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  • Map and fill texture using PBO (OpenGL 3.3)

    - by NtscCobalt
    I'm learning OpenGL 3.3 trying to do the following (as it is done in D3D)... Create Texture of Width, Height, Pixel Format Map texture memory Loop write pixels Unmap texture memory Set Texture Render Right now though it renders as if the entire texture is black. I can't find a reliable source for information on how to do this though. Almost every tutorial I've found just uses glTexSubImage2D and passes a pointer to memory. Here is basically what my code does... (In this case it is generating an 1-byte Alpha Only texture but it is rendering it as the red channel for debugging) GLuint pixelBufferID; glGenBuffers(1, &pixelBufferID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); glBufferData(GL_PIXEL_UNPACK_BUFFER, 512 * 512 * 1, nullptr, GL_STREAM_DRAW); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); GLuint textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 512, 512, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, textureID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); void *Memory = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY); // Memory copied here, I know this is valid because it is the same loop as in my working D3D version glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); And then here is the render loop. // This chunk left in for completeness glUseProgram(glProgramId); glBindVertexArray(glVertexArrayId); glBindBuffer(GL_ARRAY_BUFFER, glVertexBufferId); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, 0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 20, 12); GLuint transformLocationID = glGetUniformLocation(3, 'transform'); glUniformMatrix4fv(transformLocationID , 1, true, somematrix) // Not sure if this is all I need to do glBindTexture(GL_TEXTURE_2D, pTex->glTextureId); GLuint textureLocationID = glGetUniformLocation(glProgramId, "texture"); glUniform1i(textureLocationID, 0); glDrawArrays(GL_TRIANGLES, Offset*3, Triangles*3); Vertex Shader #version 330 core in vec3 Position; in vec2 TexCoords; out vec2 TexOut; uniform mat4 transform; void main() { TexOut = TexCoords; gl_Position = vec4(Position, 1.0) * transform; } Pixel Shader #version 330 core uniform sampler2D texture; in vec2 TexCoords; out vec4 fragColor; void main() { // Output color fragColor.r = texture2D(texture, TexCoords).r; fragColor.g = 0.0f; fragColor.b = 0.0f; fragColor.a = 1.0; }

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  • What does the impression and ctr means in google webmaster

    - by KoolKabin
    I am checking google webmaster tools. I entered the search queries section. There i found alot keywords and their impression and ctr etc. I clicked on one of the query keyword there it shows the keyword and position in search result, but when i go to google.com and type the specified keyword it shows no impressions too... how do i measure find my site's impression on google.com my site: http://www.trekkingandtoursnepal.com keyword: trekking nepal

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  • Correct use of VAO's in OpenGL ES2 for iOS?

    - by sak
    I'm migrating to OpenGL ES2 for one of my iOS projects, and I'm having trouble to get any geometry to render successfully. Here's where I'm setting up the VAO rendering: void bindVAO(int vertexCount, struct Vertex* vertexData, GLushort* indexData, GLuint* vaoId, GLuint* indexId){ //generate the VAO & bind glGenVertexArraysOES(1, vaoId); glBindVertexArrayOES(*vaoId); GLuint positionBufferId; //generate the VBO & bind glGenBuffers(1, &positionBufferId); glBindBuffer(GL_ARRAY_BUFFER, positionBufferId); //populate the buffer data glBufferData(GL_ARRAY_BUFFER, vertexCount, vertexData, GL_STATIC_DRAW); //size of verte position GLsizei posTypeSize = sizeof(kPositionVertexType); glVertexAttribPointer(kVertexPositionAttributeLocation, kVertexSize, kPositionVertexTypeEnum, GL_FALSE, sizeof(struct Vertex), (void*)offsetof(struct Vertex, position)); glEnableVertexAttribArray(kVertexPositionAttributeLocation); //create & bind index information glGenBuffers(1, indexId); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *indexId); glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexCount, indexData, GL_STATIC_DRAW); //restore default state glBindVertexArrayOES(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); } And here's the rendering step: //bind the frame buffer for drawing glBindFramebuffer(GL_FRAMEBUFFER, outputFrameBuffer); glClear(GL_COLOR_BUFFER_BIT); //use the shader program glUseProgram(program); glClearColor(0.4, 0.5, 0.6, 0.5); float aspect = fabsf(320.0 / 480.0); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.0f); GLKMatrix4 mvpMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); //glUniformMatrix4fv(projectionMatrixUniformLocation, 1, GL_FALSE, projectionMatrix.m); glUniformMatrix4fv(modelViewMatrixUniformLocation, 1, GL_FALSE, mvpMatrix.m); glBindVertexArrayOES(vaoId); glDrawElements(GL_TRIANGLE_FAN, kVertexCount, GL_FLOAT, &indexId); //bind the color buffer glBindRenderbuffer(GL_RENDERBUFFER, colorRenderBuffer); [context presentRenderbuffer:GL_RENDERBUFFER]; The screen is rendering the color passed to glClearColor correctly, but not the shape passed into bindVAO. Is my VAO being built correctly? Thanks!

