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  • Pygame surfaces and their Rects

    - by Jaka Novak
    I am trying to understand how pygame surfaces work. I am confused about Rect position of Surface object. If I try blit surface on screen at some position then Surface is drawn at right position, but Rect of the surface is still at position (0, 0)... I tried write my own surface class with new rect, but i am not sure if is that right solution. My goal is that i could move surface like image with rect.move() or something like that. If there is any solution to do that i would be happy to read it. Thanks for answer and time for reading this awful English If helps i write some code for better understanding my problem. (run it first, and then uncomment two lines of code and run again to see the diference): import pygame from pygame.locals import * class SurfaceR(pygame.Surface): def __init__(self, size, position): pygame.Surface.__init__(self, size) self.rect = pygame.Rect(position, size) self.position = position self.size = size def get_rect(self): return self.rect def main(): pygame.init() screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("Screen!?") clock = pygame.time.Clock() fps = 30 white = (255, 255, 255) red = (255, 0, 0) green = (0, 255, 0) blue = (0, 0, 255) surface = pygame.Surface((70,200)) surface.fill(red) surface_re = SurfaceR((300, 50), (100, 300)) surface_re.fill(blue) while True: for event in pygame.event.get(): if event.type == QUIT: return 0 screen.blit(surface, (100,50)) screen.blit(surface_re, surface_re.position) #pygame.draw.rect(screen, white, surface.get_rect()) #pygame.draw.rect(screen, white, surface_re.get_rect()) pygame.display.update() clock.tick(fps) if __name__ == "__main__": main()

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  • Only 1080p youtube videos work properly

    - by oshirowanen
    I have Ubuntu 12.04 64bit installed/full updated and have noticed that I can only play 1080p youtube videos properly on full screen. All other resolutions, 480, 720, 1440 etc do not go into full screen properly. Please have a look at the attached images. You will notice that only the 1080p video has the video control bar right at the bottom with a respectable text size. All other videos don't have the video control bar right at the bottom on the screen, and the control bar text is too small. I've had this problem for ages, but finally decided to ask about it. 480p: Notice the bottom control bar, it's not at the bottom on the screen and the video has borders on the sides: 720p: Notice the bottom control bar, it's not at the bottom on the screen and the video has borders on the sides and the text is tiny: 1080p: This is the only one that works as expected, i.e. controls right at the bottom, and good font size and no borders on the sides: 1440p: Notice the bottom control bar, it's not at the bottom on the screen and the video has borders on the sides: How do I correct this problem so I can play all different video resolutions at full screen. The flash version I have installed in Chromium is Adobe Flash Player - Version: 11.2 r202 - Shockwave Flash 11.2 r202

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  • Switching xib's in iPhone SDK?

    - by NextRev
    I'm having issues with switching xib's when I try to from my second view into the third. I get into the second view from the first like this... -(IBAction)startButtonClicked:(id)sender{ Number2ViewController *screen = [[Number2ViewController alloc] initWithNibName:nil bundle:nil]; screen.modalTransitionStyle = UIModalTransitionStyleCrossDissolve; [self presentModalViewController:screen animated:YES]; [screen release]; } But when I'm in the second view trying to get to the third view, the app crashes... -(IBAction)nextButtonClicked:(id)sender{ Number3ViewController *screen = [[Number3ViewController alloc] initWithNibName:nil bundle:nil]; screen.modalTransitionStyle = UIModalTransitionStyleCrossDissolve; [self presentModalViewController:screen animated:YES]; [screen release]; } I know how to go into one view and then immediately back using [self dismissModalViewControllerAnimated:YES]; How do you just keep going to different views though without having to go back first?

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  • How can I change the CSS visibility style for elements that are not on the screen?

    - by RenderIn
    I have a lot of data being placed into a <DIV> with the overflow: auto style. Firefox handles this gracefully but IE becomes very sluggish both when scrolling the div and when executing any Javascript on the page. At first I thought IE just couldn't handle that much data in its DOM, but then I did a simple test where I applied the visibility: hidden style to every element past the first 100. They still take up space and cause the scrollbars to appear. IE no longer had a problem with the data when I did this. So, I'd like to have a "smart" div that hides all the nested div elements which are not currently visible on the screen. Is there a simple solution to this or will I need to have an infinite loop which calculates the location of the scrollbar? If not, is there a particular event that I can hook into where I could do this? Is there a jQuery selector or plugin that will allow me to select all elements not currently visible on the screen?

