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  • Problem inserting Pygames on a wxPython panel using Boa Constructor

    - by Kohwalter
    Hello, im new in Python so im hoping to to get some help to figure out what is going wrong. Im trying to run a Pygames from within wxPython panel (made on Boa Constructor). To do that i followed the instructions on the http://wiki.wxpython.org/IntegratingPyGame but still it isn't working. Here is the Panel code that was used to make the integration: class PG_panel(wx.Panel): def __init__(self, ID, name, parent, mypos, mysize): # pygame is imported in this class # make it globally available global pygame #self.Fit() wx.Panel.__init__(self, id=wxID_FRMMAINPANELTABULEIRO, name='panelTabuleiro', parent=self, pos=(16, 96), size=mysize) # pygame uses SDL, set the environment variables os.environ['SDL_WINDOWID'] = str(self.GetHandle()) os.environ['SDL_VIDEODRIVER'] = 'windib' # do the pygame stuff after setting the environment variables import pygame pygame.display.init() # create the pygame window/screen screen = pygame.display.set_mode(464, 464) #(424,450) # start the thread instance self.thread = PG_thread(screen) self.thread.start() def __del__(self): self.thread.stop() And im trying to use that panel on an interface from Boa Constructor, here is the code: class frmMain(wx.Frame): def _init_ctrls(self, prnt): # generated method, don't edit wx.Frame.__init__(self, id=wxID_FRMMAIN, name='frmMain', parent=prnt, pos=wx.Point(660, 239), size=wx.Size(815, 661), style=wx.DEFAULT_FRAME_STYLE, title='Grupo 1 - Jogo de Damas') self._init_utils() self.SetClientSize(wx.Size(799, 623)) self.SetBackgroundColour(wx.Colour(225, 225, 225)) self.SetMinSize(wx.Size(784, 650)) self.Center(wx.BOTH) self.SetMenuBar(self.menuBar1) #here begins my code mysize = (464, 464) mypos = (16, 96) self.panelTabuleiro = PG_panel(wxID_FRMMAINPANELTABULEIRO, 'panelTabuleiro', self, mypos, mysize) The original that was auto-made by the Boa Constructor is the following: self.panelTabuleiro = wx.Panel(id=wxID_FRMMAINPANELTABULEIRO, name='panelTabuleiro', parent=self, pos=wx.Point(16, 96), size=wx.Size(464, 464), style=wx.TAB_TRAVERSAL) self.panelTabuleiro.SetBackgroundColour(wx.Colour(232, 249, 240)) self.panelTabuleiro.SetThemeEnabled(True) self.panelTabuleiro.SetHelpText('Tabuleiro') The error that it gives is: Type error: in method 'new_Panel', expected argument 1 of type 'wxWindow*1 Exception AttributeError: "'PG_panel' object has no attribute 'thread' in ignored Any thoughts ? I appreciate any help. Thank you.

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  • C++: Maybe you know this fitfall?

    - by Martijn Courteaux
    Hi, I'm developing a game. I have a header GameSystem (just methods like the game loop, no class) with two variables: int mouseX and int mouseY. These are updated in my game loop. Now I want to access them from Game.cpp file (a class built by a header-file and the source-file). So, I #include "GameSystem.h" in Game.h. After doing this I get a lot of compile errors. When I remove the include he says of course: Game.cpp:33: error: ‘mouseX’ was not declared in this scope Game.cpp:34: error: ‘mouseY’ was not declared in this scope Where I want to access mouseX and mouseY. All my .h files have Header Guards, generated by Eclipse. I'm using SDL and if I remove the lines that wants to access the variables, everything compiles and run perfectly (*). I hope you can help me... This is the error-log when I #include "GameSystem.h" (All the code he is refering to works, like explained by the (*)): In file included from ../trunk/source/domein/Game.h:14, from ../trunk/source/domein/Game.cpp:8: ../trunk/source/domein/GameSystem.h:30: error: expected constructor, destructor, or type conversion before ‘*’ token ../trunk/source/domein/GameSystem.h:46: error: variable or field ‘InitGame’ declared void ../trunk/source/domein/GameSystem.h:46: error: ‘Game’ was not declared in this scope ../trunk/source/domein/GameSystem.h:46: error: ‘g’ was not declared in this scope ../trunk/source/domein/GameSystem.h:46: error: expected primary-expression before ‘char’ ../trunk/source/domein/GameSystem.h:46: error: expected primary-expression before ‘bool’ ../trunk/source/domein/FPS.h:46: warning: ‘void FPS_SleepMilliseconds(int)’ defined but not used This is the code which try to access the two variables: SDL_Rect pointer; pointer.x = mouseX; pointer.y = mouseY; pointer.w = 3; pointer.h = 3; SDL_FillRect(buffer, &pointer, 0xFF0000);

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  • C++ game loop example

    - by David
    Can someone write up a source for a program that just has a "game loop", which just keeps looping until you press Esc, and the program shows a basic image. Heres the source I have right now but I have to use SDL_Delay(2000); to keep the program alive for 2 seconds, during which the program is frozen. #include "SDL.h" int main(int argc, char* args[]) { SDL_Surface* hello = NULL; SDL_Surface* screen = NULL; SDL_Init(SDL_INIT_EVERYTHING); screen = SDL_SetVideoMode(640, 480, 32, SDL_SWSURFACE); hello = SDL_LoadBMP("hello.bmp"); SDL_BlitSurface(hello, NULL, screen, NULL); SDL_Flip(screen); SDL_Delay(2000); SDL_FreeSurface(hello); SDL_Quit(); return 0; } I just want the program to be open until I press Esc. I know how the loop works, I just don't know if I implement inside the main() function, or outside of it. I've tried both, and both times it failed. If you could help me out that would be great :P

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  • Loading specific files from arbitrary directories?

    - by Haydn V. Harach
    I want to load foo.txt. foo.txt might exist in the data/bar/ directory, or it might exist in the data/New Folder/ directory. There might be a different foo.txt in both of these directories, in which case I would want to either load one and ignore the other according to some order that I've sorted the directories by (perhaps manually, perhaps by date of creation), or else load them both and combine the results somehow. The latter (combining the results of both/all foo.txt files) is circumstantial and beyond the scope of this question, but something I want to be able to do in the future. I'm using SDL and boost::filesystem. I want to keep my list of dependencies as small as possible, and as cross-platform as possible. I'm guessing that my best bet would be to get a list of every directory (within the data/ folder), sort/filter this list, then when I go to load foo.txt, I search for it in each potential directory? This sounds like it would be very inefficient, if I have dozens of potential directories to search through every time. What's the best way to go about accomplishing this? Bonus: What if I want some of the directories to be archives? ie. considering both data/foo/ and data/bar.zip to both be valid, and pull foobar.txt from either one without caring.

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  • Blit SDL_Surface onto another SDL_Surface and apply a colorkey

    - by NordCoder
    I want to load an SDL_Surface into an OpenGL texture with padding (so that NPOT-POT) and apply a color key on the surface afterwards. I either end up colorkeying all pixels, regardless of their color, or not colorkey anything at all. I have tried a lot of different things, but none of them seem to work. Here's the working snippet of my code. I use a custom color class for the colorkey (range [0-1]): // Create an empty surface with the same settings as the original image SDL_Surface* paddedImage = SDL_CreateRGBSurface(image->flags, width, height, image->format->BitsPerPixel, #if SDL_BYTEORDER == SDL_BIG_ENDIAN 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff #else 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000 #endif ); // Map RGBA color to pixel format value Uint32 colorKeyPixelFormat = SDL_MapRGBA(paddedImage->format, static_cast<Uint8>(colorKey.R * 255), static_cast<Uint8>(colorKey.G * 255), static_cast<Uint8>(colorKey.B * 255), static_cast<Uint8>(colorKey.A * 255)); SDL_FillRect(paddedImage, NULL, colorKeyPixelFormat); // Blit the image onto the padded image SDL_BlitSurface(image, NULL, paddedImage, NULL); SDL_SetColorKey(paddedImage, SDL_SRCCOLORKEY, colorKeyPixelFormat); Afterwards, I generate an OpenGL texture from paddedImage using similar code to the SDL+OpenGL texture loading code found online (I'll post if necessary). This code works if I just want the texture with or without padding, and is likely not the problem. I realize that I set all pixels in paddedImage to have alpha zero which causes the first problem I mentioned, but I can't seem to figure out how to do this. Should I just loop over the pixels and set the appropriate colors to have alpha zero?

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  • Collision Detection on floor tiles Isometric game

    - by Anivrom
    I am having a very hard to time figuring out a bug in my code. It should have taken me 20 minutes but instead I've been working on it for over 12 hours. I am writing a isometric tile based game where the characters can walk freely amongst the tiles, but not be able to cross over to certain tiles that have a collides flag. Sounds easy enough, just check ahead of where the player is going to move using a Screen Coordinates to Tile method and check the tiles array using our returned xy indexes to see if its collidable or not. if its not, then don't move the character. The problem I'm having is my Screen to Tile method isn't spitting out the proper X,Y tile indexes. This method works flawlessly for selecting tiles with the mouse. NOTE: My X tiles go from left to right, and my Y tiles go from up to down. Reversed from some examples on the net. Here's the relevant code: public Vector2 ScreentoTile(Vector2 screenPoint) { //Vector2 is just a object with x and y float properties //camOffsetX,Y are my camera values that I use to shift everything but the //current camera target when the target moves //tilescale = 128, screenheight = 480, the -46 offset is to center // vertically + 16 px for some extra gfx in my tile png Vector2 tileIndex = new Vector2(-1,-1); screenPoint.x -= camOffsetX; screenPoint.y = screenHeight - screenPoint.y - camOffsetY - 46; tileIndex.x = (screenPoint.x / tileScale) + (screenPoint.y / (tileScale / 2)); tileIndex.y = (screenPoint.x / tileScale) - (screenPoint.y / (tileScale / 2)); return tileIndex; } The method that calls this code is: private void checkTileTouched () { if (Gdx.input.justTouched()) { if (last.x >= 0 && last.x < levelWidth && last.y >= 0 && last.y < levelHeight) { if (lastSelectedTile != null) lastSelectedTile.setColor(1, 1, 1, 1); Sprite sprite = levelTiles[(int) last.x][(int) last.y].sprite; sprite.setColor(0, 0.3f, 0, 1); lastSelectedTile = sprite; } } if (touchDown) { float moveX=0,moveY=0; Vector2 pos = new Vector2(); if (player.direction == direction_left) { moveX = -(player.moveSpeed); moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("left")); } else if (player.direction == direction_upleft) { moveX = -(player.moveSpeed); moveY = 0; Gdx.app.log("Movement", String.valueOf("upleft")); } else if (player.direction == direction_up) { moveX = -(player.moveSpeed); moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("up")); } else if (player.direction == direction_upright) { moveX = 0; moveY = player.moveSpeed; Gdx.app.log("Movement", String.valueOf("upright")); } else if (player.direction == direction_right) { moveX = player.moveSpeed; moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("right")); } else if (player.direction == direction_downright) { moveX = player.moveSpeed; moveY = 0; Gdx.app.log("Movement", String.valueOf("downright")); } else if (player.direction == direction_down) { moveX = player.moveSpeed; moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("down")); } else if (player.direction == direction_downleft) { moveX = 0; moveY = -(player.moveSpeed); Gdx.app.log("Movement", String.valueOf("downleft")); } //Player.moveSpeed is 1 //tileObjects.x is drawn in the center of the screen (400px,240px) // the sprite width is 64, height is 128 testX = moveX * 10; testY = moveY * 10; testX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; testY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; moveX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; moveY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; pos = ScreentoTile(new Vector2(moveX,moveY)); Vector2 pos2 = ScreentoTile(new Vector2(testX,testY)); if (!levelTiles[(int) pos2.x][(int) pos2.y].collides) { Vector2 newPlayerPos = ScreentoTile(new Vector2(moveX,moveY)); CenterOnCoord(moveX,moveY); player.tileX = (int)newPlayerPos.x; player.tileY = (int)newPlayerPos.y; } } } When the player is moving to the left (downleft-ish from the viewers point of view), my Pos2 X values decrease as expected but pos2 isnt checking ahead on the x tiles, it is checking ahead on the Y tiles(as if we were moving DOWN, not left), and vice versa, if the player moves down, it will check ahead on the X values (as if we are moving LEFT, instead of DOWN). instead of the Y values. I understand this is probably the most confusing and horribly written post ever, but I'm confused myself so I'm having a hard time explaining it to others lol. if you need more information please ask!! I'm so frustrated after over 12 hours of working on it I'm about to give up.

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  • HP Pavilion tx2000 - Wifi adapter no longer works after moving from 12.04 to a 12.10 clean install

    - by Marek L.
    I have a HP Pavilion tx2000 that I have been running Ubuntu 12.04 on for a couple of months without any problems (wifi worked great) until yesterday when my hard drive failed. I replaced the hard drive and decided to install Ubuntu 12.10. Unlike 12.04, the wifi did not work after the installation finished and all the updates where installed (over Ethernet). The network drop down in the top right didn't even show a wireless option. I Googled about for a bit and found some solutions that seemed like they might work. Unfortunately they did not. Here is what I tried: sudo apt-get remove bcmwl-kernel-source sudo apt-get install b43-fwcutter sudo apt-get install firmware-b43-lpphy-installer Restart the computer. And the wifi still didn't work. At which point I panicked a bit and tried to undo the previous commands by running: sudo apt-get remove b43-fwcutter firmware-b43-lpphy-installer sudo apt-get install bcmwl-kernel-source Restart the computer. The wifi still doesn't work. This is where I stopped because I have no idea what I am doing and don't want to mess something up. The network drop down still doesn't show a wireless option and the hardware wifi switch on the laptop is amber (it turns blue when the wifi is on). Using the hardware switch does not change the color. Output from: sudo lspci ... 08:00.0 Network controller: Broadcom Corporation BCM4322 802.11a/b/g/n Wireless LAN Controller (rev 01) ... Output from: sudo lshw -class network *-network UNCLAIMED description: Network controller product: BCM4322 802.11a/b/g/n Wireless LAN Controller vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:08:00.0 version: 01 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: latency=0 resources: memory:d1100000-d1103fff ... Output from: sudo rfkill list all 0: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: yes UPDATE: After writing up this question tried the following command: sudo rfkill unblock all At first it didn't do anything but after running it about four times, sudo rfkill list all now returns: 0: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: no But the network menu still does not have a wireless option and the hardware switch still glows amber. Pushing the hardware switch turns the hard block back on and I have to run sudo rfkill unblock all multiple times again to turn it off. Any help is appreciated! Update 2: Full output from sudo lspci -nn: 00:00.0 Host bridge [0600]: Advanced Micro Devices [AMD] RS780 Host Bridge [1022:9600] 00:01.0 PCI bridge [0604]: Advanced Micro Devices [AMD] RS780/RS880 PCI to PCI bridge (int gfx) [1022:9602] 00:04.0 PCI bridge [0604]: Advanced Micro Devices [AMD] RS780/RS880 PCI to PCI bridge (PCIE port 0) [1022:9604] 00:05.0 PCI bridge [0604]: Advanced Micro Devices [AMD] RS780/RS880 PCI to PCI bridge (PCIE port 1) [1022:9605] 00:06.0 PCI bridge [0604]: Advanced Micro Devices [AMD] RS780 PCI to PCI bridge (PCIE port 2) [1022:9606] 00:11.0 SATA controller [0106]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 SATA Controller [AHCI mode] [1002:4391] 00:12.0 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB OHCI0 Controller [1002:4397] 00:12.1 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0 USB OHCI1 Controller [1002:4398] 00:12.2 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB EHCI Controller [1002:4396] 00:13.0 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB OHCI0 Controller [1002:4397] 00:13.1 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0 USB OHCI1 Controller [1002:4398] 00:13.2 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB EHCI Controller [1002:4396] 00:14.0 SMBus [0c05]: Advanced Micro Devices [AMD] nee ATI SBx00 SMBus Controller [1002:4385] (rev 3a) 00:14.1 IDE interface [0101]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 IDE Controller [1002:439c] 00:14.2 Audio device [0403]: Advanced Micro Devices [AMD] nee ATI SBx00 Azalia (Intel HDA) [1002:4383] 00:14.3 ISA bridge [0601]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 LPC host controller [1002:439d] 00:14.4 PCI bridge [0604]: Advanced Micro Devices [AMD] nee ATI SBx00 PCI to PCI Bridge [1002:4384] 00:14.5 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB OHCI2 Controller [1002:4399] 00:18.0 Host bridge [0600]: Advanced Micro Devices [AMD] Family 11h Processor HyperTransport Configuration [1022:1300] (rev 40) 00:18.1 Host bridge [0600]: Advanced Micro Devices [AMD] Family 11h Processor Address Map [1022:1301] 00:18.2 Host bridge [0600]: Advanced Micro Devices [AMD] Family 11h Processor DRAM Controller [1022:1302] 00:18.3 Host bridge [0600]: Advanced Micro Devices [AMD] Family 11h Processor Miscellaneous Control [1022:1303] 00:18.4 Host bridge [0600]: Advanced Micro Devices [AMD] Family 11h Processor Link Control [1022:1304] 01:05.0 VGA compatible controller [0300]: Advanced Micro Devices [AMD] nee ATI RS780M/RS780MN [Mobility Radeon HD 3200 Graphics] [1002:9612] 08:00.0 Network controller [0280]: Broadcom Corporation BCM4322 802.11a/b/g/n Wireless LAN Controller [14e4:432b] (rev 01) 09:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller [10ec:8168] (rev 02)