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  • Can I instruct the browser not to look for a favicon?

    - by Peter Boughton
    I have a website that doesn't have/need a favicon. Is there a way to instruct the browser not to waste a request looking for /favicon.ico ? I don't mean filtering logs, but something client-side, like this: <link rel="shortcut icon" href="about:blank" /> That appears to work, but I'm not in a position to do comprehensive tests, (and search engines are being unhelpful). Can anyone confirm if this is a valid method, or provide a suitable alternative?

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  • Zelda-style Top-down RPG. Storing data for each tile type

    - by Delerat
    I'm creating a Zelda-style RPG using Tiled, C#, and MonoGame. When my code parses the .tmx file, it will get a number to associate with each tile type based off of their position in the tile sheet. If I ever need to change my sprite sheet, this number will change for many of the tiles. How can I guarantee that when I parse my .tmx file, I will be able to know exactly what tile type I'm getting so that I can associate the proper data with it(transparency, animated, collision, etc.)?

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  • Content Query Web Part and the Yes/No Field

    - by Bil Simser
    The Content Query Web Part (CQWP) is a pretty powerful beast. It allows you to do multiple site queries and aggregate the results. This is great for rolling up content and doing some summary type reporting. Here’s a trick to remember about Yes/No fields and using the CQWP. If you’re building a news style site and want to aggregate say all the announcements that people tag a certain way, up onto the home page this might be a solution. First we need to allow a way for users of all our sites to mark an announcement for inclusion on our Intranet Home Page. We’ll do this by just modifying the Announcement Content type and adding a Yes/No field to it. There are alternate ways of doing this like building a new Announcement type or stapling a feature to all sites to add our column but this is pretty low impact and only affects our current site collection so let’s go with it for now, okay? You can berate me in the comments about the proper way I should have done this part. Go to the Site Settings for the Site Collection and click on Site Content Types under the Galleries. This takes you to the gallery for this site and all subsites. Scroll down until you see the List Content Types and click on Announcements. Now we’re modifying the Announcement content type which affects all those announcement lists that are created by default if you’re building sites using the Team Site template (or creating a new Announcements list on any site for that matter). Click on Add from new site column under the Column list. This will allow us to create a new Yes/No field that users will see in Announcement items. This field will allow the user to flag the announcement for inclusion on the home page. Feel free to modify the fields as you see fit for your environment, this is just an example. Now that we’ve added the column to our Announcements Content type we can go into any site that has an announcement list, modify that announcement and flag it to be included on our home page. See the new Featured column? That was the result of modifying our Announcements Content Type on this site collection. Now we can move onto the dirty part, displaying it in a CQWP on the home page. And here is where the fun begins (and the head scratching should end). On our home page we want to drop a Content Query Web Part and aggregate any Announcement that’s been flagged as Featured by the users (we could also add the filter to handle Expires so we don’t show old content so go ahead and