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  • How do I enable the GRUB splash screen in Xubuntu 12.10?

    - by user132060
    I have Xubuntu 12.10 running fine on a Thinkpad T60. Grub2 is installed as the boot manager and the GRUB....LINUX_DEFAULT is set as "quiet splash". Therefore, Grub should display its splash image until plymouth takes over, as I understand it. Unfortunately, it does not. If I hold down shift to get into the boot menu, my splash image shows up, but the screen remains black. I realise it's a minor cosmetic issue, but I have found no way to fix it.

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  • Android Loading Screen: How do I go about using a stack to load elements, and the option of incrementing the size counter?

    - by tom_mai78101
    I have some problems with figuring out what value I should put in the function: int value_needed_to_figure_out = X; ProgressBar.incrementProgressBy(value_needed_to_figure_out); I've been researching about loading screens and how to use them. Some examples I've seen have implemented Thread.sleep() in a Handler.post(new Runnable()) function. To me, I got most of that concept of using the Handler to update the ProgressBar, while pretending to do some heavy crunching work. So, I kept looking. I have read this thread here: How do I load chunks of data from an assest manager during a loading screen? It said that I can try using a stack it needs to load, and adding a size counter as I add elements to the stack. What does it mean? This is the part where I'm totally stumped. If anyone would provide some hints, I'll gladly appreciate it. Thanks in advance.

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  • Is it a good idea to make a game for one aspect ratio and arbitrary screen resolution?

    - by Mimars
    After several very small games I have decided to make something more standalone (2D) and playable. However, I have met the problem of every game that is going to be played in more screen resolutions. Basically, after some research I see that there are several solutions. This seems to be the simplest one: Let's say I define a constant aspect ratio for the game (16:9) and the whole game will be created for a resolution 1680 x 1050. The game will be rendered in this resolution and then I will be able to scale the render to match the player's display resolution. Therefore the game might be playable on almost any resolution, while it would keep the aspect ratio. So, if the game was run on 4:3 display, the top and the bottom of the display would be filled with black color. It seems easy, but my question is - Is this a good approach for a simple game? The game will be simple, but I want to maintain high quality.

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  • 9 millions de téléchargements perdus par Firefox à cause de l'absence du Ballot Screen dans Windows 7, la part d'IE progresse

    Firefox aurait perdu 9 millions de téléchargements à cause de l'absence du Ballot Screen dans Windows 7 le navigateur baisse tandis qu'IE progresse NetApplications, le cabinet d'analyse du Web vient de publier son traditionnel classement mensuel des parts de marché des navigateurs. Le premier constat est que Firefox enregistre une légère baisse entre octobre et septembre de 0,09 point avec une part de 19,99%, qui lui permet de garder sa deuxième place. Le navigateur qui avait enregistré sur plusieurs mois des pertes semble se stabiliser. En effet, entre février 2011 et juillet 2012, Firefox a perdu plus de 3,7% de part de marché, passant de 23,72 % à moins de 20%.

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  • How to configure screens in console or create screen configuration profiles?

    - by uncle Lem
    I have two monitors and integrated GPU (Intel® HD Graphics 4600). It works fine for work or movies, but if I launch games in fullscreen mode - I get artifacts, glitches and so on. Temporary disabling second monitor solve this problem, but then I have to enable it back, and set its properties manually (by default, additional screen attaches its left-top corner to main monitor's right-top corner, but I need it to be left-bottom and right-bottom corners). So I need some kind of automatization here. Best option - tool to create and swap between some kind of config profiles. Or, maybe, some console manipulations which I can put into script files would be fine too. (Ubuntu 13.04, if it matters)

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  • Can turning off drm_kms_helper polling affect screen brightness control?

    - by dodecaphonic
    I have a Samsung R430 notebook that has been running Ubuntu for close to a year, now. Since I've upgrated to Maverick, I've been dealing with little, but increasingly annoying issues, that put my faith to question. The first one, a CPU-intensive set of drm_kms_helper, made me compile my own kernel and set polling to off just so I could move my mouse without frequent stuttering. That led me to dealing with a screen that gets dimmer and dimmer after each sleep/wake-up cycle, which eventually leads me to reboot. Since I have seen some KMS and brightness related bugs around, I was wondering if it is a definite cause for my problem. If so, has there been any advance on the excessive polling issue for those of us plagued by it?

