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  • Install GRUB to Ubuntu Partition

    - by Noel
    So my computer has the following partitions: /dev/sda -- (I know this isn't a real partition, but more so the boot loader) /dev/sda1 -- (Windows 7 Boot Loader) /dev/sda3 -- (Windows 7) /dev/sda4 -- (Data partition, NTFS) that means i have /dev/sda2 as free space. I do not want to change the MBR of the computer. I would like /dev/sda2 to contain GRUB AND Ubuntu. So ideally when I turn my computer on, BIOS would ask if I'd like to boot Windows 7 or Ubuntu(or Grub or partition 2), and I could choose either one. But I would like Grub and Ubuntu to be on the same partition, so they will not interfere in any way with windows or window's boot loader/partition (sda3) How can I do this? Catch: when formatting partitions, Ubuntu does not give me the option to make them virtual partitions, so that makes things harder. I tried: installing Ubuntu to /dev/sda2 (which I formatted as ext4) and then told the Ubuntu installer to install the bootloader to /dev/sda2. But when I select "Ubuntu" from BIOS's boot selection, it loads a black screen and says "invalid arch independent ELF magic grub rescue _" and allows me to input stuff. How can I fix this, or tell my computer where Grub is?

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  • Blurry printed raster images with Brother MFC-8840D

    - by Adam Monsen
    (NOTE: crossposted here: ubuntuforums.org/showthread.php?t=1621795) I've got a Brother MFC-8840D. Works great with Ubuntu server! Setting up a CUPS print server was pretty straightforward, and I also finally got network scanning working reliably with saned. Printing documents and Web pages works well: fonts are crisp/clear, etc. One issue has got me completely vexed: printing raster (ie: JPG) images. They are blurry. For example, I can scan a page of black and white text at 150 or 300 dpi. The grayscale image looks perfect on my monitor. But the printed version is much blurrier than the original, regardless of the "print resolution" dpi I choose. As a counterexample, if I use the "copy" function of the MFC-8840D, the copy looks excellent, and this function is much, much faster than if I scan then print a scan of same. I've googled around a bunch and tried different tricks (printing a PDF with the image from evince, printing with Gimp, EOG and other applications) but I just can't print anything that looks as good as a copy made with the MFC-8840D. Any ideas? I'm using Ubuntu 10.04.1 LTS server. I'm using the PPD file from solutions.brother.com. Thanks, -Adam

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  • dynamic 2d texture creation in unity from script

    - by gman
    I'm coming from HTML5 and I'm used to having the 2D Canvas API I can use to generate textures. Is there anything similar in Unity3D? For example, let's say at runtime I want to render a circle, put 3 initials in the middle and then take the result and put that in a texture. In HTML5 I'd do this var initials = "GAT"; var textureWidth = 256; var textureHeight = 256; // create a canvas var c = document.createElement("canvas"); c.width = textureWidth; c.height = textureHeight; var ctx = c.getContext("2d"); // Set the origin to the center of the canvas ctx.translate(textureWidth / 2, textureHeight / 2); // Draw a yellow circle ctx.fillStyle = "rgb(255,255,0)"; // yellow ctx.beginPath(); var radius = (Math.min(textureWidth, textureHeight) - 2) / 2; ctx.arc(0, 0, radius, 0, Math.PI * 2, true); ctx.fill(); // Draw some black initials in the middle. ctx.fillStyle = "rgb(0,0,0)"; ctx.font = "60pt Arial"; ctx.textAlign = "center"; ctx.fillText(initials, 0, 30); // now I can make a texture from that var tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, c); gl.generateMipmap(gl.TEXTURE_2D); I know I can edit individual pixels in a Unity texture but is there any higher level API for drawing to texture in unity?

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  • Botting from a stick drive

    - by Zap
    Am trying to boot from a usb stick. Have carefully followed the instructions at the following link and successfully downloaded and installed version Ubuntu 12.04 desk top: http://www.ubuntu.com/download/help/create-a-usb-stick-on-windows I used the Universal-USB-Installer-1.9.0.2 as instructed and choose the "Ubuntu 12.04 desk top" option, after downloading the respective iso/zip file onto my Dell laptop from the Ubuntu site. Also modified my bios to select the usb first as boot drive instead of hard drive. Also, turned off bit blocker on my laptop and usb stick. Usb stick has the setting of "Automatically unlock this drive on this computer". When i reboot my laptop, it first boots into a black screen (i assume is the bios), but prompts saying "Remove disks or other media. Press any key to start". I press any key and regardless the laptop boots up to windows. Hence, it appears that the boot process is checking the USB first before going to the hard drive to look for it's boot disk and starting Windows 7. Is it that the USB stick is not correctly configured with Ubuntu as a boot disk? Is there anything else that i need to do besides the instructions at the following link? http://www.ubuntu.com/download/help/create-a-usb-stick-on-windows How can I ensure that USB boot stick is configured correctly? After running the Universal-USB-Installer-1.9.0.2 to "install" Ubuntu, is there additional configuration/installation steps? What is the first file that the bios would look for on this USB drive? Is this configured somewhere in the bios, or would it just look for an grub file or /boot dir? The only message i get when booting is "Remove disks or other media. Press any key to start". Any and all help would be much appreciated.. Thanks ... :)

