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  • links for 2010-12-22

    - by Bob Rhubart
    @hajonormann: BPM: Top Seven Architectural Topics in 2010 Oracle ACE Director Hajo Normann offers details on how to design a BPM/SOA solution including: modeling human interaction, improving BPM models, orchestrating composed services, central task management, new approaches for business-IT alignment, solutions for non-deterministic processes, and choreography. (tags: oracle otn soasymposium infoq soa bpm) InfoQ: Simplicity, The Way of the Unusual Architect Dan North talks about the tendency developers-becoming-architects have to create bigger and more complex systems. Without trying to be simplistic, North argues for simplicity, offering strategies to extract the simple essence from complex situations. (tags: ping.fm) Fun with Sun Ray, 3D, Oracle VM x86 and SRIOV (Wim Coekaerts Blog) "One of the things I like about my job is that I get to play around with stuff and make use of the technologies we work on in my teams. Sort of my own little playground." - Wim Coekaerts (tags: oracle otn virtualization oraclevm) Oracle VM VirtualBox 4.0.0 Released! (Oracle's Virtualization Blog) And you were worried about what to get that special someone for Christmas... (tags: oracle otn virtualization virtualbox) Virtual Developer Day: Oracle WebLogic Server & Java EE (#OTNVDD) (Oracle Technology Network Blog (aka TechBlog)) "Virtual Developer Day is back with a vengeance! On Feb. 1, login to learn how Oracle WebLogic Server enables a whole new level of productivity for enterprise developers." Registration is open. (tags: oracle otn events webinar java) New Coherence 3.6 Oracle University Course (Cristóbal Soto's Blog) Cristóbal Soto shares information on the "Oracle Coherence 3.6: Share and Manage Data in Clusters" course now available through Oracle University. (tags: oracle otn grid coherence) The Aquarium: Oracle WebLogic Server & Java EE developer day "Oracle WebLogic is well on its way to contribute to the general Java EE 6 momentum and the OTN Blog has just announced a Virtual Developer Day for Oracle WebLogic." (tags: oracle otn weblogic java) Enterprise 2.0 Use Cases for Semantic Web (Reiser 2.0) "How can an enterprise improve the efficiency and effectiveness of their Knowledge and Community model leveraging semantic technologies and social networking dynamics?" - Peter Reiser (tags: oracle otn enterprise2.0 semanticweb) John Gøtze: European Interoperability Framework 2.0 "This week, the European Commission announced an updated interoperability policy in the EU. The Commission has committed itself to adopt a Communication that introduces the European Interoperability Strategy (EIS) and an update to the European Interoperability Framework (EIF)..." - John Gøtze (tags: entarch Interoperability) Andy Mulholland: Maybe Web 3.0 is quite understandable – and a natural result "The idea of Web 1.0 = content, Web 2.0 = people and Web 3.0 = services has a nice symmetrical feel to it, in fact it feels basically right as such a definition would include the two other major definitions as well. So if we put these things all together what picture do we see?" - Andy Mulholland (tags: web2.0 web3.0) Ken Downs: A Working Definition of Business Logic, with Implications for CRUD Code "The Wikipedia entry on 'Business Logic' has a wonderfully honest opening sentence stating that 'Business logic, or domain logic, is a non-technical term...'"  (tags: businesslogic crud)

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  • SQL Community – stronger than ever

    - by Rob Farley
    I posted a few hours ago about a reflection of the Summit, but I wanted to write another one for this month’s T-SQL Tuesday, hosted by Chris Yates. In January of this year, Adam Jorgensen and I joked around in a video that was used for the SQL Server 2012 launch. We were asked about SQLFamily, and we said how we were like brothers – how we could drive each other crazy (the look he gave me as I patted his stomach was priceless), but that we’d still look out for each other, just like in a real family. And this is really true. Last week at the PASS Summit, there was a lot going on. I was busy as always, as were many others. People told me their good news, their awful news, and some whinged to me about other people who were driving them crazy. But throughout this, people in the SQL Server community genuinely want the best for each other. I’m sure there are exceptions, but I don’t see much of this. Australians aren’t big on cheering for each other. Neither are the English. I think we see it as an American thing. It could be easy for me to consider that the SQL Community that I see at the PASS Summit is mainly there because it’s a primarily American organisation. But when you speak to people like sponsors, or people involved in several types of communities, you quickly hear that it’s not just about that – that PASS has something special. It goes beyond cheering, it’s a strong desire to see each other succeed. I see MVPs feel disappointed for those people who don’t get awarded. I see Summit speakers concerned for those who missed out on the chance to speak. I see chapter leaders excited about the opportunity to help other chapters. And throughout, I see a gentleness and love for people that you rarely see outside the church (and sadly, many churches don’t have it either). Chris points out that the M-W dictionary defined community as “a unified body of individuals”, and I feel like this is true of the SQL Server community. It goes deeper though. It’s not just unity – and we’re most definitely different to each other – it’s more than that. We all want to see each other grow. We all want to pull ourselves up, to serve each other, and to grow PASS into something more than it is today. In that other post of mine I wrote a bit about Paul White’s experience at his first Summit. His missus wrote to me on Facebook saying that she welled up over it. But that emotion was nothing about what I wrote – it was about the reaction that the SQL Community had had to Paul. Be proud of it, my SQL brothers and sisters, and never lose it.

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  • Why is my system freezing when I switch users

    - by ZeroDivide
    Hello I've recently upgraded from 13.04 to 13.10 64bit. I'm running AMD graphics with the proprietary drivers. I have two user accounts. Mine(administrator) and my girlfriend's(standard) My girlfriend clicks "switch user" from my lock screen and logs in fine. I then try to click "switch user" from her lock screen and everything goes black. Then the monitor blinks on and off with just a single cursor. I have no way to access the terminal, the system is unresponsive and I have to hit the power button. Even ctrl + alt + f4 or ctrl + alt + t doesn't get me a terminal. When I press the power button on my system, it does start printing out the shutdown sequence on the monitor. Here is my .xsession-errors Script for ibus started at run_im. Script for auto started at run_im. Script for default started at run_im. Here is hers: init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd respawning too fast, stopped init: logrotate main process (4726) killed by TERM signal init: upstart-dbus-session-bridge main process (4865) terminated with status 1 init: gnome-settings-daemon main process (4843) terminated with status 1 init: gnome-session main process (4852) terminated with status 1 init: unity-panel-service main process (4863) killed by KILL signal I found some advice in a forum to look for at-spi2-registryd in my system logs. Perhaps it will be useful. executing this: sudo grep -r at-spi2-registryd /var/log/* produces this: /var/log/lightdm/x-1-greeter.log:** (at-spi2-registryd:4384): WARNING **: Failed to register client: GDBus.Error:org.freedesktop.DBus.Error.ServiceUnknown: The name org.gnome.SessionManager was not provided by any .service files /var/log/lightdm/x-1-greeter.log:** (at-spi2-registryd:4384): WARNING **: Unable to register client with session manager /var/log/lightdm/x-2-greeter.log.old:** (at-spi2-registryd:7447): WARNING **: Failed to register client: GDBus.Error:org.freedesktop.DBus.Error.ServiceUnknown: The name org.gnome.SessionManager was not provided by any .service files /var/log/lightdm/x-2-greeter.log.old:** (at-spi2-registryd:7447): WARNING **: Unable to register client with session manager /var/log/lightdm/x-0-greeter.log:** (at-spi2-registryd:1378): WARNING **: Failed to register client: GDBus.Error:org.freedesktop.DBus.Error.ServiceUnknown: The name org.gnome.SessionManager was not provided by any .service files /var/log/lightdm/x-0-greeter.log:** (at-spi2-registryd:1378): WARNING **: Unable to register client with session manager /var/log/lightdm/x-0-greeter.log.old:** (at-spi2-registryd:1357): WARNING **: Failed to register client: GDBus.Error:org.freedesktop.DBus.Error.ServiceUnknown: The name org.gnome.SessionManager was not provided by any .service files /var/log/lightdm/x-0-greeter.log.old:** (at-spi2-registryd:1357): WARNING **: Unable to register client with session manager Any ideas what is going on?

