1"}}, etc etc] Which is very nice, as the attributes also include the (associated model) exceptions that you see an exception_count for. However on production (rails 2.3.2, running REE 1.8.7 and 1.8.6 for testing, tested on two different production env's, and running production locally) it returns an array of the Objects within the YAML - in this case, Event: [#, repeat_type_id: 0, colour: nil, repeat_interval: 1, exception_count: 0, etc etc] Now this would be just perplexing if it also included the associated model Exception with it - however it doesn't. Can anyone at all shed some light on why the Yaml parser would behave so differently between production and development? I'm on rails 2.3.2, running REE 1.8.7; however I've also tested running Ruby 1.8.6 with exactly the same results. Thanks for any help!

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  • highlight the text of the DOM range element,

    - by ganapati
    I am able to highlight the text on the HTML page(rendered through gtkmozembed), which is selected, like below. var range, sel; if (window.getSelection) { sel = window.getSelection(); if (sel.getRangeAt) { range = sel.getRangeAt(0); } document.designMode = "on"; if (range) { sel.removeAllRanges(); sel.addRange(range); } document.execCommand("HiliteColor", false, colour); document.designMode = "off"; } Well,it works very fine.Now i am trying to store the information(startNode, startOffset,endNode, endOffset) about the highlighted text, and next time when i open the same page,highlight the same text. I am able to successfully store the info and retrieve them when the same page opens. And i am trying to highlight the text using following code. var range = document.createRange(); range.setStart(startNode, startOffset); range.setEnd(endNode, endOffset); document.designMode = "on"; range.execCommand("HiliteColor", false, colour); document.designMode = "off"; But it is not working as i am expecting. Can anyone help me to achieve the required? Thanks...

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  • Custom UITableviewcell, CGGradient still shows when cell is selected?

    - by Burnsoft Ltd
    I'm using a custom tableview cell (like Tweetie's fast scrolling) i've added a gradient to the context, which looks really nice, but when I select the cell, the gradient is still visible. I'm not sure how to go about removing the gradient when the cell is selected? any ideas? cheers Nik - (void)drawContentView:(CGRect)r { CGContextRef context = UIGraphicsGetCurrentContext(); UIColor *backgroundColor = [UIColor whiteColor]; UIColor *textColor = [UIColor blackColor]; UIColor *dateColor = [UIColor colorWithRed:77.f/255.f green:103.f/255.f blue:155.f/255.f alpha:1]; if(self.selected) { backgroundColor = [UIColor clearColor]; textColor = [UIColor whiteColor]; } [backgroundColor set]; CGContextFillRect(context, r); //add gradient CGGradientRef myGradient; CGColorSpaceRef myColorspace; size_t num_locations = 2; CGFloat locations[2] = {0.0, 1.0}; CGFloat components[8] = {0.9f, 0.9f, 0.9f, 0.7f, // Bottom Colour: Red, Green, Blue, Alpha. 1.0f, 1.0f, 1.0f, 1.0}; // Top Colour: Red, Green, Blue, Alpha. myColorspace = CGColorSpaceCreateDeviceRGB(); myGradient = CGGradientCreateWithColorComponents (myColorspace, components, locations, num_locations); CGColorSpaceRelease(myColorspace); CGPoint startPoint, endPoint; startPoint.x = 0; startPoint.y = self.frame.size.height; endPoint.x = 0; endPoint.y = self.frame.size.height-15; // just keep the gradient static size, never mind how big the cell is CGContextDrawLinearGradient (context, myGradient, startPoint, endPoint, 0); CGGradientRelease(myGradient); //gradient end //rest of custom drawing goes here.... } Should I be doing something in the if cell selected code?