do that if you want). First add a CQWP to the page then modify the settings for the web part. In the first section, Query, we want the List Type to be set to Announcements and the Content type to be Announcement so set your options like this: Click Apply and you’ll see the results display all Announcements from any site in the site collection. I have five team sites created each with a unique announcement added to them. Now comes the filtering. We don’t want to include every announcement, only ones users flag using that Featured column we added. At first blush you might scroll down to the Additional Filters part of the Query options and set the Featured column to be equal to Yes: This seems correct doesn’t it? After all, the column is a Yes/No column and looking at an announcement in the site, it displays the field as Yes or No: However after applying the filter you get this result: (I have the announcements from Team Site 1 and Team Site 4 flagged as Featured) Huh? It’s BACKWARDS! Let’s confirm that. Go back in and change the Additional Filters section from Yes to No and hit Apply and you get this: Wait a minute? Shouldn’t I see Team Site 1 and 4 if the logic is backwards? Why am I seeing the same thing as before. What gives… For whatever reason, unknown to me, a Yes/No field (even though it displays as such) really uses 1 and 0 behind the scenes. Yeah, someone was stuck on using integer values for booleans when they wrote SharePoint (probably after a long night of white boarding ways to mess with developers heads) and came up with this. The solution is pretty simple but not very discoverable. Set the filter to include your flagged items like so: And it will filter the items marked as Featured correctly giving you this result: This kind of solution could also be extended and enhanced. Here are a few suggestions and ideas: Modify the ItemStyle.xsl file to add a new style for this aggregation which would include the first few paragraphs of the body (or perhaps add another field to the Content type called Excerpt or Summary and display that instead) Add an Image column to the Announcement Content type to include a Picture field and display it in the summary Add a Category choice field (Employee News, Current Events, Headlines, etc.) and add multiple CQWPs to the home page filtering each one on a different category I know some may find this topic old and dusty but I didn’t see a lot out there specifically on filtering the Yes/No fields and the whole 1/0 trick was a little wonky, so I figured a few pictures would help walk through overcoming yet another SharePoint weirdness. With a little work and some creative juices you can easily us the power of aggregation and the CQWP to build a news site from content on your team sites.

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  • SVG images grow and create scrollbars when on the server

    - by zuko
    Okay so I embedded some SVG images into my page and opened it locally on Chrome and it looked fine. I upload the same file to the server and look at the page online and the SVG images have grown by maybe 5-10% and are surrounded by scroll bars like they are overflowing. I think it probably has to do with my lack of knowledge on how SVG and Embed work. What's really puzzling me though, is that it works fine locally. (I have cache disabled.) Help? Thanks. Edit: code HTML: <embed type="image/svg+xml" src="content/web-logo.svg"/> There's no CSS on the image. I'm not sure if I was just wrong before or if I changed something I'm not aware of, but it doesn't appear to be actually changing size anymore. It just decides to stuff it into a scrollbox. pic: https://www.dropbox.com/s/wt1aufi7nl1fpyi/svg-problem.png

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  • 3D terrain map with Hexagon Grids (XNA)

