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  • Interfaces and Virtuals Everywhere????

    - by David V. Corbin
    First a disclaimer; this post is about micro-optimization of C# programs and does not apply to most common scenarios - but when it does, it is important to know. Many developers are in the habit of declaring member virtual to allow for future expansion or using interface based designs1. Few of these developers think about what the runtime performance impact of this decision is. A simple test will show that this decision can have a serious impact. For our purposes, we used a simple loop to time the execution of 1 billion calls to both non-virtual and virtual implementations of a method that took no parameters and had a void return type: Direct Call:     1.5uS Virtual Call:   13.0uS The overhead of the call increased by nearly an order of magnitude! Once again, it is important to realize that if the method does anything of significance then this ratio drops quite quickly. If the method does just 1mS of work, then the differential only accounts for a 1% decrease in performance. Additionally the method in question must be called thousands of times in order to produce a meaqsurable impact at the application level. Yet let us consider a situation such as the per-pixel processing of a graphics processing application. Here we may have a method which is called millions of times and even the slightest increase in overhead can have significant ramification. In this case using either explicit virtuals or interface based constructs is likely to be a mistake. In conclusion, good design principles should always be the driving force behind descisions such as these; but remember that these decisions do not come for free.   1) When a concrete class member implements an interface it does not need to be explicitly marked as virtual (unless, of course, it is to be overriden in a derived concerete class). Nevertheless, when accessed via the interface it behaves exactly as if it had been marked as virtual.

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  • How do I draw a point sprite using OpenGL ES on Android?

    - by nbolton
    Edit: I'm using the GL enum, which is incorrect since it's not part of OpenGL ES (see my answer). I should have used GL10, GL11 or GL20 instead. Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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  • Watch a Machine Get Upgraded from MS-DOS to Windows 7 [Video]

    - by ETC
    What happens if you try to upgrade a machine from MS-DOS to Windows 7? One curious geek ran the experiment using VMWare and recorded the whole, surprisingly fluid, ride for our enjoyment. Andrew Tait was curious, what would happen if you followed the entire upgrade arc for Windows from the 1980s to the present all on one machine? Thanks to VMWare he was able to find out, following the upgrade path all the way from MS-DOS to Windows 7. Check out the video below to see what happens: Chain of Fools: Upgrading Through Every Version of Windows [YouTube via WinRumors] Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Access and Manage Your Ubuntu One Account in Chrome and Iron Mouse Over YouTube Previews YouTube Videos in Chrome Watch a Machine Get Upgraded from MS-DOS to Windows 7 [Video] Bring the Whole Ubuntu Gang Home to Your Desktop with this Mascots Wallpaper Hack Apart a Highlighter to Create UV-Reactive Flowers [Science] Add a “Textmate Style” Lightweight Text Editor with Dropbox Syncing to Chrome and Iron

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  • Week in Geek: BlackHole RAT Trojan Targets Mac OS X Edition

    - by Asian Angel
    This week we learned how to change window transparency in Windows 7 with a hotkey, backup web-based email accounts using Thunderbird, “temporarily halt autorun, enable Android’s power control, & securely wipe CDs/DVDs”, “block text messages, prioritize Wi-Fi connections, & revitalize a Windows 6 phone”, learned what Bitcoin the virtual digital currency is, and more. Photo by Jessica Lucia. Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Sync Your Windows Computer with Your Ubuntu One Account [Desktop Client] Awesome 10 Meter Curved Touchscreen at the University of Groningen [Video] TV Antenna Helper Makes HDTV Antenna Calibration a Snap Turn a Green Laser into a Microscope Projector [Science] The Open Road Awaits [Wallpaper] N64oid Brings N64 Emulation to Android Devices

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  • Transfer page from internal to external