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  • GameplayScreen does not contain a definition for GraphicsDevice

    - by Dave Voyles
    Long story short: I'm trying to intergrate my game with Microsoft's Game State Management. In doing so I've run into some errors, and the latest one is in the title. I'm not able to display my HUD for the reasons listed above. Previously, I had much of my code in my Game.cs class, but the GSM has a bit of it in Game1, and most of what you have drawn for the main screen in your GameplayScreen class, and that is what is causing confusion on my part. I've created an instance of the GameplayScreen class to be used in the HUD class (as you can see below). Before integrating with the GSM however, I created an instance of my Game class, and all worked fine. It seems that I need to define my graphics device somewhere, but I am not sure of where exactly. I've left some code below to help you understand. public class GameStateManagementGame : Microsoft.Xna.Framework.Game { #region Fields GraphicsDeviceManager graphics; ScreenManager screenManager; // Creates a new intance, which is used in the HUD class public static Game Instance; // By preloading any assets used by UI rendering, we avoid framerate glitches // when they suddenly need to be loaded in the middle of a menu transition. static readonly string[] preloadAssets = { "gradient", }; #endregion #region Initialization /// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.IsFullScreen = false; graphics.ApplyChanges(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); //screenManager.AddScreen(new MainMenuScreen(), null); screenManager.AddScreen(new PressStartScreen(), null); } namespace Pong { public class HUD { public void Update(GameTime gameTime) { // Used in the Draw method titleSafeRectangle = new Rectangle (GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.X, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Y, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Width, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Height); } } } class GameplayScreen : GameScreen { #region Fields ContentManager content; public static GameStates gamestate; private GraphicsDeviceManager graphics; public int screenWidth; public int screenHeight; private Texture2D backgroundTexture; private SpriteBatch spriteBatch; private Menu menu; private SpriteFont arial; private HUD hud; Animation player; // Creates a new intance, which is used in the HUD class public static GameplayScreen Instance; public GameplayScreen() { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } protected void Initialize() { lastScored = false; menu = new Menu(); resetTimer = 0; resetTimerInUse = true; ball = new Ball(content, new Vector2(screenWidth, screenHeight)); SetUpMulti(); input = new Input(); hud = new HUD(); // Places the powerup animation inside of the surrounding box // Needs to be cleaned up, instead of using hard pixel values player = new Animation(content.Load<Texture2D>(@"gfx/powerupSpriteSheet"), new Vector2(103, 44), 64, 64, 4, 5); // Used by for the Powerups random = new Random(); vec = new Vector2(100, 50); vec2 = new Vector2(100, 100); promptVec = new Vector2(50, 25); timer = 10000.0f; // Starting value for the cooldown for the powerup timer timerVector = new Vector2(10, 10); //JEP - one time creation of powerup objects playerOnePowerup = new Powerup(); playerOnePowerup.Activated += PowerupActivated; playerOnePowerup.Deactivated += PowerupDeactivated; playerTwoPowerup = new Powerup(); playerTwoPowerup.Activated += PowerupActivated; playerTwoPowerup.Deactivated += PowerupDeactivated; //JEP - moved from events since these only need set once activatedVec = new Vector2(100, 125); deactivatedVec = new Vector2(100, 150); powerupReady = false; }

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  • My rhythm game runs choppy even with high frame rate

    - by felipedrl
    I'm coding a rhythm game and the game runs smoothly with uncapped fps. But when I try to cap it around 60 the game updates in little chunks, like hiccups, as if it was skipping frames or at a very low frame rate. The reason I need to cap frame rate is because in some computers I tested, the fps varies a lot (from ~80 - ~250 fps) and those drops are noticeable and degrade response time. Since this is a rhythm game this is very important. This issue is driving me crazy. I've spent a few weeks already on it and still can't figure out the problem. I hope someone more experienced than me could shed some light on it. I'll try to put here all the hints I've tried along with two pseudo codes for game loops I tried, so I apologize if this post gets too lengthy. 1st GameLoop: const uint UPDATE_SKIP = 1000 / 60; uint nextGameTick = SDL_GetTicks(); while(isNotDone) { // only false when a QUIT event is generated! if (processEvents()) { if (SDL_GetTicks() > nextGameTick) { update(UPDATE_SKIP); render(); nextGameTick += UPDATE_SKIP; } } } 2nd Game Loop: const uint UPDATE_SKIP = 1000 / 60; while (isNotDone) { LARGE_INTEGER startTime; QueryPerformanceCounter(&startTime); // process events will return false in case of a QUIT event processed if (processEvents()) { update(frameTime); render(); } LARGE_INTEGER endTime; do { QueryPerformanceCounter(&endTime); frameTime = static_cast<uint>((endTime.QuadPart - startTime.QuadPart) * 1000.0 / frequency.QuadPart); } while (frameTime < UPDATE_SKIP); } [1] At first I thought it was a timer resolution problem. I was using SDL_GetTicks, but even when I switched to QueryPerformanceCounter, supposedly less granular, I saw no difference. [2] Then I thought it could be due to a rounding error in my position computation and since game updates are smaller in high FPS that would be less noticeable. Indeed there is an small error, but from my tests I realized that it is not enough to produce the position jumps I'm getting. Also, another intriguing factor is that if I enable vsync I'll get smooth updates @60fps regardless frame cap code. So why not rely on vsync? Because some computers can force a disable on gfx card config. [3] I started printing the maximum and minimum frame time measured in 1sec span, in the hope that every a few frames one would take a long time but still not enough to drop my fps computation. It turns out that, with frame cap code I always get frame times in the range of [16, 18]ms, and still, the game "does not moves like jagger". [4] My process' priority is set to HIGH (Windows doesn't allow me to set REALTIME for some reason). As far as I know there is only one thread running along with the game (a sound callback, which I really don't have access to it). I'm using AudiereLib. I then disabled Audiere by removing it from the project and still got the issue. Maybe there are some others threads running and one of them is taking too long to come back right in between when I measured frame times, I don't know. Is there a way to know which threads are attached to my process? [5] There are some dynamic data being created during game run. But It is a little bit hard to remove it to test. Maybe I'll have to try harder this one. Well, as I told you I really don't know what to try next. Anything, I mean, anything would be of great help. What bugs me more is why at 60fps & vsync enabled I get an smooth update and at 60fps & no vsync I don't. Is there a way to implement software vsync? I mean, query display sync info? Thanks in advance. I appreciate the ones that got this far and yet again I apologize for the long post. Best Regards from a fellow coder.

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  • Accelerating 2d object collision with other objects [on hold]

    - by Silent Cave
    Making my very first attempt at game programming with SDL/OpenGL. So I made an object Actor witch can move in all four sides with acceleration. And there are bunch of other rectangles to collide to. the image Movement and collision detection alghorythms work just fine by itself, but when combined to prevent the green rectangle from crossing black rectangles, it gives me a kind of funny resault. Let me show you the code first: from Actor.h class Actor{ public: SDL_Rect * dim; alphaColor * col; float speed; float xlGrav, xrGrav, yuGrav, ydGrav; float acceleration; bool left,right,up,down; Actor(SDL_Rect * dim,alphaColor * col, float speed, float acceleration); bool colides(const SDL_Rect & rect); bool check_for_collisions(const std::vector<SDL_Rect*> & gameObjects ); }; from actor.cpp bool Actor::colides(const SDL_Rect & rect){ if (dim->x + dim->w < rect.x) return false; if (dim->x > rect.x + rect.w) return false; if (dim->y + dim->h < rect.y) return false; if (dim->y > rect.y + rect.h) return false; return true; } movement logic from main.cpp if (actor->left){ if(actor->xlGrav < actor->speed){ actor->xlGrav += actor->speed*actor->acceleration; }else actor->xlGrav = actor->speed; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (!actor->left){ if(actor->xlGrav - actor->speed*actor->acceleration > 0){ actor->xlGrav -= actor->speed*actor->acceleration; }else actor->xlGrav = 0; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (actor->right){ if(actor->xrGrav < actor->speed){ actor->xrGrav += actor->speed*actor->acceleration; }else actor->xrGrav = actor->speed; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (!actor->right){ if(actor->xrGrav - actor->speed*actor->acceleration > 0){ actor->xrGrav -= actor->speed*actor->acceleration; }else actor->xrGrav = 0; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (actor->up){ if(actor->yuGrav < actor->speed){ actor->yuGrav += actor->speed*actor->acceleration; }else actor->yuGrav = actor->speed; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (!actor->up){ if(actor->yuGrav - actor->speed*actor->acceleration > 0){ actor->yuGrav -= actor->speed*actor->acceleration; }else actor->yuGrav = 0; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (actor->down){ if(actor->ydGrav < actor->speed){ actor->ydGrav += actor->speed*actor->acceleration; }else actor->ydGrav = actor->speed; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } if (!actor->down){ if(actor->ydGrav - actor->speed*actor->acceleration > 0){ actor->ydGrav -= actor->speed*actor->acceleration; }else actor->ydGrav = 0; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } So, if the green box approaches an obstacle from up or left, everything goes as planned - object stops, and it's acceleration drops to zero. But if it comes from bottom or right, it enters into obstacles inner space and starts strangely dance, I'd rather say move in inverted controls. What do I fail to see?

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  • Visual Studio Express 2012 debug mode doesn't work

    - by user2350086
    I have a project in Visual Studio that I have been working on for a while, and I have used the debugger extensively. Recently I changed some settings and I have lost the ability to stop the program and step through code. I can't figure out what I had changed that might have affected this. If I put a breakpoint in my code and try to have the program stop there, it doesn't. The break point shows up white with a red outline. If I hover the mouse over it, it says "The breakpoint will not currently be hit. No executable code of the debugger's target code type is associated with this line. Possible causes include: conditional compilation, compiler optimizations, or the target architecture of this line is not supported by the current debugger code type." I know for a fact that the program executes the code where the breakpoint is because I put the breakpoint in the beginning of the InitializeComponent method. The program displays the window fine, but does not stop at the breakpoint. Yes, I am running in debug mode. It seems as though there is a disconnect between the compiled code and the source code displayed. Does anyone know what that would be, or know which compiler settings I should check to re-enable debugging? Here are the compiler options: /GS /analyze- /W3 /Zc:wchar_t /I"D:\dev\libcurl-7.19.3-win32-ssl-msvc\include" /Zi /Od /sdl /Fd"Debug\vc110.pdb" /fp:precise /D "WIN32" /D "_DEBUG" /D "_UNICODE" /D "UNICODE" /errorReport:prompt /WX- /Zc:forScope /Oy- /clr /FU"C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework.NETFramework\v4.5\mscorlib.dll" /FU"C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework.NETFramework\v4.5\System.Data.dll" /FU"C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework.NETFramework\v4.5\System.dll" /FU"C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework.NETFramework\v4.5\System.Drawing.dll" /FU"C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework.NETFramework\v4.5\System.Windows.Forms.DataVisualization.dll" /FU"C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework.NETFramework\v4.5\System.Windows.Forms.dll" /FU"C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework.NETFramework\v4.5\System.Xml.dll" /MDd /Fa"Debug\" /EHa /nologo /Fo"Debug\" /Fp"Debug\Prog.pch" The linker options are: /OUT:"D:\dev\Prog\Debug\Prog.exe" /MANIFEST /NXCOMPAT /PDB:"D:\dev\Prog\Debug\Prog.pdb" /DYNAMICBASE "curllib.lib" "winmm.lib" "kernel32.lib" "user32.lib" "gdi32.lib" "winspool.lib" "comdlg32.lib" "advapi32.lib" "shell32.lib" "ole32.lib" "oleaut32.lib" "uuid.lib" "odbc32.lib" "odbccp32.lib" /FIXED:NO /DEBUG /MACHINE:X86 /ENTRY:"Main" /INCREMENTAL /PGD:"D:\dev\Prog\Debug\Prog.pgd" /SUBSYSTEM:WINDOWS /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /ManifestFile:"Debug\Prog.exe.intermediate.manifest" /ERRORREPORT:PROMPT /NOLOGO /LIBPATH:"D:\dev\libcurl-7.19.3-win32-ssl-msvc\lib\Debug" /ASSEMBLYDEBUG /TLBID:1

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  • How do I do high quality scaling of a image?

    - by pbhogan
    I'm writing some code to scale a 32 bit RGBA image in C/C++. I have written a few attempts that have been somewhat successful, but they're slow and most importantly the quality of the sized image is not acceptable. I compared the same image scaled by OpenGL (i.e. my video card) and my routine and it's miles apart in quality. I've Google Code Searched, scoured source trees of anything I thought would shed some light (SDL, Allegro, wxWidgets, CxImage, GD, ImageMagick, etc.) but usually their code is either convoluted and scattered all over the place or riddled with assembler and little or no comments. I've also read multiple articles on Wikipedia and elsewhere, and I'm just not finding a clear explanation of what I need. I understand the basic concepts of interpolation and sampling, but I'm struggling to get the algorithm right. I do NOT want to rely on an external library for one routine and have to convert to their image format and back. Besides, I'd like to know how to do it myself anyway. :) I have seen a similar question asked on stack overflow before, but it wasn't really answered in this way, but I'm hoping there's someone out there who can help nudge me in the right direction. Maybe point me to some articles or pseudo code... anything to help me learn and do. Here's what I'm looking for: 1. No assembler (I'm writing very portable code for multiple processor types). 2. No dependencies on external libraries. 3. I am primarily concerned with scaling DOWN, but will also need to write a scale up routine later. 4. Quality of the result and clarity of the algorithm is most important (I can optimize it later). My routine essentially takes the following form: DrawScaled( uint32 *src, uint32 *dst, src_x, src_y, src_w, src_h, dst_x, dst_y, dst_w, dst_h ); Thanks! UPDATE: To clarify, I need something more advanced than a box resample for downscaling which blurs the image too much. I suspect what I want is some kind of bicubic (or other) filter that is somewhat the reverse to a bicubic upscaling algorithm (i.e. each destination pixel is computed from all contributing source pixels combined with a weighting algorithm that keeps things sharp. EXAMPLE: Here's an example of what I'm getting from the wxWidgets BoxResample algorithm vs. what I want on a 256x256 bitmap scaled to 55x55. And finally: the original 256x256 image

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  • Ubuntu, No wireless networks found after correctly installed madwifi