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  • ConsumeStructuredBuffer, what am I doing wrong?

    - by John
    I'm trying to implement the 3rd exercise in chapter 12 of Introduction to 3D Game Programming with DirectX 11, that is: Implement a Compute Shader to calculate the length of 64 vectors. Previous exercises ask you to do the same with typed buffers and regular structured buffers and I had no problems with them. For what I've read, [Consume|Append]StructuredBuffers are bound to the pipeline using UnorderedAccessViews (as long as they use the D3D11_BUFFER_UAV_FLAG_APPEND, and the buffers have both D3D11_BIND_SHADER_RESOURCE and D3D11_BIND_UNORDERED_ACCESS bind flags). Problem is: my AppendStructuredBuffer works, since I can append data to it and retrieve it from the application to write to a results file, but the ConsumeStructuredBuffer always returns zeroed data. Data is in the buffer, since if I change the UAV to a ShaderResourceView and to a StructuredBuffer in the HLSL side it works. I don't know what I am missing: Should I initialize the ConsumeStructuredBuffer on the GPU, or can I do it when I create the buffer (as I amb currently doing). Is it OK to bind the buffer with a UAV as described above? Do I need to bind it as a ShaderResourceView somehow? Maybe I am missing some step? This is the declaration of buffers in the Compute Shader: struct Data { float3 v; }; struct Result { float l; }; ConsumeStructuredBuffer<Data> gInput; AppendStructuredBuffer<Result> gOutput; And here the creation of the buffer and UAV for input data: D3D11_BUFFER_DESC inputDesc; inputDesc.Usage = D3D11_USAGE_DEFAULT; inputDesc.ByteWidth = sizeof(Data) * mNumElements; inputDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS; inputDesc.CPUAccessFlags = 0; inputDesc.StructureByteStride = sizeof(Data); inputDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; D3D11_SUBRESOURCE_DATA vinitData; vinitData.pSysMem = &data[0]; HR(md3dDevice->CreateBuffer(&inputDesc, &vinitData, &mInputBuffer)); D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc; uavDesc.Format = DXGI_FORMAT_UNKNOWN; uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; uavDesc.Buffer.FirstElement = 0; uavDesc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_APPEND; uavDesc.Buffer.NumElements = mNumElements; md3dDevice->CreateUnorderedAccessView(mInputBuffer, &uavDesc, &mInputUAV); Initial data is an array of Data structs, which contain a XMFLOAT3 with random data. I bind the UAV to the shader using the Effects framework: ID3DX11EffectUnorderedAccessViewVariable* Input = mFX->GetVariableByName("gInput")->AsUnorderedAccessView(); Input->SetUnorderedAccessView(uav); // uav is mInputUAV Any ideas? Thank you.

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  • Misaligned Display on Resume

    - by Shaun Killingbeck
    I have an odd issue with my laptop display when resuming from suspend. When I have an additional monitor connected there is no issue. However without an additional monitor connected, after resuming only the left 10% of the laptop screen (just enough to show the Unity Launcher and a bit more) is visibly working, although strangely in a screenshot this same 10% is shown on the right hand side of the screenshot: I ran xrandr --verbose before and after resume, and the only difference (using diff) was: 2c2 < LVDS connected 1366x768+0+0 (0x98) normal (normal left inverted right x axis y axis) 344mm x 194mm --- > LVDS connected 1366x768+1280+0 (0x98) normal (normal left inverted right x axis y axis) 344mm x 194mm This seems to suggest the screen position has been shifted by 1280 horizontally, the width of the second monitor I use. Indeed, running the command xrandr --output LVDS --pos 0x0 does bring the screen back to normal. However, I don't want to have to run this command every time, I'd prefer to cure the source of the problem than just correct the symptoms. Any ideas on how to get Ubuntu to keep the display configuration settings from before suspend when it resumes? or why it changes at all? Heres some technical details that might be pertinent: HP Pavilion DV6 Laptop Ubuntu 13.04 AMD Radeon HD 6400M Series AMD Radeon HD 6520G Using proprietary flgrx-updates driver and amdcccle (Catalyst Control Center) (Unfortunately the open source driver causes my laptop to run even hotter than it already does, otherwise I'd use that) The contents of Xorg.conf: Section "ServerLayout" Identifier "amdcccle Layout" Screen 0 "amdcccle-Screen[0]-0" 0 0 EndSection Section "Module" Load "glx" EndSection Section "Monitor" Identifier "0-LVDS" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1280x768" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "0-CRT1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1280x768" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "1-LVDS" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "TargetRefresh" "60" Option "Position" "1280 0" Option "Rotate" "normal" Option "Disable" "false" Option "PreferredMode" "1366x768" EndSection Section "Monitor" Identifier "1-CRT1" 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" "1280x1024" EndSection Section "Device" Identifier "amdcccle-Device[0]-0" Driver "fglrx" Option "Monitor-LVDS" "1-LVDS" Option "Monitor-CRT1" "1-CRT1" BusID "PCI:0:1:0" EndSection Section "Device" Identifier "amdcccle-Device[0]-1" Driver "fglrx" Option "Monitor-LVDS" "1-LVDS" BusID "PCI:0:1:0" Screen 1 EndSection Section "Screen" Identifier "Default Screen" DefaultDepth 24 EndSection Section "Screen" Identifier "amdcccle-Screen[0]-0" Device "amdcccle-Device[0]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Virtual 2646 2646 Depth 24 EndSubSection EndSection Section "Screen" Identifier "amdcccle-Screen[0]-1" Device "amdcccle-Device[0]-1" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • Cursor running wild, then crashes on an Asus G73sw

