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  • How to Restore Uninstalled Modern UI Apps that Ship with Windows 8

    - by Lori Kaufman
    Windows 8 ships with built-in apps available on the Modern UI screen (formerly the Metro or Start screen), such as Mail, Calendar, Photos, Music, Maps, and Weather. Installing additional Modern UI apps is easy using the Windows Store, and uninstalling apps is just as easy. What if you accidentally uninstall a built-in app? It can be easily restored with a few clicks of your mouse. To begin, access the Modern UI screen by moving your mouse to the extreme, lower, left corner of the screen and click the Start screen button that displays. NOTE: You can also press the Windows key to access the Modern UI screen. How Hackers Can Disguise Malicious Programs With Fake File Extensions Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer

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  • Macbook Pro 13" Retina (10,2): Keyboard and Touchpad don't work correcltly

    - by Dirk
    I'm dealing with Ubuntu since about 5 years and installed it on several laptops. Now I'm stuck when trying to install Ubuntu 12.04.1 on a brand new Macbook Pro 13" Retina (10,2). I sucessfully can start Ubuntu from an USB stick, the Ubuntu desktop is visible, a mouse cursor is visible. But there is no respond to keyboard or touchpad input. So I cannot really install Ubuntu on the Macbook. The details of my approach: Prepare an empty USB stick Download "ISO 2 USB EFI Booter for Mac" and copy the file bootX64.efi to the USB drive as /efi/boot/bootX64.efi. Download Ubuntu 12.04.1 Desktop for Mac from http://cdimage.ubuntu.com/releases/1-amd64+mac.iso and copy the iso the USB drive as /efi/boot/boot.iso Put the USB stick into the Macbook Press and hold the "alt" button while switching the Macbook on Select "EFI Boot" from the boot menu that appears and press the Return / Enter key Immediately a black terminal screen appears with the headline "Welcome to the Ubuntu ISO << - EFI booter". 30 seconds later the familiar Ubuntu startup graphics screen is showing. Further 20 seconds later Ubuntu has started and the desktop is visible - in wonderfully fine resolution Now the computer does not respond to any actions on the touchpad nor the keyboard Who did install Ubuntu on this Macbook Pro 13" Retina (10,2) successfully? On this site https://help.ubuntu.com/community/MacBookPro this unit is not listed yet, anyway. Any help would be greatly appreciated! Dirk PS: I could now install ubuntu with an external USB Keyboard/Mouse Set. But now, after showing the grub menu, a kernel panic error appears and booting stops :-/ Seems that the ubuntu images fit not to a macbook pro retina 13" (10,2) yet. PPS: Ok, there are new facts: If I edit the boot options and enter " nomodeset noapic" ubuntu starts and Keyboard and Touchpad work! Now I have to enable WiFi... PPPS: After installing Broadcom firmware from USB Live stick as described in other posts, WiFi was enabled. Then I could update ubuntu normally to 12.10. After this, I must not enter "nomodeset noapic" in the grub menu anymore. Last Thing now is the Touchpad. The driver seems not to be there. The touch pad is only showing as mouse. t.b.c.

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  • 3D transformations in WPF & DirectX/Direct3D or OpenGL

    - by user2723417
    I need your help with 3D transformations. I have a sphere and I want to deform it by a mouse click or a mouse move. I want to make a furrow or to bite off a piece of the sphere without any breaks of 3D material. It is possible in WPF, but if the quantity of 3D points is more then 25 000, it creates some freezes in a dynamic mode (animation breaks), because the object of MeshGeometry3D class should be reconstructed every time to stop the breaks of 3D material. Give me advice about tools for the realization of my task. Maybe it can be done with the help of DirectX/Direct3D or OpenGL? I am a newcomer in these collections of APIs, but I would like to study them. I need to integrate the process of transformation in WPF application.