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  • Ubuntu frozen on boot screen; boot repair fails due to X11 and gtk

    - by anandsun
    I have a year-old HP Pavilion dv6 with Intel i7 processors and graphics card. I had Windows 7 but last week I dual booted Ubuntu. It was working fine until today. I did the following things: Updated Gnome and installed Gnome tweak tool Uninstalled Chromium browser Uninstalled Google Chrome Moved jdk and jre folders from ~/ to /bin using sudo Moved Adobe folder from ~/ to /bin using sudo Then I restarted. Ubuntu froze for half an hour on the purple boot screen. Something I did must have broken it. So, I hit Ctrl + Alt + F1 and managed to log in through the command line. From there, I ran sudo apt-get update and sudo apt-get upgrade. I also updated grub. I also installed boot-repair. However, I cannot run boot-repair, because I keep getting the following errors: Autolaunch error: X11 initialization failed RuntimeError: Gtk couldn't be initialized.

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  • Google Analytics - how to track clicks on a screen?

    - by milesmeow
    Can I track the click of every link, button, dropdown select, etc. on a screen and have it be tracked in Google Analytics? I want to create a page and collect data on which widget the users use most. What about AJAX stuff? What if you're using jQuery or Mootools...can you get the functions to register a fake URL with GA based on user interaction? I use to do this with Flash. Everytime you click a button, it can initiate a fake URL request. I would make urls such as ".../customize/eyes/" or ".../customize/nose", etc. Just wondering if I can do that with Javascript on the page. I've also posted at StackOverflow.

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  • Why does my screen blank out for the duration of the Grub boot menu?

    - by hushs
    Upon booting, when I should see the GRUB menu, my monitor simply says: "No optimum mode. Recommended mode: 1600*1200". If I wait for a short while, Ubuntu starts to boot and it reaches the desktop. So I guess there is no video signal during that time, there's the grub menu but I cant see it and after the wait time everything is fine. I have the same problem when I log out for a short moment, before the log in screen is reached. and this also happens when i shut down ubuntu. The VGA is an onboard NVIDIA GeForce 7025.

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  • Why compiz or unity refresh screen by every movement I do? [closed]

    - by Behzadsh
    It's getting me crazy! compiz or unity refresh screen (like I run compiz --replace or unity --replace) by every movement I do (e.g ctrl+tab, super+w) and somehow unexpectedly! sometimes it failed to reload title bar and keyboard functions like ctrl+tab and alt+F2 stop working, and I had no chance but reboot! Sometimes it work without any problem. I couldn't found any reason why this happen. I wanted to report a bug but I don't have enough information about it.

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  • Google Chrome continue de gagner des parts de marché en Europe, le "ballot screen" de Microsoft n'au

    Mise à jour du 07.05.2010 par Katleen Google Chrome continue de gagner des parts de marché en Europe, le "ballot screen" de Microsoft n'aurait aucun lien avec ce succès D'après les chiffres communiqués par l'AT Internet Institute en mars 2010, Internet Explorer a perdu 7.5 points sur le marché européen. Autrement dit, 57.1% des internautes l'utilisent. Cette chute fait un heureux : Google, dont le navigateur Chrome progresse en passant de 1.4% en mars 2009 à 5.3% actuellement. Il faut dire que la firme de Mountain View n'a pas lésiné niveau publicité pour promouvoir son logiciel. L'Espagne, l'Italie, la Belgique et le Royaume-Uni sont les pays de notre continent faisant le plus de place au...

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  • Overlay section of my screen to another section with transparency and also can be clicked through [closed]

    - by steakbbq
    I am looking to make a program that accomplishes some simple goals. I need to be able to specify an area of my screen to have reproduced in a window. Similar to who the windows magnifier works. I also need it to stay on top. I also need it to be transparent. I also need it to be ghost like(mouse clicks go through it) so the application below can be interacted with still. Here is what I am trying to do. What would be the best way to go about it? http://i.imgur.com/0ahi7.jpg

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  • Can a sub-procedure procedure lock and modify the same rows FOR UPDATE that its calling procedure al