    - by Yarchmon
    The cursor sometimes goes wild, I get random clicks, the windows are resizing, the cursor disappears. In the worst case, clicks and keyboards are disabled. I've tried the solution given on doc.ubuntu-fr.org and add tu grub : i8042.nomux=1 i8042.reset=1 in GRUB_CMDLINE_LINUX_DEFAULT But it didn't work What can I do ? Graphic card : Geforce GTX460M. Ubuntu : 11.10 (64 bits). Laptop Asus G73sw Interface : Unity (since 11.10) - didn't get this problem with Gnome before. Complement: when a window is resizing, it gets drag-boxes at every corner, center of sides and center of the window. It looks like my touchpad sends random info, or like a "ghost" touchscreen. lspci result : 00:00.0 Host bridge: Intel Corporation 2nd Generation Core Processor Family DRAM Controller (rev 09) 00:01.0 PCI bridge: Intel Corporation Xeon E3-1200/2nd Generation Core Processor Family PCI Express Root Port (rev 09) 00:16.0 Communication controller: Intel Corporation 6 Series/C200 Series Chipset Family MEI Controller #1 (rev 04) 00:1a.0 USB Controller: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #2 (rev 05) 00:1b.0 Audio device: Intel Corporation 6 Series/C200 Series Chipset Family High Definition Audio Controller (rev 05) 00:1c.0 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 1 (rev b5) 00:1c.1 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 2 (rev b5) 00:1c.3 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 4 (rev b5) 00:1c.5 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 6 (rev b5) 00:1d.0 USB Controller: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #1 (rev 05) 00:1f.0 ISA bridge: Intel Corporation HM65 Express Chipset Family LPC Controller (rev 05) 00:1f.2 SATA controller: Intel Corporation 6 Series/C200 Series Chipset Family 6 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation 6 Series/C200 Series Chipset Family SMBus Controller (rev 05) 01:00.0 VGA compatible controller: nVidia Corporation GF106 [GeForce GTX 460M] (rev a1) 01:00.1 Audio device: nVidia Corporation GF106 High Definition Audio Controller (rev a1) 03:00.0 Network controller: Atheros Communications Inc. AR9285 Wireless Network Adapter (PCI-Express) (rev 01) 04:00.0 USB Controller: Fresco Logic FL1000G USB 3.0 Host Controller (rev 04) 05:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) Edit 01-09-12: Tried on Ubuntu 2D: the behavior is different: it's like i'm randomly clicking on the workspace switcher icon. In the worst case, it can happen several times in a minute.

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  • Is there a pedagogical game engine?

    - by K.G.
    I'm looking for a book, website, or other resource that gives modern 3D game engines the same treatment as Operating Systems: Design and Implementation gave operating systems. I have read Jason Gregory's Game Engine Architecture, which I enjoyed. However, by intent the author treated components of the architecture as atomic units, whereas what I'm interested in is the plumbing between those units that makes a coherent whole out of ideally loosely coupled parts. In books such as these, one usually reads that "that's academic," but that's the point! I have also read Julian Gold's Object-oriented Game Development, which likewise was good, but I feel is beginning to show its age. Since even mobile platforms these days are multicore and have fast video memory, those kinds of things (concurrency, display item buffering) would ideally be covered. There are other resources, such as the Doom 3 source code, which is highly instructive for its being a shipped product. The problem with those is as follows: float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; // evil floating point bit level hacking i = 0x5f3759df - ( i >> 1 ); // what the f***? y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration // y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed return y; } To wit, while brilliant, this kind of source requires more enlightenment than I can usually muster upon first read. In summary, here's my white whale: For an adult reader with experience in programming. I wish I could save all the trees killed by every. Single. Game Programming book ever devoting the first two chapters to "Now just what is a variable anyway?" In C or C++, very preferably C++. Languages that are more concise are fantastic for teaching, except for when what you want to learn is how to cope with a verbose language. There is also the benefit of the guardrails that C++ doesn't provide, such as garbage collection. Platform agnostic. I'm sincerely afraid that this book is out there and it's Visual C++/DirectX oriented. I'm a Linux guy, and I'd do what it takes, but I would very much like to be able to use OpenGL. Thanks for everything! Before anyone gets on my case about it, Fast inverse square root was from Quake III Arena, not Doom 3!

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  • Black screen on latest Nvidia Cards when starting LightDM/Ubuntu

    - by Luis Alvarado
    Today I installed an Nvidia GT440 on my computer, changing the one that existed there, an Nvidia 9500GT. After changing it I started getting a problem where the screen just went black when loading the lightdm login screen (Where I punt my user and password). The thing is, if I disconnect the VGA cable and connect it again I get to see the lightdm greeter and everything works perfect. The problem is that I have to connect/disconnect every time I reboot the PC. I tried installing the 285.xx drivers. Same problem. I removed the Nvidia drivers installed with Jockey, rebooted, same problem. I install the current 280.xx again, same problem. After all that I installed a fresh install of Ubuntu, selected to install the Nvidia drivers while installing it from the livecd. After booting the same problem appeared. Dmesg does not say anything wrong about it. Same goes for the log from Jockey. What else should I check or what to do to solve it. Just to clarify, this does not happen BEFORE the lightdm greeter appears. Am guessing before the actual use of the video card with X starts with all the 2D/3D stuff that is used in ligthdm and unity. I can use any tty and even see the Ubuntu logo when starting. UPDATE: When I open a game in fullscreen the problem appears again. I have to unplug the monitor cable and plug it back in to see the game. Then when I quit the game I have to do it again to see the desktop. UPDATE 2: Today I bought a HDMI cable, connected the video card to the TV am testing it with and it actually did log in correctly without any black screen but it shows the resolution a little over the actual size of the screen. So I see only half of the launcher since the left side of it is hidden outside of the real resolution and the top bar is beyond the resolution. So the black screen is related to the VGA connection.

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  • Advice for how to handle company pride

    - by user17971
    We have this "amazing" little product using the latest development methodologies, components with all the bells and whistles. I took over this product maybe 6 months ago and struggled with it from day one. Even though it is supposedly is state of the art because of all its amazing structure, using dependency injections, inversion of control from the unity framework, hibernation and is domain driven in a .net mvvm xaml application to make it streamlined and modular. I knew from the moment I saw the monolith that it was going to be an uphill struggle for me. A lot of little code-bits scattered all around in neatly organized paradigms. Debugging is difficult, tracing the code is difficult, making new code is difficult, although some modifications is surprisinly easy but it doesn't out weight the problems I have with the code by a long shot. When I took over the project I was told that the new management console was ready for delivery and all I had to do was compile it and drop it. This was the beginning of a uphill struggle, our customer didn't agree at all that this was the functionality they had asked for so I had to do modifications to the program to their specifications. Since the project pretty much has been overdue since I took over it it has always been important that we didn't add or change much to the original system. I could modify the existing bits. fast forward until today where I finally completed all their comments and issues with the program but now I think that the users has opened their eyes (even though they saw this program many times) that they will be going backwards with this new system, that it will be much worse than the tool they got today (for a long time due to the fact that I'm the only resource on the project, project manager, tester, developer, integration specialist etc) My problem is that I lost faith in this system quite early due to the nature of the program. Although I made many changes and improvements to the system I wholeheartedly sympathize with the poor users who are going to start using this system. Its not nearly doing all the things it should do. I had this conversation internally with my boss where I told him what I thought about it, that if I were the customer I wouldn't have spent money developing it. So what do I do now? The system in ready, on a staging system and nobody likes it, its too slow and boring and does maybe do 50% of what they need it to do. Despite how much energy and working around the clock I've done to this project: I won't mind scrapping the system but we've spent much money (well my salaries) developing it and my company wants us to be proud of everything we do and advocate it. How will I tackle the contractor when he asks for advice? Surely I can tell him, this is what we agreed upon based on your use case scenarios, and be done with it? How will I inform my boss about this progress? He knows what I feel about it but I always get the feeling he let my criticism pass him by as just hot air, gone tomorrow,.