    - by Peter
    Hi, I just installed madwifi on my MSI laptop with an Atheros AR5001 wifi card & Lucid. As far as I can see and according to System - Administration - Hardware drivers the install was successful and the card + driver is up and running. However, I don't see any wireless network (my windows PC can see about 5 wireless networks). I tried it with the network manager applet as well as with wicd. If I try to connect to "Hidden Wireless Network" via nm-applet, it will start to connect for a while but is unable too (although I supply it with the correct WEP settings & key) So, I'm unable to use my wireless network. What am i doing wrong? Some information about my system: iwconfig lo no wireless extensions. eth0 no wireless extensions. wifi0 no wireless extensions. ath0 IEEE 802.11g ESSID:"" Mode:Managed Frequency:2.437 GHz Access Point: Not-Associated Bit Rate:0 kb/s Tx-Power:17 dBm Sensitivity=1/1 Retry:off RTS thr:off Fragment thr:off Power Management:off Link Quality=0/70 Signal level=-96 dBm Noise level=-96 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:0 Invalid misc:0 Missed beacon:0 pan0 no wireless extensions. ifconfig ath0 Link encap:Ethernet HWaddr 00:15:af:cf:e2:ca inet6 addr: fe80::215:afff:fecf:e2ca/64 Scope:Link UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) eth0 Link encap:Ethernet HWaddr 00:21:85:4d:82:78 inet addr:192.168.2.101 Bcast:192.168.2.255 Mask:255.255.255.0 inet6 addr: fe80::221:85ff:fe4d:8278/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:3800 errors:0 dropped:0 overruns:0 frame:0 TX packets:2944 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3940261 (3.9 MB) TX bytes:525218 (525.2 KB) Interrupt:27 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:12 errors:0 dropped:0 overruns:0 frame:0 TX packets:12 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:720 (720.0 B) TX bytes:720 (720.0 B) wifi0 Link encap:UNSPEC HWaddr 00-15-AF-CF-E2-CA-00-00-00-00-00-00-00-00-00-00 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:3497 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:280 RX bytes:0 (0.0 B) TX bytes:179947 (179.9 KB) Interrupt:16 lshw -C network *-network description: Wireless interface product: AR5001 Wireless Network Adapter vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:02:00.0 logical name: wifi0 version: 01 serial: 00:15:af:cf:e2:ca width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix bus_master cap_list logical ethernet physical wireless configuration: broadcast=yes driver=ath_pci latency=0 multicast=yes wireless=IEEE 802.11g resources: irq:16 memory:fd7f0000-fd7fffff *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:05:00.0 logical name: eth0 version: 01 serial: 00:21:85:4d:82:78 size: 100MB/s capacity: 1GB/s width: 64 bits clock: 33MHz capabilities: pm vpd msi pciexpress bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=full ip=192.168.2.101 latency=0 link=yes multicast=yes port=MII speed=100MB/s resources: irq:27 ioport:c800(size=256) memory:fe2ff000-fe2fffff memory:fe2c0000-fe2dffff(prefetchable) lspci 00:00.0 Host bridge: ATI Technologies Inc RS690 Host Bridge 00:01.0 PCI bridge: ATI Technologies Inc RS690 PCI to PCI Bridge (Internal gfx) 00:04.0 PCI bridge: ATI Technologies Inc Device 7914 00:06.0 PCI bridge: ATI Technologies Inc RS690 PCI to PCI Bridge (PCI Express Port 2) 00:07.0 PCI bridge: ATI Technologies Inc RS690 PCI to PCI Bridge (PCI Express Port 3) 00:12.0 SATA controller: ATI Technologies Inc SB600 Non-Raid-5 SATA 00:13.0 USB Controller: ATI Technologies Inc SB600 USB (OHCI0) 00:13.1 USB Controller: ATI Technologies Inc SB600 USB (OHCI1) 00:13.2 USB Controller: ATI Technologies Inc SB600 USB (OHCI2) 00:13.3 USB Controller: ATI Technologies Inc SB600 USB (OHCI3) 00:13.4 USB Controller: ATI Technologies Inc SB600 USB (OHCI4) 00:13.5 USB Controller: ATI Technologies Inc SB600 USB Controller (EHCI) 00:14.0 SMBus: ATI Technologies Inc SBx00 SMBus Controller (rev 14) 00:14.1 IDE interface: ATI Technologies Inc SB600 IDE 00:14.2 Audio device: ATI Technologies Inc SBx00 Azalia (Intel HDA) 00:14.3 ISA bridge: ATI Technologies Inc SB600 PCI to LPC Bridge 00:14.4 PCI bridge: ATI Technologies Inc SBx00 PCI to PCI Bridge 00:18.0 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] HyperTransport Technology Configuration 00:18.1 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Miscellaneous Control 01:05.0 VGA compatible controller: ATI Technologies Inc RS690M [Radeon X1200 Series] 01:05.2 Audio device: ATI Technologies Inc Radeon X1200 Series Audio Controller 02:00.0 Ethernet controller: Atheros Communications Inc. AR5001 Wireless Network Adapter (rev 01) 05:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 01) 06:04.0 CardBus bridge: O2 Micro, Inc. OZ711MP1/MS1 MemoryCardBus Controller (rev 21) 06:04.2 SD Host controller: O2 Micro, Inc. Integrated MMC/SD Controller (rev 01) 06:04.3 Bridge: O2 Micro, Inc. Integrated MS/xD Controller (rev 01) 06:04.4 FireWire (IEEE 1394): O2 Micro, Inc. Firewire (IEEE 1394) (rev 02) less /proc/modules | grep ath ath_rate_sample 11476 1 - Live 0xf812b000 ath_pci 193197 0 - Live 0xf85c3000 wlan 222892 5 wlan_wep,wlan_scan_sta,ath_rate_sample,ath_pci, Live 0xf8537000 ath_hal 398604 3 ath_rate_sample,ath_pci, Live 0xf8480000 I've been at this for hours now, also tried ndiswrapper and ath5k drivers with no luck, and really could use some help. Cheers.

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  • Wireless will not connect

    - by azz0r
    Hello, I have installed Ubuntu 10.10 on the same machine as my windows setup. However, it will not connect to my wireless network. It can see its there, it can attempt to connect, yet it will never connect. It will keep bringing up the password prompt everyso often. I have tried turning my security to WEP, I ended up turning it back to WPA2. It is set to AES (noted a few threads on google about that). Can you assist? I would love to dive into Ubuntu, but without the internet its pointless. --- lshw -C network --- *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:02:00.0 logical name: eth0 version: 02 serial: 00:1d:92:ea:cc:62 capacity: 1GB/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8168 driverversion=8.020.00-NAPI duplex=half latency=0 link=no multicast=yes port=twisted pair resources: irq:29 ioport:e800(size=256) memory:feaff000-feafffff memory:f8ff0000-f8ffffff(prefetchable) memory:feac0000-feadffff(prefetchable) *-network description: Wireless interface physical id: 1 logical name: wlan0 serial: 00:15:af:72:a4:38 capabilities: ethernet physical wireless configuration: broadcast=yes multicast=yes wireless=IEEE 802.11bgn --- iwconfig ---- lo no wireless extensions. eth0 no wireless extensions. wlan0 IEEE 802.11bgn ESSID:"Wuggawoo" Mode:Managed Frequency:2.437 GHz Access Point: Not-Associated Tx-Power=9 dBm Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:on --- cat /etc/network/interfaces ---- auto lo iface lo inet loopback logs deamon.log --- Jan 19 04:17:09 ubuntu wpa_supplicant[1289]: Authentication with 94:44:52:0d:22:0d timed out. Jan 19 04:17:09 ubuntu NetworkManager: <info> (wlan0): supplicant connection state: associating -> disconnected Jan 19 04:17:09 ubuntu NetworkManager: <info> (wlan0): supplicant connection state: disconnected -> scanning Jan 19 04:17:11 ubuntu wpa_supplicant[1289]: WPS-AP-AVAILABLE Jan 19 04:17:11 ubuntu wpa_supplicant[1289]: Trying to associate with 94:44:52:0d:22:0d (SSID='Wuggawoo' freq=2437 MHz) Jan 19 04:17:11 ubuntu NetworkManager: <info> (wlan0): supplicant connection state: scanning -> associating Jan 19 04:17:12 ubuntu NetworkManager: <info> Activation (wlan0/wireless): association took too long. Jan 19 04:17:12 ubuntu NetworkManager: <info> (wlan0): device state change: 5 -> 6 (reason 0) Jan 19 04:17:12 ubuntu NetworkManager: <info> Activation (wlan0/wireless): asking for new secrets Jan 19 04:17:12 ubuntu NetworkManager: <info> Activation (wlan0) Stage 1 of 5 (Device Prepare) scheduled... Jan 19 04:17:12 ubuntu NetworkManager: <info> Activation (wlan0) Stage 1 of 5 (Device Prepare) started... Jan 19 04:17:12 ubuntu NetworkManager: <info> (wlan0): device state change: 6 -> 4 (reason 0) Jan 19 04:17:12 ubuntu NetworkManager: <info> Activation (wlan0) Stage 2 of 5 (Device Configure) scheduled... Jan 19 04:17:12 ubuntu NetworkManager: <info> Activation (wlan0) Stage 1 of 5 (Device Prepare) complete. Jan 19 04:17:12 ubuntu NetworkManager: <info> Activation (wlan0) Stage 2 of 5 (Device Configure) starting... Jan 19 04:17:12 ubuntu NetworkManager: <info> (wlan0): device state change: 4 -> 5 (reason 0) Jan 19 04:17:12 ubuntu NetworkManager: <info> Activation (wlan0/wireless): connection 'Wuggawoo' has security, and secrets exist. No new secrets needed. Jan 19 04:17:12 ubuntu NetworkManager: <info> Config: added 'ssid' value 'Wuggawoo' Jan 19 04:17:12 ubuntu NetworkManager: <info> Config: added 'scan_ssid' value '1' Jan 19 04:17:12 ubuntu NetworkManager: <info> Config: added 'key_mgmt' value 'WPA-PSK' Jan 19 04:17:12 ubuntu NetworkManager: <info> Config: added 'psk' value '<omitted>' Jan 19 04:17:12 ubuntu NetworkManager: nm_setting_802_1x_get_pkcs11_engine_path: assertion `NM_IS_SETTING_802_1X (setting)' failed Jan 19 04:17:12 ubuntu NetworkManager: nm_setting_802_1x_get_pkcs11_module_path: assertion `NM_IS_SETTING_802_1X (setting)' failed Jan 19 04:17:12 ubuntu NetworkManager: <info> Activation (wlan0) Stage 2 of 5 (Device Configure) complete. Jan 19 04:17:12 ubuntu NetworkManager: <info> (wlan0): supplicant connection state: associating -> disconnected Jan 19 04:17:12 ubuntu NetworkManager: <info> Config: set interface ap_scan to 1 Jan 19 04:17:12 ubuntu NetworkManager: <info> (wlan0): supplicant connection state: disconnected -> scanning Jan 19 04:17:13 ubuntu wpa_supplicant[1289]: WPS-AP-AVAILABLE Jan 19 04:17:13 ubuntu wpa_supplicant[1289]: Trying to associate with 94:44:52:0d:22:0d (SSID='Wuggawoo' freq=2437 MHz) Jan 19 04:17:13 ubuntu NetworkManager: <info> (wlan0): supplicant connection state: scanning -> associating Jan 19 04:17:23 ubuntu wpa_supplicant[1289]: Authentication with 94:44:52:0d:22:0d timed out. Jan 19 04:17:23 ubuntu NetworkManager: <info> (wlan0): supplicant connection state: associating -> disconnected Jan 19 04:17:23 ubuntu NetworkManager: <info> (wlan0): supplicant connection state: disconnected -> scanning Jan 19 04:17:24 ubuntu AptDaemon: INFO: Initializing daemon Jan 19 04:17:25 ubuntu wpa_supplicant[1289]: WPS-AP-AVAILABLE Jan 19 04:17:25 ubuntu wpa_supplicant[1289]: Trying to associate with 94:44:52:0d:22:0d (SSID='Wuggawoo' freq=2437 MHz) Jan 19 04:17:25 ubuntu NetworkManager: <info> (wlan0): supplicant connection state: scanning -> associating Jan 19 04:17:27 ubuntu NetworkManager: <info> wlan0: link timed out. --- kern.log --- Jan 19 04:18:11 ubuntu kernel: [ 142.420024] wlan0: direct probe to AP 94:44:52:0d:22:0d timed out Jan 19 04:18:13 ubuntu kernel: [ 144.333847] wlan0: direct probe to AP 94:44:52:0d:22:0d (try 1) Jan 19 04:18:13 ubuntu kernel: [ 144.539996] wlan0: direct probe to AP 94:44:52:0d:22:0d (try 2) Jan 19 04:18:13 ubuntu kernel: [ 144.750027] wlan0: direct probe to AP 94:44:52:0d:22:0d (try 3) Jan 19 04:18:14 ubuntu kernel: [ 144.940022] wlan0: direct probe to AP 94:44:52:0d:22:0d timed out Jan 19 04:18:25 ubuntu kernel: [ 155.832995] wlan0: direct probe to AP 94:44:52:0d:22:0d (try 1) Jan 19 04:18:25 ubuntu kernel: [ 156.030046] wlan0: direct probe to AP 94:44:52:0d:22:0d (try 2) Jan 19 04:18:25 ubuntu kernel: [ 156.230039] wlan0: direct probe to AP 94:44:52:0d:22:0d (try 3) Jan 19 04:18:25 ubuntu kernel: [ 156.430039] wlan0: direct probe to AP 94:44:52:0d:22:0d timed out --- syslog --- Jan 19 04:18:46 ubuntu wpa_supplicant[1289]: Authentication with 94:44:52:0d:22:0d timed out. Jan 19 04:18:46 ubuntu NetworkManager: <info> (wlan0): supplicant connection state: associating -> disconnected Jan 19 04:18:46 ubuntu NetworkManager: <info> (wlan0): supplicant connection state: disconnected -> scanning Jan 19 04:18:48 ubuntu wpa_supplicant[1289]: WPS-AP-AVAILABLE Jan 19 04:18:48 ubuntu wpa_supplicant[1289]: Trying to associate with 94:44:52:0d:22:0d (SSID='Wuggawoo' freq=2437 MHz) Jan 19 04:18:48 ubuntu NetworkManager: <info> (wlan0): supplicant connection state: scanning -> associating Jan 19 04:18:48 ubuntu kernel: [ 178.833905] wlan0: direct probe to AP 94:44:52:0d:22:0d (try 1) Jan 19 04:18:48 ubuntu kernel: [ 179.030035] wlan0: direct probe to AP 94:44:52:0d:22:0d (try 2) Jan 19 04:18:48 ubuntu kernel: [ 179.230020] wlan0: direct probe to AP 94:44:52:0d:22:0d (try 3) Jan 19 04:18:48 ubuntu kernel: [ 179.433634] wlan0: direct probe to AP 94:44:52:0d:22:0d timed out lspci and lsusb lspci -- 00:00.0 Host bridge: Advanced Micro Devices [AMD] RS780 Host Bridge 00:02.0 PCI bridge: Advanced Micro Devices [AMD] RS780 PCI to PCI bridge (ext gfx port 0) 00:05.0 PCI bridge: Advanced Micro Devices [AMD] RS780 PCI to PCI bridge (PCIE port 1) 00:06.0 PCI bridge: Advanced Micro Devices [AMD] RS780 PCI to PCI bridge (PCIE port 2) 00:11.0 SATA controller: ATI Technologies Inc SB700/SB800 SATA Controller [AHCI mode] 00:12.0 USB Controller: ATI Technologies Inc SB700/SB800 USB OHCI0 Controller 00:12.1 USB Controller: ATI Technologies Inc SB700 USB OHCI1 Controller 00:12.2 USB Controller: ATI Technologies Inc SB700/SB800 USB EHCI Controller 00:13.0 USB Controller: ATI Technologies Inc SB700/SB800 USB OHCI0 Controller 00:13.1 USB Controller: ATI Technologies Inc SB700 USB OHCI1 Controller 00:13.2 USB Controller: ATI Technologies Inc SB700/SB800 USB EHCI Controller 00:14.0 SMBus: ATI Technologies Inc SBx00 SMBus Controller (rev 3a) 00:14.1 IDE interface: ATI Technologies Inc SB700/SB800 IDE Controller 00:14.2 Audio device: ATI Technologies Inc SBx00 Azalia (Intel HDA) 00:14.3 ISA bridge: ATI Technologies Inc SB700/SB800 LPC host controller 00:14.4 PCI bridge: ATI Technologies Inc SBx00 PCI to PCI Bridge 00:14.5 USB Controller: ATI Technologies Inc SB700/SB800 USB OHCI2 Controller 00:18.0 Host bridge: Advanced Micro Devices [AMD] K10 [Opteron, Athlon64, Sempron] HyperTransport Configuration 00:18.1 Host bridge: Advanced Micro Devices [AMD] K10 [Opteron, Athlon64, Sempron] Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] K10 [Opteron, Athlon64, Sempron] DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] K10 [Opteron, Athlon64, Sempron] Miscellaneous Control 00:18.4 Host bridge: Advanced Micro Devices [AMD] K10 [Opteron, Athlon64, Sempron] Link Control 01:00.0 VGA compatible controller: nVidia Corporation G80 [GeForce 8800 GTS] (rev a2) 02:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 02) 03:00.0 FireWire (IEEE 1394): JMicron Technology Corp. IEEE 1394 Host Controller -- lsusb -- Bus 007 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 003: ID 046d:c517 Logitech, Inc. LX710 Cordless Desktop Laser Bus 004 Device 002: ID 045e:0730 Microsoft Corp. Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 002 Device 003: ID 13d3:3247 IMC Networks 802.11 n/g/b Wireless LAN Adapter Bus 002 Device 002: ID 0718:0628 Imation Corp. Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 003: ID 046d:08c2 Logitech, Inc. QuickCam PTZ Bus 001 Device 002: ID 0424:2228 Standard Microsystems Corp. 9-in-2 Card Reader Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub With no security on my router I still can't connect, I get: Jan 19 15:58:01 ubuntu wpa_supplicant[1165]: Authentication with 94:44:52:0d:22:0d timed out. Jan 19 15:58:01 ubuntu NetworkManager: <info> (wlan0): supplicant connection state: associating -> disconnected Jan 19 15:58:01 ubuntu NetworkManager: <info> (wlan0): supplicant connection state: disconnected -> scanning Jan 19 15:58:02 ubuntu wpa_supplicant[1165]: WPS-AP-AVAILABLE Jan 19 15:58:02 ubuntu wpa_supplicant[1165]: Trying to associate with 94:44:52:0d:22:0d (SSID='Wuggawoo' freq=2437 MHz) Jan 19 15:58:02 ubuntu wpa_supplicant[1165]: Association request to the driver failed Jan 19 15:58:02 ubuntu NetworkManager: <info> (wlan0): supplicant connection state: scanning -> associating Jan 19 15:58:05 ubuntu NetworkManager: <info> wlan0: link timed out. Jan 19 15:58:07 ubuntu wpa_supplicant[1165]: Authentication with 94:44:52:0d:22:0d timed out. Jan 19 15:58:07 ubuntu NetworkManager: <info> (wlan0): supplicant connection state: associating -> disconnected Jan 19 15:58:07 ubuntu NetworkManager: <info> (wlan0): supplicant connec