    - by RenderIn
    Will the following code lead to a deadlock or should it work without any problem? I've got something similar and it's working but I didn't think it would. I thought the parent procedure's lock would have resulted in a deadlock for the child procedure but it doesn't seem to be. If it works, why? My guess is that the nested FOR UPDATE is not running into a deadlock because it's smart enough to realize that it is being called by the same procedure that has the current lock. Would this be a deadlock if FOO_PROC was not a nested procedure? DECLARE FOO_PROC(c_someName VARCHAR2) as cursor c1 is select * from awesome_people where person_name = c_someName FOR UPDATE; BEGIN open c1; update awesome_people set person_name = UPPER(person_name); close c1; END FOO_PROC; cursor my_cur is select * from awesome_people where person_name = 'John Doe' FOR UPDATE; BEGIN for onerow in c1 loop FOO_PROC(onerow.person_name); end loop; END;

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  • Why slim reader/writer exclusive lock outperformance the shared one?

    - by Jichao
    I have tested the performance of slim reader/writer lock under windows 7 using the codefrom Windows Via C/C++. The result surprised me that the exclusive lock out performance the shared one. Here are the code and the result. unsigned int __stdcall slim_reader_writer_exclusive(void *arg) { //SRWLOCK srwLock; //InitializeSRWLock(&srwLock); for (int i = 0; i < 1000000; ++i) { AcquireSRWLockExclusive(&srwLock); g_value = 0; ReleaseSRWLockExclusive(&srwLock); } _endthreadex(0); return 0; } unsigned int __stdcall slim_reader_writer_shared(void *arg) { int b; for (int i = 0; i < 1000000; ++i) { AcquireSRWLockShared(&srwLock); //b = g_value; g_value = 0; ReleaseSRWLockShared(&srwLock); } _endthreadex(0); return 0; } g_value is a global int volatile variable. Could you kindly explain why this could happen?

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  • How do I make a lock that allows only ONE thread to read from the resource ?

    - by mare
    I have a file that holds an integer ID value. Currently reading the file is protected with ReaderWriterLockSlim as such: public int GetId() { _fileLock.EnterUpgradeableReadLock(); int id = 0; try { if(!File.Exists(_filePath)) CreateIdentityFile(); FileStream readStream = new FileStream(_filePath, FileMode.Open, FileAccess.Read); StreamReader sr = new StreamReader(readStream); string line = sr.ReadLine(); sr.Close(); readStream.Close(); id = int.Parse(line); return int.Parse(line); } finally { SaveNextId(id); // increment the id _fileLock.ExitUpgradeableReadLock(); } } The problem is that subsequent actions after GetId() might fail. As you can see the GetId() method increments the ID every single time, disregarding what happens after it has issued an ID. The issued ID might be left hanging (as said, exceptions might occur). As the ID is incremented, some IDs might be left unused. So I was thinking of moving the SaveNextId(id) out, remove it (the SaveNextId() actually uses the lock too, except that it's EnterWriteLock). And call it manually from outside after all the required methods have executed. That brings out another problem - multiple threads might enter the GetId() method before the SaveNextId() gets executed and they might all receive the same ID. I don't want any solutions where I have to alter the IDs after the operation, correcting them in any way because that's not nice and might lead to more problems. I need a solution where I can somehow callback into the FileIdentityManager (that's the class that handles these IDs) and let the manager know that it can perform the saving of the next ID and then release the read lock on the file containing the ID. Essentialy I want to replicate the relational databases autoincrement behaviour - if anything goes wrong during row insertion, the ID is not used, it is still available for use but it also never happens that the same ID is issued. Hopefully the question is understandable enough for you to provide some solutions..

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  • How to lock a transaction for reading a row and then inserting in Hibernate?

    - by at
    I have a table with a name and a name_count. So when I insert a new record, I first check what the maximum name_count is for that name. I then insert the record with that maximum + 1. Works great... except with mysql 5.1 and hibernate 3.5, by default the reads don't respect transaction boundaries. 2 of these inserts for the same name could happen at the same time and end up with the same name_count, which completely screws my application! Unfortunately, there are some specific situations where the above is actually fairly common. So what do I do? I assume I can do a pessimistic lock where any row I read is locked for further reading until I commit or roll-back my transaction. Or I can do an optimistic lock with a version column that automatically keeps trying until there are no conflicts? What's the best approach for my situation and how do I specify it in Hibernate 3.5 and mysql 5.1? The above table is massive and accessed frequently.