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  • how do I set quad buffering with jogl 2.0

    - by tony danza
    I'm trying to create a 3d renderer for stereo vision with quad buffering with Processing/Java. The hardware I'm using is ready for this so that's not the problem. I had a stereo.jar library in jogl 1.0 working for Processing 1.5, but now I have to use Processing 2.0 and jogl 2.0 therefore I have to adapt the library. Some things are changed in the source code of Jogl and Processing and I'm having a hard time trying to figure out how to tell Processing I want to use quad buffering. Here's the previous code: public class Theatre extends PGraphicsOpenGL{ protected void allocate() { if (context == null) { // If OpenGL 2X or 4X smoothing is enabled, setup caps object for them GLCapabilities capabilities = new GLCapabilities(); // Starting in release 0158, OpenGL smoothing is always enabled if (!hints[DISABLE_OPENGL_2X_SMOOTH]) { capabilities.setSampleBuffers(true); capabilities.setNumSamples(2); } else if (hints[ENABLE_OPENGL_4X_SMOOTH]) { capabilities.setSampleBuffers(true); capabilities.setNumSamples(4); } capabilities.setStereo(true); // get a rendering surface and a context for this canvas GLDrawableFactory factory = GLDrawableFactory.getFactory(); drawable = factory.getGLDrawable(parent, capabilities, null); context = drawable.createContext(null); // need to get proper opengl context since will be needed below gl = context.getGL(); // Flag defaults to be reset on the next trip into beginDraw(). settingsInited = false; } else { // The following three lines are a fix for Bug #1176 // http://dev.processing.org/bugs/show_bug.cgi?id=1176 context.destroy(); context = drawable.createContext(null); gl = context.getGL(); reapplySettings(); } } } This was the renderer of the old library. In order to use it, I needed to do size(100, 100, "stereo.Theatre"). Now I'm trying to do the stereo directly in my Processing sketch. Here's what I'm trying: PGraphicsOpenGL pg = ((PGraphicsOpenGL)g); pgl = pg.beginPGL(); gl = pgl.gl; glu = pg.pgl.glu; gl2 = pgl.gl.getGL2(); GLProfile profile = GLProfile.get(GLProfile.GL2); GLCapabilities capabilities = new GLCapabilities(profile); capabilities.setSampleBuffers(true); capabilities.setNumSamples(4); capabilities.setStereo(true); GLDrawableFactory factory = GLDrawableFactory.getFactory(profile); If I go on, I should do something like this: drawable = factory.getGLDrawable(parent, capabilities, null); but drawable isn't a field anymore and I can't find a way to do it. How do I set quad buffering? If I try this: gl2.glDrawBuffer(GL.GL_BACK_RIGHT); it obviously doesn't work :/ Thanks.

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  • Need help with xorg.conf for dual Radeon HD6450 video cards with 4 monitors

    - by Eriks Goodwin-Pfister
    I am running 64-bit Ubuntu 13.10 with Unity and have dual (2) Radeon HD6450 video cards and 4 Hanns-G HL273 monitors. Each Radeon card is driving one monitor via DVI and the other via VGA. I am running the proprietary video drivers from AMD's web site: "amd-catalyst-13.11-beta V9.4-linux-x86.x86_64.run" I tried to use "amd-catalyst-13.12-linux-x86.x86_64.run" but could not get that newer version to install. What I need help with is how to "correct" my xorg.conf file and any other needed instructions to get all four of my monitors to work as a continuous desktop that allows me to drag things from one monitor to the next, etc. When I tried to use the default open source drivers that came in Ubuntu 13.10, only three of the monitors would work. Now that I am running the proprietary ones, all four monitors come on and I can move my mouse from one end to the other--but only the right-most monitor displays my desktop and allows me to "do anything". Any time I move my mouse to any of the other three monitors (which display all-white), it turns into an "X" and does not do anything else but move. Enabling xinerama makes all four displays go all-black after login. I do have amdcccle installed, but it does not seem to have the ability to handle my particular configuration. My Current xorg.conf: Section "ServerLayout" Identifier "Basic Layout" Screen 0 "Screen1" 5760 0 Screen 1 "Screen0" 0 0 Screen 2 "Screen2" 3840 0 Screen 3 "Screen3" 1920 0 EndSection Section "Module" EndSection Section "Monitor" Identifier "0-DFP2" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1920x1080" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "0-CRT1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1920x1080" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "1-DFP2" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1920x1080" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "1-CRT1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1920x1080" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Device" Identifier "Device0" Driver "fglrx" Option "Monitor-CRT1" "1-CRT1" BusID "PCI:1:0:0" EndSection Section "Device" Identifier "Device1" Driver "fglrx" Option "Monitor-DFP2" "0-DFP2" BusID "PCI:4:0:0" EndSection Section "Device" Identifier "Device2" Driver "fglrx" Option "Monitor-DFP2" "1-DFP2" BusID "PCI:1:0:0" Screen 1 EndSection Section "Device" Identifier "Device3" Driver "fglrx" Option "Monitor-CRT1" "0-CRT1" BusID "PCI:4:0:0" Screen 1 EndSection Section "Screen" Identifier "Screen0" Device "Device0" DefaultDepth 24 SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Device1" DefaultDepth 24 SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Device2" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen3" Device "Device3" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • Why is my CPU being used while doing nothing?

    - by Jop
    I have installed Ubuntu GNOME in BIOS mode on my MacBook (BIOS mode so that the proprietary NVIDIA drivers work. I need them for gaming.). For some reason, a lot of CPU is being used while not really doing anything. It swings between 20-30% on both cores, usually. But when I look at the list of processes and sort by CPU usage, I do not see anything special. No processes intensively doing anything. How can I fix this? EDIT: Output of top command. jop@jop-MacBook:~$ top top - 17:08:02 up 41 min, 2 users, load average: 0,51, 0,69, 0,95 Tasks: 202 total, 2 running, 200 sleeping, 0 stopped, 0 zombie %Cpu(s): 11,9 us, 5,8 sy, 0,0 ni, 80,3 id, 0,5 wa, 0,0 hi, 1,5 si, 0,0 st KiB Mem: 7908316 total, 2919940 used, 4988376 free, 153248 buffers KiB Swap: 3906244 total, 0 used, 3906244 free, 1326544 cached PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 3785 root 20 0 195m 82m 26m S 22,9 1,1 2:43.77 Xorg 4429 jop 20 0 1543m 150m 60m S 7,3 1,9 1:26.26 compiz 4198 jop 20 0 633m 21m 11m S 1,7 0,3 0:04.96 unity-panel-ser 7425 jop 20 0 564m 18m 12m S 1,7 0,2 0:00.84 gnome-terminal 7019 jop 20 0 806m 89m 46m S 1,0 1,2 0:10.01 chrome 7323 jop 20 0 966m 93m 23m S 1,0 1,2 0:06.85 chrome 6742 root 20 0 0 0 0 S 0,7 0,0 0:00.43 kworker/0:3 3 root 20 0 0 0 0 S 0,3 0,0 0:06.01 ksoftirqd/0 7008 root 20 0 0 0 0 S 0,3 0,0 0:00.27 kworker/1:3 7302 jop 20 0 972m 96m 28m S 0,3 1,2 0:06.32 chrome 7310 jop 20 0 382m 63m 39m S 0,3 0,8 0:00.34 chrome 7498 jop 20 0 24840 1600 1120 R 0,3 0,0 0:00.22 top 1 root 20 0 27176 2944 1412 S 0,0 0,0 0:01.58 init 2 root 20 0 0 0 0 S 0,0 0,0 0:00.00 kthreadd 5 root 0 -20 0 0 0 S 0,0 0,0 0:00.00 kworker/0:0H 6 root 20 0 0 0 0 S 0,0 0,0 0:00.00 kworker/u4:0 7 root rt 0 0 0 0 S 0,0 0,0 0:02.04 migration/0 Even when xorg isn't so busy like when I copied, CPU usage is higher then what the processes use.