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  • Psychonauts crashes right after entering load save door

    - by user67974
    Psychonauts crashes right after entering the 'Load Save' door. Here is the terminal output: Shader assembly time: 0.88 seconds Found OpenAL device: 'Simple Directmedia Layer' Found OpenAL device: 'ALSA Software' Found OpenAL device: 'OSS Software' Found OpenAL device: 'PulseAudio Software' Opened OpenAL Device: '(null)' ERROR: CAudioDrv::CAudioDrv->alGenSources reports AL_INVALID_VALUE error. PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfx.isb' to 'WorkResource/Sounds/commonfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonvoice.isb' to 'WorkResource/Sounds/commonvoice.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmusic.isb' to 'WorkResource/Sounds/commonmusic.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmentalfx.isb' to 'WorkResource/Sounds/commonmentalfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmenfxmem.isb' to 'WorkResource/Sounds/commonmenfxmem.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfxmem.isb' to 'WorkResource/Sounds/commonfxmem.isb' GameApp::StartUp InitSoundFiles() completed in 0.15 seconds GameApp::StartUp Load some common textures completed in 0.00 seconds WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb GameApp::StartUp InitEntities() completed in 0.02 seconds PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' GameApp::StartUp m_pSaveLoadInterface->Startup() completed in 0.00 seconds GameApp::StartUp m_UserInterface.Setup() completed in 0.00 seconds STUBBED: multisample at EDisplayOptionsWidget (/home/icculus/projects/psychonauts/Source/game/luatest/Game/UIPCDisplayOptions.cpp:97) STUBBED: VK_* at CheckVirtualKey (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:1443) Game: Engine Running hook startup Game: Engine -> SetupGlobalObjects Game: Engine -> SetupLevelMenu Game: Engine -> InitMath GameApp::StartUp InitLua2() completed in 0.00 seconds GameApp::StartUp SetupLevelMenu() completed in 0.00 seconds STUBBED: do we even use this? at InitSocket (/home/icculus/projects/psychonauts/Source/game/luatest/Game/Gameplaylogger.cpp:210) GameApp::StartUp Post-Install total completed in 0.20 seconds Start Up completed in 1.57 seconds UnixMain: StartUp successful.. Working directory: /opt/psychonauts STUBBED: dispatch SDL events at PCMainHandleAnyWindowsMessages (/home/icculus/projects/psychonauts/Source/game/luatest/UnixMain.cpp:56) STUBBED: write me at GetJoystickInput (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:428) STUBBED: write me at GetJoystickActionValue (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:613) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' Prerender subtitle file: workresource\cutScenes\prerendered\dflogo.dfs not found PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' STUBBED: fixed function pipeline? at setColorOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2097) STUBBED: fixed function pipeline? at setColorArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2106) STUBBED: fixed function pipeline? at setColorArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2115) STUBBED: fixed function pipeline? at setAlphaOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2124) STUBBED: fixed function pipeline? at setAlphaArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2133) STUBBED: fixed function pipeline? at setAlphaArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2142) STUBBED: fixed function pipeline? at setProjected (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2223) LOC WARN: Could not open Localization file 'Localization/English/_StringTable.lub' STUBBED: memory status at UpdateMemoryTracking (/home/icculus/projects/psychonauts/Source/game/luatest/Game/GameApp.cpp:4884) WARN: Couldn't resize array to 128; out-of-bounds elements are still in use: Vertex Pool, 188 Loading new level 'STMU' STUBBED: Need multithreaded GL at DisplayLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:83) ========================= Memory post unload level ========================= ========================= LOC WARN: Could not open Localization file 'Localization/English/ST_StringTable.lub' DaveD: Info: Texture pack file contains 137 textures Doing a texture readback for locking! Game: Engine Saved[GLOBAL]: InstaHintFord_HostileRecord = [table] Game: Engine Saved[GLOBAL]: InstaHintFord_HostileOrder = [table] WARN: Redundant packfile read: anims\thought_bubble\bubblefirestarting.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleintothemind.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleinvisibility.jan WARN: Redundant packfile read: anims\thought_bubble\bubblepopperfill.jan WARN: Redundant packfile read: anims\thought_bubble\bubbletelekinesis.jan Initializing level script (if there is one) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/stfx.isb' to 'WorkResource/Sounds/stfx.isb' Game: Engine Reloading goals: Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: bUsedSalts = 0 Game: Engine Saved[GLOBAL]: bSTEntered = 1 Game: Engine Saved[GLOBAL]: memoriesST = 1 Game: Engine Saved[GLOBAL]: PsiBallColor = 'red' Game: Engine Saved[ST]: lastSubLevel = 'STMU' Game: Engine LOADING LEVEL st.STMU Game: Engine Saved[CA]: CALevelState = 1 Game: Engine Cutscene progression: CS Script moving from state nil to state nil, resultant state nil. Time: 0.124746672809124. * Stack Trace 1: (null) (line -1, file '(none)) () 2: SpawnScript (line -1, file 'C) (global) 3: onBeginLevel (line -1, file '(none)) (field) 4: (null) (line -1, file '(none)) () WARN: Cannot call GetDirectoryListing when running from the DVD Game: Engine Raz spawning at DartStart startpoint VM : LevelScript could not find script 'doorrimlight1' * Stack Trace 1: (null) (line -1, file '(none)) () WARN: (none(-1) SetEntityAlpha LevelScript: NULL script object passed Game: Engine Saved[GLOBAL]: bLoadedFromMainMenu = 1 Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: NeedRankIncrement = 0 STUBBED: Need multithreaded GL at HideLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:110) WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb Game: Engine Saved[GLOBAL]: SplineFigmentTVSizex = 4.51434326171875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizey = 46.38104248046875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizez = 47.08810424804688 WARN: (none(-1) SetNewAction LevelScript: no string passed ====================== Asset load progression ====================== Initial: 2.518 MB Vertex, 8.688 MB Texture Level : 3.719 MB Vertex, 22.535 MB Texture Scripts: 3.747 MB Vertex, 22.848 MB Texture ====================== ====================== Memory post level load ====================== ====================== WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb DaveD: Level loaded in 0.14 seconds Anim: anims\objects\tk_arrow_idle.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdn.jan: loaded (1 frames latency) Anim: anims\thought_bubble\shieldloop.jan: loaded (1 frames latency) Anim: anims\dartnew\standready.jan: loaded (1 frames latency) Anim: anims\dartnew\walkmove.jan: loaded (1 frames latency) Anim: anims\janitor\hint_end.jan: loaded (1 frames latency) Anim: anims\thought_bubble\ballstatic.jan: loaded (1 frames latency) Anim: anims\dartnew\actionfall.jan: loaded (1 frames latency) Anim: anims\dartnew\standstill.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_lf_rt.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_up_dn.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdefpose.jan: loaded (1 frames latency) 1: 1 (number) 1: 1 (number) STUBBED: This is probably wrong at GetDt (/home/icculus/projects/psychonauts/Source/CommonLibs/DFUtil/Profiler.cpp:181) STUBBED: set specular highlights at setSpecularEnable (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Renderer.cpp:2035) Anim: anims\dartnew\trnrtcycle.jan: loaded (1 frames latency) Anim: anims\dartnew\run.jan: loaded (1 frames latency) Anim: anims\dartnew\walk.jan: loaded (1 frames latency) Anim: anims\thought_bubble\bubbledoublejump.jan: loaded (1 frames latency) Anim: anims\dartnew\longjump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door1closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\180.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door3closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslide45angle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslideflat.jan: loaded (1 frames latency) Anim: anims\dartnew\trnlfcycle.jan: loaded (1 frames latency) WARN: (none(-1) SetNewAction LevelScript: no string passed Anim: anims\dartnew\mainmenu_jump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1open.jan: loaded (1 frames latency) ERROR: Assert in /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Encountered Error: Psychonauts has encountered an error /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Please contact technical support at http://www.doublefine.com. I am currently using Bumblebee for hybrid graphics, if that helps in any way.

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  • How to check if a Webcam is broken?

    - by user84812
    I just bought an Acer Aspire 3830TG, it comes with an integrated 1.3M HD Webcam. Before buying it i tried with a bootable Lubuntu usb stick, everything worked well except for the webcam, which i thought I had to tweak. The thing is that it seems the camera should work with no problems in ubuntu. The driver is detected, I try dmesg | grep uvcvideo and the output is [ 12.226174] uvcvideo: Found UVC 1.00 device 1.3M HD WebCam (058f:b002) [ 12.245553] usbcore: registered new interface driver uvcvideo I've also tried using different software (guvcview is black when camera output is MJPG and turns to funny colors when YU12 or YV12, cheese is always black, camorama is always with funny colors...). I should have checked that it was working properly with the default os (windows) but now it's too late for that. I even booted with a official Ubuntu Quantal distro from the usb pen, and the results are the same. so, my question is: is there any way to check that the camera is righmt or broken? So, if it's broken, at least i can go to the shop, show them that it's really broken and get an external webcam for free, or st like that. cheers. UPDATE 1 Thanks, jrp. I run sudo lsinput, and the output info about my video is the following: /dev/input/event6 bustype : BUS_USB vendor : 0x58f product : 0xb002 version : 2 name : "1.3M HD WebCam" phys : "usb-0000:00:1a.0-1.3/button" bits ev : EV_SYN EV_KEY /dev/input/event7 bustype : BUS_HOST vendor : 0x0 product : 0x6 version : 0 name : "Video Bus" phys : "LNXVIDEO/video/input0" bits ev : EV_SYN EV_KEY With this info, i'm not pretty sure about running the luvcview command. If I run luvcview -d /dev/video0 -L, the output is the following: SDL information: Video driver: x11 A window manager is available Device information: Device path: /dev/video0 { pixelformat = 'YUYV', description = 'YUV 4:2:2 (YUYV)' } { discrete: width = 640, height = 480 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 160, height = 120 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 176, height = 144 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 352, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 720 } Time interval between frame: 1/7, 1/5, { discrete: width = 1280, height = 800 } Time interval between frame: 1/7, 1/5, { discrete: width = 1280, height = 960 } Time interval between frame: 1/7, 1/5, { discrete: width = 1280, height = 1024 } Time interval between frame: 1/7, 1/5, { pixelformat = 'MJPG', description = 'MJPEG' } { discrete: width = 640, height = 480 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 160, height = 120 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 176, height = 144 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 352, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 720 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 800 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 960 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 1024 } Time interval between frame: 1/15, 1/10, 1/5, { pixelformat = 'RGB3', description = 'RGB3' } { discrete: width = 640, height = 480 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 160, height = 120 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 176, height = 144 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 352, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 720 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 800 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 960 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 1024 } Time interval between frame: 1/15, 1/10, 1/5, { pixelformat = 'BGR3', description = 'BGR3' } { discrete: width = 640, height = 480 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 160, height = 120 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 176, height = 144 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 352, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 720 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 800 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 960 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 1024 } Time interval between frame: 1/15, 1/10, 1/5, { pixelformat = 'YU12', description = 'YU12' } { discrete: width = 640, height = 480 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 160, height = 120 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 176, height = 144 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 352, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 720 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 800 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 960 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 1024 } Time interval between frame: 1/15, 1/10, 1/5, { pixelformat = 'YV12', description = 'YV12' } { discrete: width = 640, height = 480 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 160, height = 120 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 176, height = 144 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 352, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 720 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 800 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 960 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 1024 } Time interval between frame: 1/15, 1/10, 1/5, if i run luvcview by itself, the image is funny (blue and red colors, mainly, with myself in negative state). tx

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  • Creating Persistent Drive Labels With UDEV Using /dev/disk/by-path

    - by Matt
    I have a new BackBlaze Pod (BackBlaze Pod 2.0). It has 45 3TB drives and they when I first set it up they were labeled /dev/sda through /dev/sdz and /dev/sdaa through /dev/sdas. I used mdadm to setup three really big 15 drive RAID6 arrays. However, since first setup a few weeks ago I had a couple of the hard drives fail on me. I've replaced them but now the arrays are complaining because they can't find the missing drives. When I list the the disks... ls -l /dev/sd* I see that /dev/sda /dev/sdf /dev/sdk /dev/sdp no longer appear and now there are 4 new ones... /dev/sdau /dev/sdav /dev/sdaw /dev/sdax I also just found that I can do this... ls -l /dev/disk/by-path/ total 0 lrwxrwxrwx 1 root root 10 Sep 19 18:08 pci-0000:02:04.0-scsi-0:0:0:0 -> ../../sdau lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:02:04.0-scsi-0:1:0:0 -> ../../sdb lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:02:04.0-scsi-0:2:0:0 -> ../../sdc lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:02:04.0-scsi-0:3:0:0 -> ../../sdd lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:02:04.0-scsi-0:4:0:0 -> ../../sde lrwxrwxrwx 1 root root 10 Sep 19 18:08 pci-0000:02:04.0-scsi-2:0:0:0 -> ../../sdae lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:02:04.0-scsi-2:1:0:0 -> ../../sdg lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:02:04.0-scsi-2:2:0:0 -> ../../sdh lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:02:04.0-scsi-2:3:0:0 -> ../../sdi lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:02:04.0-scsi-2:4:0:0 -> ../../sdj lrwxrwxrwx 1 root root 10 Sep 19 18:08 pci-0000:02:04.0-scsi-3:0:0:0 -> ../../sdav lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:02:04.0-scsi-3:1:0:0 -> ../../sdl lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:02:04.0-scsi-3:2:0:0 -> ../../sdm lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:02:04.0-scsi-3:3:0:0 -> ../../sdn lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:02:04.0-scsi-3:4:0:0 -> ../../sdo lrwxrwxrwx 1 root root 10 Sep 19 18:08 pci-0000:04:04.0-scsi-0:0:0:0 -> ../../sdax lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:04:04.0-scsi-0:1:0:0 -> ../../sdq lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:04:04.0-scsi-0:2:0:0 -> ../../sdr lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:04:04.0-scsi-0:3:0:0 -> ../../sds lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:04:04.0-scsi-0:4:0:0 -> ../../sdt lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:04:04.0-scsi-2:0:0:0 -> ../../sdu lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:04:04.0-scsi-2:1:0:0 -> ../../sdv lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:04:04.0-scsi-2:2:0:0 -> ../../sdw lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:04:04.0-scsi-2:3:0:0 -> ../../sdx lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:04:04.0-scsi-2:4:0:0 -> ../../sdy lrwxrwxrwx 1 root root 9 Sep 19 18:08 pci-0000:04:04.0-scsi-3:0:0:0 -> ../../sdz I didn't list them all....you can see the problem above. They're sorted by scsi id here but sda is missing...replaced by sdau...etc... So obviously the arrays are complaining. Is it possible to get Linux to reread the drive labels in the correct order or am I screwed? My initial design with 15 drive arrays is not ideal. With 3TB drives the rebuild times were taking 3 or 4 days....maybe more. I'm scrapping the whole design and I think I am going to go with 6 x 7 RAID5 disk arrays and 3 hot spares to make the arrays a bit easier to manage and shorten the rebuild times. But I'd like to clean up the drive labels so they aren't out of order. I haven't figured out how to do this yet. Does anyone know how to get this straightened out? Thanks, Matt

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  • php soapclient responds as 'null' but xml response is ok using __getLastResponse

    - by Roger S
    I'm looking for help with a php soapclient call: The call is to a remote panel and I want to pull off the log data. There are various services published via the WSDL and I am able to use several with no issues. Here's the list: array(12) { [0]=> string(77) "GetGPTimerChannelsResponse GetGPTimerChannels(GetGPTimerChannels $parameters)" [1]=> string(74) "GetGPTimerChannelResponse GetGPTimerChannel(GetGPTimerChannel $parameters)" [2]=> string(74) "SetGPTimerChannelResponse SetGPTimerChannel(SetGPTimerChannel $parameters)" [3]=> string(47) "GetSlaveResponse GetSlave(GetSlave $parameters)" [4]=> string(71) "GetLogDataInlineResponse GetLogDataInline(GetLogDataInline $parameters)" [5]=> string(71) "GetLogItemInlineResponse GetLogItemInline(GetLogItemInline $parameters)" [6]=> string(59) "GetAlarmListResponse GetAlarmList(GetAlarmList $parameters)" [7]=> string(50) "GetSyslogResponse GetSyslog(GetSyslog $parameters)" [8]=> string(47) "SetSlaveResponse SetSlave(SetSlave $parameters)" [9]=> string(53) "GetVersionResponse GetVersion(GetVersion $parameters)" [10]=> string(53) "GetTDBInfoResponse GetTDBInfo(GetTDBInfo $parameters)" [11]=> string(53) "GetLogItemResponse GetLogItem(GetLogItem $parameters)" } I am trying to use the GetLogDataInline service which requires four parameters - these I'm passing as an array and all seems OK when doing the connection (the request/response takes around 30 seconds to process). When I look at a var_dump / print_r of the result, it returns NULL, whereas when I do a call to the __getLastResponse all of the data I need to populate my local database is there. Below is the code for the soapclient call: $client = new soapclient ("http://192.168.1.126/cgi-bin/cgi.cgi?WSDL", array("trace" => 1, "exceptions" => true, "cache_wsdl" => WSDL_CACHE_NONE, "features" => SOAP_SINGLE_ELEMENT_ARRAYS )); $params = array ( "ResponseType" => "Xml", "Step" => 15, "Start" => "2012-06-14T12:00:00+01:00", "End" => "2012-06-14T23:59:45+01:00" ); $result = $client -> GetLogDataInline ($params); An extract from the var_dump / __getLastResponse is: var_dump($client) object(SoapClient)#1 (4) { ["trace"]= int(1) ["_features"]= int(1) ["_soap_version"]= int(1) ["sdl"]= resource(4) of type (Unknown) } var_dump($result) NULL __getLastResponse 15 2012-06-14T12:00:00+01:00 2012-06-14T23:59:45+01:00 External Temperature Workshop Lux Level Electricity Pulse 100wh Workshop PIR Active Boiler Flow Temp Outside Lux Workshop_Light_Override_Hours Water Consumption (Litres) Electricity kWh Consumption Water Consumption M3 Gas kWh Consumption Outside Lighting Heating Effective Setpoint Router Reset Workshop Lighting State Heating Run Hours Heating On Receptin Percent RH Reception Temp Reception RH Reception Temp 2012-06-14T12:00:00+01:00 -85.6 2.1 -1.0 Off -91.5 13.8 0.0 -1.0 0.0 0.0 -0.1 Off 21.0 Off Off 0.0 Off 53.0 22.0 53.0 22.0 2012-06-14T12:00:15+01:00 -85.4 2.1 -1.0 Off -91.8 13.8 0.0 -1.0 0.0 0.0 -0.1 Off 21.0 Off Off 0.0 Off 53.0 22.0 53.0 22.0 2012-06-14T12:00:30+01:00 -85.4 2.1 -1.0 Off -91.8 13.8 0.0 -1.0 0.0 0.0 -0.1 Off 21.0 Off Off 0.0 Off 53.0 22.0 53.0 22.0 2012-06-14T12:00:45+01:00 -85.4 2.1 -1.0 Off -91.5 13.7 0.0 -1.0 0.0 0.0 -0.1 Off 21.0 Off Off 0.0 Off 54.0 22.0 54.0 22.0 (this should be xml but doesn't appear to have copied correctly) If you've got this far, thanks for taking the time. Any help would be much appreciated.