    - by Theo Gulland
    Afternoon all! Currently I have a website with a list of audio products (essentially a search engine for audio deals). http://www.soundplaza.co.uk Once you go to the details page, you can then press the 'view deal' button to go to providers site e.g. = http://www.soundplaza.co.uk/all-deals/113/bookshelf-speakers/acoustic-energy-1 This jump between two sites is a bit harsh and I would like to show a transition page, to simply ease them into another site and not scare them off. Within this tradition page I will have a simple loading gif and some graphics showing that your transferring. QUESTION: What is the best way to send the details (link, product name etc) to this transfer page, to then wait 5 seconds, to then move on to the desired link... this can in NO WAY damage my SEO, if anything rel="nofollow" would be great if possible. Currently I have seen that you can submit form to the transition page, then you can use php sleep and then php header to transfer... however I am not sure if php header will transfer SEO value tot he provider? Any opinions would be great! Thanks

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  • HTG Explains: What Is Bitcoin, the Virtual Digital Currency?

    - by YatriTrivedi
    Bitcoin is a virtual currency that employs some very interesting principles. Here’s the skinny on what exactly it is and how the fascinating technology behind it works. Disclaimer: This is NOT financial or legal advice. This. Is. NOT. Financial. Or. Legal. Advice. This is not, in any way, shape, or form, financial or legal advice. We’re covering this topic because of the technological implementations it uses and the innovations it attempts to make. If you do anything because of this post, we are not responsible because this is NOT financial or legal advice. ^_^ Latest Features How-To Geek ETC Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 The History Of Operating Systems [Infographic] DriveSafe.ly Reads Your Text Messages Aloud The Likability of Angry Birds [Infographic] Dim an Overly Bright Alarm Clock with a Binder Divider Preliminary List of Keyboard Shortcuts for Unity Now Available Bring a Touch of the Wild West to Your Desktop with the Rango Theme for Windows 7

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  • How do I install kivy?

    - by aspasia
    I was trying to install Kivy (by following the instructions here). I downloaded and installed all packages where the installation process went through without giving me any errors. However, when later I enter below command; sudo easy_install kivy It looked like it was going to work but it ends with an error by displaying following lines, which I don't comprehend: Detected compiler is unix /tmp/easy_install-BtOA_u/Kivy-1.8.0/kivy/graphics/texture.c:8:22: fatal error: pyconfig.h: No such file or directory #include "pyconfig.h" ^ compilation terminated. error: Setup script exited with error: command 'x86_64-linux-gnu-gcc' failed with exit status 1 I saw a similar question asked as; Problem with kivy installation. However, this didn't work for me though the question suggests installing libgles-mesa-dev-lts-raring which I did as below; sudo apt-get install libgles-mesa-dev-lts-raring which then gave below; E: Unable to locate package libgles-mesa-dev-lts-raring (sorry for being so specific and perhaps obvious, but I'm in the early stage of learning my way around linux). This user was running Ubuntu 12.04, and most other questions related to this I've seen came from people with a different release from mine, which has led me to believe that that is the reason why the suggestions to those didn't solve my problem. I'm using Ubuntu 13.10

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  • Looking for 2D Cross platform suggestions based on requirements specified

    - by MannyG
    I am an intermediate developer with minor experience on enterprise mobile applications for iphone, android and blackberry looking to build my first ever mobile game. I did a google search for some game dev forums and this popped up so I thought I would try posting here as I lack luck elsewhere. If you have ever heard of the game for the iphone and android platform entitled avatar fight then you will have an idea of the graphic capabilities I require. Basically the battles which are automated one sprite attacking another doing cool animations but all in 2d. My buddy and I have two motivations, one is to jump into mobile Dev as my experience is limited as is his so we would like some trending knowledge (html5 would be nice to learn) . The other is to make some money on the side, don't expect much but polishing the game and putting our all will hopefully reward us a bit. We have looked into corona engine, however a lot of people are saying it is limited in the graphics department, we are open to learning new languages like lua, c++, python etc. Others we have looked at include phonegap, rhomobile, unity, and the list goes on. I really have no idea what the pros and cons of these are but for a basic battle sequence and some mini games we want to chose the right one. Some more things that we will be doing include things like card games, side scrolling flying object based games, maybe fishing stuff. We want to start small with these minigames and work our way up to the idea we would like to implement in the future. We only want to work in 2D. So with these requirements please help me chose a platform to work on (cross platform is what we are ideally leaning towards). Please feel free to throw in some pieces of advice you may have for newbie game developers like myself too. Thank you for reading!