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  • Ray Intersecting Plane Formula in C++/DirectX

    - by user4585
    I'm developing a picking system that will use rays that intersect volumes and I'm having trouble with ray intersection versus a plane. I was able to figure out spheres fairly easily, but planes are giving me trouble. I've tried to understand various sources and get hung up on some of the variables used within their explanations. Here is a snippet of my code: bool Picking() { D3DXVECTOR3 vec; D3DXVECTOR3 vRayDir; D3DXVECTOR3 vRayOrig; D3DXVECTOR3 vROO, vROD; // vect ray obj orig, vec ray obj dir D3DXMATRIX m; D3DXMATRIX mInverse; D3DXMATRIX worldMat; // Obtain project matrix D3DXMATRIX pMatProj = CDirectXRenderer::GetInstance()->Director()->Proj(); // Obtain mouse position D3DXVECTOR3 pos = CGUIManager::GetInstance()->GUIObjectList.front().pos; // Get window width & height float w = CDirectXRenderer::GetInstance()->GetWidth(); float h = CDirectXRenderer::GetInstance()->GetHeight(); // Transform vector from screen to 3D space vec.x = (((2.0f * pos.x) / w) - 1.0f) / pMatProj._11; vec.y = -(((2.0f * pos.y) / h) - 1.0f) / pMatProj._22; vec.z = 1.0f; // Create a view inverse matrix D3DXMatrixInverse(&m, NULL, &CDirectXRenderer::GetInstance()->Director()->View()); // Determine our ray's direction vRayDir.x = vec.x * m._11 + vec.y * m._21 + vec.z * m._31; vRayDir.y = vec.x * m._12 + vec.y * m._22 + vec.z * m._32; vRayDir.z = vec.x * m._13 + vec.y * m._23 + vec.z * m._33; // Determine our ray's origin vRayOrig.x = m._41; vRayOrig.y = m._42; vRayOrig.z = m._43; D3DXMatrixIdentity(&worldMat); //worldMat = aliveActors[0]->GetTrans(); D3DXMatrixInverse(&mInverse, NULL, &worldMat); D3DXVec3TransformCoord(&vROO, &vRayOrig, &mInverse); D3DXVec3TransformNormal(&vROD, &vRayDir, &mInverse); D3DXVec3Normalize(&vROD, &vROD); When using this code I'm able to detect a ray intersection via a sphere, but I have questions when determining an intersection via a plane. First off should I be using my vRayOrig & vRayDir variables for the plane intersection tests or should I be using the new vectors that are created for use in object space? When looking at a site like this for example: http://www.tar.hu/gamealgorithms/ch22lev1sec2.html I'm curious as to what D is in the equation AX + BY + CZ + D = 0 and how does it factor in to determining a plane intersection? Any help will be appreciated, thanks.

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  • Implementing a wheeled character controller

    - by Lazlo
    I'm trying to implement Boxycraft's character controller in XNA (with Farseer), as Bryan Dysmas did (minus the jumping part, yet). My current implementation seems to sometimes glitch in between two parallel planes, and fails to climb 45 degree slopes. (YouTube videos in links, plane glitch is subtle). How can I fix it? From the textual description, I seem to be doing it right. Here is my implementation (it seems like a huge wall of text, but it's easy to read. I wish I could simplify and isolate the problem more, but I can't): public Body TorsoBody { get; private set; } public PolygonShape TorsoShape { get; private set; } public Body LegsBody { get; private set; } public Shape LegsShape { get; private set; } public RevoluteJoint Hips { get; private set; } public FixedAngleJoint FixedAngleJoint { get; private set; } public AngleJoint AngleJoint { get; private set; } ... this.TorsoBody = BodyFactory.CreateRectangle(this.World, 1, 1.5f, 1); this.TorsoShape = new PolygonShape(1); this.TorsoShape.SetAsBox(0.5f, 0.75f); this.TorsoBody.CreateFixture(this.TorsoShape); this.TorsoBody.IsStatic = false; this.LegsBody = BodyFactory.CreateCircle(this.World, 0.5f, 1); this.LegsShape = new CircleShape(0.5f, 1); this.LegsBody.CreateFixture(this.LegsShape); this.LegsBody.Position -= 0.75f * Vector2.UnitY; this.LegsBody.IsStatic = false; this.Hips = JointFactory.CreateRevoluteJoint(this.TorsoBody, this.LegsBody, Vector2.Zero); this.Hips.MotorEnabled = true; this.AngleJoint = new AngleJoint(this.TorsoBody, this.LegsBody); this.FixedAngleJoint = new FixedAngleJoint(this.TorsoBody); this.Hips.MaxMotorTorque = float.PositiveInfinity; this.World.AddJoint(this.Hips); this.World.AddJoint(this.AngleJoint); this.World.AddJoint(this.FixedAngleJoint); ... public void Move(float m) // -1, 0, +1 { this.Hips.MotorSpeed = 0.5f * m; }

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  • Why does switching users completely hang my system every time?

    - by Stéphane
    I have a fresh install of 11.04 64bit, with 2 administrator accounts and 4 normal accounts. The 4 normal accounts (the kids' accounts) don't have passwords, they can login simply by clicking on their names. When any of the users -- either admin or normal -- tries to switch to another account by clicking in the top-right corner of the screen and selecting another user, the screen goes black and the entire system locks up. Even CTRL+ALT+F1 through F7 does nothing. This is reproducible 100% of the time on this system. I can ssh into the box when the console locks up, and by running top, I see that Xorg is consuming about 100% of the CPU. Looking at the output of "ps axfu" in bash while the system is in this "locked up" state, here is the lightdm and X process tree: USER PID %CPU %MEM VSZ RSS TTY STAT START TIME COMMAND root 1153 0.0 0.1 183508 4292 ? Ssl Dec26 0:00 lightdm root 2187 0.4 4.6 265976 164168 tty7 Ss+ 00:43 0:21 \_ /usr/bin/X :0 -auth /var/run/lightdm/root/:0 -nolisten tcp vt7 -novtswitch stephane 2612 0.0 0.3 266400 10736 ? Ssl 01:52 0:00 \_ /usr/bin/gnome-session --session=ubuntu stephane 2650 0.0 0.0 12264 276 ? Ss 01:52 0:00 | \_ /usr/bin/ssh-agent /usr/bin/dbus-launch --exit-with-session /usr/bin/gnome-session --session=ubuntu stephane 2703 0.8 3.0 562068 106548 ? Sl 01:52 0:08 | \_ compiz stephane 2801 0.0 0.0 4264 584 ? Ss 01:52 0:00 | | \_ /bin/sh -c /usr/bin/compiz-decorator stephane 2802 0.0 0.3 265744 13772 ? Sl 01:52 0:00 | | \_ /usr/bin/unity-window-decorator ...cut... root 3024 80.6 0.3 107928 13088 tty8 Rs+ 01:53 12:34 \_ /usr/bin/X :1 -auth /var/run/lightdm/root/:1 -nolisten tcp vt8 -novtswitch That last process, pid #3024 in this case, is what has the CPU pegged. In case it matters (I suspect it might) here is what I think may be the relevant information for my video card, taken from /var/log/Xorg.0.log: [ 3392.653] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/extra-modules.dpkg-tmp/modules/extensions/libglx.so [ 3392.653] (II) Module glx: vendor="FireGL - AMD Technologies Inc." [ 3392.653] compiled for 6.9.0, module version = 1.0.0 ... [ 3392.655] (II) LoadModule: "fglrx" [ 3392.655] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/extra-modules.dpkg-tmp/modules/drivers/fglrx_drv.so [ 3392.672] (II) Module fglrx: vendor="FireGL - ATI Technologies Inc." [ 3392.672] compiled for 1.4.99.906, module version = 8.88.7 [ 3392.672] Module class: X.Org Video Driver ... [ 3392.759] (==) fglrx(0): ATI 2D Acceleration Architecture enabled [ 3392.759] (--) fglrx(0): Chipset: "AMD Radeon HD 6410D" (Chipset = 0x9644) Lastly: I did see this posting: Change user on 11.10 hangs system ...but I checked, and the libpam-smbpass package isn't installed on this system.