    - by Rob
    I'm working on a hobby project (I'm a web/backend developer by day) and I want to create a 3D Tile (terrain) engine. I'm using XNA, but I can use MonoGame, OpenGL, or straight DirectX, so the answer does not have to be XNA specific. I'm more looking for some high level advice on how to approach this problem. I know about creating height maps and such, there are thousands of references out there on the net for that, this is a bit more specific. I'm more concerned with is the approach to get a 3D hexagon tile grid out of my terrain (since the terrain, and all 3d objects, are basically triangles). The first approach I thought about is to basically draw the triangles on the screen in the following order (blue numbers) to give me the triangles for terrain (black triangles) and then make hexes out of the triangles (red hex). http://screencast.com/t/ebrH2g5V This approach seems complicated to me since i'm basically having to draw 4 different types of triangles. The next approach I thought of was to use the existing triangles like I did for a square grid and get my hexes from 6 triangles as follows http://screencast.com/t/w9b7qKzVJtb8 This seems like the easier approach to me since there are only 2 types of triangles (i would have to play with the heights and widths to get a "perfect" hexagon, but the idea is the same. So I'm looking for: 1) Any suggestions on which approach I should take, and why. 2) How would I translate mouse position to a hexagon grid position (especially when moving the camera around), for example in the second image if the mouse pointer were the green circle, how would I determine to highlight that hexagon and then translating that into grid coordinates (assuming it is 0,0)? 3) Any references, articles, books, etc - to get me going in the right direction. Note: I've done hex grid's and mouse-grid coordinate conversion before in 2d. looking for some pointers on how to do the same in 3d. The result I would like to achieve is something similar to the following: http :// www. youtube .com / watch?v=Ri92YkyC3fw (sorry about the youtube link, but it will only let me post 2 links in this post... same rep problem i mention below...) Thanks for any help! P.S. Sorry for not posting the images inline, I apparently don't have enough rep on this stack exchange site.

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  • i need ur help [closed]

    - by aisha khan
    Write a program that prompts the user to enter the size of the array, allocate memory using malloc(), ask the user to enter elements of the array and displays if the puzzle is solvable. As part of this program, write a recursive function int Solvable(int start, int squares[]) that takes a starting position of the marker along with the array of squares. The function should return 1 if it is possible to solve the puzzle from the starting configuration and 0 if it is impossible

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  • OSD desktop-clock that does not get in your way?

    - by YSN
    Hello, is there a clock application, that can be placed on your screen like a widget staying always on top but automatically fades away on mouseover enabling you to click through it on items below, (behaves pretty much like the Ubuntu notifications in that sense). I am aware, that there are screenlets and gdesklets widget apps, but those are buggy, look outdated, and do not comply with the criteria listed above. What I have in mind is a clock that is large, (digital), always visible (on top of all other windows), and does not disrupt your work (e.g. you can still click that scroll bar or button if it is just below the clock, since the clock fades away on hovering). A tool called "OSD-Lyrics" that show lyrics for songs and behaves exactly the way I described above. So it should be possible (and even easier) to do the same with a clock. Thanks in advance, YSN

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  • Obtain rectangle indicating 2D world space camera can see

    - by Gareth
    I have a 2D tile based game in XNA, with a moveable camera that can scroll around and zoom. I'm trying to obtain a rectangle which indicates the area, in world space, that my camera is looking at, so I can render anything this rectangle intersects with (currently, everything is rendered). So, I'm drawing the world like this: _SpriteBatch.Begin( SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, // Don't smooth null, null, null, _Camera.GetTransformation()); The GetTransformation() method on my Camera object does this: public Matrix GetTransformation() { _transform = Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } The camera properties in the method above should be self explanatory. How can I get a rectangle indicating what the camera is looking at in world space?

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  • Breadcrumbs - The New Ranking Factor in SEO

    Breadcrumbs were traditionally used as means of navigation factor for the visitors. Since then, the use of breadcrumbs has gone under a change and breadcrumbs have come to hold an important position in boosting the SEO process of a website.

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  • Woolrich Parka di tutti i tipi con punti di prezzo poco costoso

    - by maple
    Sebbene il modello di Woolrich Parka Femmine è Giubbotto Woolrich così intenso alla fine, il concetto resta da come l'unica look.During inverno Inuit stagione mesi, scelgono in pile camicie cappotto ricchi rispetto ad altri in quanto mantenere il heated.Tide sistema completamente regolabile in direzione del coperchio, costo pesante di stagno grado comparabili con piuma riscaldata, viene dopo guardando. Overstriking velo maglia, si Woolrich Artic Parka può facilmente prendere position.Woolrich migliora il cliente con la migliore fatta di abiti giacca in pile.wufengfengmaple36

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  • Title of person reporting to CEO responsible for strategy and projects [closed]

    - by user64134
    Case in point: What is the title of the person reporting directly to the CEO and/or CTO, responsible for the overall technical strategy and the overall responsibility for all projects and programs among multiple teams (being led by team leads) in a tech company I'm thinking that it is a mix of a staff and line position - making chief architect being too advisory and not matching the project/program part and VP of engineering a bit too high level?