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  • xorg-edgers PPA with llvmpipe breaks AMD APU system

    - by linux_RRT
    I've read before where this had happened to another user with the same system... I was running Ubuntu 12.04 LTS with Kernel 3.2.0.29 and decided to give xorg-edgers a try. I purged fglrx* and xorg* before beginning. I upgraded with sudo apt-get upgrade -d The system downloaded and installed 109MB worth of data to the system, including llvmpipe which I am very unfamiliar with, and Kernel 3.5.0.11. The system was then rebooted to finalize the upgrade. The system boots to a black screen and then tells me "The system is running in low-graphics mode". Did I miss a step in the install? Or do the newest open-source drivers just not work with my hardware? I realize this hardware (APU) is some of the newer development. I dropped to command via the fallback menu and attempted to boot lightdm as root, but the system hangs in 'Configuring kernel parameters' at Starting initializes zram swaping. ...and then it just sits there. The other thing that concerns me is the output at the top of the screen that says: could not write bytes: Broken pipe Does llvmpipe work for this type of system? To be clear the system is: MSI x370-206us Laptop Radeon HD 6320 AMD e450 APU 1.67ghz dual-core Any help would be much appreciated. Like I said, I'm pretty sure I followed the right order of operations for the install procedure, but I was curious if anyone with similar hardware had experienced anything similar.

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  • Colored Vertical Lines upon boot and nomodeset DOES NOT fix it

    - by user2851032
    I have installed Lubuntu 13.04 on a Dell Inspiron 1501 laptop, rebooted the machine and encountered this problem. I edited the GRUB configuration to remove "quite splash" and enter "nomodeset", updated grub, and everything was fine. I could reboot the machine without any trouble. However, if I unplug the machine, wait a few seconds, and plug it back in, the problem with the colored lines comes back and nomodeset no longer helps to solve the problem. I tried using radeon.modeset=0 instead of nomodeset and that also works on multiple reboots until I unplug the machine and plug it back in. I was finally able to get around the problem by entering "radeon.exapixmaps=0" instead of radeon.modeset=0. I suppose I kind of made up that boot option using some information from an Arch Wiki page. This would work throughout reboots and even if I unplugged the laptop. It was working fine for quite a while. A few weeks later, I had some unrelated issues with the Java iced-tea plugin, and since 13.10 had just come out, I thought I would try upgrading. So upgrading didn't fix the problem with Java, and after unplugging the machine and trying to use it later, I was back to this problem with the black screen and colored vertical lines. I am completely out of ideas on what to try. It took me a week to figure out how to get it working the first time, but the solution I had isn't working anymore.

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  • Is this an acceptable approach to undo/redo in Python?

    - by Codemonkey
    I'm making an application (wxPython) to process some data from Excel documents. I want the user to be able to undo and redo actions, even gigantic actions like processing the contents of 10 000 cells simultaneously. I Googled the topic, and all the solutions I could find involves a lot of black magic or is overly complicated. Here is how I imagine my simple undo/redo scheme. I write two classes - one called ActionStack and an abstract one called Action. Every "undoable" operation must be a subclass of Action and define the methods do and undo. The Action subclass is passed the instance of the "document", or data model, and is responsible for committing the operation and remembering how to undo the change. Now, every document is associated with an instance of the ActionStack. The ActionStack maintains a stack of actions (surprise!). Every time actions are undone and new actions are performed, all undone actions are removed for ever. The ActionStack will also automatically remove the oldest Action when the stack reaches the configurable maximum amount. I imagine the workflow would produce code looking something like this: class TableDocument(object): def __init__(self, table): self.table = table self.action_stack = ActionStack(history_limit=50) # ... def delete_cells(self, cells): self.action_stack.push( DeleteAction(self, cells) ) def add_column(self, index, name=''): self.action_stack.push( AddColumnAction(self, index, name) ) # ... def undo(self, count=1): self.action_stack.undo(count) def redo(self, count=1): self.action_stack.redo(count) Given that none of the methods I've found are this simple, I thought I'd get the experts' opinion before I go ahead with this plan. More specifically, what I'm wondering about is - are there any glaring holes in this plan that I'm not seeing?

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  • How can I make multiple displays work on my Asus UX32VD?

