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  • How to loop section from a song correctly?

    - by Teflo
    I'm programming a little Music Engine for my game in C# and XNA, and one aspect from it is the possibility to loop a section from a song. For example, my song has an intropart, and when the song reached the end ( or any other specific point ), it jumps back where the intropart is just over. ( A - B - B - B ... ) Now I'm using IrrKlank, which is working perfectly, without any gaps, but I have a problem: The point where to jump back is a bit inaccurate. Here's some example code: public bool Passed(float time) { if ( PlayPosition >= time ) return true; return false; } //somewhere else if( song.Passed( 10.0f ) ) song.JumpTo( 5.0f ); Now the problem is, the song passes the 10 seconds, but play a few milliseconds until 10.1f or so, and then jumps to 5 seconds. It's not that dramatic, but very incorrect for my needs. I tried to fix it like that: public bool Passed( float time ) { if( PlayPosition + 3 * dt >= time && PlayPosition <= time ) return true; return false; } ( dt is the delta time, the elapsed time since the last frame ) But I don't think, that's a good solution for that. I hope, you can understand my problem ( and my english, yay /o/ ) and help me :)

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  • How stoper one annimation model on XNA?

    - by Mehdi Bugnard
    I met a Difficulty for one stoper annimation. Everything works great starter for the animation. But I do not see how stoper and can continue the annimation paused. The "animationPlayer.StartClip (clip)" is used to choke the annimation but impossible to find a way to stoper Thans's a lot Here is my code to use. protected override void LoadContent() { //Model - Player model_player = Content.Load<Model>("Models\\Player\\models"); // Look up our custom skinning information. SkinningData skinningData = model_player.Tag as SkinningData; if (skinningData == null) throw new InvalidOperationException ("This model does not contain a SkinningData tag."); // Create an animation player, and start decoding an animation clip. animationPlayer = new AnimationPlayer(skinningData); AnimationClip clip = skinningData.AnimationClips["ArmLowAction_006"]; animationPlayer.StartClip(clip); } protected overide update(GameTime gameTime) { KeyboardState key = Keyboard.GetState(); // If player don't move -> stop anim if (!key.IsKeyDown(Keys.W) && !keyStateOld.IsKeyUp(Keys.S) && !keyStateOld.IsKeyUp(Keys.A) && !keyStateOld.IsKeyUp(Keys.D)) { //animation stop ? not exist ? animationPlayer.Stop(); isPlayerStop = true; } else { if(isPlayerStop == true) { isPlayerStop = false; animationPlayer.StartClip(Clip); } }

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  • How to rename database without first stopping SQL instance to flush connections

    - by John Galt
    Is there a way to force a database into single user mode so a script can be run to rename databases? I find I have to Restart the instance of SQL (to force off any connections from a web app, etc.) and then I can run this script: USE master go sp_dboption MDS, "single user", true go sp_dboption StagingMDS, "single user", true go sp_renamedb MDS, LastMonthMDS go sp_renamedb StagingMDS, MDS go sp_dboption LastMonthMDS, "single user", false go sp_dboption MDS, "single user", false go After this script runs, I can restart IIS for my web app and it can connect to the new production database. All the above works well and we've been doing this for years but now we've upgraded to SQL 2008 and the SQL2008 instance also hosts other databases that support other web apps. So, rather than using a Restart of the whole SQL instance to enable subsequent single-user mode on 2 databases, is there a less intrusive way of accomplishing this? Thanks.

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  • Program instantly closing [migrated]

    - by Ben Clayton
    I made this program and when I compiled it there were no errors but the program just instantly closed, any answers would be appreciated. #include <iostream> //Main commands #include <string> // String commands #include <windows.h> // Sleep using namespace std; int main () { //Declaring variables float a; bool end; std::string input; end = false; // Making sure program doesn't end instantly cout << "Enter start then the number you want to count down from." << ".\n"; while (end = false){ cin >> input; cout << ".\n"; if (input.find("end") != std::string::npos) // Ends the program if user types end end = true; else if (input.find("start" || /* || is or operator*/ "restart") != std::string::npos) // Sets up the countdown timer if the user types start { cin >> a; cout << ".\n"; while (a>0){ Sleep(100); a = a - 0.1; cout << a << ".\n"; } cout << "Finished! Enter restart and then another number, or enter end to close the program" << ".\n"; } else // Tells user to start program cout << "Enter start"; } return 0; // Ends program when (end = true) }