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  • Drawing a texture at the end of a trace (crosshair?) UDK

    - by Dave Voyles
    I'm trying to draw a crosshair at the end of my trace. If my crosshair does not hit a pawn or static mesh (ex, just a skybox) then the crosshair stays locked on a certain point at that actor - I want to say its origin. Ex: Run across a pawn, then it turns yellow and stays on that pawn. If it runs across the skybox, then it stays at one point on the box. Weird? How can I get my crosshair to stay consistent? I've included two images for reference, to help illustrate. Note: The wrench is actually my crosshair. The "X" is just a debug crosshair. Ignore that. /// Image 1 /// /// Image 2 /// /*************************************************************************** * Draws the crosshair ***************************************************************************/ function bool CheckCrosshairOnFriendly() { local float CrosshairSize; local vector HitLocation, HitNormal, StartTrace, EndTrace, ScreenPos; local actor HitActor; local MyWeapon W; local Pawn MyPawnOwner; /** Sets the PawnOwner */ MyPawnOwner = Pawn(PlayerOwner.ViewTarget); /** Sets the Weapon */ W = MyWeapon(MyPawnOwner.Weapon); /** If we don't have an owner, then get out of the function */ if ( MyPawnOwner == None ) { return false; } /** If we have a weapon... */ if ( W != None) { /** Values for the trace */ StartTrace = W.InstantFireStartTrace(); EndTrace = StartTrace + W.MaxRange() * vector(PlayerOwner.Rotation); HitActor = MyPawnOwner.Trace(HitLocation, HitNormal, EndTrace, StartTrace, true, vect(0,0,0),, TRACEFLAG_Bullet); DrawDebugLine(StartTrace, EndTrace, 100,100,100,); /** Projection for the crosshair to convert 3d coords into 2d */ ScreenPos = Canvas.Project(HitLocation); /** If we haven't hit any actors... */ if ( Pawn(HitActor) == None ) { HitActor = (HitActor == None) ? None : Pawn(HitActor.Base); } } /** If our trace hits a pawn... */ if ((Pawn(HitActor) == None)) { /** Draws the crosshair for no one - Grey*/ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(100,100,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return false; } /** Draws the crosshair for friendlies - Yellow */ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(255,255,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return true; }

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  • Opengl-es picking object

    - by lacas
    I saw a lot of picking code opengl-es, but nothing worked. Can someone give me what am I missing? My code is (from tutorials/forums) Vec3 far = Camera.getPosition(); Vec3 near = Shared.opengl().getPickingRay(ev.getX(), ev.getY(), 0); Vec3 direction = far.sub(near); direction.normalize(); Log.e("direction", direction.x+" "+direction.y+" "+direction.z); Ray mouseRay = new Ray(near, direction); for (int n=0; n<ObjectFactory.objects.size(); n++) { if (ObjectFactory.objects.get(n)!=null) { IObject obj = ObjectFactory.objects.get(n); float discriminant, b; float radius=0.1f; b = -mouseRay.getOrigin().dot(mouseRay.getDirection()); discriminant = b * b - mouseRay.getOrigin().dot(mouseRay.getOrigin()) + radius*radius; discriminant = FloatMath.sqrt(discriminant); double x1 = b - discriminant; double x2 = b + discriminant; Log.e("asd", obj.getName() + " "+discriminant+" "+x1+" "+x2); } } my camera vectors: //cam Vec3 position =new Vec3(-obj.getPosX()+x, obj.getPosZ()-0.3f, obj.getPosY()+z); Vec3 direction =new Vec3(-obj.getPosX(), obj.getPosZ(), obj.getPosY()); Vec3 up =new Vec3(0.0f, -1.0f, 0.0f); Camera.set(position, direction, up); and my picking code: public Vec3 getPickingRay(float mouseX, float mouseY, float mouseZ) { int[] viewport = getViewport(); float[] modelview = getModelView(); float[] projection = getProjection(); float winX, winY; float[] position = new float[4]; winX = (float)mouseX; winY = (float)Shared.screen.width - (float)mouseY; GLU.gluUnProject(winX, winY, mouseZ, modelview, 0, projection, 0, viewport, 0, position, 0); return new Vec3(position[0], position[1], position[2]); } My camera moving all the time in 3d space. and my actors/modells moving too. my camera is following one actor/modell and the user can move the camera on a circle on this model. How can I change the above code to working?

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  • How to Add a Taskbar to the Desktop in Ubuntu 14.04

    - by Lori Kaufman
    If you’ve switched to Ubuntu from Windows, it may take some time to get used to the new and different interface. However, you can easily incorporate a familiar Windows feature, the Taskbar, into Ubuntu to make the transition easier. A tool called Tint2 provides a bar at the bottom of the Ubuntu Desktop that resembles the Windows Taskbar. We will show you how to install it and make it start every time you log into Ubuntu. NOTE: When we say to type something in this article and there are quotes around the text, DO NOT type the quotes, unless we specify otherwise. Press Ctrl + Alt + T to open a Terminal window. To install Tint2, type the following line at the prompt and press Enter. sudo apt-get install tint2 Type your password at the prompt and press Enter. The progress of the installation displays and then a message displays saying how much disk space will be used. When asked if you want to continue, type a “y” and press Enter. When the installation has finished, close the Terminal window by typing “exit” at the prompt and pressing Enter. Click the Search button at the top of the Unity bar. Start typing “startup applications” in the Search box. Items that match what you type start displaying below the Search box. When the Startup Applications tool displays, click the icon to open it. On the Startup Applications Preferences window, click Add. On the Add Startup Program dialog box, enter a name for the startup application. This name displays in the list on the Startup Applications Preferences window. Type “tint2” in the Command edit box, enter a description in the Comment edit box, if desired, and click Add. Tint2 is added as a startup program and will start every time you log into Ubuntu. Click Close to close the Startup Applications Preferences window. Log out and log back in to make the Taskbar available on the desktop. You do not need to reboot the computer for this change to take effect. Now, when you minimize a program, an icon for it displays on the Taskbar at the bottom of the screen, just like the Taskbar in Windows. If you decide that you don’t want the Taskbar to display every time you log into Ubuntu, you can uncheck the Tint2 startup program on the Startup Applications Preferences window. You don’t need to delete it from the list.