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  • Opengl Iphone SDK: How to tell if you're touching an object on screen?

    - by TheGambler
    First is my touchesBegan function and then the struct that stores the values for my object. I have an array of these objects and I'm trying to figure out when I touch the screen if I'm touching an object on the screen. I don't know if I need to do this by iterating through all my objects and figure out if I'm touching an object that way or maybe there is an easier more efficient way. How is this usually handled? -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ [super touchesEnded:touches withEvent:event]; UITouch* touch = ([touches count] == 1 ? [touches anyObject] : nil); CGRect bounds = [self bounds]; CGPoint location = [touch locationInView:self]; location.y = bounds.size.height - location.y; float xTouched = location.x/20 - 8 + ((int)location.x % 20)/20; float yTouched = location.y/20 - 12 + ((int)location.y % 20)/20; } typedef struct object_tag // Create A Structure Called Object { int tex; // Integer Used To Select Our Texture float x; // X Position float y; // Y Position float z; // Z Position float yi; // Y Increase Speed (Fall Speed) float spinz; // Z Axis Spin float spinzi; // Z Axis Spin Speed float flap; // Flapping Triangles :) float fi; // Flap Direction (Increase Value) } object;

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  • Android ANR keyDispatchingTimedOut Error while continuous tapping on screen.

    - by user519846
    Hi All, I am getting Application Not Responding (ANR) dialog while continuous tapping on the screen. There is no view on the screen where i am tapping. Frequency of this issue is less but still i am not able to remove it completely. Here i am attaching the log what i caught during this error. ERROR/ActivityManager(1322): ANR in com.test.mj.and.ui (com.test.mj.and.ui/.TermsAndCondActivity) ERROR/ActivityManager(1322): Reason: keyDispatchingTimedOut ERROR/ActivityManager(1322): Parent: com.test.mj.and.ui/.SplashActivity ERROR/ActivityManager(1322): Load: 6.59 / 6.37 / 5.21 ERROR/ActivityManager(1322): CPU usage from 11430ms to 2196ms ago: ERROR/ActivityManager(1322): rtal.mj.and.ui: 9% = 7% user + 1% kernel / faults: 649 minor ERROR/ActivityManager(1322): system_server: 4% = 2% user + 2% kernel / faults: 10 minor ERROR/ActivityManager(1322): logcat: 3% = 1% user + 1% kernel / faults: 675 minor 1 major ERROR/ActivityManager(1322): synaptics_wq: 1% = 0% user + 1% kernel ERROR/ActivityManager(1322): ami304d: 1% = 0% user + 0% kernel ERROR/ActivityManager(1322): .process.lghome: 1% = 0% user + 0% kernel / faults: 47 minor ERROR/ActivityManager(1322): sync_supers: 0% = 0% user + 0% kernel ERROR/ActivityManager(1322): droid.DunServer: 0% = 0% user + 0% kernel / faults: 6 minor ERROR/ActivityManager(1322): events/0: 0% = 0% user + 0% kernel ERROR/ActivityManager(1322): oid.inputmethod: 0% = 0% user + 0% kernel / faults: 2 minor ERROR/ActivityManager(1322): m.android.phone: 0% = 0% user + 0% kernel / faults: 2 minor ERROR/ActivityManager(1322): ndroid.settings: 0% = 0% user + 0% kernel ERROR/ActivityManager(1322): sh: 0% = 0% user + 0% kernel / faults: 110 minor ERROR/ActivityManager(1322): -flush-179:0: 0% = 0% user + 0% kernel ERROR/ActivityManager(1322): TOTAL: 19% = 13% user + 6% kernel WARN/WindowManager(1322): Continuing to wait for key to be dispatched WARN/WindowManager(1322): No window to dispatch pointer action 1 Can anyone please help me to solve this issue? Thanks in advance.

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  • Why does "request.getUserPrincipal().getName()" sometimes return a blank string?

    - by Marcus
    Has somebody an idea, why the getName method of the requests getUserPrincipal Method sometimes provides an empty String? Most of the time it returns the correct user name but not every time. This behaviour does occur randonmly. I can start the application, run the command and it works. The next time I start the application and run the command (exactly the same way as before!) it does not work... Any ideas?