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  • VLC Ati Radeon 6870 Ubuntu 12.04 image skewed flicker

    - by Aaron
    I'm running Ubuntu 12.04 with ATI Radeon 6870 connected to my 40' Sharp TV. The video image is slightly jigged, like breaking a bit and slightly delayed. It just isn't smooth. The computer is very fast, like i7 with 12gb ram. I tried to run the same video with my mac laptop and on the tv with the same connection cable and it was running smoothly. i tried changing the video output in VLC to x11, increase caching, h264 skip loop filter to all, increase monitor refresh rate although it's already at 60 and it's an LCD tv. this is my xorg.conf : Section "ServerLayout" Identifier "amdcccle Layout" Screen 0 "amdcccle-Screen[3]-0" 0 0 EndSection Section "Module" Load "glx" EndSection Section "Monitor" Identifier "0-DFP9" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" Option "PreferredMode" "1920x1080" EndSection Section "Monitor" Identifier "0-DFP10" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1280x1024" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Device" Identifier "amdcccle-Device[3]-0" Driver "fglrx" Option "Monitor-DFP9" "0-DFP9" BusID "PCI:3:0:0" EndSection Section "Screen" Identifier "Default Screen" DefaultDepth 24 EndSection Section "Screen" Identifier "amdcccle-Screen[3]-0" Device "amdcccle-Device[3]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • Java keyboard input [on hold]

    - by dØd
    I'm trying to implement a input system that can detect whether a certain key was held or was only pressed briefly. So far I have this: KEY_INTERACTION_TRESHOLD = 400ms //inside a constructor shouldMeasure = true; @Override public void keyPressed(KeyEvent e) { if (shouldMeasure) { startTime = System.currentTimeMillis(); shouldMeasure = false; return; } System.out.println("Button is held down"); e.consume(); } @Override public void keyReleased(KeyEvent e) { if (System.currentTimeMillis() - startTime < KEY_INTERACTION_TRESHOLD) { System.out.println("Button was only pressed briefly"); } startTime = 0; shouldMeasure = true; e.consume(); } Now this works, but the problem is that there is this delay between when I press a key to hold and when the message 'Button is held down' gets displayed. I understand why this delay occurs (for example when you press and hold a letter there will be a similar delay between the first and the second letter printed out), but I would like to somehow avoid it. I'm using only the Java API.

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  • Game programming basics under Windows

    - by dreta
    I've been trying to learn some Windows programming using the Win32 API. Now, i'm used to working with the OS layer being abstracted away, mostly thanks to libraries like SFML or Allegro. Could you guys help me out and tell me if i'm thinking right here. The place for my gameloop is where i'm reading the messages? while (TRUE) { if (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break ; TranslateMessage (&msg) ; DispatchMessage (&msg) ; } else { //my game loop goes here } } Now the slightly bigger issue, that is, drawing. Do i run my drawing where i normaly do it, inside the game loop after the game logic? Or do i do it when WM_PAIN is being called and just call InvalidateRect (hwnd, NULL, TRUE); when i want to draw? This does feel weird, the WM_PAINT is a queued message, so i don't know for sure when it'll be called. So if i wanted to avoid this, do i just get the device handle inside the game loop and only ValidateRect (hwnd, NULL); in the WM_PAINT case (beside the ValidateRect (hwnd, NULL); called after drawing in the game loop)? Actually, now that i think about it, do i even need WM_PAINT in this situation or can i skip it and let DefWindowProc handle it (does it validate the screen if WM_PAINT isn't processed)? If this is any important, i'm setting up my code for OpenGL.