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  • What do I need to write a small game on Linux?

    - by Michas
    I want to make a simple game: 2d, single-player, without tons of animations and special effects. I am not interested in ready to use game engines, I want to learn to write some code in a quite universal language. I am using Linux (AMD64) and looking for something easy with nice library for games. I do not want to mix few languages, most of them are in fact fast enough themselves for my needs. Cross platform would be an advantage, however all I need is a good Linux support. I have been considering few solutions. Ruby + Language looks very nice. + I am going to learn Ruby. - I am afraid I can have problems with additional libraries. - This thread about game libraries for Ruby could be longer. SDL + C + It is used for games. + It is very easy to set up. + There is a lot of additional libraries. + It is cross-platform. - The solution is quite low level. - The language is sometimes quite hard to read. QT + C++ + It is very easy to set up. + The standard QT libraries supports everything I can possibly need. + It is cross-platform. + The documentation is good. - The compilation is slow. - The language looks horrible. - The size of standard QT libraries is too big to comprehend. Environment of web browser + I am going to learn something more about this environment. + It is somewhat used for games. + It is quite cross-platform. - It would be too much experimental. Java + It is used for games. + The standard Java libraries supports everything I can possibly need. + It is cross-platform. - It is quite hard to set up. - The size of standard Java libraries is too big to comprehend. - The source code in Java could look better. - I think I do not want to learn Java. Google Go + I am going to learn Google Go. - There is big problem with libraries. - The solution would be quite low level. Python + It looks some people do games in Python, according to this thread. + It looks there are probably more libraries than for Ruby. - The Ruby language looks better. - I think I do not want to learn Python. C++ + something else + It is used for games. + It would be probably cross-platform. + There is a lot of libraries. - I do not need C++ extensions over C. - Compilation could be slow, there are fast compilers for C, not for C++. Haskell + I am going to learn Haskell. - Many things about programming computer games looks too much imperative. - It looks I can have some problems with libraries. - Compilation (GHC) looks slow. There is probably something more to consider. Does anyone have experience in making small games for Linux in non mainstream solutions? Does anyone have an advice for me?

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  • CodePlex Daily Summary for Tuesday, May 04, 2010

    CodePlex Daily Summary for Tuesday, May 04, 2010New ProjectsAlbum photo de club - Club's Photos Album: Un album photos permettant d'afficher les photos et le détails des membres d'un club - Photo album allowing to view photos and details of the membersBlog.Net Blogging Components: Blog.Net server-side blogging components to add a blog to your current ASP.NET website.FilePirate - Really Advanced LAN File Sharing: Really Advanced, yet super easy, LAN Party File Sharing written using the .Net Framework and C#. Ditch DirectConnect or Windows File Sharing at y...Fisiogest: Programa de gestión de una clínica de fisioterapiaIdeaNMR: An online repository of NMR experiment automated setups with wiki type documentation library and client program providing automated experiment setu...Introducción a Unity: Código de ejemplo del uso de Unity en diferentes situaciones. - Registro de clases, instancias e interfaces. - Resolución de clases, instancias e...Iowa City .NET Developers: This is the project site for the Iowa City .NET Developers.isanywhere: A command line utility to see if one or more files (given a filemask) are to be found anywhere inside a specific directory, or elsewhere inside one...LczCode: lczLog4net udp logs viewer: UdpLogViewer is a .NET 4 WinForm application that receives udp messages from log4net and shows them in a grid. It is possible to filter them or sh...New Silverlight XPS Viewer (In Sl4): New Silverlight XPS viewer Novuz: Novuz is a usenet indexer and reporter. It's developed both in Visual Studio 2010 and MonoDevelop, one of the key features of Novuz is that it sho...PodSnatch: PodSnatch is a podcast client that makes it easy to download rss-enclosures. Multiple simultaneous downloads enabled by threading. GUI is built wi...Robot Shootans: A simple top down shooter game where the player has to kill robots running at them. Written in C++ using SDL with various extentionsSharePoint Rsync List: This program will syncronize files and directories from and unc/local/sharepoint to a SharePoint 2007 or 2010 server. Supports of to 2GB files and ...SignInAndStorageLib: SignInAndStorageLib makes properly handling both sign in and storage issues in Xbox 360 XBLIG XNA games simple. Written in C#, SignInAndStorageLib...SilverBBS: ANSI-style bbs experience delivered via Silverlight. Silverlight flip-down counter: A Silverlight widget that enables you to count down towards a preconfigured event on a configured date.SmartieFly: Smartie Fly is a quiz software program written in C# using Silverlight. It uses SQL Server as a backend database. VS2010 Framework Driven Testing: CodedUITests generate a lot of code, and they break on every change to the object under test. Goals: - write new tests manually, but with as litt...WMediaCatalog: Advanced multimedia cataloguer. Allows users to keep their musical collections well organized and provides flexible methods of filtering, serarching WPathFinder: A simple path management application for windows. Functionality includes: - Add/remove/change path entries easily. - Search for all instances of a...Yasminoku: Yasminoku is an open source "Sudoku" alike game totally written in DHTML (JavaScript, CSS and HTML) that uses mouse. Includes sudoku solver. This c...New ReleasesAlbum photo de club - Club's Photos Album: App - version 0.4: version 0.4 - Critère d'affichage des membres : nom, année, ville - Navigation entre les images d'un membres - Navigation entre les membres - Affi...Album photo de club - Club's Photos Album: Code - Version 0.4: Code source de la version 0.4BigDecimal: Concept Evaluation Release 2 (BigDecimals): This in the second updates release of BigDecimals. It has the four simple arithmetic rules Addition, Subtract, Multiple and Division.CBM-Command: 2010-05-03: New features in this build Keyboard Shortcuts Panel Swapping Panel Toggling On/Off Toggling 40/80 Columns Confirming Quit Confirming GO64...Directory Linker: Directory Linker 2: This release introduces Undo Support and Symbolic File Link support. More details can be found here http://www.humblecoder.co.uk/?p=141DotNetNuke Skins Pack: DotNetNuke 80 Skins Pack: This released is the first for DNN 4 & 5 with Skin Token Design (legacy skin support on DNN 4 & 5)DTLoggedExec: 1.0.0.0: -FIRST NON-BETA RELEASE! :) -Code cleaned up -Added SetPackageInfo method to ILogProvider interface to make easier future improvements -Deprecated...GenerateTypedBamApi: Version 2.1: Changes in this release: NEW: Support for Office Data Connectivity Components 2010 NEW: Include both x86 and x64 EXE's due to lack of support in ...HobbyBrew Mobile: Beta 1 Refresh: Risolto bug circa il salvataggio di ricette (veniva impostato scorrettamente che si trattava di Mash Design "infusione" se ri-aperte con hobbyBrew)...Home Access Plus+: v4.2: Version 4.2 Added Overrides into the Booking System Some slight CSS changes to the Help Desk Updated the config tool to work anywhere on the LA...Hubble.Net - Open source full-text search database: V0.8.3.0: V0.8.3.0 Show server version in about dialog. Fix a bug of deleting querycache files. V0.8.2.9 Change sql client to support userid and password Ch...IdeaNMR: IdeaNMR Client: This is a client program with an example package.kdar: KDAR 0.0.21: KDAR - Kernel Debugger Anti Rootkit - signature's bases updated - usability increased - NDIS6 MINIPORT_BLOCK checks addedLightWeight Application Server: 0.4.1: One step further to beta - yet another release for c# developers audience only. Changes: 1. API - added a LWAS.Infrastructure.Storage service to d...Log4net udp logs viewer: UdpLogViewer 1.0: First release of UdpLogViewer, version 1.0.MDownloader: MDownloader-0.15.11.58370: Fixed minor bugs.Metabolite Enterprise Libraries for EPiServer CMS using Page Type Builder: Metabolite Enterprise Libraries 1.2 Beta 2: This is the beta release of the Metabolite Enterprise Libraries 1.2 Beta 2 for use with EPiServer 6 and Page Type Builder 1.2 Beta 2.Microsoft Silverlight Analytics Framework: Version 1.4.3 Installer: Pre-release Installer for Visual Studio 2010 and Expression Blend 4 RCSupports both Silverlight 3 and Silverlight 4 Release NotesFixed null referen...MultipointTUIO: Multipoint SDK v1.5 Release: Rebuilt against v1.5 of the Microsoft Multipoint SDK, this mean Windows 7 support (and 64bit I think!)My Notepad: My Notepad: This is the status of My Notepad until now. This is many built in features but has to undergo a lot of modifications. The release does not include ...New Silverlight XPS Viewer (In Sl4): Silverlight XPS Viewer: Background: During my development last week I was working on a Silverlight based XPS viewer. During this viewer we came to a situation in which the...NSIS Autorun: NSIS Autorun 0.1.6: This release includes source code, executable binary, files and example materials.Open Diagram: Open Diagram 5.0 Beta May 2010: This is the first beta release of Open Diagram 5.0. Select Crainiate.Diagramming.Examples.Forms as the startup project to view the current Class D...Pocket Wiki: PC Wiki (zip) 1.0.1: PC Version of Pocket Wiki. Unzip and run. Requires .NET Framework 2.0Pocket Wiki: Pocket Wiki 1.0.1 (cab): Pocket Wiki cab installation - requires DotNet 2.0 or greater. Default wiki language is "slash" - a syntax I created that is easy to type on keyboa...Pocket Wiki: Pocket Wiki.sbp: Pocket Wiki Source Code (version .72) - Basic4PPCPublish to Photo Frame: 1.0.2.0: This version adds: add borders to portrait images, for photo frames that crop them incorrectly.Reflection Studio: Reflection Studio 0.1: First download release, it contains a lot of things but allways in beta version. Hope you will like the preview.SharePoint 2010 PowerShell Scripts & Utilities: PSSP2010 Utils 0.1: This is the initial release with SPInstallUtils.psm1 module. This module includes Get-SPPrerequisites and New-SPInstallPackage cmdlets. Refer to th...Silverlight 4.0 Popup Menu: Context Menu for Silverlight 4.0 v1.1 Beta: Multilevel menus are now supported. Added design time support for the PopupMenuItem elements. The project is now under Subversion.Silverlight flip-down counter: FlipDownCounter v1.0: The final release of the Silverlight flip-down counter. Please refer to the included readme file for information on how to use the counter.Stratosphere: Stratosphere 1.0.0.1: Moved scalable block file system implementation to Stratosphere.FileSystemSystem.AddIn Pipeline Builder: Pipeline Builder 1.2: Lots of improvements from the CTP, version 1.0: - Added dialogue for possible overwrite if the file has changed: possibility of ignoring changes (p...ThoughtWorks Cruise Notification Interceptor: 1.0.1: Fixed an issue with the regex that parses the incoming notification. This issue would send failure messages when the build was "fixed".ThreadSafeControls: ThreadSafeControls v0.1: This is the first binary release of the ThreadSafeControls library. I'll call it a pre-alpha release.TracerX Logger/Viewer for .NET: 4.0: View this CodeProject article for documentation on how to use the latest version of the Logger. About the DownloadsVersion: 4.0.1005.1163 Changese...VCC: Latest build, v2.1.30503.0: Automatic drop of latest buildVisual Studio DSite: Lottery Game (Visual C++ 2008): An advanced lottery game made in visual c 2008.VivoSocial: VivoSocial 7.1.3: Version 7.1.3 of VivoSocial has been released. If you experienced any issues with the previous version, please update your modules to the 7.1.3 rel...Xrns2XMod: Xrns2XMod 1.0: Features added Conversion of all possible convertible features between Renoise and MOD / XM. FlacBox lib updated (thanks to Yuri) NAudio lib in...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: Databasepatterns & practices – Enterprise LibrarySilverlight ToolkitiTuner - The iTunes CompanionWindows Presentation Foundation (WPF)ASP.NETDotNetNuke® Community EditionMost Active ProjectsIonics Isapi Rewrite Filterpatterns & practices – Enterprise LibraryRawrHydroServer - CUAHSI Hydrologic Information System ServerAJAX Control Frameworkpatterns & practices: Azure Security GuidanceNB_Store - Free DotNetNuke Ecommerce Catalog ModuleBlogEngine.NETTinyProjectDambach Linear Algebra Framework

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  • guvcview recording video and audio out of synchronisation in Ubuntu 10.10