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  • 12.04 kernel panic

    - by jesus
    Hello I'm having trouble with Ubuntu 12.04. I downloaded the ISO and burned it into a CD and tried to install Ubuntu, but during the installation process, I got this message Kernel panic-not syncing Attempted to kill init! pid:1,comm:init not tainted 3.2.0-23-generic-pae#36-ubunru then it says switching to console text, and it just hangs in there and nothing happens. I burned another CD with Ubuntu 10.04, but I get a different problem: Ubuntu just gets stuck at the splash screen with the 5 dots which move from red to white, and nothing happens. I was able to boot before with 10.04 but I recently upgraded my computer graphics card and power supply. please see my system specs. Gigabyte GA-M68M-S2P (rev. 2.3) GeForce 7025 Chipset Athalon II x4 640 QuadCore Radeon HD 6870 sapphire OCZ ModXStream Pro 600W Modular High Performance Power Supply 3 hard drives one is IDE and the other two SATA IDE DVD Drive If any one could help me, I'd be most appreciative. If it helps I tried the F6 option like acpi=off noapic nolapic nomodset but i still get kernel panic

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  • Desktop Fun: Triple Monitor Wallpaper Collection Series 2

    - by Asian Angel
    Recently we shared the first batch in a series of wallpaper collections focused exclusively on triple monitor setups with you. Today we have our second offering in the series filled with all new wallpaper goodness to help make your monitors a joy to look at once again. Note: Click on the picture to see the full-size image—these wallpapers vary in size so you may need to crop, stretch, or place them on a colored background in order to best match them to your screen’s resolution. Special Notes Regarding This Collection: The website lists the following resolutions as available for backgrounds: 3072*768, 3456*864, 3840*800, 3840*960, 3840*1024, 4080*768, 4098*768, 4320*900, 4800*900, 4800*1200, 5040*1050, 5760*1080, 5760*1200, and 7680*1600. Keep in mind that the largest image size we were able to download was 5120*1600 pixels even though “5760*1080, 5760*1200, and 7680*1600″ were listed. Use the “Click here to change resolution preferences” link at the top of each page to select the size best suited to your monitors before downloading. The easiest way to save these images is to right click on the previews and select “Save As”. Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Sync Your Windows Computer with Your Ubuntu One Account [Desktop Client] Awesome 10 Meter Curved Touchscreen at the University of Groningen [Video] TV Antenna Helper Makes HDTV Antenna Calibration a Snap Turn a Green Laser into a Microscope Projector [Science] The Open Road Awaits [Wallpaper] N64oid Brings N64 Emulation to Android Devices

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  • fglrx: No matching Device section for instance... found how to fix it?