    - by oKtosiTe
    Original title: Why do I have two trash icons in the Unity Launcher? Whether I run Ubuntu as a live-USB or install it, I always have two trash bins on the Unity Launcher. Both work, and both open the same location. This seems a bit redundant; what could be done about it? Update: Turning auto-hide on made it obvious that I have multiple Launchers showing. With auto-hide off, they simply overlap, making it look like there's a double trash icon, but with auto-hide enabled, I can display one Launcher (and therefore one trash icon) at a time. Still, two are running simultaneously. Second update: This problem appears to be caused by the way Ubuntu handles multiple displays on my Asus UX32VD Ultrabook. Somehow, the laptop display cannot be used while my external display is connected. It is shown in the Displays list, but remains black no matter how I configure it. The external display runs at 1920x1200, the laptop monitor should run at 1920x1080. It therefore becomes obvious that the Launcher that's supposed to run on the laptop display, is actually displayed on the external monitor. Using nomodeset as a kernel parameter as indicated here makes the laptop display inaccessible altogether, detecting the external monitor as the laptop display and making resolutions other than 1920x1200 inaccessible. That is not an option.

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  • How Security Products Are Made; An Interview with BitDefender

    - by Jason Fitzpatrick
    Most of us use anti-virus and malware scanners, without giving the processes behind their construction and deployment much of a thought. Get an inside look at security product development with this BitDefender interview. Over at 7Tutorials they took a trip to the home offices of BitDefender for an interview with Catalin Co?oi–seen here–BitDefender’s Chief Security Researcher. While it’s notably BitDefender-centric, it’s also an interesting look at the methodology employed by a company specializing in virus/malware protection. Here’s an excerpt from the discussion about data gathering techniques: Honeypots are systems we distributed across our network, that act as victims. Their role is to look like vulnerable targets, which have valuable data on them. We monitor these honeypots continuously and collect all kinds of malware and information about black hat activities. Another thing we do, is broadcast fake e-mail addresses that are automatically collected by spammers from the Internet. Then, they use these addresses to distribute spam, malware or phishing e-mails. We collect all the messages we receive on these addresses, analyze them and extract the required data to update our products and keep our users secure and spam free. Hit up the link below for the full interview. How To Properly Scan a Photograph (And Get An Even Better Image) The HTG Guide to Hiding Your Data in a TrueCrypt Hidden Volume Make Your Own Windows 8 Start Button with Zero Memory Usage

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  • Windows Phone 7 : Dragging and flicking UI controls