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  • Working for international NGO's as a programmer

    - by Keyslinger
    I have begun a career as a web application and database developer while slowly discovering the passion I have for work in the international development sector. Since this is not the most obvious line of work for someone with my credentials, it seems to me that special care must be taken in order to court international non-governmental organisations (NGOs) and position myself in the field. Aside from adding grant-writing to my skill set and getting volunteer experience, what indispensable advice do you have for a fledgling programmer who wants to save the world?

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  • What to expect during an interview with Senior Development Exec?

    - by Umanga
    I passed first two technical interviews at a global e-commerce company for the position of Senior Software Engineer. I was told that there are two more interviews ,one with "Senior Development Exec" and another with "HR". 1) I am wondering what kind of questions I should expect during the interview with "Senior Development Exec"? Is is technical,high level architecture related ..etc? 2) During HR interviews,is it Ok to ask about the work-life balance and actual working hours?

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  • What is the best website width? [on hold]

    - by Salvis Dišlers
    What is the best website width? I can't decide between 1200px max-width and 1236px....with 300px sidebar as enough or 320px? I personally like wide website, my current website is 1236px; but I hear it's considered very wide for eyesight and all those gadgets keeping in mind... The website is for reading - I mean, mostly articles with around 3000 words on average per page, so no matter - whether they look wide, whether they love to scroll down :) Also - what to decide about Banner size / sidebar? Probably the 300px I can put a 300px banner, but on 320px sidebar I could put 336px banner, if necessary...

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  • What causes Box2D revolute joints to separate?

    - by nbolton
    I have created a rag doll using dynamic bodies (rectangles) and simple revolute joints (with lower and upper angles). When my rag doll hits the ground (which is a static body) the bodies seem to fidget and the joints separate. It looks like the bodies are sticking to the ground, and the momentum of the rag doll pulls the joint apart (see screenshot below). I'm not sure if it's related, but I'm using the Badlogic GDX Java wrapper for Box2D. Here's some snippets of what I think is the most relevant code: private RevoluteJoint joinBodyParts( Body a, Body b, Vector2 anchor, float lowerAngle, float upperAngle) { RevoluteJointDef jointDef = new RevoluteJointDef(); jointDef.initialize(a, b, a.getWorldPoint(anchor)); jointDef.enableLimit = true; jointDef.lowerAngle = lowerAngle; jointDef.upperAngle = upperAngle; return (RevoluteJoint)world.createJoint(jointDef); } private Body createRectangleBodyPart( float x, float y, float width, float height) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width, height); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.y = y; bodyDef.position.x = x; Body body = world.createBody(bodyDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = shape; fixtureDef.density = 10; fixtureDef.filter.groupIndex = -1; fixtureDef.filter.categoryBits = FILTER_BOY; fixtureDef.filter.maskBits = FILTER_STUFF | FILTER_WALL; body.createFixture(fixtureDef); shape.dispose(); return body; } I've skipped the method for creating the head, as it's pretty much the same as the rectangle method (just using a cricle shape). Those methods are used like so: torso = createRectangleBodyPart(x, y + 5, 0.25f, 1.5f); Body head = createRoundBodyPart(x, y + 7.4f, 1); Body leftLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body rightLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body leftLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body rightLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body leftArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); Body rightArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); joinBodyParts(torso, head, new Vector2(0, 1.6f), headAngle); leftLegTopJoint = joinBodyParts(torso, leftLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); rightLegTopJoint = joinBodyParts(torso, rightLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); leftLegBottomJoint = joinBodyParts(leftLegTop, leftLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); rightLegBottomJoint = joinBodyParts(rightLegTop, rightLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); leftArmJoint = joinBodyParts(torso, leftArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle); rightArmJoint = joinBodyParts(torso, rightArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle);

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  • Do I need a wifi card to have internet access?