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  • Using the Apple Scripting bridge with Mail to send an attachment causes the message background to go

    - by Naym
    Hello, When I use the Apple Scripting Bridge to send a message with an attachment the background of the message is set to black which is a problem because the text is also black. The code in question is: MailApplication *mail = [SBApplication applicationWithBundleIdentifier:@"com.apple.Mail"]; /* create a new outgoing message object */ MailOutgoingMessage *emailMessage = [[[mail classForScriptingClass:@"outgoing message"] alloc] initWithProperties: [NSDictionary dictionaryWithObjectsAndKeys: emailSubject, @"subject", [self composeEmailBody], @"content", nil]]; /* add the object to the mail app */ [[mail outgoingMessages] addObject: emailMessage]; /* set the sender, show the message */ emailMessage.sender = [NSString stringWithFormat:@"%@ <%@>",[[[mail accounts] objectAtIndex:playerOptions.mailAccount] fullName],[[[[mail accounts] objectAtIndex:playerOptions.mailAccount] emailAddresses] objectAtIndex:0]]; emailMessage.visible = YES; /* create a new recipient and add it to the recipients list */ MailToRecipient *theRecipient = [[[mail classForScriptingClass:@"to recipient"] alloc] initWithProperties: [NSDictionary dictionaryWithObjectsAndKeys: opponentEmail, @"address", nil]]; [emailMessage.toRecipients addObject: theRecipient]; /* add an attachment, if one was specified */ if ( [playerInfo.gameFile length] > 0 ) { /* create an attachment object */ MailAttachment *theAttachment = [[[mail classForScriptingClass:@"attachment"] alloc] initWithProperties: [NSDictionary dictionaryWithObjectsAndKeys: playerInfo.gameFile, @"fileName", nil]]; /* add it to the list of attachments */ [[emailMessage.content attachments] addObject: theAttachment]; } /* send the message */ [emailMessage send]; The actual change to the background colour occurs on the second last line, which is: [[emailMessage.content attachments] addObject: theAttachment]; The code sections above are essentially lifted from the SBSendMail example code from Apple. At this stage I've really only made the changes necessary to integrate with the data from my application. If I build and run the SBSendMail example after freshly downloading it from Apple the message background is also changed to black with execution of the same line. It does not appear to matter which type of file is attached, where it is located, or on which computer or operating system is used. This could be a bug in Apple's scripting bridge but has anyone come across this problem and found a solution? ALternatively does anyone know if the background colour of a MailOutgoingMessage instance can be changed with the scripting bridge? Thanks for any assistance with this, Naym.

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  • undefined reference to function, despite giving reference in c