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  • How to setup Dual Head with "radeon" driver for R770?

    - by user1709408
    I want to make dual head setup without xrandr but with Xinerama. I put "Screen 1" line into xorg.conf, but card still show identical output on DVI-2 and DVI-3 It is important to use xinerama for me (to glue three monitors), that's why i decide not to use ranrd (randr is incompatible with xinerama as i read somewhere) Here is my videocard (HD 4850 X2): lspci | grep R700 03:00.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI R700 [Radeon HD 4850] 04:00.0 Display controller: Advanced Micro Devices [AMD] nee ATI R700 [Radeon HD 4850] Here is how monitors are connected: grep "DVI" /var/log/Xorg.0.log [ 1210.002] (II) RADEON(0): Output DVI-0 using monitor section Monitor0 [ 1210.048] (II) RADEON(0): Output DVI-1 has no monitor section [ 1210.079] (II) RADEON(0): EDID for output DVI-0 [ 1210.080] (II) RADEON(0): Printing probed modes for output DVI-0 [ 1210.128] (II) RADEON(0): EDID for output DVI-1 [ 1210.128] (II) RADEON(0): Output DVI-0 connected [ 1210.128] (II) RADEON(0): Output DVI-1 disconnected [ 1210.128] (II) RADEON(0): Output DVI-0 using initial mode 1920x1200 [ 1210.160] (II) RADEON(1): Output DVI-2 using monitor section Monitor2 [ 1210.215] (II) RADEON(1): Output DVI-3 has no monitor section [ 1210.246] (II) RADEON(1): EDID for output DVI-2 [ 1210.247] (II) RADEON(1): Printing probed modes for output DVI-2 [ 1210.299] (II) RADEON(1): EDID for output DVI-3 [ 1210.300] (II) RADEON(1): Printing probed modes for output DVI-3 [ 1210.300] (II) RADEON(1): Output DVI-2 connected [ 1210.300] (II) RADEON(1): Output DVI-3 connected [ 1210.300] (II) RADEON(1): Output DVI-2 using initial mode 1920x1200 [ 1210.300] (II) RADEON(1): Output DVI-3 using initial mode 1920x1200 Here is my /etc/X11/xorg.conf Section "ServerFlags" Option "RandR" "0" Option "Xinerama" "1" EndSection Section "ServerLayout" Identifier "Three Head Layout" Screen "MyPrecious0" Screen "MyPrecious2" RightOf "MyPrecious0" Screen "MyPrecious3" LeftOf "MyPrecious0" EndSection Section "Screen" Identifier "MyPrecious0" Monitor "Monitor0" Device "Device300" EndSection Section "Screen" Identifier "MyPrecious2" Monitor "Monitor2" Device "Device400" EndSection Section "Screen" Identifier "MyPrecious3" Monitor "Monitor3" Device "Device401" EndSection Section "Device" Identifier "Device300" BusID "PCI:3:0:0" Screen 0 Driver "radeon" EndSection Section "Device" Identifier "Device400" BusID "PCI:4:0:0" Screen 0 Driver "radeon" EndSection Section "Device" Identifier "Device401" BusID "PCI:4:0:0" Screen 1 Driver "radeon" EndSection Section "Monitor" Identifier "Monitor0" EndSection Section "Monitor" Identifier "Monitor2" EndSection Section "Monitor" Identifier "Monitor3" EndSection I tried to switch to vesa driver (didn't work for me) I tried to add options like Option "ZaphodHeads" "DVI-2" and Option "ZaphodHeads" "DVI-3" into sections "Device 400" and "Device 401" (this didn't help because "ZaphodHeads" option is for ranrd, and randr is disabled by decision) I tried to merge sections "Device 400" and "Device 401" into one section and add Option "ZaphodHeads" "DVI-2,DVI-3" (see comment about randr above) single section setup helps to change log line RADEON(1): Output DVI-3 has no monitor section into RADEON(1): Output DVI-3 using monitor section Monitor3 but nothing was enough to switch from screen cloning to separate screens. This problem (lack of documentation on radeon driver) is similar to these: Radeon display driver clones monitors while using Xinerama (moderators decision to close that problem was wrong) Ubuntu 12.10 multi-monitor setup isn't working The problem is solvable, because this hardware worked as three headed for me earlier with gentoo/xorg-server-1.3 Xorg -configure creates setup for the first monitor on the first GPU Please don't advise to use fglrx/aticonfig/amdcccle (this goes against my religion beliefs)