    - by Sarah
    I am attempting to set up a wireless network on 11.04, freshly download today. The router is on and working. However, I do not have a wifi "card" (which I am assuming is a little USB-type thing that allows internet access, but correct me if I am wrong) and every time I try to type in the MAC address and everything, nothing works. I also get the "firmware missing" error when I scroll over the signal strength, which I have tried looking up but have been unsuccessful with completely understanding it. I guess my main question is do I need another little device to be able to use wifi on my ubuntu? I do have an ethernet cable but another person is using it and I do not want to be tied down to that cable. the problem is that none of the wireless networks show up, however they show up when I go into Windows mode on my laptop. I get an error message at the top saying "firmware missing" which I have tried looking up but still have no straight answer for.

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  • Why does Ubuntu, sometimes, fails to load?

    - by mohit
    I recently installed Ubuntu 12.04 LTS on my SONY VAIO VPCEH (with Windows 7 Home Basic previously installed). Sometimes when I boot in Ubuntu, following things happen: Ubuntu loading screen seems to freeze. Esc key doesn't show installation progress. Hard-drive led doesn't glow. caps lock and scroll lock keys keep blinking. I've to manually restart my laptop. On restart, Ubuntu loads normally. What can I do to recover from present situation?

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  • set several menuitems.visible=true (7 replies)

    Hi all,i got menu like this Master Transaksi Karyawan name : mnuKaryawan Penjualan name : mnuJual User name : mnuUser Logout Exit I'm trying to show the mnuKaryawan etc based on user rights... I use database to store the menu name,and the table like this position menu admin mnuKaryawan admin mnuUser user mnuJual How to set the mnuKaryawan etc.visible true ? Thanks a lot....

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  • Scrolling Box2D DebugDraw

    - by onedayitwillmake
    I'm developing a game using Box2D (javascript implementation - Box2DWeb), and I would like to know how I can pan the debug draw. I know the usual answer is - don't use debug draw, it's just for debugging. I'm not, however not all my objects are on the same screen, and i'd like to see where they are in the physics representation. How can I pan the debug drawing? As you can see the debug draw stuff, is show on the top left, but it only shows a small part of the world. Here is an example of what I mean: http://onedayitwillmake.com/ChuClone/ The game is open source, If you'd like to poke through and note something that perhaps i'm doing something that is obviously wrong: https://github.com/onedayitwillmake/ChuClone Here's my hacky way that I'm using now to scroll the b2DebugDraw view, in which I added a property offsetX and offsetY into b2DebugDraw

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  • How To Install and Use ADB, the Android Debug Bridge Utility

    - by Chris Hoffman
    ADB, Android Debug Bridge, is a command-line utility included with Google’s Android SDK. ADB can control your device over USB from a computer, copy files back and forth, install and uninstall apps, run shell commands, and more. We’ve covered some other tricks that require ADB in the past, including backing up and restoring your smartphone or tablet and installing Android apps to your SD card by default. ADB is used for a variety of geeky Android tricks. Image Credit: LAI Ryanne on Flickr HTG Explains: How Antivirus Software Works HTG Explains: Why Deleted Files Can Be Recovered and How You Can Prevent It HTG Explains: What Are the Sys Rq, Scroll Lock, and Pause/Break Keys on My Keyboard?

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  • Why is the Touchpad tab missing?

    - by U47
    So my Dell Vostro 3360 came out of the box with an Alps touchpad which was detected as PS/2. Through these steps, I was able to get as far as it appearing to be recognized as a touchpad. Howevver, I do not get the Touchpad tab in the Mouse/Touchpad settings. Two-finger scrolling appears to work, and the Fn-F3 does disable the touchpad, but the settings are so brutal that it is almost impossible to work with. Very difficult to scroll at all accurately. I'm hoping there's some settings which can be tweaked which will help with this. Any ideas? My xinput listing is as follows: ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? GlidePoint Virtual Touchpad id=12 [slave pointer (2)] Thanks,

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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