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  • Pygame: Save a list of objects/classes/surfaces

    - by Sam Tubb
    I am working on a game, in which you can create mazes. You place blocks on a 16x16 grid, while choosing from a variety of block to make the level with. Whenever you create a block, it adds this class: class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) to a list called instances. I tried shelving it to a .bin file, but it returns some error dealing with surfaces. How can I go about saving and loading levels? Any help is appreciated! :) Here is the whole code for reference: import pygame from pygame.locals import * #initstuff pygame.init() screen=pygame.display.set_mode((640,480)) pygame.display.set_caption('PiMaze') instances=[] #loadsprites menuspr=pygame.image.load('images/menu.png').convert() b1spr=pygame.image.load('images/b1.png').convert() b2spr=pygame.image.load('images/b2.png').convert() currentbspr=b1spr curspr=pygame.image.load('images/curs.png').convert() curspr.set_colorkey((0,255,0)) #menu menuspr.set_alpha(185) menurect=menuspr.get_rect(x=-260,y=4) class MenuItem(object): def __init__(self,pos,spr): self.x=pos[0] self.y=pos[1] self.sprite=spr self.pos=(self.x,self.y) self.rect=self.sprite.get_rect(x=self.x,y=self.y) class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) while True: #menu items b1menu=b1spr.get_rect(x=menurect.left+32,y=48) b2menu=b2spr.get_rect(x=menurect.left+64,y=48) menuitems=[MenuItem(b1menu,b1spr),MenuItem(b2menu,b2spr)] screen.fill((20,30,85)) mse=pygame.mouse.get_pos() key=pygame.key.get_pressed() placepos=((mse[0]/16)*16,(mse[1]/16)*16) if key[K_q]: if mse[0]<260: if menurect.right<255: menurect.right+=1 else: if menurect.left>-260: menurect.left-=1 else: if menurect.left>-260: menurect.left-=1 for e in pygame.event.get(): if e.type==QUIT: exit() if menurect.right<100: if e.type==MOUSEBUTTONUP: if e.button==1: to_remove = [i for i in instances if i.rect.collidepoint(placepos)] for i in to_remove: instances.remove(i) if not to_remove: instances.append(Block(placepos[0],placepos[1],currentbspr)) for i in instances: screen.blit(i.sprite,i.rect) if not key[K_q]: screen.blit(curspr,placepos) screen.blit(menuspr,menurect) for item in menuitems: screen.blit(item.sprite,item.pos) if item.rect.collidepoint(mse): if pygame.mouse.get_pressed()==(1,0,0): currentbspr=item.sprite pygame.draw.rect(screen, ((255,0,0)), item, 1) pygame.display.flip()

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  • Why is the ASP.NET Repeater.Items collection empty, when controls are on the screen?

    - by Ryan
    I have an ASP page with the following repeater: <asp:Repeater runat="server" ID="RegionRepeater" DataSourceID="SqlDataSourceRegions" EnableViewState="true"> <ItemTemplate> <tr> <td valign="top"> <b><%#Eval("description")%></b> <asp:HiddenField runat="server" ID="RegionID" Value='<%#Eval("region_id")%>'/> </td> <td> <asp:FileUpload ID="FileUpload" runat="server" Width="368px" /> </td> </tr> </ItemTemplate> </asp:Repeater> (The repeater is inside a Wizard, inside a content pane). The code behind is connected to the protected void Wizard1_NextButtonClick(object sender, WizardNavigationEventArgs e) event. There are two items on the screen (two rows inside the table). However, when the code tries to read those items, the Items collection is empty! foreach(RepeaterItem region in RegionRepeater.Items) { // Never runs - the RegionRepeater.Items.Count = 0 FileUpload fileUpload = (FileUpload) region.FindControl("FileUpload"); String regionID = ((HiddenField)region.FindControl("RegionID")).Value; ... Why is the collection empty, when there are controls drawn on the screen? Thanks a lot for any help; this is starting to drive me nuts. (BTW: I tried adding/removing the EnableViewState="true" tag)

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  • How to alter image pixels of a wild life bird?