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  • Display problem with fresh install of 12.04

    - by Dan
    Just intalled Ubuntu 12.04 from CD and install went with no problems. After rebooting, I get the initial purple screen and then a black screen with mouse pointer and a few stray pixels at the bottom left of screen. Occasionally during the boot process, the purple screen comes back momentarily but then back to the black screen with the mouse pointer. When I finally give up and press the power button, the purple screen returns with the Shut Down box visible as it is shutting down. Any ideas? I have tried adding nomodeset after quiet splash, but no change. Possibly not doing it correctly, since I am somewhat of a newbie to linux. Thanks! Dan

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  • JavaScript: Keeping track of eventListeners on DOM elements

    - by bobthabuilda
    What is the best way to keep track of eventListener functions on DOM elements? Should I add a property to the element which references the function like this: var elem = document.getElementsByTagName( 'p' )[0]; function clickFn(){}; elem.listeners = { click: [clickFn, function(){}] }; elem.addEventListener( 'click', function(e){ clickFn(e); }, false ); Or should I store it in my own variable in my code like below: var elem = document.getElementsByTagName( 'p' )[0]; function clickFn(){}; // Using window for the sake of brevity, otherwise I wouldn't =D // DOM elements and their listeners are referenced here in a paired array window.listeners = [elem, { click: [clickFn, function(){}] }]; elem.addEventListener( 'click', function(e){ clickFn(e); }, false ); Obviously the second method would be less obtrusive, but it seems it could get intensive iterating through all those possibilities. Which is the best way and why? Is there a better way?

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  • is there a default back key(on device) listener in android???

    - by androidbase Praveen
    hi all, i am having two activities A and B. when i click the button in A that will shows B. when i click the Button in B it backs to A. i had set the overridePendingTransition method after the finish() method. it works properly. but in case the current Activity is B. on that time i click the default back button in the device. it shows the right to left transition to show the Activity A. how i can listen that Default back key on device.?????

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  • Ogre3D, OGRE_NEW gives editor errors

    - by automaticoo
    Hello Game Developers, I am trying to get more experienced with OGRE3D and I am following the basic tutorials on the website. All the code samples compile just fine. The first time I encountered a "error" was in Basic Tutorurial 3. The code line where visual studio says something is not right is : mTerrainGroup = OGRE_NEW Ogre::TerrainGroup(mSceneMgr, Ogre::Terrain::ALIGN_X_Z, 513, 12000.0f); Visual studio compiles this line but it shows a ugly red line beneath it and on mouse hover it says "#define OGRE_NEW new (FILE, LINE, FUNCTION) Error: no instance of overloaded 'operator new' matches the argument list" or if I mouse hover over Ogre::TerrainGlobalOptions() it says "Error: expected a type specifier". I searched on google but couldn't find my answer. I got about a year c++ experience but that was mainly with the WinSock libarys. Thanks in advance.

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  • Ray-plane intersection to find the Z of the intersecting point

    - by Jenko
    I have a rectangle in 3d space (p1, p2, p3, p4) and when the mouse rolls over it I need to calculate the exact Z of the point on the rect, given the mouse coordinates (x, y). Would a Ray-plane intersection find the Z of the intersecting point? Edit: Would this one-liner work? .. it returns the t value for the intersection, apparently the Z value. float rayPlane(vector3D planepoint, vector3D normal, vector3D origin, vector3D direction){ return -((origin-planepoint).dot(normal))/(direction.dot(normal)); }

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  • Problem on login: Freeze just before user selection

    - by Diego Garcia
    Hi, I'm using ubuntu 10.10 and when I login it shows my login's wallpaper an appears the window where I select my user without showing it and then gets frozen. No mouse response, no keyboard responde (even if I try to num/caps lock). I tried with safe mode and same thing happens, but in that case it freeze when trying to load some USB stuff, I tought it was my USB headset or my mouse so I disconnected them but doesn't works. Any advice on how to fix this, how to login to try an update or how to post more information?

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  • How do I edit a "ell in an MFC Listbox?

    - by Pedro
    I have CListBox control that has 2 columns and any number of rows. I want the user to be able to click(or maybe double-click) a "cell" and be able edit the text therein. link text (Can't post images yet, need +10). What I mean is that I want to be able to click and edit any of the places where it says "TEST" by clicking on the text to make it editable. How should I go about this? I suppose I should use a mouse click event but how would I make the cell editable?