    - by TechTwaddle
    Who would want to flick and drag UI controls!? There might not be many use cases but I think some concepts here are worthy of a post. So we will create a simple silverlight application for windows phone 7, containing a canvas element on which we’ll place a button control and an image and then, as the title says, drag and flick the controls. Here’s Mainpage.xaml, <Grid x:Name="LayoutRoot" Background="Transparent">   <Grid.RowDefinitions>     <RowDefinition Height="Auto"/>     <RowDefinition Height="*"/>   </Grid.RowDefinitions>     <!--TitlePanel contains the name of the application and page title-->   <StackPanel x:Name="TitlePanel" Grid.Row="0" Margin="12,17,0,28">     <TextBlock x:Name="ApplicationTitle" Text="KINETICS" Style="{StaticResource PhoneTextNormalStyle}"/>     <TextBlock x:Name="PageTitle" Text="drag and flick" Margin="9,-7,0,0" Style="{StaticResource PhoneTextTitle1Style}"/>   </StackPanel>     <!--ContentPanel - place additional content here-->   <Grid x:Name="ContentPanel" Grid.Row="1" >     <Canvas x:Name="MainCanvas" HorizontalAlignment="Stretch" VerticalAlignment="Stretch">       <Canvas.Background>         <LinearGradientBrush StartPoint="0 0" EndPoint="0 1">           <GradientStop Offset="0" Color="Black"/>           <GradientStop Offset="1.5" Color="BlanchedAlmond"/>         </LinearGradientBrush>       </Canvas.Background>     </Canvas>   </Grid> </Grid> the second row in the main grid contains a canvas element, MainCanvas, with its horizontal and vertical alignment set to stretch so that it occupies the entire grid. The canvas background is a linear gradient brush starting with Black and ending with BlanchedAlmond. We’ll add the button and image control to this canvas at run time. Moving to Mainpage.xaml.cs the Mainpage class contains the following members, public partial class MainPage : PhoneApplicationPage {     Button FlickButton;     Image FlickImage;       FrameworkElement ElemToMove = null;     double ElemVelX, ElemVelY;       const double SPEED_FACTOR = 60;       DispatcherTimer timer; FlickButton and FlickImage are the controls that we’ll add to the canvas. ElemToMove, ElemVelX and ElemVelY will be used by the timer callback to move the ui control. SPEED_FACTOR is used to scale the velocities of ui controls. Here’s the Mainpage constructor, // Constructor public MainPage() {     InitializeComponent();       AddButtonToCanvas();       AddImageToCanvas();       timer = new DispatcherTimer();     timer.Interval = TimeSpan.FromMilliseconds(35);     timer.Tick += new EventHandler(OnTimerTick); } We’ll look at those AddButton and AddImage functions in a moment. The constructor initializes a timer which fires every 35 milliseconds, this timer will be started after the flick gesture completes with some inertia. Back to AddButton and AddImage functions, void AddButtonToCanvas() {     LinearGradientBrush brush;     GradientStop stop1, stop2;       Random rand = new Random(DateTime.Now.Millisecond);       FlickButton = new Button();     FlickButton.Content = "";     FlickButton.Width = 100;     FlickButton.Height = 100;       brush = new LinearGradientBrush();     brush.StartPoint = new Point(0, 0);     brush.EndPoint = new Point(0, 1);       stop1 = new GradientStop();     stop1.Offset = 0;     stop1.Color = Colors.White;       stop2 = new GradientStop();     stop2.Offset = 1;     stop2.Color = (Application.Current.Resources["PhoneAccentBrush"] as SolidColorBrush).Color;       brush.GradientStops.Add(stop1);     brush.GradientStops.Add(stop2);       FlickButton.Background = brush;       Canvas.SetTop(FlickButton, rand.Next(0, 400));     Canvas.SetLeft(FlickButton, rand.Next(0, 200));       MainCanvas.Children.Add(FlickButton);       //subscribe to events     FlickButton.ManipulationDelta += new EventHandler<ManipulationDeltaEventArgs>(OnManipulationDelta);     FlickButton.ManipulationCompleted += new EventHandler<ManipulationCompletedEventArgs>(OnManipulationCompleted); } this function is basically glorifying a simple task. After creating the button and setting its height and width, its background is set to a linear gradient brush. The direction of the gradient is from top towards bottom and notice that the second stop color is the PhoneAccentColor, which changes along with the theme of the device. The line,     stop2.Color = (Application.Current.Resources["PhoneAccentBrush"] as SolidColorBrush).Color; does the magic of extracting the PhoneAccentBrush from application’s resources, getting its color and assigning it to the gradient stop. AddImage function is straight forward in comparison, void AddImageToCanvas() {     Random rand = new Random(DateTime.Now.Millisecond);       FlickImage = new Image();     FlickImage.Source = new BitmapImage(new Uri("/images/Marble.png", UriKind.Relative));       Canvas.SetTop(FlickImage, rand.Next(0, 400));     Canvas.SetLeft(FlickImage, rand.Next(0, 200));       MainCanvas.Children.Add(FlickImage);       //subscribe to events     FlickImage.ManipulationDelta += new EventHandler<ManipulationDeltaEventArgs>(OnManipulationDelta);     FlickImage.ManipulationCompleted += new EventHandler<ManipulationCompletedEventArgs>(OnManipulationCompleted); } The ManipulationDelta and ManipulationCompleted handlers are same for both the button and the image. OnManipulationDelta() should look familiar, a similar implementation was used in the previous post, void OnManipulationDelta(object sender, ManipulationDeltaEventArgs args) {     FrameworkElement Elem = sender as FrameworkElement;       double Left = Canvas.GetLeft(Elem);     double Top = Canvas.GetTop(Elem);       Left += args.DeltaManipulation.Translation.X;     Top += args.DeltaManipulation.Translation.Y;       //check for bounds     if (Left < 0)     {         Left = 0;     }     else if (Left > (MainCanvas.ActualWidth - Elem.ActualWidth))     {         Left = MainCanvas.ActualWidth - Elem.ActualWidth;     }       if (Top < 0)     {         Top = 0;     }     else if (Top > (MainCanvas.ActualHeight - Elem.ActualHeight))     {         Top = MainCanvas.ActualHeight - Elem.ActualHeight;     }       Canvas.SetLeft(Elem, Left);     Canvas.SetTop(Elem, Top); } all it does is calculate the control’s position, check for bounds and then set the top and left of the control. OnManipulationCompleted() is more interesting because here we need to check if the gesture completed with any inertia and if it did, start the timer and continue to move the ui control until it comes to a halt slowly, void OnManipulationCompleted(object sender, ManipulationCompletedEventArgs args) {     FrameworkElement Elem = sender as FrameworkElement;       if (args.IsInertial)     {         ElemToMove = Elem;           Debug.WriteLine("Linear VelX:{0:0.00}  VelY:{1:0.00}", args.FinalVelocities.LinearVelocity.X,             args.FinalVelocities.LinearVelocity.Y);           ElemVelX = args.FinalVelocities.LinearVelocity.X / SPEED_FACTOR;         ElemVelY = args.FinalVelocities.LinearVelocity.Y / SPEED_FACTOR;           timer.Start();     } } ManipulationCompletedEventArgs contains a member, IsInertial, which is set to true if the manipulation was completed with some inertia. args.FinalVelocities.LinearVelocity.X and .Y will contain the velocities along the X and Y axis. We need to scale down these values so they can be used to increment the ui control’s position sensibly. A reference to the ui control is stored in ElemToMove and the velocities are stored as well, these will be used in the timer callback to access the ui control. And finally, we start the timer. The timer callback function is as follows, void OnTimerTick(object sender, EventArgs e) {     if (null != ElemToMove)     {         double Left, Top;         Left = Canvas.GetLeft(ElemToMove);         Top = Canvas.GetTop(ElemToMove);           Left += ElemVelX;         Top += ElemVelY;           //check for bounds         if (Left < 0)         {             Left = 0;             ElemVelX *= -1;         }         else if (Left > (MainCanvas.ActualWidth - ElemToMove.ActualWidth))         {             Left = MainCanvas.ActualWidth - ElemToMove.ActualWidth;             ElemVelX *= -1;         }           if (Top < 0)         {             Top = 0;             ElemVelY *= -1;         }         else if (Top > (MainCanvas.ActualHeight - ElemToMove.ActualHeight))         {             Top = MainCanvas.ActualHeight - ElemToMove.ActualHeight;             ElemVelY *= -1;         }           Canvas.SetLeft(ElemToMove, Left);         Canvas.SetTop(ElemToMove, Top);           //reduce x,y velocities gradually         ElemVelX *= 0.9;         ElemVelY *= 0.9;           //when velocities become too low, break         if (Math.Abs(ElemVelX) < 1.0 && Math.Abs(ElemVelY) < 1.0)         {             timer.Stop();             ElemToMove = null;         }     } } if ElemToMove is not null, we get the top and left values of the control and increment the values with their X and Y velocities. Check for bounds, and if the control goes out of bounds we reverse its velocity. Towards the end, the velocities are reduced by 10% every time the timer callback is called, and if the velocities reach too low values the timer is stopped and ElemToMove is made null. Here’s a short video of the program, the video is a little dodgy because my display driver refuses to run the animations smoothly. The flicks aren’t always recognised but the program should run well on an actual device (or a pc with better configuration), You can download the source code from here: ButtonDragAndFlick.zip