    - by NoobScratcher
    Hello so I was hoping someone knew how to move or change color and position actual image pixels and could explain and show the code to do so. I know how to write pixels on a surface or screen-surface usigned int *ptr = static_cast <unsigned int *> (screen-pixels); int offset = y * (screen->pitch / sizeof(unsigned int)); ptr[offset + x] = color; But I don't know how to alter or manipulate a image pixel of a png image my thoughts on this was How do I get the values and locations of pixels and what do I have to write to make it happen? Then how do I actually change the values or locations of those gotten pixels and how do I make that happen? any ideas tip suggestions are also welcome! int main(int argc , char *argv[]) { SDL_Surface *Screen = SDL_SetVideoMode(640,480,32,SDL_SWSURFACE); SDL_Surface *Image; Image = IMG_Load("image.png"); bool done = false; SDL_Event event; while(!done) { SDL_FillRect(Screen,NULL,(0,0,0)); SDL_BlitSurface(Image,NULL,Screen,NULL); while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: return 0; break; } } SDL_Flip(Screen); } return 0; }

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  • Manually start screensaver with password protect

    - by gibberish
    Windows 7 I wish to manually lock the computer so I placed a shortcut to scrnsave.exe on the desktop. (I do not want the user to use Ctrl+Alt+Del -- Lock This Computer for various reasons) Problem is that when double-clicked, the screen saver starts but it's not password protected. However, in Personalization -- Screen Saver, that same screen saver is the selected one and it IS configured to display logon screen upon resume. And that works when Windows starts the screen saver. So how can I cause "On resume, display logon screen" behavior by manually starting a screen saver? (Scripting is an option if I know what to do.)

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  • Sketchflow removing a component

    - by JD
    Hi, I have a screen and I have a section where a component screen is inserted. I have a cancel button on the component screen and was wondering if it is possible to remove the component from the main screen using the cancel button. Is this at all possible? So, once the component is shown, cancel on the component screen removes it so the first screen is shown again. JD Ps. I am using Blend 3.

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  • Broke my sudoers password, how do I reset it without using sudo?

    - by Eric Dand
    I thought it would be a good idea to finally take the password off my little netbook since it has never actually been of any use, and has mostly just slowed down . But when I went to change my password, there wasn't even an option to make it blank, and any attempt to make it a few easy characters was met with "Password too weak". So I did what any good geek would do and popped open the terminal, read the manual entry for passwd and quickly used the -d option to remove the password from my account. It all went well for a couple days (I even managed to also make my keychain password blank) until I tried to update the thing. My sudoers password is not blank, and it's not my old password. I have no idea what it is. How do I reset it (or even better, make it blank) without the use of the sudo command?

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  • Multiple Graphics Cards on Fedora 15 (Gnome 3)