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  • Configuring Multi-Tap on Synaptics Touchpad

    - by nunos
    I am having a hard time configuring my notebook's touchpad. The touchpad already works. It successfully responds to one-finger tap, two-finger tap and two-finger vertical scrolling. What I want to accomplish: change two-finger tap action from right-mouse click to middle-mouse click add three-finger tap functionality to yield right-mouse click action (i have checked that the three-finger tap is supported by my laptop's touchpad since it works on Windows) I read on a forum to use this as a guide. I have successfully accomplished point 1 with synclient TapButton2=2. However, I have to do it everytime I log in. I have tried to put that command on /etc/rc.local but the computer always boots and logins with the default configuration. Regarding point 2, I have tried synclient TapButton3=3 but it doesn't do anything when I three-finger tap the touchpad. I am running Ubuntu 11.10 on an Asus N82JV. /etc/X11/xorg.conf: nuno@mozart:~$ cat /etc/X11/xorg.conf Section "InputClass" Identifier "touchpad catchall" Driver "synaptics" MatchIsTouchpad "on" MatchDevicePath "/dev/input/event*" Option "TapButton1" "1" Option "TapButton2" "2" Option "TapButton3" "3" EndSection /usr/share/X11/xorg.conf.d/50-synaptics.conf: nuno@mozart:~$ cat /usr/share/X11/xorg.conf.d/50-synaptics.conf # Example xorg.conf.d snippet that assigns the touchpad driver # to all touchpads. See xorg.conf.d(5) for more information on # InputClass. # DO NOT EDIT THIS FILE, your distribution will likely overwrite # it when updating. Copy (and rename) this file into # /etc/X11/xorg.conf.d first. # Additional options may be added in the form of # Option "OptionName" "value" # Section "InputClass" Identifier "touchpad catchall" Driver "synaptics" MatchIsTouchpad "on" MatchDevicePath "/dev/input/event*" Option "TapButton1" "1" Option "TapButton2" "2" Option "TapButton3" "3" EndSection xinput list: nuno@mozart:~$ xinput list ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? Microsoft Microsoft® Nano Transceiver v2.0 id=12 [slave pointer (2)] ? ? Microsoft Microsoft® Nano Transceiver v2.0 id=13 [slave pointer (2)] ? ? ETPS/2 Elantech Touchpad id=16 [slave pointer (2)] ? Virtual core keyboard id=3 [master keyboard (2)] ? Virtual core XTEST keyboard id=5 [slave keyboard (3)] ? Power Button id=6 [slave keyboard (3)] ? Video Bus id=7 [slave keyboard (3)] ? Video Bus id=8 [slave keyboard (3)] ? Sleep Button id=9 [slave keyboard (3)] ? USB2.0 2.0M UVC WebCam id=10 [slave keyboard (3)] ? Microsoft Microsoft® Nano Transceiver v2.0 id=11 [slave keyboard (3)] ? Asus Laptop extra buttons id=14 [slave keyboard (3)] ? AT Translated Set 2 keyboard id=15 [slave keyboard (3)]

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  • jQuery / Spry Validation / Problem

    - by samuel baldus
    Hi Chaps, I have a PHP form with one input and a button. A jQuery script ('loading' animated gif) is triggered on the click of the submit button. I also have a Spry Validation field linked to the input. At the moment, if the validation is triggered, the animated gif continues and won't stop. The furthest I've managed to get with it, is to click the validation message to stop the animation, but what I'm really after is to stop the animation when the validation is visible/triggered, but I can't find a suitable Event. $(function() { $("#button_download") .click(function() { }) .throbber(); $("#sprytextfield1") .click(function(sprytextfield1) { $.throbberHide(); }) }); If someone can point me in the right direction, that would be sweet.