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  • Quaternion LookAt for camera

    - by Homar
    I am using the following code to rotate entities to look at points. glm::vec3 forwardVector = glm::normalize(point - position); float dot = glm::dot(glm::vec3(0.0f, 0.0f, 1.0f), forwardVector); float rotationAngle = (float)acos(dot); glm::vec3 rotationAxis = glm::normalize(glm::cross(glm::vec3(0.0f, 0.0f, 1.0f), forwardVector)); rotation = glm::normalize(glm::quat(rotationAxis * rotationAngle)); This works fine for my usual entities. However, when I use this on my Camera entity, I get a black screen. If I flip the subtraction in the first line, so that I take the forward vector to be the direction from the point to my camera's position, then my camera works but naturally my entities rotate to look in the opposite direction of the point. I compute the transformation matrix for the camera and then take the inverse to be the View Matrix, which I pass to my OpenGL shaders: glm::mat4 viewMatrix = glm::inverse( cameraTransform->GetTransformationMatrix() ); The orthographic projection matrix is created using glm::ortho. What's going wrong?

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  • GNOME session not starting after filesystem corruption

    - by user3215
    I'm running Ubuntu 9.10 desktop edition. Suddenly today /home became corrupted and I was prompted to run fsck manually. I ran fsck -y /home and rebooted the system. The system booted but I got no GUI interface (GNOME session) but a black screen with a user prompt instead. Any tricks here to start my system normally? Any help is greatly appreciated. EDIT:1 The error were similar to the the following(may be with some mistakes as I had to type it manually): machine1 login: root password: at login Sun Jan 16 15:30:46 IST 2011 on tty1 EXT3-fs error (devie sda1): ext3_lookup :deleted inode referenced aborting journal on device sda1 Remounting filesystem read-only root@machine1:~# startx ktemp: failed to create file via template `/tmp/serverauth.xxxxxxxxxxx: Read-only file /usr/bin/startx: line 157: cannot create temp file for here-document: Read-only file xauth: error in locking authority file /root/.Xauthority /usr/bin/startx: line 173: cannnot create temp file for here-document: Read-only file xauth: error in locking authority file /root/.Xauthority /usr/bin/startx: line 173: cannnot create temp file for here-document: Read-only file X: cannot stat /tmp/.x11-unix (No such file or directory), aborting giving up. xinit: No such file or directory (errno 2): unable to connect to xserver xinit: No such process (errno 3): Server error xauth: error in locking authority file /root/.Xauthority

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  • Transition from 2D to 3D Game development [closed]