    - by Michael
    I have the (delightful) misfortune of having 3 graphics cards. They are XFX Radeon 5750s. Each drives 2 monitors via dvi. I am having a really hard time getting these running on fedora 15 (gnome 3). So my setup is 3 columns of 2 monitors (the upper monitor is mounted upside down in each column to reduce the bezel between monitors). When the (graphical) login screen comes up all 6 have the blue stripey background that must be the default, but then when I login, things get interesting. In the xorg.conf below, you will see only 2 of the screens in the serverlayout while the other 4 are commented out. Logging in with only 2 of the screens active works well (and it even remembers that the top one is upside down, and should be considered above the lower, i am not sure where it stores this info, but i set it using the graphical "Displays" settings) However, as soon as I uncomment a third screen, or more, it gives me an error message when I login. It's one of those friendly, less helpful messages (Oh no! Something has gone wrong. A problem has occurred and the system can't recover. Please log out and try again). If i do not use an xorg.conf, then the "Displays" prefs pane shows only the two monitors on one of my graphics cards Thanks to anyone who can help me get going! (xorg.conf and then lspci below, and xorg log) xorg.conf Section "ServerLayout" Identifier "X.org Configured" Screen "Screen0" 0 0 Screen "Screen1" Below "Screen0" # Screen "Screen2" RightOf "Screen0" # Screen "Screen3" RightOf "Screen1" # Screen "Screen4" RightOf "Screen3" # Screen "Screen5" RightOf "Screen4" InputDevice "Mouse0" "CorePointer" InputDevice "Keyboard0" "CoreKeyboard" EndSection Section "Files" ModulePath "/usr/lib/xorg/modules" FontPath "catalogue:/etc/X11/fontpath.d" FontPath "built-ins" EndSection Section "Module" Load "record" Load "dri" Load "dbe" Load "extmod" Load "dri2" Load "glx" EndSection Section "InputDevice" Identifier "Keyboard0" Driver "kbd" EndSection Section "InputDevice" Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/input/mice" Option "ZAxisMapping" "4 5 6 7" EndSection Section "Monitor" Identifier "Monitor0" VendorName "Monitor Vendor" ModelName "Monitor Model" EndSection Section "Monitor" Identifier "Monitor1" VendorName "Monitor Vendor" ModelName "Monitor Model" EndSection Section "Monitor" Identifier "Monitor2" VendorName "Monitor Vendor" ModelName "Monitor Model" EndSection Section "Monitor" Identifier "Monitor3" VendorName "Monitor Vendor" ModelName "Monitor Model" EndSection Section "Monitor" Identifier "Monitor4" VendorName "Monitor Vendor" ModelName "Monitor Model" EndSection Section "Monitor" Identifier "Monitor5" VendorName "Monitor Vendor" ModelName "Monitor Model" EndSection Section "Device" Identifier "Card0" Driver "radeon" BusID "PCI:4:0:0" EndSection Section "Device" Identifier "Card1" Driver "radeon" BusID "PCI:5:0:0" EndSection Section "Device" Identifier "Card2" Driver "radeon" BusID "PCI:6:0:0" EndSection Section "Screen" Identifier "Screen0" Device "Card0" Monitor "Monitor0" SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Card0" Monitor "Monitor1" SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Card1" Monitor "Monitor2" SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen3" Device "Card1" Monitor "Monitor3" SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen4" Device "Card2" Monitor "Monitor4" SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen5" Device "Card2" Monitor "Monitor5" SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection lspci output follows [tgm@tgm ~]$ lspci 00:00.0 Host bridge: Intel Corporation 5520/5500/X58 I/O Hub to ESI Port (rev 13) 00:01.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 1 (rev 13) 00:03.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 3 (rev 13) 00:07.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 7 (rev 13) 00:14.0 PIC: Intel Corporation 5520/5500/X58 I/O Hub System Management Registers (rev 13) 00:14.1 PIC: Intel Corporation 5520/5500/X58 I/O Hub GPIO and Scratch Pad Registers (rev 13) 00:14.2 PIC: Intel Corporation 5520/5500/X58 I/O Hub Control Status and RAS Registers (rev 13) 00:14.3 PIC: Intel Corporation 5520/5500/X58 I/O Hub Throttle Registers (rev 13) 00:1a.0 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #4 00:1a.1 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #5 00:1a.2 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #6 00:1a.7 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB2 EHCI Controller #2 00:1b.0 Audio device: Intel Corporation 82801JI (ICH10 Family) HD Audio Controller 00:1c.0 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 1 00:1c.1 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Port 2 00:1c.2 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 3 00:1d.0 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #1 00:1d.1 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #2 00:1d.2 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #3 00:1d.7 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB2 EHCI Controller #1 00:1e.0 PCI bridge: Intel Corporation 82801 PCI Bridge (rev 90) 00:1f.0 ISA bridge: Intel Corporation 82801JIR (ICH10R) LPC Interface Controller 00:1f.2 IDE interface: Intel Corporation 82801JI (ICH10 Family) 4 port SATA IDE Controller #1 00:1f.3 SMBus: Intel Corporation 82801JI (ICH10 Family) SMBus Controller 00:1f.5 IDE interface: Intel Corporation 82801JI (ICH10 Family) 2 port SATA IDE Controller #2 02:00.0 PCI bridge: nVidia Corporation NF200 PCIe 2.0 switch for mainboards (rev a3) 03:00.0 PCI bridge: nVidia Corporation NF200 PCIe 2.0 switch for mainboards (rev a3) 03:02.0 PCI bridge: nVidia Corporation NF200 PCIe 2.0 switch for mainboards (rev a3) 04:00.0 VGA compatible controller: ATI Technologies Inc Juniper [Radeon HD 5750 Series] 04:00.1 Audio device: ATI Technologies Inc Juniper HDMI Audio [Radeon HD 5700 Series] 05:00.0 VGA compatible controller: ATI Technologies Inc Juniper [Radeon HD 5750 Series] 05:00.1 Audio device: ATI Technologies Inc Juniper HDMI Audio [Radeon HD 5700 Series] 06:00.0 VGA compatible controller: ATI Technologies Inc Juniper [Radeon HD 5750 Series] 06:00.1 Audio device: ATI Technologies Inc Juniper HDMI Audio [Radeon HD 5700 Series] 07:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 02) 08:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 02) xorg log (posted to fpaste due to how long it is. thanks to marcusw for the request) http://www.fpaste.org/r5ww/ xorg log with all 6 monitors enabled in xorg.conf (they all turn on and have blue, but then one gets the aforementioned user-friendly error message). http://www.fpaste.org/X63H/

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  • Battery drains even with app off screen, could it be Location Services doing it?