    - by Lejo
    I have HD 4850 card, Ubuntu 12.10 and installed legacy drivers using makson96 ppa. The issue is, that FGLRX can not detect my device and loads vesa bios. I had the same problem on ubuntu 11.10, 12.04 versions. I want to manually help fglrx find a matching device to load as it shoudld do. It is interesting, why does fglrx search for a device in a PCI:0@1:0:1 Bus? in xorg.cof different bus is indicated: Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:1:0:0" EndSection fglrxinfo display: :0.0 screen: 0 OpenGL vendor string: Advanced Micro Devices, Inc. OpenGL renderer string: ATI Radeon HD 4800 Series OpenGL version string: 3.3.11653 Compatibility Profile Context Here is a part of my xorg log: [ 3.846] (II) VESA: driver for VESA chipsets: vesa [ 3.846] (II) FBDEV: driver for framebuffer: fbdev [ 3.846] (++) using VT number 7 [ 3.846] (WW) Falling back to old probe method for fglrx [ 3.883] (II) Loading PCS database from /etc/ati/amdpcsdb [ 3.883] (--) Assigning device section with no busID to primary device [ 3.883] (--) Chipset Supported AMD Graphics Processor (0x9442) found [ 3.884] (WW) fglrx: No matching Device section for instance (BusID PCI:0@1:0:1) found [ 3.884] (II) AMD Video driver is running on a device belonging to a group targeted for this release [ 3.884] (II) AMD Video driver is signed [ 3.884] (II) fglrx(0): pEnt->device->identifier=0xb7791d8f [ 3.884] (WW) Falling back to old probe method for vesa [ 3.884] (WW) Falling back to old probe method for fbdev from lispci i foud out finally, that my video card is in 01:00.0 slot. logically, if fglrx searches for a vdeo card device in a wrong place, it will not find it. 01:00.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI RV770 [Radeon HD 4850] Thanks in advance.

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  • Are there Know issues with Ubuntu 11 and socket 1155? acpi=off

    - by James
    Since building my new system I cant get Ubuntu (or any other flavor of Linux) to "run" properly. To boot the live cd I have to "F6" and turn off acpi or the screen halts at a black screen with "boot stuff" written above the blinking curser. When installed I can only boot if I enter repair mode from Grub menu then once in repair mode I choose Boot Normally and it boots to the desktop. Once on the desktop I can "click" (with the mouse) only on one thing...like firefox or "desktop appearance" and the mouse no longer "clicks" on anything else ...its like the computer freezes but the mouse still moves. I end up using the reset button to restart the computer. I was able to update when prompted to do so....but at the end of the update I could not "click" the "finish" and had to use the manual reset button. I have run Ubuntu since v 8... My system specs are: intel i7 2600k ...Graphics disabled in bios... Asus p8z68-v pro.... 16G Kingston HyperX.... 2 EVGA GTX 570 in SLI.... Mouse is a simple Logitech usb Wireless. Ubuntu installed on secondary sata drive.

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  • Thread safe GUI programming

    - by James
    I have been programming Java with swing for a couple of years now, and always accepted that GUI interactions had to happen on the Event Dispatch Thread. I recently started to use GTK+ for C applications and was unsurprised to find that GUI interactions had to be called on gtk_main. Similarly, I looked at SWT to see in what ways it was different to Swing and to see if it was worth using, and again found the UI thread idea, and I am sure that these 3 are not the only toolkits to use this model. I was wondering if there is a reason for this design i.e. what is the reason for keeping UI modifications isolated to a single thread. I can see why some modifications may cause issues (like modifying a list while it is being drawn), but I do not see why these concerns pass on to the user of the API. Is there a limit imposed by an operating system? Is there a good reason these concerns are not 'hidden' (i.e. some form of synchronization that is invisible to the user)? Is there any (even purely conceptual) way of creating a thread safe graphics library, or is such a thing actually impossible? I found this http://blogs.operationaldynamics.com/andrew/software/gnome-desktop/gtk-thread-awareness which seems to describe GTK differently to how I understood it (although my understanding was the same as many people's) How does this differ to other toolkits? Is it possible to implement this in Swing (as the EDT model does not actually prevent access from other threads, it just often leads to Exceptions)

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  • Uwall.tv Turns YouTube into a Video Jukebox