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  • GPG Invalid Signature

    - by user46421
    I am having problems with the following (in an attempt to remove hyperlinks, I have removed one of the "/" from the addresses): W: GPG error: http://archive.ubuntu.com oneiric Release: The following signatures were invalid: BADSIG 40976EAF437D05B5 Ubuntu Archive Automatic Signing Key <[email protected]> W: GPG error: http://ppa.launchpad.net oneiric Release: The following signatures were invalid: BADSIG B725097B3ACC3965 Launchpad lffl W: GPG error: http://ppa.launchpad.net oneiric Release: The following signatures were invalid: BADSIG 4874D3686E80C6B7 Launchpad PPA for Banshee Team W: GPG error: http://archive.getdeb.net jaunty-getdeb Release: The following signatures were invalid: BADSIG A8A515F046D7E7CF GetDeb Archive Automatic Signing Key <[email protected]> W: GPG error: http://badgerports.org lucid Release: The following signatures were invalid: BADSIG C90F9CB90E1FAD0C Jo Shields <[email protected]> W: GPG error: http://ppa.launchpad.net oneiric Release: The following signatures were invalid: BADSIG 976B5901365C5CA1 Launchpad PPA for transmissionbt W: Failed to fetch http://ppa.launchpad.net/dlecan/openjdk/ubuntu/dists/oneiric/main/source/Sources 404 Not Found W: Failed to fetch http://ppa.launchpad.net/dlecan/openjdk/ubuntu/dists/oneiric/main/binary-i386/Packages 404 Not Found W: Failed to fetch http://ppa.launchpad.net/sevenmachines/flash/ubuntu/dists/oneiric/main/binary-i386/Packages 404 Not Found W: Failed to fetch http://ppa.launchpad.net/sun-java-community-team/sun-java6/ubuntu/dists/oneiric/main/source/Sources 404 Not Found W: Failed to fetch http://ppa.launchpad.net/sun-java-community-team/sun-java6/ubuntu/dists/oneiric/main/binary-i386/Packages 404 Not Found I have tried the following solutions which were in a closed case titled "The following signatures were invalid": First of all try sudo apt-get clean sudo apt-get update && sudo apt-get upgrade Some ISPs cache the packages and errors like these are reported then. If the above commands don't work, try sudo apt-get update -o Acquire::http::No-Cache=True and again sudo apt-get update && sudo apt-get upgrade If it still doesn't work, sudo apt-get update -o Acquire::BrokenProxy=true sudo apt-get update && sudo apt-get upgrade

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  • Nifty GUI Layout

    - by Jason Crosby
    I am new to JME3 game engine but I know Android XML GUI layouts pretty good. I have a simple layout here and I cant figure out what is wrong. Here is my XML code: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://nifty-gui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <useControls filename="nifty-default-controls.xml" /> <useStyles filename="nifty-default-styles.xml" /> <screen id="start" controller="com.jasoncrosby.game.farkle.gui.MenuScreenGui"> <layer id="layer" backgroundColor="#66CD00" childLayout="center"> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <image filename="Textures/wood_floor.png" height="95%" width="95%"/> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <text text="test" font="Interface/Fonts/Eraser.fnt"></text> </panel> </panel> </layer> </screen> Everything works good until I get to displaying the text. I have tried different alignments and tried moving the text into different panels but no matter what I do the text is never in the center of the screen. Its always in the upper left corner so far I can only see the lower right part of the text. I'm sure it has to be something simple but since I'm new to this I'm not noticing anything. Thanks for the help in advance.

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  • A Poem Before OpenWorld

    - by Oracle OpenWorld Blog Team
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";} (with apologies to Clement C. Moore) By Karen Shamban ‘Twas the days before OpenWorld, and all through the city Many people were working, for them not take pity; At Moscone the reg booths were built with true care, Knowing that thousands would soon be right there; The riggers on Howard were raising the tent, The results are all worth it, the money well spent; ORACLE TEAM USA sails into YBG, Knowing that many the team will come see, Backstage the techs and designers do work, Ensuring the keynotes will see not a quirk; Here many things social will come to fruition, Use Twitter or Facebook or your intuition, Exhibits there are many in two great big halls, Moscone West, Moscone South—who needs those malls? There will be great music throughout all the town, See some or see all and you won’t wear a frown, The sessions are thousands, and demos, it’s true, Labs, lounges, and meetups there are more than a few; You can shuttle, and hustle, and pedicab while there, Getting from one place to another can take quite a flair, So let the conference begin and the thousands descend, Throughout San Francisco their ways they will wend; It’s Larry’s big keynotes they all come to hear, Let Oracle OpenWorld begin - it's the best of the year!