    - by Jamie Edwards
    I'm following a tutorial, but when it comes to compiling and linking the code I get the following error: /tmp/cc8gRrVZ.o: In function `main': main.c:(.text+0xa): undefined reference to `monitor_clear' main.c:(.text+0x16): undefined reference to `monitor_write' collect2: ld returned 1 exit status make: *** [obj/main.o] Error 1 What that is telling me is that I haven't defined both 'monitor_clear' and 'monitor_write'. But I have, in both the header and source files. They are as follows: monitor.c: // monitor.c -- Defines functions for writing to the monitor. // heavily based on Bran's kernel development tutorials, // but rewritten for JamesM's kernel tutorials. #include "monitor.h" // The VGA framebuffer starts at 0xB8000. u16int *video_memory = (u16int *)0xB8000; // Stores the cursor position. u8int cursor_x = 0; u8int cursor_y = 0; // Updates the hardware cursor. static void move_cursor() { // The screen is 80 characters wide... u16int cursorLocation = cursor_y * 80 + cursor_x; outb(0x3D4, 14); // Tell the VGA board we are setting the high cursor byte. outb(0x3D5, cursorLocation >> 8); // Send the high cursor byte. outb(0x3D4, 15); // Tell the VGA board we are setting the low cursor byte. outb(0x3D5, cursorLocation); // Send the low cursor byte. } // Scrolls the text on the screen up by one line. static void scroll() { // Get a space character with the default colour attributes. u8int attributeByte = (0 /*black*/ << 4) | (15 /*white*/ & 0x0F); u16int blank = 0x20 /* space */ | (attributeByte << 8); // Row 25 is the end, this means we need to scroll up if(cursor_y >= 25) { // Move the current text chunk that makes up the screen // back in the buffer by a line int i; for (i = 0*80; i < 24*80; i++) { video_memory[i] = video_memory[i+80]; } // The last line should now be blank. Do this by writing // 80 spaces to it. for (i = 24*80; i < 25*80; i++) { video_memory[i] = blank; } // The cursor should now be on the last line. cursor_y = 24; } } // Writes a single character out to the screen. void monitor_put(char c) { // The background colour is black (0), the foreground is white (15). u8int backColour = 0; u8int foreColour = 15; // The attribute byte is made up of two nibbles - the lower being the // foreground colour, and the upper the background colour. u8int attributeByte = (backColour << 4) | (foreColour & 0x0F); // The attribute byte is the top 8 bits of the word we have to send to the // VGA board. u16int attribute = attributeByte << 8; u16int *location; // Handle a backspace, by moving the cursor back one space if (c == 0x08 && cursor_x) { cursor_x--; } // Handle a tab by increasing the cursor's X, but only to a point // where it is divisible by 8. else if (c == 0x09) { cursor_x = (cursor_x+8) & ~(8-1); } // Handle carriage return else if (c == '\r') { cursor_x = 0; } // Handle newline by moving cursor back to left and increasing the row else if (c == '\n') { cursor_x = 0; cursor_y++; } // Handle any other printable character. else if(c >= ' ') { location = video_memory + (cursor_y*80 + cursor_x); *location = c | attribute; cursor_x++; } // Check if we need to insert a new line because we have reached the end // of the screen. if (cursor_x >= 80) { cursor_x = 0; cursor_y ++; } // Scroll the screen if needed. scroll(); // Move the hardware cursor. move_cursor(); } // Clears the screen, by copying lots of spaces to the framebuffer. void monitor_clear() { // Make an attribute byte for the default colours u8int attributeByte = (0 /*black*/ << 4) | (15 /*white*/ & 0x0F); u16int blank = 0x20 /* space */ | (attributeByte << 8); int i; for (i = 0; i < 80*25; i++) { video_memory[i] = blank; } // Move the hardware cursor back to the start. cursor_x = 0; cursor_y = 0; move_cursor(); } // Outputs a null-terminated ASCII string to the monitor. void monitor_write(char *c) { int i = 0; while (c[i]) { monitor_put(c[i++]); } } void monitor_write_hex(u32int n) { s32int tmp; monitor_write("0x"); char noZeroes = 1; int i; for (i = 28; i > 0; i -= 4) { tmp = (n >> i) & 0xF; if (tmp == 0 && noZeroes != 