    - by John Jorsett
    I run my app, which uses GPS and Bluetooth, then hit the back button so it goes off screen. I verified via LogCat that the app's onDestroy was called. OnDestroy removes the location listeners and shuts down my app's Bluetooth service. I look at the phone 8 hours later and half the battery charge has been consumed, and my app was responsible according the phone's Battery Use screen. If I use the phone's Settings menu to Force Stop the app, this doesn't occur. So my question is: do I need to do something more than remove the listeners to stop Location Services from consuming power? That's the only thing I can think of that would be draining the battery to that degree when the app is supposedly dormant. Here's my onStart() where I turn on the location-related stuff and Bluetooth: @Override public void onStart() { super.onStart(); if(D_GEN) Log.d(TAG, "MainActivity onStart, adding location listeners"); // If BT is not on, request that it be enabled. // setupBluetooth() will then be called during onActivityResult if (!mBluetoothAdapter.isEnabled()) { Intent enableIntent = new Intent(BluetoothAdapter.ACTION_REQUEST_ENABLE); startActivityForResult(enableIntent, REQUEST_ENABLE_BT); // Otherwise, setup the Bluetooth session } else { if (mBluetoothService == null) setupBluetooth(); } // Define listeners that respond to location updates mLocationManager = (LocationManager) this.getSystemService(Context.LOCATION_SERVICE); mLocationManager.requestLocationUpdates(LocationManager.GPS_PROVIDER, GPS_UPDATE_INTERVAL, 0, this); mLocationManager.addGpsStatusListener(this); mLocationManager.addNmeaListener(this); } And here's my onDestroy() where I remove them: public void onDestroy() { super.onDestroy(); if(D_GEN) Log.d(TAG, "MainActivity onDestroy, removing update listeners"); // Remove the location updates if(mLocationManager != null) { mLocationManager.removeUpdates(this); mLocationManager.removeGpsStatusListener(this); mLocationManager.removeNmeaListener(this); } if(D_GEN) Log.d(TAG, "MainActivity onDestroy, finished removing update listeners"); if(D_GEN) Log.d(TAG, "MainActivity onDestroy, stopping Bluetooth"); stopBluetooth(); if(D_GEN) Log.d(TAG, "MainActivity onDestroy finished"); }

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  • Dual displays not working with Xinerama in Ubuntu 12.04

    - by user68489
    I just upgraded from Ubuntu 10.10 to 12.04. I had been using a display configuration just like the one described at http://bitkickers.blogspot.com/2009/08/rotate-just-one-monitor-with.html without any problems under 10.10. I have an nvidia Quadro FX 380 and have upgraded to the latest drivers (295.49). Everything appears to be fine when the system first boots up. However, after logging in, the left screen goes black, and the right screen displays what should be displayed on the left screen. Logging into Ubuntu 2D somewhat improves things. The left screen correctly displays the left portion of the desktop but the right screen contains a duplicate view of the left screen. Turning off Xinerama and enabling TwinView appears to fix the issues but does not allow the right monitor to be rotated. Since the display problems start to occur only after logging on, I thought it might have to do with carryover user configuration from 10.10 but the problems persist even when logging in as a guest. Clicking on System Settings - Displays results in the error message "Could not get screen information - RANDR extension is not present." Any help would be greatly appreciated.

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  • jQuery: How to make `real-time pager` depending on browser screen size without `content` refreshing?