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  • Unity3D - Android pause screen - double click issue

    - by user3666251
    I made a pause script for the game im developing for android. I added the script to the GUITexture I created and placed on the top right side of the screen.The issue stands at the part where if the player clicks the pause button then clicks resume then he wants to pause the game again.When he clicks pause the second time the buttons dont show up unless he clicks again. This is the script : #pragma strict var paused = false; var isButtonVisible : boolean = true; function OnMouseDown(){ this.paused = !this.paused; Time.timeScale = 0; isButtonVisible = true; } function OnGUI(){ if ( isButtonVisible ) { if(this.paused){ if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+3,200,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); Time.timeScale = 1; isButtonVisible = false; } if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2-50,200,50),"Resume")){ Time.timeScale = 1; isButtonVisible = false; } // Insert the rest of the pause menu logic if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+56,200,50),"Main Menu")){ Application.LoadLevel ("MainMenu"); isButtonVisible = false; Time.timeScale = 1; } } } } Thank you.

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  • WBAdmin SystemState Problems

    - by TheD
    I recently installed DHCP on my 2008R2 Server and now Backup Exec and WBAdmin/WSB is having System State issues. Essentially, after some research, I came across a handy tool called VSHADOW which has allowed me to output all the files (and their respective directories) to a text file. And hooray, I think I found the problem: * WRITER "Dhcp Jet Writer" - WriterId = {be9ac81e-3619-421f-920f-4c6fea9e93ad} - InstanceId = {0ed0a8f4-19b0-414d-a3a8-d51d6f4ac8e0} - Supports restore events = TRUE - Writer restore conditions = VSS_WRE_IF_REPLACE_FAILS - Restore method = VSS_RME_RESTORE_AT_REBOOT - Requires reboot after restore = TRUE - Excluded files: - Component "Dhcp Jet Writer:\C:_Windows_system32_dhcp\dhcp" - Name: 'dhcp' - Logical Path: 'C:_Windows_system32_dhcp' - Full Path: '\C:_Windows_system32_dhcp\dhcp' The logical path and Full Path for DHCP is completely wrong. However I can't find where I would change this path, I assume in the registry but I've had no luck finding the key !

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  • How to suppress or disable the shutdown option from indicator menu or shutdown dialog?

    - by user73093
    My goal is to allow user only to restart the system, and deny any shutdown (suspend, hibernate). I am running unity-2d. I 've managed to deny suspend and hibernate with polkit policy files like explained in How to disable shutdown/reboot/suspend/hibernate? I observed that is has somehow disable shutdown abilities, but hasn't removed "shutdown" entry from the indicator panel menu neither as well as the "shutdown..." button from the shutdown dialog. Pressing shutdown button at this point restarts lightdm, returning to the login screen. My goal is to remove any "shutdown" action and button. So, I 've added an ovveride file in /usr/share/glib-2.0/schemas that contains some rules: [com.canonical.indicator.session] suppress-shutdown-menuitem = true (all suppress-*-menuitem has "false" value by default in the schema) Compiling, restarting X, now there is an entry "close session..." in the indicator panel menu...: it's not what I want. at this point, if I set another entry suppress-logout-menuitem to true I got no entry in the indicator panel menu. Trying like this all combination doesn't give the opportunity to remove "shutdown" references/buttons without removing restart option. All I want is to remove any reference to "shutdown" but keep a "restart" option somewhere in the indicator menu... Thanks !

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  • IIS 7.5 Rewrite help needed

    - by Nolan Berry
    I am trying to do something extremely straightforward. I just need to force SSL and I am trying to use the URl Rewrite plugin. I am getting no results when I put the following rule into my conf. <rewrite> <rules> <rule name="Redirect to https" stopProcessing="true"> <match url="(.*)[^/])$" /> <conditions> <add input="{SERVER_PORT}" pattern="443" negate="true" /> </conditions> <action type="Redirect" url="https://{HTTP_HOST}{REQUEST_URI}" /> </rule> </rules> </rewrite> Any thoughts on why this isn't catching?

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  • Debian: Firefox or Iceweasel default printer for POS station

    - by Bubnoff
    Context Using Debian 6.04 "Squeeze" as POS station. There are two printers installed: Network printer and a receipt printer It absolutely must be able to print by default to the receipt printer on a certain website though the system default is a network printer. In Debian ...it doesn't. Problem I've set up XP, 7, Ubuntu and even Mac OSX this way, so I'm no stranger to setting Firefox up this way ...same Iceweasel/Firefox settings ...complete fail. Always uses system default no matter what the settings, or, which printer you print from. To get this to work on other systems you do this: Print a page in Firefox using desired printer. Ensure print.save_settings is true. Firefox remembers last printer used Set print.always_print_silent = true The end. This works on every OS I've set up ....except Firefox and Iceweasel in Debian. My only recourse seems to be to set the receipt printer as default or go back to bloaty Ubuntu/Mint ...etc.