    - by ETC
    If you frequently hit up YouTube to get your music fix, Uwall.tv is a video playlist service that turns YouTube into your personal music video jukebox. Visit Uwall.tv, plug in an artist or band name, and Uwall.tv generates a playlist of music by the act you’re interested in. You can further filter by popularity, upload date, rating, and video quality. Uwall.tv also suggests other artists you might be interested in. If you login with Facebook Connect you can also build custom playlists and break free from the one-artist-list limitation. UWall.tv is a free service, login only required for creating and saving custom playlists. UWall.tv [via Google Tutor] Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Add a “Textmate Style” Lightweight Text Editor with Dropbox Syncing to Chrome and Iron Is the Forcefield Really On or Not? [Star Wars Parody Video] Google Updates Picasa Web Albums; Emphasis on Sharing and Showcasing Uwall.tv Turns YouTube into a Video Jukebox Early Morning Sunrise at the Beach Wallpaper Data Networks Visualized via Light Paintings [Video]

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  • Diablo 3 "freezes" periodically

    - by Shauna
    I'm running Diablo 3 (start edition, digital download) on the following: Ubuntu 12.04 64-bit (stock Unity, Gnome, etc; kernel version 3.2.0-29-generic) Wine version 1.5.11 (base, from Wine's PPA, game started with setarch i386 -3) Intel i7 920 CPU nVidia GTX260 with driver version 295.49 ("post-release updates" entry within the proprietary drivers tool), dual monitors 6GB RAM Every so often (and what appears to be at random), the game video will freeze up. I can still move the mouse, and it reacts to ctrl+alt+f2 to drop into text mode, but I can't get back to the desktop (which means I can check terminal to see what's going on after launching from terminal, especially since even in windowed mode, the secondary screen gets shut off by the game), and I can't continue to play the game. In order to get it running again, I have to restart lightdm, then relaunch the game (or, in a couple of rare cases, I had to restart the computer entirely, because running sudo service lightdmn [stop/start] doesn't appear to react). Turning down the video settings seems to have helped in some cases, but not all of them. Times it's frozen on me: The beginning of The Fallen Start quest part 6 - kill the Wretched Mother, right as you walk out of New Tristram and engage in the monsters on the northern path (repeatedly froze here until I adjusted the graphics down) Within the cinematic/event upon finding Deckard Cain While fighting the skeletons to protect Deckard Cain When about to enter Leoric's passage after Cain sends you back to where you found him That's as far as I've gotten through the game so far. Additionally, this doesn't happen on other games I play and seems to only occur with Diablo 3. Has anyone else run into this issue and know a possible cause or fix, or at least know where I can look (and what to look for) to figure out why this is happening?

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  • SFML - Moving a sprite on mouseclick

    - by Mike
    I want to be able to move a sprite from a current location to another based upon where the user clicks in the window. This is the code that I have: #include <SFML/Graphics.hpp> int main() { // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600), "SFML window"); // Load a sprite to display sf::Texture Image; if (!Image.LoadFromFile("cb.bmp")) return EXIT_FAILURE; sf::Sprite Sprite(Image); // Define the spead of the sprite float spriteSpeed = 200.f; // Start the game loop while (App.IsOpened()) { if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Escape)) App.Close(); if (sf::Mouse::IsButtonPressed(sf::Mouse::Right)) { Sprite.SetPosition(sf::Mouse::GetPosition(App).x, sf::Mouse::GetPosition(App).y); } // Clear screen App.Clear(); // Draw the sprite App.Draw(Sprite); // Update the window App.Display(); } return EXIT_SUCCESS; } But instead of just setting the position I want to use Sprite.Move() and gradually move the sprite from one position to another. The question is how? Later I plan on adding a node system into each map so I can use Dijkstra's algorithm, but I'll still need this for moving between nodes.

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  • Unity Greeter login screen cuts off login options

    - by ammianus
    I have a pretty newly installed Ubuntu 12.04, using Unity. My external monitor is 1920x1080 max resolution. In the Unity desktop itself everything looks great. I have an NVidia graphics card. When I start my computer and get to the Unity greeter login screen the display is oddly formatted and the resolution seems off. It looks like a zoomed view on the larger 1920x1080 screen. As such it crops the login options off to the left hand side of the screen. So I can only just see the edge of the password box for the user I want to log in with. I can log in with one account by default by blindly typing the password, but I am unable to switch to other accounts. Is there anything I can do to fix the log in screen display so that I can see the normal login options? Note: I first noticed it when I changed my desktop background and the next time I logged in I saw the issue.