    - by Binyamin
    jQuery: How to make real-time pager depending on browser screen size without content refreshing? Example for it you can see in http://www.nytimes.com/chrome/ HTML and CSS in http://jsfiddle.net/laukstein/qjGrV/ #content{ display:block; width:100%; height:40%; min-height:205px; max-height:408px; overflow:hidden; } li{ width:100px; height:100px; margin:1px; float:left; background:#ccc; } ... <ul id="content"> <li></li> <li></li> <li></li> <li></li> <li></li> <li></li> <li></li> <li></li> <li></li> ... </ul> <div id="pager"><!--here lets show 1,2,3,4 etc. depending on screen size--></div>

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  • Game Asset Management

    - by user964123
    I am making my first small mobile game in C# XNA. Lets say I have 3 screens, the main menu, options and game screen. A single game session usually lasts for 1 min, so the user will alternate frequently between the main menu and game screen. Therefore, once I load the textures for either screen, I want to keep them in memory to avoid frequent reloading. Both screens share some assets like their background textures, but differ in others. The first solution I came up with is making 2 texture factory classes, MainScreenAssetFactory and GameScreenAssetFactory, each with their own content manager, and ill store them in a globally accessible point so that they persist after either screen is destroyed. There is also a OptionsScreenAssetFactory, but that I dont want to cache it since the options screen is rarely visited. A typical Factory would look something like this public class MainScreenAssetFactory { private readonly ContentManager contentManager; public MainScreenAssetFactory(IServiceProvider serviceProvider, string rootDirectory) { contentManager = new ContentManager(serviceProvider) { RootDirectory = rootDirectory }; } public Texture2D ListElementBackground { get { return return contentManager.Load<Texture2D>("UserTab"); } } public Texture2D ListElementBulletPoint { get { return return contentManager.Load<Texture2D>("TabIcon"); } } public Texture2D LoggedOutUser { get { return return contentManager.Load<Texture2D>("LoggedOutUser"); } } } Since both Main, Options and Game Screen share some common resources, instead of loading them more than once, I created another class CommonAssetTexFactory which holds the common stuff and stays in-memory during the app lifetime. For example, this class gets passed to the options screen when it is created. However, given my small game with its few assets, I am already finding this solution cumbersome and inflexible. Changing anything would require looking to see if its already in the common factory, and if not, modifying existing factories and so on. And this is just considering textures currently, i didnt add sound files yet. I cant imagine bigger games with thousands of resources using this approach. A better idea must exist. Would someone please enlighten me?

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  • How to make last div stretch to fill screen?

    - by Conor
    I have a site I'm trying to build and I've hit one little snag thats driving me insane. Essentially on pages without enough content to fill the viewport, I want to have the last div (my footer, fill the rest of the viewport, but it's currently being cut off. My html looks like this: <body> <div id="header"> </div> <div id="subNav"> </div> <div id="content"> </div> <div id="footer"> </div> </body> I tried using html, body, footer { height:100%; } but that creates much more space then needed, essentially a full screen length of blank content in the footer. How do I get my footer just to fill teh rest of the screen without adding a scroll bar? Thanks in advance, One Frustrated Coder.

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  • Why does Perl's Devel::LeakTrace::Fast point to blank files and evals?

    - by kt
    I am using Devel::LeakTrace::Fast to debug a memory leak in a perl script designed as a daemon which runs an infinite loop with sleeps until interrupted. I am having some trouble both reading the output and finding documentation to help me understand the output. The perldoc doesn't contain much information on the output. Most of it makes sense, such as pointing to globals in DBI. Intermingled with the output, however, are several leaked SV(<LOCATION>) from (eval #) line # Where the numbers are numbers and <LOCATION> is a location in memory. The script itself is not using eval at any point - I have not investigated each used module to see if evals are present. Mostly what I want to know is how to find these evals (if possible). I also find the following entries repeated over and over again leaked SV(<LOCATION>) from line # Where line # is always the same #. Not very helpful in tracking down what file that line is in.

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  • Forms blank when rendering a partial when using a collection of objects. Help!

    - by dustmoo
    Alright, I know my title is a little obscure but it best describes the problem I am having. Essentially, I have a list of users, and want to be able to edit their information in-line using AJAX. Since the users are showing up in rows, I am using a partial to render the data and the forms (which will be hidden initially by the ajax), however, when the rows are rendered currently only the last item has it's form's fields populated. I suspect this has something to do with the fact that all the form fields have the same id's and it is confusing the DOM. But I don't know how to make sure the id's are unique. Here is a small example: In my view: <%= render :partial => 'shared/user', :collection => @users %> My partial (broke down to just the form) note that I am using the local variable "user" <% form_for user, :html => {:multipart => true} do |f| -%> <%= f.label :name, "Name*" %> <%= f.text_field :title, :class => "input" %> <%= f.label :Address, "Address" %> <%= f.text_field :address, :class => "input" %> <%= f.label :description, "Description*" %> <%= f.text_area :description, :class => "input" %> <% end -%> When the html is rendered each form has a unique id (for the id of the user) but the elements themselves all have the same id, and only the last user form is actually getting populated with values. Does anyone have any ideas?? :) Thanks in advance!