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  • How can I get my ATI / AMD drivers to work with any kernel above 3.2.0.x?

    - by TorakTu
    How can I get my ATI / AMD drivers to work with any kernel above 3.2.0.x ? WHAT DID WORK Installed original AMD64 version of Ubuntu 12.04 ISO image. Burned DVD and installed which shown kernel 3.2.0-23 to begin with. Got 5.1 surround sound working. Got ATI ( Now its AMD ) video drivers installed for my Radeon HD R6870 Video card from AMD's website. fglrxinfo came up and reported as normal. THE PROBLEM Kernel 3.2.0.x kept locking up so I tried higher kernel versions. But ATI / AMD Drivers do not install on any kernel Above 3.2.0.x WHAT I HAVE TRIED I have gone over this tutorial many times ( https://help.ubuntu.com/community/BinaryDriverHowto/ATI ) and it doesn't work on ANY kernel except 3.2.0.x. The problems I am having here are that the ATI / AMD drivers working for the 12.04 Precise with kernel 3.2.0-23 and 24, But the computer kept locking up. Although all my games would work, the lock ups were random and were constant. So I looked all over the web for 3 days trying to find an answer and the lock up issue was said to just update the kernel. So I did. Have tried many kernels. All of them .. no lock ups. BUT the Restricted AMD drivers from the AMD website will not install. And none of the OpenSource AMD drivers have EVER installed no matter what Kernel or version I tried. EXAMPLE OUTPUT OF 3D TYPE OF ERRORS Javax.media.opengl.GLException: glXGetConfig failed: error code GLX_NO_EXTENSION at com.sun.opengl.impl.x11.X11GLDrawableFactory.glXGetConfig(X11GLDrawableFactory.java:651) at com.sun.opengl.impl.x11.X11GLDrawableFactory.xvi2GLCapabilities(X11GLDrawableFactory.java:350) at com.sun.opengl.impl.x11.X11GLDrawableFactory.chooseGraphicsConfiguration(X11GLDrawableFactory.java:174) at javax.media.opengl.GLCanvas.chooseGraphicsConfiguration(GLCanvas.java:520) at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:131) at haven.HavenPanel.<init>(HavenPanel.java:68) at haven.HavenPanel.<init>(HavenPanel.java:78) at haven.MainFrame.<init>(MainFrame.java:182) at haven.MainFrame.main2(MainFrame.java:306) at haven.MainFrame.access$100(MainFrame.java:34) at haven.MainFrame$7.run(MainFrame.java:360) at java.lang.Thread.run(Thread.java:722) And of course this is what fglrxinfo shows : X Error of failed request: BadRequest (invalid request code or no such operation) Major opcode of failed request: 139 (ATIFGLEXTENSION) Minor opcode of failed request: 66 () Serial number of failed request: 13 Current serial number in output stream: 13 EDIT : I forgot to mention that I DID look at this post over the last few days and it did not help.

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  • Per-pixel collision detection - why does XNA transform matrix return NaN when adding scaling?

    - by JasperS
    I looked at the TransformCollision sample on MSDN and added the Matrix.CreateTranslation part to a property in my collision detection code but I wanted to add scaling. The code works fine when I leave scaling commented out but when I add it and then do a Matrix.Invert() on the created translation matrix the result is NaN ({NaN,NaN,NaN},{NaN,NaN,NaN},...) Can anyone tell me why this is happening please? Here's the code from the sample: // Build the block's transform Matrix blockTransform = Matrix.CreateTranslation(new Vector3(-blockOrigin, 0.0f)) * // Matrix.CreateScale(block.Scale) * would go here Matrix.CreateRotationZ(blocks[i].Rotation) * Matrix.CreateTranslation(new Vector3(blocks[i].Position, 0.0f)); public static bool IntersectPixels( Matrix transformA, int widthA, int heightA, Color[] dataA, Matrix transformB, int widthB, int heightB, Color[] dataB) { // Calculate a matrix which transforms from A's local space into // world space and then into B's local space Matrix transformAToB = transformA * Matrix.Invert(transformB); // When a point moves in A's local space, it moves in B's local space with a // fixed direction and distance proportional to the movement in A. // This algorithm steps through A one pixel at a time along A's X and Y axes // Calculate the analogous steps in B: Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, transformAToB); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, transformAToB); // Calculate the top left corner of A in B's local space // This variable will be reused to keep track of the start of each row Vector2 yPosInB = Vector2.Transform(Vector2.Zero, transformAToB); // For each row of pixels in A for (int yA = 0; yA < heightA; yA++) { // Start at the beginning of the row Vector2 posInB = yPosInB; // For each pixel in this row for (int xA = 0; xA < widthA; xA++) { // Round to the nearest pixel int xB = (int)Math.Round(posInB.X); int yB = (int)Math.Round(posInB.Y); // If the pixel lies within the bounds of B if (0 <= xB && xB < widthB && 0 <= yB && yB < heightB) { // Get the colors of the overlapping pixels Color colorA = dataA[xA + yA * widthA]; Color colorB = dataB[xB + yB * widthB]; // If both pixels are not completely transparent, if (colorA.A != 0 && colorB.A != 0) { // then an intersection has been found return true; } } // Move to the next pixel in the row posInB += stepX; } // Move to the next row yPosInB += stepY; } // No intersection found return false; }

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  • Evolution laggy due to IMAP -profile or due to some odd Sync -issue?

    - by Izzy
    I'm fighting with Evolution. Basically it's working fine -- but it is very slow to react in certain situations. Helper questions Could it be that changing away from Bonobo has to do with slowing-down? There might be some trouble with the new engine and "asynchronous actions". What to do about it? Are there e.g. any configuration files? I want to get the previous "working mood" back. How can I speed this thing up? Different scenarios when sending a mail, the composer window hangs there inactive for a couple of seconds, everything grayed out. Though there is a green check mark saying it's sent, I'm not sure a) why it's still blocking everything and b) whether I could simply close it without "breaking"/"losing" anything. In earlier versions, the composer window was closing pretty fast, and one could see the message being stored into the local "outbox" until it was sent, and one could immediately continue with the next task. I prefer that behaviour over the current, where I cannot do anything in the application until the window closes. switching between modules. Coming from mail and switching to the address book takes a couple of seconds. Same for switching to the calendar. I read about different "possible causes" and tried a few things: I only have 3 local address books, so no networking should be involved here. To make sure, I switched to offline mode and then tried to access the address book. No noticeable difference. I use 3 Google Calendars. Switching to offline mode made a minor difference, but so minor that it also could be "imagination" since one might have expected this in this case according to some reports, disabling the tasks should help. Well, it didn't in my case, as I don't use them regularly (just two local items stored here) Maybe I should also mention that I'm using the KDE4 desktop (so no Unity or Gnome, though both is installed on the computer). And I did not have this issue before I updated to 12.04.