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  • Using Telerik MVC with your own custom jQuery and or other plug-ins

    - by Steve Clements
    If you are using MVC it might be worth checking out the telerik controls (http://demos.telerik.com/aspnet-mvc), they are free if you are doing an internal or “not for profit” application. If however you do choose to use them, you could come up against a little problem I had.  Using the telerik controls with your own custom jQuery.  In my case I was using the jQuery UI dialog. It kept throwing an error where I was setting my div to a dialog. Code Snippet $("#textdialog").dialog({ The problem is when you use the telerik mvc stuff you need to call ScriptRegistrar Code Snippet @Html.Telerik().ScriptRegistrar() in order to setup the javascript for the controls. By default this adds a reference to jQuery and if you have already added a reference to jQuery because you are using it elsewhere, this causes a problem. I found the solution here And it was to change the above ScriptRegistrar call to this… Code Snippet @Html.Telerik().ScriptRegistrar().jQuery(false).DefaultGroup(g => g.Combined(true).Compress(true));   If you come across this one on stackoverflow it wont work – in my case the HtmlEditor would render no problem, but was unusable.  Which is the same as someone else found when using the tab control – they went to the bother of re-writing the ScriptRegistrar.  Not for me that one!!

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  • Data classes: getters and setters or different method design

    - by Frog
    I've been trying to design an interface for a data class I'm writing. This class stores styles for characters, for example whether the character is bold, italic or underlined. But also the font-size and the font-family. So it has different types of member variables. The easiest way to implement this would be to add getters and setters for every member variable, but this just feels wrong to me. It feels way more logical (and more OOP) to call style.format(BOLD, true) instead of style.setBold(true). So to use logical methods insteads of getters/setters. But I am facing two problems while implementing these methods: I would need a big switch statement with all member variables, since you can't access a variable by the contents of a string in C++. Moreover, you can't overload by return type, which means you can't write one getter like style.getFormatting(BOLD) (I know there are some tricks to do this, but these don't allow for parameters, which I would obviously need). However, if I would implement getters and setters, there are also issues. I would have to duplicate quite some code because styles can also have a parent styles, which means the getters have to look not only at the member variables of this style, but also at the variables of the parent styles. Because I wasn't able to figure out how to do this, I decided to ask a question a couple of weeks ago. See Object Oriented Programming: getters/setters or logical names. But in that question I didn't stress it would be just a data object and that I'm not making a text rendering engine, which was the reason one of the people that answered suggested I ask another question while making that clear (because his solution, the decorator pattern, isn't suitable for my problem). So please note that I'm not creating my own text rendering engine, I just use these classes to store data. Because I still haven't been able to find a solution to this problem I'd like to ask this question again: how would you design a styles class like this? And why would you do that? Thanks on forehand!

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  • How do I separate codes with classes?

    - by Trycon
    I have this main class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class tests extends BasicGameState{ public boolean render=false; tests1 test = new tests1(); public tests(int test) { // TODO Auto-generated constructor stub } @Override public void init(GameContainer arg0, StateBasedGame arg1) throws SlickException { // TODO Auto-generated method stub } @Override public void render(GameContainer arg0, StateBasedGame arg1, Graphics g) throws SlickException { // TODO Auto-generated method stub if(render==true) { g.drawString("Hello",100,100); } } @Override public void update(GameContainer gc, StateBasedGame s, int delta) throws SlickException { // TODO Auto-generated method stub test.render=render; test.update(gc, s, delta); } @Override public int getID() { // TODO Auto-generated method stub return 1000; } } and its sub-class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class tests1 { public boolean render; public void update(GameContainer gc, StateBasedGame s, int delta) { Input input = gc.getInput(); if(input.isKeyPressed(Input.KEY_X)) { render=true; } } } I was finding a way to prevent many codes in one class. I'm new to java. When I try running my game, then when I press X, it does not work. How am I suppose to fix that?

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  • Problem with dpkg-preconfigure, how to correct?