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  • Configuring Multi-Tap on Synpaptics Touchpad

    - by nunos
    I am having a hard time configuring my notebook's touchpad. The touchpad already works. It succesfully responds to one-finger tap, two-finger tap and two-finger vertical scrolling. What I want to accomplish: change two-finger tap action from right-mouse click to middle-mouse click add three-finger tap functionality to yield right-mouse click action I read on a forum to use this as a guide. I have succesfully accomplished point 1 with synclient TapButton2=2. However, I have to do it everytime I log in. I have tried to put that command on /etc/rc.local but the computer always boots and logins with the default configuration. Regarding point 2, I have tried synclient TapButton3=3 but it doesn't do anything when I three-finger tap the touchpad. I am running Ubuntu 11.10 on an Asus N82JV. /etc/X11/xorg.conf: nuno@mozart:~$ cat /etc/X11/xorg.conf Section "InputClass" Identifier "touchpad catchall" Driver "synaptics" MatchIsTouchpad "on" MatchDevicePath "/dev/input/event*" Option "TapButton1" "1" Option "TapButton2" "2" Option "TapButton3" "3" EndSection /usr/share/X11/xorg.conf.d/50-synaptics.conf: nuno@mozart:~$ cat /usr/share/X11/xorg.conf.d/50-synaptics.conf # Example xorg.conf.d snippet that assigns the touchpad driver # to all touchpads. See xorg.conf.d(5) for more information on # InputClass. # DO NOT EDIT THIS FILE, your distribution will likely overwrite # it when updating. Copy (and rename) this file into # /etc/X11/xorg.conf.d first. # Additional options may be added in the form of # Option "OptionName" "value" # Section "InputClass" Identifier "touchpad catchall" Driver "synaptics" MatchIsTouchpad "on" MatchDevicePath "/dev/input/event*" Option "TapButton1" "1" Option "TapButton2" "2" Option "TapButton3" "3" EndSection xinput list: nuno@mozart:~$ xinput list ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? Microsoft Microsoft® Nano Transceiver v2.0 id=12 [slave pointer (2)] ? ? Microsoft Microsoft® Nano Transceiver v2.0 id=13 [slave pointer (2)] ? ? ETPS/2 Elantech Touchpad id=16 [slave pointer (2)] ? Virtual core keyboard id=3 [master keyboard (2)] ? Virtual core XTEST keyboard id=5 [slave keyboard (3)] ? Power Button id=6 [slave keyboard (3)] ? Video Bus id=7 [slave keyboard (3)] ? Video Bus id=8 [slave keyboard (3)] ? Sleep Button id=9 [slave keyboard (3)] ? USB2.0 2.0M UVC WebCam id=10 [slave keyboard (3)] ? Microsoft Microsoft® Nano Transceiver v2.0 id=11 [slave keyboard (3)] ? Asus Laptop extra buttons id=14 [slave keyboard (3)] ? AT Translated Set 2 keyboard id=15 [slave keyboard (3)]

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  • Redirection on the last Slideshow-Element with Jquery

    - by Agssl
    Hi, I'm very new to Jquery and want to realize a manual slideshow with a page-redirect on the last "next"-button. I detect the last Slide-Element with CSS-Classes and then I want to add a Class to the next button to declare that it is the last next-button of the whole Slideshow. The half of my Code works :) – If I navigate to the last Slide-Element, Jquery adds the Class "last" to the button and if I click on the button with this Class, I'm redirected to the next page – that's what I want. But if I navigate to the last Slide-Element, then click a few times the "prev"-button and then again the next button, I'm instantly redirected although the Class "last" was removed. Thanks in advance and sorry for my bad english. Here's my Code: $(document).ready(function(){ $("#image_nav a:first").attr('id', 'firstSlide'); $("#image_nav a:last").attr('id', 'lastSlide'); $(".dritte_ebene li:first").attr('id', 'firstNavi'); $(".dritte_ebene li:last").attr('id', 'lastNavi'); //Redirect to the next page $("a").click(function(){ if ($("#lastSlide").hasClass("activeSlide")) { $("#weiter").addClass("last"); $('.slide').cycle('pause'); $(".last").click(function(){ window.location.replace("[+PJN_next+]"); }); } }); //Remove "last" if prev is clicked $('#zurueck').click(function(){ $("#weiter").removeClass("last"); }); });

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  • 12.04 - Connecting Acer X203H monitor to new Dell XPS 15z laptop