    - by SIJAR
    I finally got Guvcview, a great software for Logitech webcam and it does all the stuff that one wants out of it. But I'm not satisfy with the video recording, video and audio out of synchronisation also video seems to be in slow motion. Please help so that I can tweak in and get a good video recording with the webcam. Below is the log of Guvcview ------------------------------------------------------------------------------- guvcview 1.4.1 video_device: /dev/video0 vid_sleep: 0 cap_meth: 1 resolution: 640 x 480 windowsize: 1024 x 715 vert pane: 578 spin behavior: 0 mode: mjpg fps: 1/25 Display Fps: 0 bpp: 0 hwaccel: 1 avi_format: 4 sound: 1 sound Device: 4 sound samp rate: 0 sound Channels: 0 Sound delay: 0 nanosec Sound Format: 85 Pan Step: 2 degrees Tilt Step: 2 degrees Video Filter Flags: 0 image inc: 0 profile(default):/home/sijar/default.gpfl starting portaudio... bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) Cannot connect to server socket err = No such file or directory Cannot connect to server socket jack server is not running or cannot be started language catalog= dir:/usr/share/locale type:UTF-8 lang:en_US.utf8 cat:guvcview.mo mjpg: setting format to 1196444237 capture method = 1 video device: /dev/video0 libv4lconvert: warning more framesizes then I can handle! libv4lconvert: warning more framesizes then I can handle! /dev/video0 - device 1 libv4lconvert: warning more framesizes then I can handle! libv4lconvert: warning more framesizes then I can handle! Init. UVC Camera (046d:0825) (location: usb-0000:00:1d.7-5) { pixelformat = 'YUYV', description = 'YUV 4:2:2 (YUYV)' } { discrete: width = 640, height = 480 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 160, height = 120 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 176, height = 144 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 176 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 352, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 432, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 544, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 640, height = 360 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, ... repeats a couple of times ... vid:046d pid:0825 driver:uvcvideo Adding control for Pan (relative) UVCIOC_CTRL_ADD - Error: Operation not permitted checking format: 1196444237 VIDIOC_G_COMP:: Invalid argument compression control not supported fps is set to 1/25 drawing controls control[0]: 0x980900 Brightness, 0:255:1, default 128 control[0]: 0x980901 Contrast, 0:255:1, default 32 control[0]: 0x980902 Saturation, 0:255:1, default 32 control[0]: 0x98090c White Balance Temperature, Auto, 0:1:1, default 1 control[0]: 0x980913 Gain, 0:255:1, default 0 control[0]: 0x980918 Power Line Frequency, 0:2:1, default 2 control[0]: 0x98091a White Balance Temperature, 0:10000:10, default 4000 control[0]: 0x98091b Sharpness, 0:255:1, default 24 control[0]: 0x98091c Backlight Compensation, 0:1:1, default 1 control[0]: 0x9a0901 Exposure, Auto, 0:3:1, default 3 control[0]: 0x9a0902 Exposure (Absolute), 1:10000:1, default 166 control[0]: 0x9a0903 Exposure, Auto Priority, 0:1:1, default 0 resolutions of format(2) = 19 frame rates of 1º resolution=6 Def. Res: 0 numb. fps:6 --------------------------------------- device #0 Name = Intel 82801DB-ICH4: Intel 82801DB-ICH4 (hw:0,0) Host API = ALSA Max inputs = 2, Max outputs = 2 Def. low input latency = 0.012 Def. low output latency = 0.012 Def. high input latency = 0.046 Def. high output latency = 0.046 Def. sample rate = 44100.00 --------------------------------------- device #1 Name = Intel 82801DB-ICH4: Intel 82801DB-ICH4 - MIC ADC (hw:0,1) Host API = ALSA Max inputs = 2, Max outputs = 0 Def. low input latency = 0.011 Def. low output latency = -1.000 Def. high input latency = 0.043 Def. high output latency = -1.000 Def. sample rate = 48000.00 --------------------------------------- device #2 Name = Intel 82801DB-ICH4: Intel 82801DB-ICH4 - MIC2 ADC (hw:0,2) Host API = ALSA Max inputs = 2, Max outputs = 0 Def. low input latency = 0.011 Def. low output latency = -1.000 Def. high input latency = 0.043 Def. high output latency = -1.000 Def. sample rate = 48000.00 --------------------------------------- device #3 Name = Intel 82801DB-ICH4: Intel 82801DB-ICH4 - ADC2 (hw:0,3) Host API = ALSA Max inputs = 2, Max outputs = 0 Def. low input latency = 0.011 Def. low output latency = -1.000 Def. high input latency = 0.043 Def. high output latency = -1.000 Def. sample rate = 48000.00 --------------------------------------- device #4 Name = Intel 82801DB-ICH4: Intel 82801DB-ICH4 - IEC958 (hw:0,4) Host API = ALSA Max inputs = 0, Max outputs = 2 Def. low input latency = -1.000 Def. low output latency = 0.011 Def. high input latency = -1.000 Def. high output latency = 0.043 Def. sample rate = 48000.00 --------------------------------------- device #5 Name = USB Device 0x46d:0x825: USB Audio (hw:1,0) Host API = ALSA Max inputs = 1, Max outputs = 0 Def. low input latency = 0.011 Def. low output latency = -1.000 Def. high input latency = 0.043 Def. high output latency = -1.000 Def. sample rate = 48000.00 --------------------------------------- device #6 Name = front Host API = ALSA Max inputs = 0, Max outputs = 2 Def. low input latency = -1.000 Def. low output latency = 0.012 Def. high input latency = -1.000 Def. high output latency = 0.046 Def. sample rate = 44100.00 --------------------------------------- device #7 Name = iec958 Host API = ALSA Max inputs = 0, Max outputs = 2 Def. low input latency = -1.000 Def. low output latency = 0.011 Def. high input latency = -1.000 Def. high output latency = 0.043 Def. sample rate = 48000.00 --------------------------------------- device #8 Name = spdif Host API = ALSA Max inputs = 0, Max outputs = 2 Def. low input latency = -1.000 Def. low output latency = 0.011 Def. high input latency = -1.000 Def. high output latency = 0.043 Def. sample rate = 48000.00 --------------------------------------- device #9 Name = pulse Host API = ALSA Max inputs = 32, Max outputs = 32 Def. low input latency = 0.012 Def. low output latency = 0.012 Def. high input latency = 0.046 Def. high output latency = 0.046 Def. sample rate = 44100.00 --------------------------------------- device #10 Name = dmix Host API = ALSA Max inputs = 0, Max outputs = 2 Def. low input latency = -1.000 Def. low output latency = 0.043 Def. high input latency = -1.000 Def. high output latency = 0.043 Def. sample rate = 48000.00 --------------------------------------- device #11 [ Default Input, Default Output ] Name = default Host API = ALSA Max inputs = 32, Max outputs = 32 Def. low input latency = 0.012 Def. low output latency = 0.012 Def. high input latency = 0.046 Def. high output latency = 0.046 Def. sample rate = 44100.00 ---------------------------------------------- SampleRate:0 Channels:0 Video driver: x11 A window manager is available VIDIOC_S_EXT_CTRLS for multiple controls failed (error -1) using VIDIOC_S_CTRL for user class controls control(0x0098091a) "White Balance Temperature" failed to set (error -1) VIDIOC_S_EXT_CTRLS for multiple controls failed (error -1) using VIDIOC_S_EXT_CTRLS on single controls for class: 0x009a0000 control(0x009a0902) "Exposure (Absolute)" failed to set (error -1) VIDIOC_S_EXT_CTRLS for multiple controls failed (error -1) using VIDIOC_S_CTRL for user class controls control(0x0098091a) "White Balance Temperature" failed to set (error -1) VIDIOC_S_EXT_CTRLS for multiple controls failed (error -1) using VIDIOC_S_EXT_CTRLS on single controls for class: 0x009a0000 control(0x009a0902) "Exposure (Absolute)" failed to set (error -1) Cap Video toggled: 1 (/home/sijar/Videos/Webcam) 25371756K bytes free on a total of 39908968K (used: 36 %) treshold=51200K using audio codec: 0x0055 Audio frame size is 1152 samples for selected codec IO thread started...OK [libx264 @ 0x8cbd8b0]using cpu capabilities: MMX2 SSE2 Cache64 [libx264 @ 0x8cbd8b0]profile Baseline, level 3.0 [libx264 @ 0x8cbd8b0]non-strictly-monotonic PTS shift sound by -9 ms shift sound by -9 ms shift sound by -9 ms AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data ... repeats a couple of times ... AUDIO: droping audio data (/home/sijar/Videos/Webcam) 25371748K bytes free on a total of 39908968K (used: 36 %) treshold=51200K AUDIO: droping audio data AUDIO: droping audio data ... repeats a couple of times ... Cap Video toggled: 0 Shuting Down IO Thread AUDIO: droping audio data stop= 4426644744000 start=4416533023000 VIDEO: 146 frames in 10111.000000 ms = 14.439719 fps Stoping audio stream Closing audio stream... close avi Last message repeated 145 times [libx264 @ 0x8cbd8b0]frame I:2 Avg QP:14.10 size: 24492 [libx264 @ 0x8cbd8b0]frame P:103 Avg QP:16.06 size: 20715 [libx264 @ 0x8cbd8b0]mb I I16..4: 48.4% 0.0% 51.6% [libx264 @ 0x8cbd8b0]mb P I16..4: 57.5% 0.0% 0.0% P16..4: 40.2% 0.0% 0.0% 0.0% 0.0% skip: 2.3% [libx264 @ 0x8cbd8b0]final ratefactor: 62.05 [libx264 @ 0x8cbd8b0]coded y,uvDC,uvAC intra: 79.7% 92.2% 68.4% inter: 62.4% 87.5% 48.0% [libx264 @ 0x8cbd8b0]i16 v,h,dc,p: 23% 17% 41% 19% [libx264 @ 0x8cbd8b0]i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 30% 24% 26% 2% 5% 3% 3% 3% 4% [libx264 @ 0x8cbd8b0]i8c dc,h,v,p: 53% 20% 23% 4% [libx264 @ 0x8cbd8b0]ref P L0: 63.0% 37.0% [libx264 @ 0x8cbd8b0]kb/s:-0.00 total frames encoded: 0 total audio frames encoded: 0 IO thread finished...OK IO Thread finished enabling controls Cap Video toggled: 1 (/home/sijar/Videos/Webcam) 25379744K bytes free on a total of 39908968K (used: 36 %) treshold=51200K using audio codec: 0x0055 Audio frame size is 1152 samples for selected codec IO thread started...OK [libx264 @ 0x8cfba20]using cpu capabilities: MMX2 SSE2 Cache64 [libx264 @ 0x8cfba20]profile Baseline, level 3.0 [libx264 @ 0x8cfba20]non-strictly-monotonic PTS shift sound by -236 ms shift sound by -236 ms shift sound by -236 ms (/home/sijar/Videos/Webcam) 25377044K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25373408K bytes free on a total of 39908968K (used: 36 %) treshold=51200K AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data ... repeats a couple of times ... (/home/sijar/Videos/Webcam) 25370696K bytes free on a total of 39908968K (used: 36 %) treshold=51200K AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data ... repeats a couple of times ... (/home/sijar/Videos/Webcam) 25367680K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25364052K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25360312K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25356628K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25352908K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25349316K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25345552K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25341828K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25338092K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25334412K bytes free on a total of 39908968K (used: 36 %) treshold=51200K Cap Video toggled: 0 Shuting Down IO Thread stop= 4708817235000 start=4578624714000 VIDEO: 1604 frames in 130192.000000 ms = 12.320265 fps Stoping audio stream Closing audio stream... close avi Last message repeated 1603 times [libx264 @ 0x8cfba20]frame I:16 Avg QP:14.78 size: 42627 [libx264 @ 0x8cfba20]frame P:1547 Avg QP:16.44 size: 28599 [libx264 @ 0x8cfba20]mb I I16..4: 21.6% 0.0% 78.4% [libx264 @ 0x8cfba20]mb P I16..4: 28.1% 0.0% 0.0% P16..4: 70.5% 0.0% 0.0% 0.0% 0.0% skip: 1.4% [libx264 @ 0x8cfba20]final ratefactor: 88.17 [libx264 @ 0x8cfba20]coded y,uvDC,uvAC intra: 74.4% 95.8% 83.2% inter: 75.2% 94.6% 69.2% [libx264 @ 0x8cfba20]i16 v,h,dc,p: 27% 17% 40% 16% [libx264 @ 0x8cfba20]i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 25% 25% 21% 3% 6% 4% 5% 4% 7% [libx264 @ 0x8cfba20]i8c dc,h,v,p: 61% 18% 18% 4% [libx264 @ 0x8cfba20]ref P L0: 64.0% 36.0% [libx264 @ 0x8cfba20]kb/s:-0.00 total frames encoded: 0 total audio frames encoded: 0 IO thread finished...OK IO Thread finished enabling controls Shuting Down Thread Thread terminated... cleaning Thread allocations: 100% SDL Quit Video Thread finished write /home/sijar/.guvcviewrc OK free audio mutex closed v4l2 strutures free controls free controls - vidState cleaned allocations - 100% Closing portaudio ...OK Closing GTK... OK

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  • CodePlex Daily Summary for Tuesday, June 05, 2012

    CodePlex Daily Summary for Tuesday, June 05, 2012Popular ReleasesApplication Architecture Guidelines: Application Architecture Guidelines 3.0.7: 3.0.7Jolt Environment: Jolt v2 Stable: Many new features. Follow development here for more information: http://www.rune-server.org/runescape-development/rs-503-client-server/projects/298763-jolt-environment-v2.html Setup instructions in downloadtedplay: tedplay 1.0: First public release of the Commodore 264 family (C16, plus/4) music player based on the SDL version of YAPE http://yape.homeserver.hu.SharePoint Euro 2012 - UEFA European Football Predictor: havivi.euro2012.wsp (1.5): New fetures:Multilingual Support Max users property in Standings Web Part Games time zone change (UTC +1) bug fix - Version 1.4 locking problem http://euro2012.codeplex.com/discussions/358262 bug fix - Field Title not found (v.1.3) German SP http://euro2012.codeplex.com/discussions/358189#post844228 Bug fix - Access is denied.for users with contribute rights Bug fix - Installing on non-English version of SharePoint Bug fix - Title Rules Installing SharePoint Euro 2012 PredictorSharePoint E...xNet: xNet 2.1.1: Release xNet 2.1.1Command Line Parser Library: 1.9.2.4 stable: This is the first stable of 1.9.* branch. Added tests for HelpText::AutoBuild. Fixed minor formatting error in HelpText::DefaultParsingErrorsHandler.myManga: myManga v1.0.0.4: ChangeLogUpdating from Previous Version: Extract contents of Release - myManga v1.0.0.4.zip to previous version's folder. Replaces: myManga.exe BakaBox.dll CoreMangaClasses.dll Manga.dll Plugins/MangaReader.manga.dll Plugins/MangaFox.manga.dll Plugins/MangaHere.manga.dll Plugins/MangaPanda.manga.dllMVVM Light Toolkit: V4RC (binaries only) including Windows 8 RP: This package contains all the latest DLLs for MVVM Light V4 RC. It includes the DLLs for Windows 8 Release Preview. An updated Nuget package is also available at http://nuget.org/packages/MvvmLightLibsPreviewExtAspNet: ExtAspNet v3.1.7: +2012-06-03 v3.1.7 -?????????BUG,??????RadioButtonList?,AJAX????????BUG(swtseaman、????)。 +?Grid?BoundField、HyperLinkField、LinkButtonField、WindowField??HtmlEncode?HtmlEncodeFormatString(TiDi)。 -HtmlEncode?HtmlEncodeFormatString??????true,??????HTML????????。 -??????Asp.Net??GridView?BoundField?????????。 -http://msdn.microsoft.com/en-us/library/system.web.ui.webcontrols.boundfield.htmlencode -?Grid?HyperLinkField、WindowField??UrlEncode??,????URL??(???true)。 -?????????????,?????????????...Ela, functional language: Ela Platform 2012.3: 2012.3 is a stabilization release. It contains several improvements to Ela, std lib and Elide. Ela changes Fix:Op code 'Show' didn't work correctly when a format string was a thunk. Fix:Flipping a function wrapped in a thunk caused VM to crush. Fix:A bug fixed in concatenation of a thunk and a lazy list. Fix:Concatenation of a lazy list and a strict list could cause stack overflow in a case of recursive thunks. Fix:A bug fixed in applying 'show' to a result of a lazy and strict list...Cross Site Treeview - For MOSS 2007: Cross Site Treeview-Beta - WSP Solution: Cross Site Treeview-Beta - WSP SolutionLiveChat Starter Kit: LCSK v1.5.2: New features: Visitor location (City - Country) from geo-location Pass configuration via javascript for the chat box New visitor identification (no more using the IP address as visitor identification) To update from 1.5.1 Run the /src/1.5.2-sql-updates.txt SQL script to update your database tables. If you have it installed via NuGet, simply update your package and the file will be included so you can run the update script. New installation The easiest way to add LCSK to your app is by...Kendo UI ASP.NET Sample Applications: Sample Applications (2012-06-01): Sample application(s) demonstrating the use of Kendo UI in ASP.NET applications.Better Explorer: Better Explorer Beta 1: Finally, the first Beta is here! There were a lot of changes, including: Translations into 10 different languages (the translations are not complete and will be updated soon) Conditional Select new tools for managing archives Folder Tools tab new search bar and Search Tab new image editing tools update function many bug fixes, stability fixes, and memory leak fixes other new features as well! Please check it out and if there are any problems, let us know. :) Also, do not forge...Player Framework by Microsoft: Player Framework for Windows 8 Metro (Preview 3): Player Framework for HTML/JavaScript and XAML/C# Metro Style Applications. Additional DownloadsIIS Smooth Streaming Client SDK for Windows 8 Microsoft PlayReady Client SDK for Metro Style Apps Release notes:Support for Windows 8 Release Preview (released 5/31/12) Advertising support (VAST, MAST, VPAID, & clips) Miscellaneous improvements and bug fixesMicrosoft Ajax Minifier: Microsoft Ajax Minifier 4.54: Fix for issue #18161: pretty-printing CSS @media rule throws an exception due to mismatched Indent/Unindent pair.Silverlight Toolkit: Silverlight 5 Toolkit Source - May 2012: Source code for December 2011 Silverlight 5 Toolkit release.Windows 8 Metro RSS Reader: RSS Reader release 6: Changed background and foreground colors Used VariableSizeGrid layout to wrap blog posts with images Sort items with Images first, text-only last Enabled Caching to improve navigation between framesJson.NET: Json.NET 4.5 Release 6: New feature - Added IgnoreDataMemberAttribute support New feature - Added GetResolvedPropertyName to DefaultContractResolver New feature - Added CheckAdditionalContent to JsonSerializer Change - Metro build now always uses late bound reflection Change - JsonTextReader no longer returns no content after consecutive underlying content read failures Fix - Fixed bad JSON in an array with error handling creating an infinite loop Fix - Fixed deserializing objects with a non-default cons...DotNetNuke® Community Edition CMS: 06.02.00: Major Highlights Fixed issue in the Site Settings when single quotes were being treated as escape characters Fixed issue loading the Mobile Premium Data after upgrading from CE to PE Fixed errors logged when updating folder provider settings Fixed the order of the mobile device capabilities in the Site Redirection Management UI The User Profile page was completely rebuilt. We needed User Profiles to have multiple child pages. This would allow for the most flexibility by still f...New ProjectsDish: ????? ???????? ??? ??.DRESSCOLLECTION: THIS IS A MVC APPLICAITON WHICH HELPS IN CREATING RANGE OF CLOTH AND DRESS COLLECTION TO CHOOSE AND BUY.FlowTasks: FlowTasks is a framework to develop human and business workflowGroup3.ERP.Roleadministration: Software zum generieren von RollendefinitionenHierarchical Pages Orchard Module: Creates a Hierarchical Page content type that does everything the built-in Page type does, but items can also contain other pages (and thus are containable by other pages too).hot24.vn: is first my project, it very cu chuoi.Household Manager: fcsdvsdvsdcdLabView interface for windows HPC: This project is a prototype library that attempts to integrate in the same enviroment the Data Acquisition and the Data Analysis systems. The library is a collection of LabVIEW Virtual Instruments that permts the job submission to a Windows HPC cluster. Jobs results can be easaly collected in order to perform actions via the DAQ control. Full documentation and examples are included.markgroves.us: Hello this is the blog template for http://markgroves.us. MostrarDireccion: Muestra la Direccion donde Reside cada personaMSPTH2012: This project is for MSPTH2012. Pattern Rolling File Appender for log4net: Appender for log4net that is combination of PatternFileAppender and RollingFileAppenderPowershell By Example: The vision of Powershell By Example is to give those interested in Powershell the chance to learn Powershell scripting by example with the goal of empowering them to use Powershell to maintain their own Windows environments. Practica Cuarto A: proyecto bakanProvidence: Providence is an application meant to capture audio, video, and screen-shots for various purposes.Proyecto T2: Tarea 2 - aprendiendo a utilizar la herramientaServer Config Tools: ??? ?????? IIS ?????SharePoint Scheduling Assistant: Scheduling assistant built for schools and universities. Works with out-of-the-box list and involves no custom workflows.Steam Group Players: This tool is meant to allow access to Steam community groups with the ability to sort group members according to hours spent playing specific games (as well as overall play time). The reason for starting this project was to allow a "player of the week"-selection that is slightly more complex than picking one by random or just by total hours played (recently).t2belenlm4c: Ana Belen LandaTaskLogger: Handy little pop-up that allows you to track time spent on project tasks. Can be used to generate timesheets.TechnicBlog: ????TPL DataFlow Debugger Visualizer: Graphic debugger visualizer to TPL DataFlow networks enable to see live state of blocks and relations Compatible with VS 2012 RC VsDoc2JsDoc: The goal of this project is to convert VSDoc JavaScript comments of JayData classes to JSDoc comment format. Using this tool you can generate the API reference of your JayData components and keep your JavaScript documentation up-to-date.WorkOutTimer: WorkOutTimer This little tool provides an easy to use timer for your workouts, trainings, and more... It has two time period, one for working, and one to be cool! By default work time is set to 2 minutes, cool time is set to 1minute (Kick boxing settings), but you can set up each period time as you want. You can hang up, restart, or reset time. It offers a high visibility timer. It also counts rounds. So have great workout! If you use it and you think it’s cool for y...XLIFF Editor: This is an attempt at making an open source XLIFF editor for Windows. I am using the Open Language Tools Editor as the primary source for the ideas of the XLIFF Editor. I am new to C# so this is is for me an ambitious learning and hopefull succesfull project. Any help in positive criticism will be looked at gratefully. xNet: xNet - a class library for .NET Framework, which includes: - Classes for work with proxy servers: HTTP, Socks4 (and), Socks5. - Classes for work with HTTP 1.0/1.1 protocol: keep-alive, gzip, deflate, chunked, SSL, proxies and more. - Classes for work with multithreading: _a multithreaded bypassing the collection, asynchronous events and more_. - Classes helpers that extend standard classes .NET Framework: FileHelper, DirectoryHelper, StringHelper, XmlHelper, BitHelper and others.?????? «??????????? ??????»: ??????????? ??????????: description