    - by jakebird451
    I have been working in the 2D world for a long time from manual blitting in windows to SDL to Python (pygame, pyopengl) and a bunch in between. Needless to say I have been programming for a while. So a while ago I started to program in OpenGL via C++ on my Mac. I then got a little intricate with my work after a while (3D models with skeleton structure and terrain development). After a long time of tinkering, I stopped due to the heavy work just to yield a low level understanding of how OpenGL works. Still interested in Graphics and Game Development I went on a search for a stable game engine with some features to grow on. Licence Requirement: Anything other than GPL (LGPL will do) OS Requirement: Mac & Windows Shader: GLSL or CG (GLSL preferred due to experience) Models: Any model structure with rigging (bone) support & animation I am looking at http://www.ogre3d.org/ currently and am starting to meddle around with some examples. However I am a little reluctant to spend a lot of time on it only to yield another dead end. So instead of falling down a spiraling black pit, I am posting my question to you guys to lead me in the right direction based on my requirements. How was your experience with the engine you recommend? Is it well documented? Does it have well documented examples? Any library requirements (Boost, libpng, etc)?

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  • 12.04 update crash, now cannot boot

    - by EdW
    Boot now freezes the system at the "Ubuntu purple screen" with the 5 dots under it. I cannot even CTRL-ALT-F1 to get to an alternate console. Have to push reset button on computer to reboot. After the 12.04 update crash, the system would boot, but I had no icons and no launch bar and errors about missing dependencies. CTRL-ALT-F1 and ran apt-get -f install and it appeared to get the missing packages. I followed with a apt-get update; apt-get upgrade. It appeared to install all of the remaining 12.04 update packages. Rebooted to same blank screen - no icons, but got a compiz error. In console I tried "unity --reset" rebooted ... Nothing ... It's dead in the water. Tried to boot into Recovery Mode - black screen - I cannot even CTRL-ALT-Del - have to push reboot button. Fortunately, I have Mint on another partition and I can access the broken 12.04 partition. Ideas? I can back up all of my folders using Mint, but I would hate to have to do a new install.

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  • ugg slippers makes you feel balmy and comfy

    - by skhtyu skhtyu
    You accept to apperceive admitting that while cheap ugg boots is accepted for winter wear, it can in achievement be beat in every season. These uggs for kids usually are an Aussie acceptation complete from merino affidavit and are aswell asperous calm with fashionable. There are hip calm with adequate jackets, vests, sweatshirts, added more. For a contemporary ensemble that makes you feel balmy and comfy, try cutting your boots with some leggings or a sweater dress with a capote or bandage befuddled on. If you don't own a Bout of pink uggs even, now may be the adequate time to buy yourself one. They arise in checkered by azure to orange, to amber as able-bodied as the always-reliable black. as able-bodied as in the break you admiration to go for any decidedly added indigenous arise accession them up nation achievement architecture arise as noticed about the catwalks of purple uggs and Badgley Mischka. With this, you could already see which website is alms the ugg outlet online that you accept been absent at a amount that you can afford. The advanced throated ones are simple to blooper in and out which makes them admired a allotment of all women. uggs for sale were aboriginal fabricated in Australia. Aswell there are clear abode characterization rolls in which characterization fonts, sizes and chantry colours can be customized.

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  • External monitor problems with Asus UX32VD in 12.04

    - by rsilva
    I've posted this video where I show one of the problems I'm facing with my UX32VD in regard of external monitors. As you can see as soon as I plugged the external monitor the laptop screen goes black and the external monitor displays a single color (color changes between red, green and blue). However this does not always happen. For instance if I reboot the laptop with the external monitor already plugged in I get to use it but not the laptop screen. In the Displays settings the laptop screen it's not even listed. Other times it just works. The to screens, without any problems. I tried with other to different external monitor and all this apparently random issues repeat, I even tried using HDMI cable instead. Same random behavior. This question seams to cover one of this issues however the answer did not helped me. I was forced to use the 3.5.2 kernel in order to use the Intel graphics card else the Gallium something was used. Also I've Bumblebee installed.

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  • Nivida driver install

    - by Adham
    tried black listing and every thing i could find on the internet used with root and alt+ctrl+f1 with no solution nvidia-installer log file '/var/log/nvidia-installer.log' creation time: Mon Jun 17 08:35:25 2013 installer version: 319.23 PATH: /usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin nvidia-installer command line: ./nvidia-installer Using: nvidia-installer ncurses user interface -> License accepted. -> Installing NVIDIA driver version 319.23. -> Running distribution scripts executing: '/usr/lib/nvidia/pre-install'... -> done. -> The distribution-provided pre-install script failed! Continue installation anyway? (Answer: Yes) ERROR: The Nouveau kernel driver is currently in use by your system. This driver is incompatible with the NVIDIA driver, and must be disabled before proceeding. Please consult the NVIDIA driver README and your Linux distribution's documentation for details on how to correctly disable the Nouveau kernel driver. WARNING: One or more modprobe configuration files to disable Nouveau are already present at: /etc/modprobe.d/nvidia-installer-disable-nouveau.conf. Please be sure you have rebooted your system since these files were written. If you have rebooted, then Nouveau may be enabled for other reasons, such as being included in the system initial ramdisk or in your X configuration file. Please consult the NVIDIA driver README and your Linux distribution's documentation for details on how to correctly disable the Nouveau kernel driver. ERROR: Installation has failed. Please see the file '/var/log/nvidia-installer.log' for details. You may find suggestions on fixing installation problems in the README available on the Linux driver download page at www.nvidia.com.