    - by Lucy Dixon
    I have installed the latest version of Ubuntu (12.04) on my boyfriend's new Dell XPS 15z laptop. He uses a Microsoft wireless keyboard and mouse, and an Acer X203H monitor with his set-up. No problems with the keyboard or mouse, or with connecting the HP printer, but we just can't get the laptop to talk to the Acer monitor. With his old setup he used a VGA cable to connect machine & monitor. New laptop has no VGA port, but we've bought a VGA to HDMI adaptor to connect to the laptop. Have tried using Fn F2 to change the display from laptop to monitor, but it doesn't see the monitor at all. HELP! Is there a driver I can install from somewhere? Or how can I tell Ubuntu to look for the monitor on another port? Completely in the dark, and about to get in trouble!! Thanks

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  • jquery .live() event interactions

    - by ddango
    Let's say I have a scenario where I have a global plugin (or at least a plugin that binds to a wider array of events). This plugin takes a selector, and binds a live click to it. Something in pseudo-jquery that might look like this: $.fn.changeSomething = function(){ $(this).live("change", function(){ alert("yo");}); } On another page, I have an additional live binding something like this: $("input[type='checkbox']").live("click", function(){alert("ho");}); Within this scenario, the checkbox would ideally end up being bound to both live events. What I'm seeing is that the change event fires as it should, and I'm alerted "yo". However, using this live click event, I never trigger it. However, using an explicit click binding, I DO hit it. The easy workaround is to trigger a click event at the end of the live change handler, but this seems janky to me. Any ideas? Note that this is using jquery 1.4.2 and only occurs in IE8 (I supposed 6/7 would too, but I haven't tested them).

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  • Alt-Tab in Unity 2D makes app icon jiggle instead of switching

    - by itsadok
    I'm using Unity 2D as my desktop, and it works fine most of the time, but every now and then, I try to Alt-Tab to switch to a different application, and instead of switching to that window, the launcher bar opens, and the icon of the application I was trying to switch to starts jiggling. If I try to switch to something else, that icon starts jiggling too. If I click on the icon with the mouse, then it stops jiggling and switches to the requested window. What is this behavior? I haven't seen any mention of jiggling icons in Unity. I don't understand the original purpose of this, and I'd like a way to fix it so that I won't have to use the mouse.

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • Direction of the bullet - how to have something else than left, right, top, bottom

    - by Florian Margaine
    I'm making a simple shooter game using canvas and javascript. The current code can be seen here. To know which way I want the bullet to be shot, I simply have a direction property that can have 4 values (left, right, bottom, top), and I can then calculate the next position of the bullet easily. However, I'd like to move the bullet to the mouse position, but I don't really see how to do this. How do I calculate the next position? I'm guessing there is some formula to calculate the line between two positions (the player's and the mouse's), but I don't have much idea yet. So there is no obstacle, but I don't see how to calculate this, and be able have the next position of the bullet at each frame.

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  • Right clicking on QHeaderView inside of QTreeView

    - by taynaron
    I've written a descendant of QTreeView with multiple columns. I want to create a popup menu that appears whe nthe user right-clicks over the column headers. I have tried catching signals from QTreeView for this, but QTreeView doesn't seem to emit signals on the headers. QTreeView.header() does. I therefore believe I must either: 1: connect one of QHeaderView's signals to a popup function - I have been unable to find a signal that is triggered on a single right click - I have tried sectionClicked, sectionHandleDoubleClicked, sectionDoubleClicked, sectionPressed (not surprised the double click functions didn't catch a single right click - but they do catch a double right click) self.header().sectionClicked.connect(self.headerMenu) self.header().sectionHandleDoubleClicked.connect(self.headerMenu) self.header().sectionDoubleClicked.connect(self.headerMenu) self.header().sectionPressed.connect(self.headerMenu) or, 2: write a descendant of QHeaderView with my own MousePressEvent function, and use that for my headers. I have so far been unsuccessful in connecting the new header class to the QTreeView descendant. I keep getting a Segmentation Fault on runtime, with no more explanation. #in DiceView's init, where DiceHeaders is the QHeaderView descendant self.setHeader(DiceHeaders()) Any ideas?

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  • How do I duplicate Facebook picture tagging functionality?