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  • Building LMMS: "Configuring incomplete, errors occurred!"

    - by fridojet
    I tried to build Linux MultiMedia studio from the source of the SourceForge git:// repository under Ubuntu 12.04 LTS 32b: git clone git://lmms.git.sourceforge.net/gitroot/lmms/lmms cd lmms git checkout First I tried to install all the required libraries and then I cmaked. - That's what happened on cmake (errors occurred!): [DIR]lmms/build$ cmake .. -- The C compiler identification is GNU -- The CXX compiler identification is GNU -- Check for working C compiler: /usr/bin/gcc -- Check for working C compiler: /usr/bin/gcc -- works -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working CXX compiler: /usr/bin/c++ -- Check for working CXX compiler: /usr/bin/c++ -- works -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done PROCESSOR: i686 Machine: i686-linux-gnu -- Target host is 32 bit -- Looking for include files LMMS_HAVE_STDINT_H -- Looking for include files LMMS_HAVE_STDINT_H - found -- Looking for include files LMMS_HAVE_STDBOOL_H -- Looking for include files LMMS_HAVE_STDBOOL_H - found -- Looking for include files LMMS_HAVE_STDLIB_H -- Looking for include files LMMS_HAVE_STDLIB_H - found -- Looking for include files LMMS_HAVE_PTHREAD_H -- Looking for include files LMMS_HAVE_PTHREAD_H - found -- Looking for include files LMMS_HAVE_SEMAPHORE_H -- Looking for include files LMMS_HAVE_SEMAPHORE_H - found -- Looking for include files LMMS_HAVE_UNISTD_H -- Looking for include files LMMS_HAVE_UNISTD_H - found -- Looking for include files LMMS_HAVE_SYS_TYPES_H -- Looking for include files LMMS_HAVE_SYS_TYPES_H - found -- Looking for include files LMMS_HAVE_SYS_IPC_H -- Looking for include files LMMS_HAVE_SYS_IPC_H - found -- Looking for include files LMMS_HAVE_SYS_SHM_H -- Looking for include files LMMS_HAVE_SYS_SHM_H - found -- Looking for include files LMMS_HAVE_SYS_TIME_H -- Looking for include files LMMS_HAVE_SYS_TIME_H - found -- Looking for include files LMMS_HAVE_SYS_WAIT_H -- Looking for include files LMMS_HAVE_SYS_WAIT_H - found -- Looking for include files LMMS_HAVE_SYS_SELECT_H -- Looking for include files LMMS_HAVE_SYS_SELECT_H - found -- Looking for include files LMMS_HAVE_STDARG_H -- Looking for include files LMMS_HAVE_STDARG_H - found -- Looking for include files LMMS_HAVE_SIGNAL_H -- Looking for include files LMMS_HAVE_SIGNAL_H - found -- Looking for include files LMMS_HAVE_SCHED_H -- Looking for include files LMMS_HAVE_SCHED_H - found -- Looking for include files LMMS_HAVE_SYS_SOUNDCARD_H -- Looking for include files LMMS_HAVE_SYS_SOUNDCARD_H - found -- Looking for include files LMMS_HAVE_SOUNDCARD_H -- Looking for include files LMMS_HAVE_SOUNDCARD_H - not found. -- Looking for include files LMMS_HAVE_FCNTL_H -- Looking for include files LMMS_HAVE_FCNTL_H - found -- Looking for include files LMMS_HAVE_SYS_IOCTL_H -- Looking for include files LMMS_HAVE_SYS_IOCTL_H - found -- Looking for include files LMMS_HAVE_CTYPE_H -- Looking for include files LMMS_HAVE_CTYPE_H - found -- Looking for include files LMMS_HAVE_STRING_H -- Looking for include files LMMS_HAVE_STRING_H - found -- Looking for include files LMMS_HAVE_PROCESS_H -- Looking for include files LMMS_HAVE_PROCESS_H - not found. -- Looking for include files LMMS_HAVE_LOCALE_H -- Looking for include files LMMS_HAVE_LOCALE_H - found -- Looking for Q_WS_X11 -- Looking for Q_WS_X11 - found -- Looking for Q_WS_WIN -- Looking for Q_WS_WIN - not found. -- Looking for Q_WS_QWS -- Looking for Q_WS_QWS - not found. -- Looking for Q_WS_MAC -- Looking for Q_WS_MAC - not found. -- Found Qt4: /usr/bin/qmake (found suitable version "4.8.1", required is "4.6.0;COMPONENTS;QtCore;QtGui;QtXml;QtNetwork") -- Found Qt translations in /usr/share/qt4/translations -- checking for module 'sndfile>=1.0.11' -- found sndfile, version 1.0.25 -- Looking for include files CMAKE_HAVE_PTHREAD_H -- Looking for include files CMAKE_HAVE_PTHREAD_H - found -- Looking for pthread_create in pthreads -- Looking for pthread_create in pthreads - not found -- Looking for pthread_create in pthread -- Looking for pthread_create in pthread - found -- Found Threads: TRUE -- Found libzip: /usr/lib/libzip.so -- Found libflac++: /usr/lib/i386-linux-gnu/libFLAC.so;/usr/lib/i386-linux-gnu/libFLAC++.so -- Found STK: /usr/lib/i386-linux-gnu/libstk.so -- checking for module 'portaudio-2.0' -- found portaudio-2.0, version 19 -- Found Portaudio: portaudio;asound;m;pthread -- checking for module 'libpulse' -- found libpulse, version 1.1 -- Found PulseAudio Simple: /usr/lib/i386-linux-gnu/libpulse.so -- Looking for vorbis_bitrate_addblock in vorbis -- Looking for vorbis_bitrate_addblock in vorbis - found -- Found OggVorbis: /usr/lib/i386-linux-gnu/libogg.so;/usr/lib/i386-linux-gnu/libvorbis.so;/usr/lib/i386-linux-gnu/libvorbisfile.so;/usr/lib/i386-linux-gnu/libvorbisenc.so -- Looking for snd_seq_create_simple_port in asound -- Looking for snd_seq_create_simple_port in asound - found -- Found ALSA: /usr/lib/i386-linux-gnu/libasound.so -- Looking for include files LMMS_HAVE_MACHINE_SOUNDCARD_H -- Looking for include files LMMS_HAVE_MACHINE_SOUNDCARD_H - not found. -- Looking for include files LMMS_HAVE_LINUX_AWE_VOICE_H -- Looking for include files LMMS_HAVE_LINUX_AWE_VOICE_H - not found. -- Looking for include files LMMS_HAVE_AWE_VOICE_H -- Looking for include files LMMS_HAVE_AWE_VOICE_H - not found. -- Looking for include files LMMS_HAVE__USR_SRC_SYS_I386_ISA_SOUND_AWE_VOICE_H -- Looking for include files LMMS_HAVE__USR_SRC_SYS_I386_ISA_SOUND_AWE_VOICE_H - not found. -- Looking for include files LMMS_HAVE__USR_SRC_SYS_GNU_I386_ISA_SOUND_AWE_VOICE_H -- Looking for include files LMMS_HAVE__USR_SRC_SYS_GNU_I386_ISA_SOUND_AWE_VOICE_H - not found. -- Looking for C++ include sys/asoundlib.h -- Looking for C++ include sys/asoundlib.h - found -- Looking for C++ include alsa/asoundlib.h -- Looking for C++ include alsa/asoundlib.h - found -- Looking for snd_pcm_resume in asound -- Looking for snd_pcm_resume in asound - found -- checking for module 'jack>=0.77' -- found jack, version 0.121.2 -- checking for module 'fftw3f>=3.0.0' -- package 'fftw3f>=3.0.0' not found CMake Error at /usr/share/cmake-2.8/Modules/FindPkgConfig.cmake:266 (message): A required package was not found Call Stack (most recent call first): /usr/share/cmake-2.8/Modules/FindPkgConfig.cmake:320 (_pkg_check_modules_internal) CMakeLists.txt:309 (PKG_CHECK_MODULES) -- checking for module 'fluidsynth>=1.0.7' -- found fluidsynth, version 1.1.5 -- Looking for include files LMMS_HAVE_LV2CORE -- Looking for include files LMMS_HAVE_LV2CORE - found -- Looking for include files LMMS_HAVE_SLV2_SCALEPOINTS_H -- Looking for include files LMMS_HAVE_SLV2_SCALEPOINTS_H - not found. -- Looking for slv2_world_new in slv2 -- Looking for slv2_world_new in slv2 - found -- Looking for librdf_new_world in rdf -- Looking for librdf_new_world in rdf - found -- Looking for wine_init in wine -- Looking for wine_init in wine - found -- Looking for C++ include windows.h -- Looking for C++ include windows.h - found -- checking for module 'samplerate>=0.1.7' -- package 'samplerate>=0.1.7' not found -- Performing Test HAVE_LRINT -- Performing Test HAVE_LRINT - Success -- Performing Test HAVE_LRINTF -- Performing Test HAVE_LRINTF - Success -- Performing Test CPU_CLIPS_POSITIVE -- Performing Test CPU_CLIPS_POSITIVE - Failed -- Performing Test CPU_CLIPS_NEGATIVE -- Performing Test CPU_CLIPS_NEGATIVE - Success -- Looking for XOpenDisplay in /usr/lib/i386-linux-gnu/libX11.so;/usr/lib/i386-linux-gnu/libXext.so -- Looking for XOpenDisplay in /usr/lib/i386-linux-gnu/libX11.so;/usr/lib/i386-linux-gnu/libXext.so - found -- Looking for gethostbyname -- Looking for gethostbyname - found -- Looking for connect -- Looking for connect - found -- Looking for remove -- Looking for remove - found -- Looking for shmat -- Looking for shmat - found -- Looking for IceConnectionNumber in ICE -- Looking for IceConnectionNumber in ICE - found -- Found X11: /usr/lib/i386-linux-gnu/libX11.so -- Found Freetype: /usr/lib/i386-linux-gnu/libfreetype.so Installation Summary -------------------- * Install Directory : /usr/local * Use system's libsamplerate : Supported audio interfaces -------------------------- * ALSA : OK * JACK : OK * OSS : OK * PortAudio : OK * PulseAudio : OK * SDL : OK Supported MIDI interfaces ------------------------- * ALSA : OK * OSS : OK * WinMM : <not supported on this platform> Supported file formats for project export ----------------------------------------- * WAVE : OK * OGG/VORBIS : OK * FLAC : OK Optional plugins ---------------- * SoundFont2 player : OK * Stk Mallets : OK * VST-instrument hoster : OK * VST-effect hoster : OK * LV2 hoster : OK * CALF LADSPA plugins : OK * CAPS LADSPA plugins : OK * CMT LADSPA plugins : OK * TAP LADSPA plugins : OK * SWH LADSPA plugins : OK * FL .zip import : OK ----------------------------------------------------------------- IMPORTANT: after installing missing packages, remove CMakeCache.txt before running cmake again! ----------------------------------------------------------------- -- Configuring incomplete, errors occurred! Here are some parts the contents of my lmms/build/CMakeCache.txt file: # This is the CMakeCache file. # For build in directory: /home/jk/Downloads/lmms-git/lmms/build # It was generated by CMake: /usr/bin/cmake # You can edit this file to change values found and used by cmake. # If you do not want to change any of the values, simply exit the editor. # If you do want to change a value, simply edit, save, and exit the editor. # The syntax for the file is as follows: # KEY:TYPE=VALUE # KEY is the name of a variable in the cache. # TYPE is a hint to GUI's for the type of VALUE, DO NOT EDIT TYPE!. # VALUE is the current value for the KEY. ######################## # EXTERNAL cache entries ######################## //Path to a file. ALSA_INCLUDES:PATH=/usr/include //Path to a library. ASOUND_LIBRARY:FILEPATH=/usr/lib/i386-linux-gnu/libasound.so //Path to a program. CMAKE_AR:FILEPATH=/usr/bin/ar //Choose the type of build, options are: None(CMAKE_CXX_FLAGS or // CMAKE_C_FLAGS used) Debug Release RelWithDebInfo MinSizeRel. CMAKE_BUILD_TYPE:STRING= //Enable/Disable color output during build. CMAKE_COLOR_MAKEFILE:BOOL=ON //CXX compiler. CMAKE_CXX_COMPILER:FILEPATH=/usr/bin/c++ //Flags used by the compiler during all build types. CMAKE_CXX_FLAGS:STRING= //Flags used by the compiler during debug builds. CMAKE_CXX_FLAGS_DEBUG:STRING=-g //Flags used by the compiler during release minsize builds. CMAKE_CXX_FLAGS_MINSIZEREL:STRING=-Os -DNDEBUG //Flags used by the compiler during release builds (/MD /Ob1 /Oi // /Ot /Oy /Gs will produce slightly less optimized but smaller // files). CMAKE_CXX_FLAGS_RELEASE:STRING=-O3 -DNDEBUG //Flags used by the compiler during Release with Debug Info builds. CMAKE_CXX_FLAGS_RELWITHDEBINFO:STRING=-O2 -g //C compiler. CMAKE_C_COMPILER:FILEPATH=/usr/bin/gcc //Flags used by the compiler during all build types. CMAKE_C_FLAGS:STRING= //Flags used by the compiler during debug builds. CMAKE_C_FLAGS_DEBUG:STRING=-g //Flags used by the compiler during release minsize builds. CMAKE_C_FLAGS_MINSIZEREL:STRING=-Os -DNDEBUG //Flags used by the compiler during release builds (/MD /Ob1 /Oi // /Ot /Oy /Gs will produce slightly less optimized but smaller // files). CMAKE_C_FLAGS_RELEASE:STRING=-O3 -DNDEBUG //Flags used by the compiler during Release with Debug Info builds. CMAKE_C_FLAGS_RELWITHDEBINFO:STRING=-O2 -g //Flags used by the linker. CMAKE_EXE_LINKER_FLAGS:STRING=' ' //Flags used by the linker during debug builds. CMAKE_EXE_LINKER_FLAGS_DEBUG:STRING= //Flags used by the linker during release minsize builds. CMAKE_EXE_LINKER_FLAGS_MINSIZEREL:STRING= //Flags used by the linker during release builds. CMAKE_EXE_LINKER_FLAGS_RELEASE:STRING= //Flags used by the linker during Release with Debug Info builds. CMAKE_EXE_LINKER_FLAGS_RELWITHDEBINFO:STRING= //Enable/Disable output of compile commands during generation. CMAKE_EXPORT_COMPILE_COMMANDS:BOOL=OFF //Install path prefix, prepended onto install directories. CMAKE_INSTALL_PREFIX:PATH=/usr/local //Path to a program. CMAKE_LINKER:FILEPATH=/usr/bin/ld //Path to a program. CMAKE_MAKE_PROGRAM:FILEPATH=/usr/bin/make //Flags used by the linker during the creation of modules. CMAKE_MODULE_LINKER_FLAGS:STRING=' ' //Flags used by the linker during debug builds. CMAKE_MODULE_LINKER_FLAGS_DEBUG:STRING= //Flags used by the linker during release minsize builds. CMAKE_MODULE_LINKER_FLAGS_MINSIZEREL:STRING= //Flags used by the linker during release builds. CMAKE_MODULE_LINKER_FLAGS_RELEASE:STRING= //Flags used by the linker during Release with Debug Info builds. CMAKE_MODULE_LINKER_FLAGS_RELWITHDEBINFO:STRING= ==[...]== That's a list of the contents of my lmms/build folder: [DIR]lmms/build$ dir CMakeCache.txt CPackSourceConfig.cmake lmmsconfig.h plugins CMakeFiles data lmms.rc CPackConfig.cmake include lmmsversion.h My Question: It just tells me that that "errors" occurred, but I can't see any error message. It seems like everything went fine. - So: Any idea what the problem could be? - Thanks.