    - by Eric Wilson
    I was trying to install TeamViewer, and I followed the instructions here even though they specify 11.10 instead of 12.04 (what I'm running). In particular, I executed. $ wget http://www.teamviewer.com/download/teamviewer_linux.deb $ sudo dpkg -i teamviewer_linux.deb The dpkg command failed, and after this point my packaging system has been broken. The software center instructs me to try: $ sudo apt-get -f install which leads to Reading package lists... Done Building dependency tree Reading state information... Done Correcting dependencies... Done The following packages will be REMOVED: teamviewer7:i386 0 upgraded, 0 newly installed, 1 to remove and 17 not upgraded. 9 not fully installed or removed. Need to get 89.0 kB of archives. After this operation, 81.9 MB disk space will be freed. Do you want to continue [Y/n]? y Get:1 http://us.archive.ubuntu.com/ubuntu/ precise/main dash amd64 0.5.7-2ubuntu2 [89.0 kB] Fetched 89.0 kB in 1s (83.9 kB/s) E: Sub-process /usr/sbin/dpkg-preconfigure --apt || true returned an error code (100) E: Failure running script /usr/sbin/dpkg-preconfigure --apt || true At this point I'm stumped.

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  • ATI Radeon 5800 series dual monitor unity not 3D accelerated

    - by Victor S
    When I had a single monitor setup, without Xinerama, with my current setup of Ubuntu 11.10, ATI 5800 series card, Unity showed transparencies, shadows, etc. (although graphics was reported as 'Standard' in the control/settings panel). Having switched to a dual monitor setup, dell 24" UltraSharp and a smaller Acer monitor, Unity shows only as 2d, even though I'm not loggin in to that display manager. WebGL performance is very sluggish, I'm getting the impression that the processor is doing all the work and the card isn't even accessible even though the drivers are installed (from the ubuntu repository, I did not compile custom drivers). Any tips on how to enable full 3D accelerationn and video card support. Here is my xorg.conf file: Section "Monitor" Identifier "0-DFP3" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1680x1050" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "0-DFP4" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1920x1200" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Screen" Identifier "Default Screen" DefaultDepth 24 SubSection "Display" EndSubSection EndSection Section "Screen" Identifier "amdcccle-Screen[1]-0" Device "amdcccle-Device[1]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "amdcccle-Screen[1]-1" Device "amdcccle-Device[1]-1" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Module" Load "glx" EndSection Section "ServerLayout" Identifier "amdcccle Layout" Screen 0 "amdcccle-Screen[1]-0" 0 0 Screen "amdcccle-Screen[1]-1" 1920 0 EndSection Section "Device" Identifier "amdcccle-Device[1]-0" Driver "fglrx" Option "Monitor-DFP4" "0-DFP4" BusID "PCI:1:0:0" EndSection Section "Device" Identifier "amdcccle-Device[1]-1" Driver "fglrx" Option "Monitor-DFP3" "0-DFP3" BusID "PCI:1:0:0" Screen 1 EndSection Section "ServerFlags" Option "Xinerama" "on" EndSection More info: fglrxinfo display: :0 screen: 0 OpenGL vendor string: ATI Technologies Inc. OpenGL renderer string: ATI Radeon HD 5800 Series OpenGL version string: 4.1.11005 Compatibility Profile Context

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  • Basic 3D Collision detection in XNA 4.0

    - by NDraskovic
    I have a problem with detecting collision between 2 models using BoundingSpheres in XNA 4.0. The code I'm using i very simple: private bool IsCollision(Model model1, Matrix world1, Model model2, Matrix world2) { for (int meshIndex1 = 0; meshIndex1 < model1.Meshes.Count; meshIndex1++) { BoundingSphere sphere1 = model1.Meshes[meshIndex1].BoundingSphere; sphere1 = sphere1.Transform(world1); for (int meshIndex2 = 0; meshIndex2 < model2.Meshes.Count; meshIndex2++) { BoundingSphere sphere2 = model2.Meshes[meshIndex2].BoundingSphere; sphere2 = sphere2.Transform(world2); if (sphere1.Intersects(sphere2)) return true; } } return false; } The problem I'm getting is that when I call this method from the Update method, the program behaves as if this method always returns true value (which of course is not correct). The code for calling is very simple (although this is only the test code): if (IsCollision(model1, worldModel1, model2, worldModel2)) { Window.Title = "Intersects"; } What is causing this?

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  • How to remove a box2d body when collision happens?