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  • Is it good practise to blank out inherited functionality that will not be used?

    - by Timo Kosig
    I'm wondering if I should change the software architecture of one of my projects. I'm developing software for a project where two sides (in fact a host and a device) use shared code. That helps because shared data, e.g. enums can be stored in one central place. I'm working with what we call a "channel" to transfer data between device and host. Each channel has to be implemented on device and host side. We have different kinds of channels, ordinary ones and special channels which transfer measurement data. My current solution has the shared code in an abstract base class. From there on code is split between the two sides. As it has turned out there are a few cases when we would have shared code but we can't share it, we have to implement it on each side. The principle of DRY (don't repeat yourself) says that you shouldn't have code twice. My thought was now to concatenate the functionality of e.g. the abstract measurement channel on the device side and the host side in an abstract class with shared code. That means though that once we create an actual class for either the device or the host side for that channel we have to hide the functionality that is used by the other side. Is this an acceptable thing to do: public abstract class MeasurementChannelAbstract { protected void MethodUsedByDeviceSide() { } protected void MethodUsedByHostSide() { } } public class DeviceMeasurementChannel : MeasurementChannelAbstract { public new void MethodUsedByDeviceSide() { base.MethodUsedByDeviceSide(); } } Now, DeviceMeasurementChannel is only using the functionality for the device side from MeasurementChannelAbstract. By declaring all methods/members of MeasurementChannelAbstract protected you have to use the new keyword to enable that functionality to be accessed from the outside. Is that acceptable or are there any pitfalls, caveats, etc. that could arise later when using the code?

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  • Navigation Controller with Tab Bar only on first view

    - by dinoc
    I am seeking advice on how to start my project. I need to use a combination of the navigation controller and tabbar controller but on the second screen, I need the tabbar controller not to be there. Here is a brief description of the two main screens Screen 1 will have a tabbar controller with two tabs. The first tab is a tableview and when you tap on a table cell, it drills down to Screen 2. The second tab is just a filter view that updates the table in the first tab of Screen 1. Screen two is just a details screen from the cells of Screen 1. The catch is that I don't want the TabBar on Screen 2. I am struggling with how to get started. Do I start with a Navigation-based application since I need to be able to drill down? How do I just add a tab bar to the main screen of the navigation based app? I can't start with a Tab Bar application because if I load a navigation controller inside one of the views of the tab controller, then when I drill down inside the nav controller, the tab bar still stays on the next screen when I need it to go away. Any help would be appreciated.

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  • How can I define an irregular area of the screen and find the closest point to the mouse in that area?

    - by JonathonG
    I'm looking for a method to define an area of the screen that the mouse cannot leave. I have been directed by rob mayoff, the answerer of this question, that I can use a Quartz Event Tap to detect mouse events. This puts me part of the way to the solution to THIS question. I need to define an irregular area of the screen, not just a rectangle, that the mouse cannot leave. I have been researching this and the only idea I can come up with is using a bitmap to define the irregular area, as it will be very oddly shaped. However, I am open to solutions other than using a bitmap. Since this must be done on a Mac, I've determined that I will have to use objective C / Cocoa . I need to know how to define the area and, equally importantly, how to find the closest point in the area to the mouse (so that I can move the mouse to it if the mouse tries to move outside of the area). This is similar to what the restricted area will look like: [edit:] Okay, I've come up with part of the answer to this. If I can do a basic (light-weight) point collision detection on the image mask, I can use a simple algorithm to detect the closest point to the mouse on the black area of the image. I could do this by calculating distance between a pre-defined point (P) inside the black area of the image and the target mouse position (T), taking the midpoint (M), then checking if the midpoint is inside or outside of the shape (black or white, respectively). If M is inside the shape, then move the P to M, otherwise move T to the M, continuously recalculate this until the distance between T and P is 1 pixel or less, then move the mouse to the final calculated position. All of that being said, I still need some way to test the position of the mouse against that same position on the bitmap (assume the bitmap is the same resolution as the monitor), and check if that point is black or white. All of this needs to be done in the background, without this application actually having focus, or the bitmap being visible... is this possible?

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