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  • CodePlex Daily Summary for Thursday, December 16, 2010

    CodePlex Daily Summary for Thursday, December 16, 2010Popular ReleasesSharpDropBox Client for .NET: WP7 SharpDropBox Client - 0.1 Technology Preview: I decided to go ahead and release this. It works well for simple browsing folder structure/downloading files (and login works). See samples for an example of how to use it. I am in progress with a couple other methods which aren't currently working.SQL Monitor: SQL Monitor 2.9: 1. automatically set sql for new query if a object is selected(table/sp/function/view)uComponents: uComponents v2.0.1: This release: Fixes a critical issue with IIS 6. Removes various script error issues in Internet Explorer Supports the media picker with advanced dialog and preview. uComponents is a collaborative project for creating components for Umbraco including data types, XSLT extensions, controls and more. Containing 20 data-types, 7 XSLT extension libraries, keyboard short-cuts, drag-n-drop functionality, as well as great developer utilities - uComponents is one of the must-have packages for a...SplendidCRM: SplendidCRM 5.0 Community Edition: SplendidCRM Software has adopted the GNU Affero General Public License Version 3 (AGPLv3) for its Community Edition. This release includes the full set of SQL source code in the Community Edition, something that was previously only available in the Professional and Enterprise Editions. An article on the subject of Commercial Open-Source licensing has been posted at http://www.codeproject.com/KB/architecture/splendid-guide-article6.aspx.DotSpatial: DotSpatial 12-15-2010: This release contains a few minor bug fixes and hopefully the GDAL libraries for the 3.5 x86 build actually built to the correct directory this time.DotNetNuke® Community Edition: 05.06.01 Beta: This is the initial Beta of DotNetNuke 5.6.1. See the DotNetNuke Roadmap a full list of changes in this release.MSBuild Extension Pack: December 2010: Release Blog Post The MSBuild Extension Pack December 2010 release provides a collection of over 380 MSBuild tasks. A high level summary of what the tasks currently cover includes the following: System Items: Active Directory, Certificates, COM+, Console, Date and Time, Drives, Environment Variables, Event Logs, Files and Folders, FTP, GAC, Network, Performance Counters, Registry, Services, Sound Code: Assemblies, AsyncExec, CAB Files, Code Signing, DynamicExecute, File Detokenisation, GU...Access Control Service Samples and Documentation (Labs): Samples-R3: Contains latest ACS samples (corresponding to R3 release) that show how to integrate ACS with web services, ASP.NET websites (Web Forms and MVC) and on how to interact with the ACS Management Service. The Readmes for these samples are available here.TweetSharp: TweetSharp v2.0.0.0 - Preview 5: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Note: This code is currently preview quality. Preview 5 ChangesMaintenance release with user reported fixes Preview 4 ChangesReintroduced fluent interface support via satellite assembly Added entities support, entity segmentation, and ITweetable/ITweeter interfaces for client development Numerous fixes reported by preview users Preview 3 ChangesNumerous ...EnhSim: EnhSim 2.2.2 ALPHA: 2.2.2 ALPHAThis release adds in the changes for 4.03a at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - The spirit ...Silverlight Contrib: Silverlight Contrib 2010.1.0: 2010.1.0 New FeaturesCompatibility Release for Silverlight 4 and Visual Studio 2010FlickrNet API Library: 3.1.4000: Newest release. Now contains dedicated Windows Phone 7 DLL as well as all previous DLLs. Also contains Windows Help file documentation now as standard.mojoPortal: 2.3.5.8: see release notes on mojoportal.com http://www.mojoportal.com/mojoportal-2358-released.aspx Note that we have separate deployment packages for .NET 3.5 and .NET 4.0 The deployment package downloads on this page are pre-compiled and ready for production deployment, they contain no C# source code. To download the source code see the Source Code Tab I recommend getting the latest source code using TortoiseHG, you can get the source code corresponding to this release here.Microsoft All-In-One Code Framework: Visual Studio 2010 Code Samples 2010-12-13: Code samples for Visual Studio 2010Wii Backup Fusion: Wii Backup Fusion 0.9 Beta: - Aqua or brushed metal style for Mac OS X - Shows selection count beside ID - Game list selection mode via settings - Compare Files <-> WBFS game lists - Verify game images/DVD/WBFS - WIT command line for log (via settings) - Cancel possibility for loading games process - Progress infos while loading games - Localization for dates - UTF-8 support - Shortcuts added - View game infos in browser - Transfer infos for log - All transfer routines rewritten - Extract image from image/WBFS - Support....NETTER Code Starter Pack: v1.0.beta: '.NETTER Code Starter Pack ' contains a gallery of Visual Studio 2010 solutions leveraging latest and new technologies and frameworks based on Microsoft .NET Framework. Each Visual Studio solution included here is focused to provide a very simple starting point for cutting edge development technologies and framework, using well known Northwind database (for database driven scenarios). The current release of this project includes starter samples for the following technologies: ASP.NET Dynamic...NuGet (formerly NuPack): NuGet 1.0 Release Candidate: NuGet is a free, open source developer focused package management system for the .NET platform intent on simplifying the process of incorporating third party libraries into a .NET application during development. This release is a Visual Studio 2010 extension and contains the the Package Manager Console and the Add Package Dialog. This new build targets the newer feed (http://go.microsoft.com/fwlink/?LinkID=206669) and package format. See http://nupack.codeplex.com/documentation?title=Nuspe...Free Silverlight & WPF Chart Control - Visifire: Visifire Silverlight, WPF Charts v3.6.5 Released: Hi, Today we are releasing final version of Visifire, v3.6.5 with the following new feature: * New property AutoFitToPlotArea has been introduced in DataSeries. AutoFitToPlotArea will bring bubbles inside the PlotArea in order to avoid clipping of bubbles in bubble chart. You can visit Visifire documentation to know more. http://www.visifire.com/visifirechartsdocumentation.php Also this release includes few bug fixes: * Chart threw exception while adding new Axis in Chart using Vi...PHPExcel: PHPExcel 1.7.5 Production: DonationsDonate via PayPal via PayPal. If you want to, we can also add your name / company on our Donation Acknowledgements page. PEAR channelWe now also have a full PEAR channel! Here's how to use it: New installation: pear channel-discover pear.pearplex.net pear install pearplex/PHPExcel Or if you've already installed PHPExcel before: pear upgrade pearplex/PHPExcel The official page can be found at http://pearplex.net. Want to contribute?Please refer the Contribute page.??????????: All-In-One Code Framework ??? 2010-12-10: ?????All-In-One Code Framework(??) 2010?12??????!!http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=1code&DownloadId=128165 ?????release?,???????ASP.NET, WinForm, Silverlight????12?Sample Code。???,??????????sample code。 ?????:http://blog.csdn.net/sjb5201/archive/2010/12/13/6072675.aspx ??,??????MSDN????????????。 http://social.msdn.microsoft.com/Forums/zh-CN/codezhchs/threads ?????????????????,??Email ????New ProjectsAchievement Information System: AchIS is a software which documented all about student's prestigeAutoMock: AutoMock saves you time when writing unit tests by wiring up all the dependencies as mocks for the class under test.Basic samples: Basic C# samplesBCrypt.Net: A .Net port of jBCrypt implemented in C#. It uses a variant of the Blowfish encryption algorithm’s keying schedule, and introduces a work factor, which allows you to determine how expensive the hash function will be, allowing the algorithm to be "future-proof".Desafio Dot.Net: Projeto para o Desafio DotNetEDAFramework: This is a Estimation of Distribution Algorithm framework.Fluxions: Fluxions is a 3D Graphics Engine designed to make writing simple graphics or visualization projects easy. It is ideal for writing computer games or scientific type work where you need to easily prototype an idea. It includes support for writing OpenGL apps with GLUT or SDL.Guruzan.Com: Guruzan.Com is a new way to share your ideas and especially your claims.. We are about the create a next generation social network which will bring improved standarts and innovations for internet sharing. Our project includes many students from different countries...HotCold: This game loads a board of squares, of which one is randomly selected as the "HOT" square. The goal is to find the "HOT" square in the fewest clicks possible. .InSim.NET: A .NET InSim library for the racing simulator Live for Speed.Javascript Utils: JavaScript Utilitieskoppees: Mingi veebiliidesKVB-Abfahrtstafel: Die KVB-Abfahrtstafel erlaubt es, sich einige Haltestellentafeln im Netz der Kölner Verkehrsbetriebe - inklusive Störungsmeldungen - schon vor dem Verlassen des Büros/Hauses/Hotels am PC anzusehen. Besonders bei miesem Wetter eine echte Erleichterung.Lessons in PivotViewer: The Silverlight PivotViewer is a great control with a great deal of potential. However, there are a lot of questions on how to use and customize the PivotViewer. This project will attempt to answer those questions by providing a series of lessons on the PivotViewer.Liuyi: liuyiLiuyi.network: Liuyi.networkMiniDouBan: MiniDouBanN2F Yverdon Database Helper: A class to aid in performing simple database queries within N2F Yverdon. Also provides the capability to store queries for later use.N2F Yverdon Form Helper: A system that allows interaction with web forms in a fashion similar to that of ASP.NET MVC model binding.N2F Yverdon Sanitizers: A system to help ease the pain of sanitizing data. The system comes with some basic sanitizers as well as the framework necessary to enable easy development of custom sanitizers.Next Question: By Relavance: Next Question makes it easier for System Users, Administrators, Business Analysts, etc to run ad-hoc queries on any data store. Regardless of the type or location of the information, Next Question removes the need for T-SQL programmers to write explicit queries to answer businessNPicConvertDemo: azure test/demo/example projectOpenSprints: OpenSprints for WindowsPML_FahrradVerleih: PML_FahrradVerleih PMS ProjektPowerLib: PowerLib extends .NET Base Class Library functionality with algorithms and data structures. First release would be at next week.ProJect Manager Software: Project Manager Softwareqxtplatform: qxtplatformSencha Direct Stack based on ASP.NET MVC: This project focuses on creating ExtJS/Sencha Direct server stack using ASP.NET MVC.SqlExecuter: Simply run sql scripts against a SQL Server databaseSystem8: Experimental Silverlight project to help understand system 8's behavior (mehod of calibration bottom-quark tagging).TeamManager: Team management software based on silverlight application. It use PRISM and MEF to have flexible and extensible architecture.Umbraco Single Item Picker: Extention to the Umbraco, needs to pick: - Content pages, - Media items, - File System Objects, - Member Items in more "better way" additionally control returns not only item name(title) but also extended information (path, icon). WebSharper Community Samples: WebSharper Community SamplesWindows Phone 7 Charts: Charting component for Windows Phone 7 applications.Windows Phone 7 Silverlight ZXing Barcode Scanning Library: ZXing (pronounced "zebra crossing") is an open-source, multi-format 1D/2D barcode image processing library originally implemented by Google in Java. This is a Silverlight port of the csharp ZXing port created by Suraj Supekar at revision 1202 in the SVN repository. WPF RCON: WPF RCON is a RCON client for COD4 servers. It's RCON library + WPF GUI. It's developed in C#. It's far from being complete.

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  • Image/"most resembling pixel" search optimization?

    - by SigTerm
    The situation: Let's say I have an image A, say, 512x512 pixels, and image B, 5x5 or 7x7 pixels. Both images are 24bit rgb, and B have 1bit alpha mask (so each pixel is either completely transparent or completely solid). I need to find within image A a pixel which (with its' neighbors) most closely resembles image B, OR the pixel that probably most closely resembles image B. Resemblance is calculated as "distance" which is sum of "distances" between non-transparent B's pixels and A's pixels divided by number of non-transparent B's pixels. Here is a sample SDL code for explanation: struct Pixel{ unsigned char b, g, r, a; }; void fillPixel(int x, int y, SDL_Surface* dst, SDL_Surface* src, int dstMaskX, int dstMaskY){ Pixel& dstPix = *((Pixel*)((char*)(dst->pixels) + sizeof(Pixel)*x + dst->pitch*y)); int xMin = x + texWidth - searchWidth; int xMax = xMin + searchWidth*2; int yMin = y + texHeight - searchHeight; int yMax = yMin + searchHeight*2; int numFilled = 0; for (int curY = yMin; curY < yMax; curY++) for (int curX = xMin; curX < xMax; curX++){ Pixel& cur = *((Pixel*)((char*)(dst->pixels) + sizeof(Pixel)*(curX & texMaskX) + dst->pitch*(curY & texMaskY))); if (cur.a != 0) numFilled++; } if (numFilled == 0){ int srcX = rand() % src->w; int srcY = rand() % src->h; dstPix = *((Pixel*)((char*)(src->pixels) + sizeof(Pixel)*srcX + src->pitch*srcY)); dstPix.a = 0xFF; return; } int storedSrcX = rand() % src->w; int storedSrcY = rand() % src->h; float lastDifference = 3.40282347e+37F; //unsigned char mask = for (int srcY = searchHeight; srcY < (src->h - searchHeight); srcY++) for (int srcX = searchWidth; srcX < (src->w - searchWidth); srcX++){ float curDifference = 0; int numPixels = 0; for (int tmpY = -searchHeight; tmpY < searchHeight; tmpY++) for(int tmpX = -searchWidth; tmpX < searchWidth; tmpX++){ Pixel& tmpSrc = *((Pixel*)((char*)(src->pixels) + sizeof(Pixel)*(srcX+tmpX) + src->pitch*(srcY+tmpY))); Pixel& tmpDst = *((Pixel*)((char*)(dst->pixels) + sizeof(Pixel)*((x + dst->w + tmpX) & dstMaskX) + dst->pitch*((y + dst->h + tmpY) & dstMaskY))); if (tmpDst.a){ numPixels++; int dr = tmpSrc.r - tmpDst.r; int dg = tmpSrc.g - tmpDst.g; int db = tmpSrc.g - tmpDst.g; curDifference += dr*dr + dg*dg + db*db; } } if (numPixels) curDifference /= (float)numPixels; if (curDifference < lastDifference){ lastDifference = curDifference; storedSrcX = srcX; storedSrcY = srcY; } } dstPix = *((Pixel*)((char*)(src->pixels) + sizeof(Pixel)*storedSrcX + src->pitch*storedSrcY)); dstPix.a = 0xFF; } This thing is supposed to be used for texture generation. Now, the question: The easiest way to do this is brute force search (which is used in example routine). But it is slow - even using GPU acceleration and dual core cpu won't make it much faster. It looks like I can't use modified binary search because of B's mask. So, how can I find desired pixel faster? Additional Info: It is allowed to use 2 cores, GPU acceleration, CUDA, and 1.5..2 gigabytes of RAM for the task. I would prefer to avoid some kind of lengthy preprocessing phase that will take 30 minutes to finish. Ideas?

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