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  • Complete Beginner to Game Programming and Unreal Engine 4, Looking For Advice [on hold]

    - by onemic
    I am currently a 2nd year programming student(Just finished my first year so I will be starting my second year in September) and have mainly learned C and C++ in my classes. In terms of what I know of C++, I know about general inheritance, polymorphism, overloading operators, iterators, a little bit about templates(only class and function templates) etc. but not of the more advanced topics like linked lists and other sequential containers(containers in general I guess), enumerations, most of the standard library(other than like strings and vectors), and probably a bunch of other stuff I dont even know about yet. I subscribed to Unreal Engine 4 as I was very intrigued by their Unreal Tournament announcement earlier this month, especially after hearing that UE4 is going completely C++. Of course my end goal in doing this programming program is to eventually go into game/graphics programming. Since it's my summer off, I thought what better way then to actually apply some of my skills to a personal project so I actually have a firmer understanding of C++ past what my professors tell me. My questions are this: What would be the best way to start off making a small personal game in UE4 as a project for the summer? What should I be aiming for, especially for someone that is still learning C++? Should I focus on making a simple 2D game rather than a 3D one to get started? Seeing the Flappy Chicken showcase intrigued me because before I thought the UE engine was pretty much pigeonholed into being for FPS games What should my expectations be going into UE4 and a game engine for the first time?(UE4 will be my first foray into making a game) What can I expect to gain from making things in UE4, in terms of making games and in terms of further fleshing out my knowledge of C++? Would you recommend I start off 100% using C++ for scripting or using the visual blueprints? Since I'm not a designer, how would I be able to add objects and designs to my game? For someone at my level is retaining the UE4 subscription worth it or is it better to cancel and resub when I learn enough about UE4 and C++? Lastly is there anything to be gained in terms of knowledge/insight through me looking at the source code for UE4? I opened it in VS2013, but noticed that most of the files were C# files and not cpp's. Thanks in advance for taking the time to answer.

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  • How do I randomly generate a top-down 2D level with separate sections and is infinite?

    - by Bagofsheep
    I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to achieve is sort of like you were looking straight down on a Minecraft map. There is no height, but the borders of each "biome" or "section" of the map are random and varied. I already have basic code that can generate a perfectly square level with the same tileset (randomly picking segments from the tileset image), but I've encountered a major issue for wanting the level to be infinite: Beyond a certain point, the tiles' positions become negative on one or both of the axis. The code I use to only draw tiles the player can see relies on taking the tiles position and converting it to the index number that represents it in the array. As you well know, arrays cannot have a negative index. Here is some of my code: This generates the square (or rectangle) of tiles: //Scale is in tiles public void Generate(int sX, int sY) { scaleX = sX; scaleY = sY; for (int y = 0; y <= scaleY; y++) { tiles.Add(new List<Tile>()); for (int x = 0; x <= scaleX; x++) { tiles[tiles.Count - 1].Add(tileset.randomTile(x * tileset.TileSize, y * tileset.TileSize)); } } } Before I changed the code after realizing an array index couldn't be negative my for loops looked something like this to center the map around (0, 0): for (int y = -scaleY / 2; y <= scaleY / 2; y++) for (int x = -scaleX / 2; x <= scaleX / 2; x++) Here is the code that draws the tiles: int startX = (int)Math.Floor((player.Position.X - (graphics.Viewport.Width) - tileset.TileSize) / tileset.TileSize); int endX = (int)Math.Ceiling((player.Position.X + (graphics.Viewport.Width) + tileset.TileSize) / tileset.TileSize); int startY = (int)Math.Floor((player.Position.Y - (graphics.Viewport.Height) - tileset.TileSize) / tileset.TileSize); int endY = (int)Math.Ceiling((player.Position.Y + (graphics.Viewport.Height) + tileset.TileSize) / tileset.TileSize); for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { if (x >= 0 && y >= 0 && x <= scaleX && y <= scaleY) tiles[y][x].Draw(spriteBatch); } } So to summarize what I'm asking: First, how do I randomly generate a top-down 2D map with different sections (not chunks per se, but areas with different tile sets) and second, how do I get past this negative array index issue?

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  • Collision detection doesn't work for automated elements in XNA 4.0

    - by NDraskovic
    I have a really weird problem. I made a 3D simulator of an "assembly line" as a part of a college project. Among other things it needs to be able to detect when a box object passes in front of sensor. I tried to solve this by making a model of a laser and checking if the box collides with it. I had some problems with BoundingSpheres of models meshes so I simply create a BoundingSphere and place it in the same place as the model. I organized them into a list of BoundingSpheres called "spheres" and for each model I create one BoundingSphere. All models except the box are static, so the box object has its own BoundingSphere (not a member of the "spheres" list). I also implemented a picking algorithm that I use to start the movement. This is the code that checks for collision: if (spheres.Count != 0) { for (int i = 1; i < spheres.Count; i++) { if (spheres[i].Intersects(PickingRay) != null && Microsoft.Xna.Framework.Input.ButtonState.Pressed == Mouse.GetState().LeftButton) { start = true; break; } if (BoxSphere.Intersects(spheres[i]) && start) { MoveBox(0, false);//The MoveBox function receives the direction (0) and a bool value that dictates whether the box should move or not (false means stop) start = false; break; } if (start /*&& Microsoft.Xna.Framework.Input.ButtonState.Pressed == Mouse.GetState().LeftButton*/ && !BoxSphere.Intersects(spheres[i])) { MoveBox(0, true); break; } } The problem is this: When I use the mouse to move the box (the commented part in the third if condition) the collision works fine (I have another part of code that I removed to simplify my question - it calculates the "address" of the box, and by that number I know that the collision is correct). But when I comment it (like in this example) the box just passes trough the lasers and does not detect the collision (the idea is that the box stops at each laser and the user passes it forth by clicking on the appropriate "switch"). Can you see the problem? Please help, and if you need more informations I will try to give them. Thanks

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  • Is is possible to get a patch included in the current release? If so, how?

    - by Oli
    So a while back I reported a bug in Compiz's Place Window plugin. It's a fairly major regression for people affected by it: mainly those using Gnome-Fallback, judging by the reports. A patch surfaced a short time later. I created a PPA for testing and everybody involved so far is reporting the issues are fixed. It even fixes another bug. I've done testing with a standard Unity desktop and can say (for my testing) no adverse effects were visible. I want to get this pushed to Ubuntu right now for two main reasons: I'm selfish. I don't want to need to update my PPA every time a new version of Compiz is pushed to 12.04. I don't want Ubuntu users seeing their windows flying around because of a silly little bug. I want this patch pushed to Ubuntu's version of Compiz as soon as possible, so we can mark these bugs fixed and move on with our lives. Whose leg do I have to hump to get this pulled into Ubuntu right now? I don't maintain this project and it's an upstream thing but it's fairly integral to Ubuntu. I could go to Compiz but I imagine that if they accept the patch, it'll be months (at least a release) before it's anywhere near Ubuntu. And when I do find the right person, how can I make the process as slick as possible for them? I want them to see my request, go "Yup, that all looks great, done" and that be it. I don't want seventeen rounds of emails addressing aspects of the patch. More importantly, I don't want to waste their time either. And what do I have to provide them? My packaging skills are... lamentable. This was my first attempt at patching a package for redistribution so I've probably made every single packaging error known to man. Will they be happy with the original patch (so they can apply it themselves) or should I repackage things so the diff/changelog is a little cleaner (it took me a few goes and the versioning is all over the place). Note: This question is about Compiz but I'd prefer if answers could address other styles of package too so we have an authoritative and comprehensive thread of how to get things fixed.

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