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  • Ubuntu 11.10 and Mobility radeon HD 4570, 512MB can't find working drivers

    - by Slavak
    i'm pretty new to Linux and my new problem is ATI drivers. When i installed Ubuntu then i had black screen issue with the blinking in left upper corner, fixed it with F6 and set the "nolapic" mode, can boot only with "nolapic". Now the problem is the drivers. The suggested drivers, from the "Additional drivers" are not working. Always freeze at the login screen, the divers are: ATI/AMD proprietary FGLRX graphics driver Tried this method: http://drivers.downloadatoz.com/tutorial/28786,how-to-fix-amd-catalyst-11-10-not-working-on-ubuntu-11-10-issues.html? but this method break it down really hard, not ever that helped anymore: sudo /usr/share/ati/fglrx-uninstall.sh # (if it exists); sudo apt-get remove --purge fglrx*; sudo apt-get remove --purge xserver-xorg-video-ati xserver-xorg-video-radeon ; sudo apt-get install xserver-xorg-video-ati; sudo apt-get install --reinstall libgl1-mesa-glx libgl1-mesa-dri xserver-xorg-core; sudo dpkg-reconfigure xserver-xorg Now i'm here with a fresh install and i cant find anything that works, can someone help me please! I like Ubuntu, but i need to get rid of the lagg, or its Windows 7 only for me then :( Thanks for reading!

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  • How do I start Ubuntu without X server?

    - by Kaare Mikkelsen
    So, I'm trying to install the official nVidia drivers for my fancy graphics card, and they advice disabling the X server before installing, as well as making sure that I can boot without the X server, so as not to wreck anything. However, I seem to be doing something wrong. As I understand it, this should be as simple as changing the runlevel from 2 to 1? (I am aware that all this may simply be me not understanding runlevels) If that is correct, a quick test should be simply typing "sudo init 1" or "sudo telinit 1" in a terminal? Doing that makes the system attempt to shutdown, only it stops at the purple screen with the ubuntu logo and 5 white dots underneath. I haven't observed it get anywhere from there, I always end up holding down the power button. "sudo telinit 3" has not visible effect. Alternatively, I should be able to get there using the recovery mode, activated through the grub menu? I have very little success with that. After picking recovery mode, I am faced with a set of options about how to proceed. Both choosing the one with "network enabled" and "text only", I get a dialog explaining that this will mount my / file system in read/write mode, and whether this is what I want. I choose yes, and it seems to report that my drive is fine (there's a single line of text detailing the state of the partition). And then it stops. I haven't tried letting it sit for more than a few minutes, but presumably this process should be comparable in duration to a regular boot? I am not particularly fond of messing with any .conf-files until I am certain that I can handle things with training wheels on. So, I guess there are two questions: the one in the title, and "how do I start a text-only session without changing defaults?" Thanks in advance :)

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  • Representing heightmaps, on disk and when drawing

    - by gardian06
    This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to have, but am unsure as to some of the implementation. I have done work doing fileIO maze generation (using a key to read the file, and then generate the level based on that file), but I am unsure how to think about this with elevation in the mix. I think height maps might be a good approach, but don't know how to represent them effectively. for a height map which is more beneficial XML(containing h[u,v] data and key definition), CSV (item1 is key reference, item2 is elevation), or another approach that I have not thought of yet? When it comes to placing the elevation values themselves what kind of deltah values are appropriate to have it noticeable at about a 60degree angle while not really effecting gravity driven physics (assuming some effect while moving up/down hill)? I am thinking of maybe going to procedural generation at some point, but am wondering if it is practical to have a procedurally generated grid (wall squares possibly same dimensions as the open space squares), or if designing to a thin wall open spaces is better? this decision will effect the amount of work need on the graphics end for uniform vs. irregular walls. EDIT: Game will be a elevation maze shooter. Levels/maps will be mazes with elevation the player has to negotiate. Elevations will have effects on "combat" vision, and movement.