0) { continue; } if (tmp >= 0xA) { noZeroes = 0; monitor_put (tmp-0xA+'a' ); } else { noZeroes = 0; monitor_put( tmp+'0' ); } } tmp = n & 0xF; if (tmp >= 0xA) { monitor_put (tmp-0xA+'a'); } else { monitor_put (tmp+'0'); } } void monitor_write_dec(u32int n) { if (n == 0) { monitor_put('0'); return; } s32int acc = n; char c[32]; int i = 0; while (acc > 0) { c[i] = '0' + acc%10; acc /= 10; i++; } c[i] = 0; char c2[32]; c2[i--] = 0; int j = 0; while(i >= 0) { c2[i--] = c[j++]; } monitor_write(c2); } monitor.h: // monitor.h -- Defines the interface for monitor.h // From JamesM's kernel development tutorials. #ifndef MONITOR_H #define MONITOR_H #include "common.h" // Write a single character out to the screen. void monitor_put(char c); // Clear the screen to all black. void monitor_clear(); // Output a null-terminated ASCII string to the monitor. void monitor_write(char *c); #endif // MONITOR_H common.c: // common.c -- Defines some global functions. // From JamesM's kernel development tutorials. #include "common.h" // Write a byte out to the specified port. void outb ( u16int port, u8int value ) { asm volatile ( "outb %1, %0" : : "dN" ( port ), "a" ( value ) ); } u8int inb ( u16int port ) { u8int ret; asm volatile ( "inb %1, %0" : "=a" ( ret ) : "dN" ( port ) ); return ret; } u16int inw ( u16int port ) { u16int ret; asm volatile ( "inw %1, %0" : "=a" ( ret ) : "dN" ( port ) ); return ret; } // Copy len bytes from src to dest. void memcpy(u8int *dest, const u8int *src, u32int len) { const u8int *sp = ( const u8int * ) src; u8int *dp = ( u8int * ) dest; for ( ; len != 0; len-- ) *dp++ =*sp++; } // Write len copies of val into dest. void memset(u8int *dest, u8int val, u32int len) { u8int *temp = ( u8int * ) dest; for ( ; len != 0; len-- ) *temp++ = val; } // Compare two strings. Should return -1 if // str1 < str2, 0 if they are equal or 1 otherwise. int strcmp(char *str1, char *str2) { int i = 0; int failed = 0; while ( str1[i] != '\0' && str2[i] != '\0' ) { if ( str1[i] != str2[i] ) { failed = 1; break; } i++; } // Why did the loop exit? if ( ( str1[i] == '\0' && str2[i] != '\0' || (str1[i] != '\0' && str2[i] =='\0' ) ) failed =1; return failed; } // Copy the NULL-terminated string src into dest, and // return dest. char *strcpy(char *dest, const char *src) { do { *dest++ = *src++; } while ( *src != 0 ); } // Concatenate the NULL-terminated string src onto // the end of dest, and return dest. char *strcat(char *dest, const char *src) { while ( *dest != 0 ) { *dest = *dest++; } do { *dest++ = *src++; } while ( *src != 0 ); return dest; } common.h: // common.h -- Defines typedefs and some global functions. // From JamesM's kernel development tutorials. #ifndef COMMON_H #define COMMON_H // Some nice typedefs, to standardise sizes across platforms. // These typedefs are written for 32-bit x86. typedef unsigned int u32int; typedef int s32int; typedef unsigned short u16int; typedef short s16int; typedef unsigned char u8int; typedef char s8int; void outb ( u16int port, u8int value ); u8int inb ( u16int port ); u16int inw ( u16int port ); #endif //COMMON_H main.c: // main.c -- Defines the C-code kernel entry point, calls initialisation routines. // Made for JamesM's tutorials <www.jamesmolloy.co.uk> #include "monitor.h" int main(struct multiboot *mboot_ptr) { monitor_clear(); monitor_write ( "hello, world!" ); return 0; } here is my makefile: C_SOURCES= main.c monitor.c common.c S_SOURCES= boot.s C_OBJECTS=$(patsubst %.c, obj/%.o, $(C_SOURCES)) S_OBJECTS=$(patsubst %.s, obj/%.o, $(S_SOURCES)) CFLAGS=-nostdlib -nostdinc -fno-builtin -fno-stack-protector -m32 -Iheaders LDFLAGS=-Tlink.ld -melf_i386 --oformat=elf32-i386 ASFLAGS=-felf all: kern/kernel .PHONY: clean clean: -rm -f kern/kernel kern/kernel: $(S_OBJECTS) $(C_OBJECTS) ld $(LDFLAGS) -o $@ $^ $(C_OBJECTS): obj/%.o : %.c gcc $(CFLAGS) $< -o $@ vpath %.c source $(S_OBJECTS): obj/%.o : %.s nasm $(ASFLAGS) $< -o $@ vpath %.s asem Hopefully this will help you understand what is going wrong and how to fix it :L Thanks in advance. Jamie.

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