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  • Freescale One Box Unboxing (then installing Java SE Embedded technology)

    - by hinkmond
    So, I get a FedEx delivery the other day... "What cool device could be inside this FedEx Overnight Express Large Box?" I was wondering... Could it be a new Linux/ARM target device board, faster than a Raspberry Pi and better than a BeagleBone Black??? Why, yes! Yes, it was a Linux/ARM target device board, faster than anything around! It was a Freescale i.MX6 Sabre Smart Device Board (SDB)! Cool... Quad Core ARM Cortex A9 1GHz with 1GB of RAM. So, cool... I installed the Freescale One Box OpenWRT Linux image onto its SD card and booted it up into Linux. But, wait! One thing was missing... What was it? What could be missing? Why, it had no Java SE Embedded installed on it yet, of course! So, I went to the JDK 7u45 download link. Clicked on "Accept License Agreement", and clicked on "jdk-7u45-linux-arm-vfp-sflt.tar.gz", installed the bad boy, and all was good. Java SE Embedded 7u45 on a Freescale One Box. Nice... Hinkmond

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  • Is this technique for stat tracking without a database workable?

    - by baptzmoffire
    If I wanted to create a chess game, for iOS, that tracked both player moves (for retracing the progression of a game and for player stats), what would be the simplest route to take? To clarify, I want to track not only the moves a player has made in a particular game, but how often that player has made that move in past games. For example I want to be able to track: How many times a given player has opened by moving the king pawn up two squares (e4) as white, on move number one. What is the percentage of time the player responds to white's e4 opening move, with moving his own king pawn to e5? What percentage of time does he respond by moving his queenside bishop pawn to c5? And so on. If it's not clear, the stat tracking system should also be able to report how many times this player, as black, move his queen to h1, on move number 30. I'm using Parse.com for my back-end as a server (BaaS) service. If I were to create a class that writes strings that identify move number, player color, moved piece, algebraic notation of the square (e.g. "d8") to a file, locally in the file system saves the file to Parse, and deletes the temporary file from file system upon opening the same game in my tableview (a la a "With Friends" game), download this file from Parse, parse through it and retrieve all stats/history, assign all relevant values to variables Is this plan viable, or is there an easier way?

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  • How to shift a vector based on the rotation of another vector?

    - by bpierre
    I’m learning 2D programming, so excuse my approximations, and please, don’t hesitate to correct me. I am just trying to fire a bullet from a player. I’m using HTML canvas (top left origin). Here is a representation of my problem: The black vector represent the position of the player (the grey square). The green vector represent its direction. The red disc represents the target. The red vector represents the direction of a bullet, which will move in the direction of the target (red and dotted line). The blue cross represents the point from where I really want to fire the bullet (and the blue and dotted line represents its movement). This is how I draw the player (this is the player object. Position, direction and dimensions are 2D vectors): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.drawImage(this.image, Math.round(-this.dimensions.x/2), Math.round(-this.dimensions.y/2), this.dimensions.x, this.dimensions.y); ctx.restore(); This is how I instanciate a new bullet: var bulletPosition = playerPosition.clone(); // Copy of the player position var bulletDirection = Vector2D.substract(targetPosition, playerPosition).normalize(); // Difference between the player and the target, normalized new Bullet(bulletPosition, bulletDirection); This is how I move the bullet (this is the bullet object): var speed = 5; this.position.add(Vector2D.multiply(this.direction, speed)); And this is how I draw the bullet (this is the bullet object): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.fillRect(0, 0, 3, 3); ctx.restore(); How can I change the direction and position vectors of the bullet to ensure it is on the blue dotted line? I think I should represent the shift with a vector, but I can’t see how to use it.

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  • Alternative to NV Occlusion Query - getting the number of fragments which passed the depth test

    - by Etan
    In "modern" environments, the "NV Occlusion Query" extension provide a method to get the number of fragments which passed the depth test. However, on the iPad / iPhone using OpenGL ES, the extension is not available. What is the most performant approach to implement a similar behaviour in the fragment shader? Some of my ideas: Render the object completely in white, then count all the colors together using a two-pass shader where first a vertical line is rendered and for each fragment the shader computes the sum over the whole row. Then, a single vertex is rendered whose fragment sums all the partial sums of the first pass. Doesn't seem to be very efficient. Render the object completely in white over a black background. Downsample recursively, abusing the hardware linear interpolation between textures until being at a reasonably small resolution. This leads to fragments which have a greyscale level depending on the number of white pixels where in their corresponding region. Is this even accurate enough? ... ?