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  • How to make Unity 3D work with Bumblebee using the Intel chipset

    - by EboMike
    I have a Sony VAIO S laptop with the dreaded Optimus and finally managed to get Bumblebee to work fully on Ubuntu 12.04 so that I can utilize both the hardware acceleration of the Intel chipset as well as the Nvidia one via optirun and/or bumble-app-settings. However, the desktop effects don't work. But they should, I vaguely remember that they worked for a while before I had Bumblebee installed. This is what I get with the support test: :~$ /usr/lib/nux/unity_support_test -p Xlib: extension "NV-GLX" missing on display ":0". OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile OpenGL version string: 1.4 (2.1 Mesa 8.0.2) Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: no GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no First of all, I kind of doubt that the chipset doesn't support VBOs (essentially a standard feature in GL). Neither Xorg.0.log nor Xorg.8.log show any particular errors. As for the Nvidia drivers: In order to get them to work, I had to install the 304.22 drivers (older ones wouldn't work). They clobbered libglx.so, so I reinstated the xserver-xorg-core libglx.so in its original place, moved Nvidia's libglx.so to an nvidia-specific folder and specified that folder in the bumblebee.config. That seems to work and shouldn't cause the problem I see here. For fun, I tried to use the Nvidia chipset for Unity, but that didn't fly either: ~$ optirun /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 640M LE/PCIe/SSE2 OpenGL version string: 4.2.0 NVIDIA 304.22 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no

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  • Raspberry Pi and Java SE: A Platform for the Masses

    - by Jim Connors
    One of the more exciting developments in the embedded systems world has been the announcement and availability of the Raspberry Pi, a very capable computer that is no bigger than a credit card.  At $35 US, initial demand for the device was so significant, that very long back orders quickly ensued. After months of patiently waiting, mine finally arrived.  Those initial growing pains appear to have been fixed, so availability now should be much more reasonable. At a very high level, here are some of the important specs: Broadcom BCM2835 System on a chip (SoC) ARM1176JZFS, with floating point, running at 700MHz Videocore 4 GPU capable of BluRay quality playback 256Mb RAM 2 USB ports and Ethernet Boots from SD card Linux distributions (e.g. Debian) available So what's taking place taking place with respect to the Java platform and Raspberry Pi? A Java SE Embedded binary suitable for the Raspberry Pi is available for download (Arm v6/7) here.  Note, this is based on the armel architecture, a variety of Arm designed to support floating point through a compatibility library that operates on more platforms, but can hamper performance.  In order to use this Java SE binary, select the available Debian distribution for your Raspberry Pi. The more recent Raspbian distribution is based on the armhf (hard float) architecture, which provides for more efficient hardware-based floating point operations.  However armhf is not binary compatible with armel.  As of the writing of this blog, Java SE Embedded binaries are not yet publicly available for the armhf-based Raspbian distro, but as mentioned in Henrik Stahl's blog, an armhf release is in the works. As demonstrated at the just-completed JavaOne 2012 San Francisco event, the graphics processing unit inside the Raspberry Pi is very capable indeed, and makes for an excellent candidate for JavaFX.  As such, plans also call for a Pi-optimized version of JavaFX in a future release too. A thriving community around the Raspberry Pi has developed at light speed, and as evidenced by the packed attendance at Pi-specific sessions at Java One 2012, the interest in Java for this platform is following suit. So stay tuned for more developments...