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  • Ubuntu keyboard shortcuts - two-part question

    - by Don
    Background: I come from a Windows background and just started dual-booting Ubuntu (my first Linux experience) about 4 days ago. So my systems are Windows 7/Ubuntu 12.04, and so far I'm loving Ubuntu. I am a dedicated mouse-abolitionist (trackpads are hell) and do most of my browsing and navigation with keyboard shortcuts. However, on switching to Ubuntu, a lot of my keyboard shortcuts are gone, and my productivity has resultantly taken a huge hit anytime I am using Ubuntu. Problem 1: My computer was designed to display on-screen notifications for a second when I hit caps-lock or num-lock, and there are no constant indicators of the lock status (LEDs, etc). In Ubuntu, the keys still worked, but the notifications were gone. Googling got me a tutorial on key-binding(Compiz) and scripts, so now I have capslock and numlock running this script: #!/bin/bash icon="/usr/share/icons/gnome/scalable/devices/keyboard.svg" case $1 in 'scrl') mask=3 key="Scroll" ;; 'num') mask=2 key="Num" ;; 'caps') mask=1 key="Caps" ;; esac value=$(xset q | grep "LED mask" | sed -r "s/.*LED mask:\s+[0-9a-fA-F]+([0-9a-fA-F]).*/\1/") if [ $(( 0x$value & 0x$mask )) == $mask ] then output="$key Lock" output2="On" else output="$key Lock" output2="Off" fi notify-send -i $icon "$output" "$output2" -t 1000 But, whether turning it off or on, the notifications always say that I have turned it on. Is there an easy fix for this, or an easier way to work it to get it do display the CORRECT notifications? Problem 2: I'm not sure if this is because of my keyboard or Ubuntu. In Windows, I use Chrome and use the ctrl+pgUp/pgDwn shortcuts quite a bit to switch between tabs. On my keyboard, I can enter pgUp and pgDwn by either disabling NumLock and hitting 9 or 3 respectively on the 10key. Alternately I can hold the fn key and hit up or down arrow. The first method is the one I very heavily relied upon, and it works in Firefox for Ubuntu, but not in Chrome nor in Chromium. The second method (ctrl + fn + up/down) works fine in Chrome. However, I'd dearly like to find a method to make the first method work. Any suggestions? Thanks in advance for your help. Update: @julien: I've checked the keyboard layout options - I didn't find anything that seemed useful for this goal. @Marty: The script runs once when the button is pressed. In Compiz, I've tied those two keys to the script, so when I press the button, it runs the script with the button pressed as a parameter. Update: @elmicha: Thanks. That one works a lot better, and it even pops an icon into the status bar when caps lock is on. There's still a very slight problem in that if I quickly tap the key twice, the image will show that it has been turned on and then turned off, and the notifaction will come and go from my status area, but the text of both notifications will be "Caps Lock on". Same with Num Lock. However, if the time between presses is long enough for the first notification to disappear, everything displays correctly. Given how quickly the notifications disappear, I don't expect this will pose too much of a problem for me.

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Ubuntu: Failure to login with multiple video adapters