    - by marcamillion
    I asked this question in another post - http://stackoverflow.com/questions/2597773/how-do-i-put-a-div-box-around-my-cursor-on-click I got a wonderful answer. See the code below: <script type="text/javascript"> $(document).ready(function() { $("#image-wrapper").click(function(e){ var ele = $("<div>"); ele.css({width:"50px", height:"50px", border:"1px solid green", position:"absolute", left: e.pageX - 25, top: e.pageY -25}); $("body").append(ele); }); }); </script> <div id="image-wrapper" style="border: 1px solid red; width: 300px; height: 200px;"> </div> The issue I am having is that when I implement this snippet, on every click a box appears and stays there. So if I click on the image 10 times, I get 10 boxes. How do I get the previous box to disappear once I click somewhere else (i.e. have the box move to another place on the image (just like with Facebook Picture Tagging))? Thanks.

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  • Jquery event to fire in ajax loaded content, IE & FF problem

    - by Sylph
    Hello, I'm trying to trigger onclick events in an ajax loaded content but it doesn't seem to work. Here is my code :- <li><a href="#" id="subtopic">Title</a></li> <script type="text/javascript"> $(function() { $("#subtopic").click(function() { url: test.html ,success: function(data) { $('#result').html(data); $(".filetree").treeview(); $('#result').click(); $('#result').trigger("update"); } }); }); }); </script> In my loaded content, :- <a href="#" id="addSubTopic">Click here</a> <script type="text/javascript"> $(document).ready(function() { alert("000"); }); $(function() { $("#addSubTopic").click(function() { alert("0"); $.ajax({ url: url, success: function(data) { $("#listRes").append(data); } }); }); }); </script> In IE, it works fine, the click works and I can get the "alert" but in Firefox, the whole thing just go dead. However, my jquery plugin for $(".filetree").treeview(); works fine for both IE and FF. Any advice? I have tried using .live, .trigger("update"). Thanks in advance

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  • How to autohide Unity 2D?

    - by ph1b
    In the regular Unity 3D, I used Compiz Config Manager where I could config the Unity-Plugin to autohide the left start-bar and not to show it when moving my mouse to the left. So it was perfect for using Docky. But with Unity 2D the Unity settings don't have any effect. How can I completely hide the start-panel and just have it shown when pressing the windows-key? With the following: dconf write /com/canonical/unity-2d/launcher/hide-mode 1 dconf write /com/canonical/unity-2d/launcher/use-strut false it still opens the bar when going with my mouse to the left.

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  • document.getElementById not working for <a> tag

    - by Kartik
    hi, I'm very new to js so kindly help me with this. I am trying to add a class to a tag using onClick. The code is as shown below: <a class="gkvSprite" href="#" id="123" onClick="showhide('1')">Click 1</a> <a class="gkvSprite" href="#" id="456" onClick="showhide('2')">Click 2</a> <a class="gkvSprite" href="#" id="789" onClick="showhide('3')">Click 3</a> Now when i click i need to add a class called "selected" for the one i select. I tried using setAttribute and add class of jquery as well but was not successful When i alert the document.getelementbyId(123) it gives out the link. Can someone kindly help me? Thanks in Advance Alloi

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  • How to get the row and column of button clicked, in the grid event handler?

    - by younevertell
    Once the added button in grid is clicked, how to find which row and column the button is located in the grid event handler, like click event or some other events? Not the button click event handler #region Grid event handler setup myGrid.MouseEnter += new MouseEventHandler(myGrid_MouseEnter); myGrid.MouseLeave += new MouseEventHandler(myGrid_MouseLeave); myGrid.MouseDown += new MouseButtonEventHandler(myGrid_MouseDown); myGrid.MouseUp += new MouseButtonEventHandler(myGrid_MouseUp); #endregion Thanks I notice that Boyan has some solution for the button click event handler case http://stackoverflow.com/questions/363100/in-wpf-how-can-i-determine-what-column-row-in-a-grid-a-control-is In the Click event handler for the button you say: int row; Button btn = sender as Button; if (btn != null) { row = Grid.GetRow(btn); // And you have the row number... } else { // A nasty error occurred... }

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