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  • Ubuntu 13.10 installer making no changes to partition, even after complete

    - by dragonhart6505
    Trying to install Ubuntu 13.10 (x64 package) on a HP Probook 4430S from USB made with UnetBootin. Intel Celeron B810 Dual-core x64 1.6ghz 4gb Ram Intel Graphics HD 2000 320GB HDD - 3 partitions (1 with backup files - 40gb, 2 Win7 that were dual-boot but no longer boot after attempting to install - 55gb and 222gb) I am fine with losing the data on the 222gb partition, but when trying to install it only shows the 55gb and the 222gb, but the 222gb is not 222gb...its including the 40gb backup. Whatever, went through with the installation anyway. Files can be replaced (just backed-up games anyway.) Installation appears to run without a hitch on the now 222gb/262gb partition, formatted to ext4 with the installer itself. Asks to reboot to begin using. Upon rebooting, I get the GNU boot selection screen. Press Enter on "Ubuntu". Get a "Gave up booting from root..." or something error. Reboot and load "Try without installing" option from USB. Once booted, nothing has changed! All 3 partitions are still present, all files intact. But now I can't boot my Win7 55gb partition. EVERYTHING in the "Try..." loader works perfectly. Bluetooth, Wifi, Display adapter, SD Card reader, HDMI-Out, DVD drive, USB ports...even reads correct battery data. Help?

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  • Alienware M17x R3: Possible downclock

    - by Ywen
    I installed recently Kubuntu 11.10 32 bits (had graphics driver issues, wanted to try on 32 bits version) on my new Alienware M17x, with a Core i7-2670QM CPU. Cores are supposed to be clocked at 2.2 GHz, however the output of $ cat /proc/cpuinfo | grep -i "hz" gives me: model name : Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz cpu MHz : 800.000 model name : Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz cpu MHz : 800.000 model name : Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz cpu MHz : 800.000 model name : Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz cpu MHz : 800.000 model name : Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz cpu MHz : 800.000 model name : Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz cpu MHz : 800.000 model name : Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz cpu MHz : 800.000 model name : Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz cpu MHz : 800.000 If useful, the AC adapter is plugged in (yet the ouput is the same when the computer is powered only by the battery) and I have Firefox and Eclipse running. Does /proc/cpuinfo reflect a possible automatic downclock made to save power if processor load is low or is this output abnormal? EDIT: Ok, I checked and yes, the ouput does vary in function of the load. I reach 2.2 GHz when needed. But my following problem remains. I was checking my CPU clocking because I experienced poor performances when reading 720p video files on Ubuntu with VLC or mplayer when on battery (and I believe VLC by default only uses CPU, not GPU to decode), whereas I haven't got such problems with VLC on Windows (which made me think it wasn't coming from a BIOS option, plus every option in the BIOS regarding the CPU is turned ON).

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  • Can't get sprite to rotate correctly?

    - by rphello101
    I'm attempting to play with graphics using Java/Slick 2d. I'm trying to get my sprite to rotate to wherever the mouse is on the screen and then move accordingly. I figured the best way to do this was to keep track of the angle the sprite is at since I have to multiply the cosine/sine of the angle by the move speed in order to get the sprite to go "forwards" even if it is, say, facing 45 degrees in quadrant 3. However, before I even worry about that, I'm having trouble even getting my sprite to rotate in the first place. Preliminary console tests showed that this code worked, but when applied to the sprite, it just kind twitches. Anyone know what's wrong? int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x; int pY = sprite.y; int tempY, tempX; double mAng, pAng = sprite.angle; double angRotate=0; if(mX!=pX){ tempY=pY-mY; tempX=mX-pX; mAng = Math.toDegrees(Math.atan2(Math.abs((tempY)),Math.abs((tempX)))); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=270; else mAng=90; } //Calculations if(mX<pX&&mY<pY){ //If in Q2 mAng = 180-mAng; } if(mX<pX&&mY>pY){ //If in Q3 mAng = 180+mAng; } if(mX>pX&&mY>pY){ //If in Q4 mAng = 360-mAng; } angRotate = mAng-pAng; sprite.angle = mAng; sprite.image.setRotation((float)angRotate);

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