    - by Ayham
    I’m still new to java and android programming and I am having so much trouble Removing an object when collision happens. I looked around the web and found that I should never handle removing BOX2D bodies during collision detection (a contact listener) and I should add my objects to an arraylist and set a variable in the User Data section of the body to delete or not and handle the removing action in an update handler. So I did this: First I define two ArrayLists one for the faces and one for the bodies: ArrayList<Sprite> myFaces = new ArrayList<Sprite>(); ArrayList<Body> myBodies = new ArrayList<Body>(); Then when I create a face and connect that face to its body I add them to their ArrayLists like this: face = new AnimatedSprite(pX, pY, pWidth, pHeight, this.mBoxFaceTextureRegion); Body BoxBody = PhysicsFactory.createBoxBody(mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef); mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, BoxBody, true, true)); myFaces.add(face); myBodies.add(BoxBody); now I add a contact listener and an update handler in the onloadscene like this: this.mPhysicsWorld.setContactListener(new ContactListener() { private AnimatedSprite face2; @Override public void beginContact(final Contact pContact) { } @Override public void endContact(final Contact pContact) { } @Override public void preSolve(Contact contact,Manifold oldManifold) { } @Override public void postSolve(Contact contact,ContactImpulse impulse) { } }); scene.registerUpdateHandler(new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(final float pSecondsElapsed) { } }); My plan is to detect which two bodies collided in the contact listener by checking a variable from the user data section of the body, get their numbers in the array list and finally use the update handler to remove these bodies. The questions are: Am I using the arraylist correctly? How to add a variable to the User Data (the code please). I tried removing a body in this update handler but it still throws me NullPointerException , so what is the right way to add an update handler and where should I add it. Any other advices to do this would be great. Thanks in advance.

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  • What's the difference between hardware and software interrupt?

    - by robotrobert
    I'm gonna sketch my understanding of both. I've googled around but i'm not sure about my knowledge. Please correct me! Hardware interrupt is generated by the operation system event scheduler to reassign the cpu time for another process. Is this true? Software interrupt can be generated from a running program who wants for example to read a file, and for that we need to reassign the cpu for the appropriate operation system call. Is this true? Is there other kind of software/hardware interrupts?

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  • Live Updates in PrimeFaces Line Chart

    - by Geertjan
    In the Facelets file: <p:layoutUnit position="center"> <h:form> <p:poll interval="3" update=":chartPanel" autoStart="true" /> </h:form> <p:panelGrid columns="1" id="chartPanel"> <p:lineChart xaxisLabel="Time" yaxisLabel="Position" value="#{chartController.linearModel}" legendPosition="nw" animate="true" style="height:400px;width: 1000px;"/> </p:panelGrid> </p:layoutUnit> The controler: import java.io.Serializable; import javax.inject.Named; import org.primefaces.model.chart.CartesianChartModel; import org.primefaces.model.chart.ChartSeries; @Named public class ChartController implements Serializable { private CartesianChartModel model; private ChartSeries data; public ChartController() { createLinearModel(); } private void createLinearModel() { model = new CartesianChartModel(); model.addSeries(getStockChartData("Stock Chart")); } private ChartSeries getStockChartData(String label) { data = new ChartSeries(); data.setLabel(label); for (int i = 1; i <= 20; i++) { data.getData().put(i, (int) (Math.random() * 1000)); } return data; } public CartesianChartModel getLinearModel() { return model; } } Based on this sample.

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  • Is it considered poor programming to do this with xna components?

    - by Rob
    I created my own Menu System that is event driven. In order to have a loading screen and multithreaded loading to work, I devised this sort of implementation: //Let's check if the game is done loading. if (_game != null) { _gameLoaded = _game.DoneLoading; } //This means the game is loading still, //therefore the loading screen should be active. if (!_gameLoaded && _gameActive) { _gameScreenList[2].UpdateMenu(); } //The loading screen was selected. if (_gameScreenList[2].CurrentState == GameScreen.State.Shown && !_gameActive) { Components.Add(_game = new ParadoxGame(this)); _game.Initialize(); //Initializes the Game so that the loading can begin. _gameActive = true; } In the XNA Game Component that contains the actual game, in the LoadContent method I simply created a new Thread that calls another method ThreadLoad that has all the actual loading. I also have a boolean variable called DoneLoading in the XNA Game Component that is set to true at the end of the ThreadLoad. I am wondering if this is a poor implementation.

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