    - by tsilb
    Forgive my ignorance, for I am a complete linux noob. I have a computer with three video cards and six monitors. Works great on Windows. Trying to get it to run Ubuntu as well. It loads fine when I have it configured to run on one adapter; detects both screens, runs ok. But I want to turn the other 4 monitors on and run the whole thing as one extended desktop (one session, etc). So I downloaded and installed the newest ATI driver for Linux, which seems to work, kinda. I ran this to set up the screens: aticonfig --adapter=all --initial -f Now when I boot, Ubuntu seems to turn on all the screens (3 viewports, each with two cloned displays from what I can tell). When I enter my login info OR move the mouse off the main screen, the screens freeze and the kbd/ms become unresponsive. aticonfig generated xorg.conf included below. Have tried the following: aticonfig -initial -f - works, but only detects the primary adapter and 2 screens aticccle - Tells me I have to reboot after enabling the other cards. Then goes into above described freezing state. aticonfig --adapter=all --initial -f - see above Manually editing xorg.conf file with my limited knowledge - Was able to get two adapters running, but only the second adapter initialized while the primary stopped at the Ubuntu boot screen. Was unable to see the login prompt. Froze after I logged in blindly (was able to hear the login sound). Using generic "radeon" driver instead of ATI Proprietary driver with the above init attempts Toggling xinerama Various combinations of the above Hardware: Intel Core 2 Quad q6600 8GB DDR2 (3x) ATI Radeon HD 4680 5 monitors (21W, 21W, 22W Portrait, 22W Portrait, 19")and an HDTV (26"W, HDMI) in a horizontal arrangement I know next to nothing about Linux/Ubuntu aside from basic filesystem navigation, editing text files, and accessing my local and networked Windows stores and shares. Basically this is the most advanced thing I've had to do. I installed today. Please advise how to make this configuration work. my xorg.conf: Section "ServerLayout" Identifier "Layout0" Screen 0 "aticonfig-Screen[0]-0" 0 0 Screen "aticonfig-Screen[1]-0" RightOf "aticonfig-Screen[0]-0" Screen "aticonfig-Screen[2]-0" RightOf "aticonfig-Screen[1]-0" Option "RenderAccel" "true" Option "AllowGLXWithComposite" "true" EndSection Section "Files" EndSection Section "Module" EndSection Section "ServerFlags" Option "Xinerama" "0" EndSection Section "Monitor" Identifier "aticonfig-Monitor[0]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Monitor" Identifier "aticonfig-Monitor[1]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Monitor" Identifier "aticonfig-Monitor[2]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:1:0:0" EndSection Section "Device" Identifier "aticonfig-Device[1]-0" Driver "fglrx" BusID "PCI:3:0:0" EndSection Section "Device" Identifier "aticonfig-Device[2]-0" Driver "fglrx" BusID "PCI:4:0:0" EndSection Section "Screen" Identifier "aticonfig-Screen[0]-0" Device "aticonfig-Device[0]-0" Monitor "aticonfig-Monitor[0]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "aticonfig-Screen[1]-0" Device "aticonfig-Device[1]-0" Monitor "aticonfig-Monitor[1]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "aticonfig-Screen[2]-0" Device "aticonfig-Device[2]-0" Monitor "aticonfig-Monitor[2]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • How to save iphone screen shot as jpeg image?

    - by Ali
    Hi I am working on an app where I need to save a part of iphone's screen shot as JPEG and then send this through email. The part of screen has some text labels, fields etc. Any ideas please on how can I save part of screen as JPEG (I am a newbie therefore any help/sample code is highly appreciated)

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  • How to refresh to entire device's screen (Windows Mobile)?

    - by walidad
    Hi everybody, I'm working on a simple application that draws an alpha-blended picture on the screen's Device Context every 2 secs, I want to refresh the screen contents before the drawing operation (To erase the drawn pic), I have used many many trick but unfortunately, the screen won't refresh correctly, some regions still keep portions of the drawn pic I'm really frustrated from this issue :( These are the sources codes I have used, I'm using C# SendMessage(HWND_BROADCAST, WM_SYSCOLORCHANGE, IntPtr.Zero, IntPtr.Zero); // wasted time in the refreshing process is enough to keep this. UpdateWindow(HWND_BROADCAST);// does not work at all! InvalidateRect(IntPtr.Zero,IntPtr.Zero,true); // the same goes here. SendMessage(HWND_BROADCAST, WM_PAINT, IntPtr.Zero, IntPtr.Zero); // pfffff ! SendMessage(HWND_BROADCAST, WM_SETTINGCHANGE, new IntPtr(SPI_SETNONCLIENTMETRICS), IntPtr.Zero); // trying to refresh the explorer, no resutl I used also EnumWindows and call back , very slow and does not fit my case. I wanna refresh the whole screen Help please! Regards Waleed

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  • how to set wxPython main frame bottom right on screen?

    - by Hitesh Chavda
    For better description, +-----------------------+ | Desktop (screen) | | | | | | +----------+ | | | wxPython | | | | App. | | | | | | | | | | | +----------+ | +-----------------------+ Look at WxPython App., which is align to the bottom right of screen. How to I position my main frame because screen width is different on each pc? For Better Understanding, I want to pop-up small window like Digsby and FeedNotifier use! i think both use python!!

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