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  • Restart and/or graphics problem in Ubuntu 12.04

    - by kara
    I having been using 12.04 for a couple of months now, with v. little problems. The other day I restarted my computer, and though I think it rebooted, the screen would be black. I could not even get a visual from a live cd. Finally, I was able to get it to load, but the resolution has been completely off. The computer thinks I have a laptop screen, when I actually have a ViewSonic VP2330wb, and it detects only two resolutions. And still, I have a problem with rebooting. If the screen locks after I leave it for a while, I can't get a visual back, and then when I force a shutdown, it takes 3 times for me to get a grub screen. Then I have to boot in recovery mode, and then finally in normal mode, but the screen is still always off. This is my video card: description: VGA compatible controller product: 2nd Generation Core Processor Family Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 09 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list configuration: latency=0 resources: memory:fe000000-fe3fffff memory:d0000000-dfffffff ioport:f000(size=64) I am a new ubuntu user, and am at my wits end. Any help would be greatly appreciated.

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  • How to Manage and Use LVM (Logical Volume Management) in Ubuntu

    - by Justin Garrison
    In our previous article we told you what LVM is and what you may want to use it for, and today we are going to walk you through some of the key management tools of LVM so you will be confident when setting up or expanding your installation. As stated before, LVM is a abstraction layer between your operating system and physical hard drives. What that means is your physical hard drives and partitions are no longer tied to the hard drives and partitions they reside on. Rather, the hard drives and partitions that your operating system sees can be any number of separate hard drives pooled together or in a software RAID Latest Features How-To Geek ETC Inspire Geek Love with These Hilarious Geek Valentines How to Integrate Dropbox with Pages, Keynote, and Numbers on iPad RGB? CMYK? Alpha? What Are Image Channels and What Do They Mean? How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin How to Kid Proof Your Computer’s Power and Reset Buttons Microsoft’s Windows Media Player Extension Adds H.264 Support Back to Google Chrome Android Notifier Pushes Android Notices to Your Desktop Dead Space 2 Theme for Chrome and Iron Carl Sagan and Halo Reach Mashup – We Humans are Capable of Greatness [Video] Battle the Necromorphs Once Again on Your Desktop with the Dead Space 2 Theme for Windows 7

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  • How to Turn Your Home Ubuntu PC Into a LAMP Web Server

    - by YatriTrivedi
    Got a Linux PC you want to put to work? Maybe you’re not comfortable with the command-line only version of Ubuntu Server Edition. Here’s how to keep the standard Ubuntu desktop and add web-serving capabilities to it. Whether you’re not comfortable with a command-line only system, you’re using your Ubuntu desktop for other things, or you just need it installed for a few particular apps, you can add Apache, MySQL, and PHP to any standard desktop installation of Ubuntu very quickly and easily Latest Features How-To Geek ETC How to Integrate Dropbox with Pages, Keynote, and Numbers on iPad RGB? CMYK? Alpha? What Are Image Channels and What Do They Mean? How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin The How-To Geek Video Guide to Using Windows 7 Speech Recognition Stylebot Customizes Web Pages in Chrome, Now Has Downloadable Styles Blackberry, Dell, Apple, and Motorola Tablets Compared [Infographic] Encrypt Your Google Search Queries Vintage Posters Showcase the History of Tech Advertising Google Cloud Print Extension Lets You Print Doc/PDF/Txt Files from Web Sites Hack a $10 Flashlight into an Ultra-bright Premium One

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  • OpenGL doesn't draw (3.3+) [on hold]

    - by Dhiego Magalhães
    Brief: I've been following this tutorial about OpenGL for 2 days, and I still can't have a triangle drawn, so I'm asking for help here. The tutorial is turned to OpenGL version 3.3 programing, using vertex arrays, buffers, etc. The libraries are: GLFW3 and GLEW, and I setted them by myself. The screen keeps black all the time. Full code: link here (It's just like a Hello World opengl program) Further Details: I get no errors at all. I downloaded a software to test my video card, and it supports OpenGL 4.1+ Standard OpenGL code for drawing (from earlier version) such as this one works normally. I'm using Microsoft Visual Studio 10.0 I presume all the OpenGL implementation was dune right: I added Additional Dependences to the linker as glew32.lib, opengl32.lib, glfw3.lib. The glew.dll was placed at SysWOW64 - because I'm running window 64bits, and glew is 32. Notes: I've been working hard to find out what this is, but I can't find. I would appreciate if anyone could test this code for me, so I can know if I implemented something wrong, and that its not my code.

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