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  • 3D Camera Problem

    - by Chris
    I allow the user to look around the scene by holding down the left mouse button and moving the mouse. The problem that I have is I can be facing one direction, I move the mouse up and the view tilts up, I move down and the view titles down. If I spin around 180 my left and right still works fine, but when I move the mouse up the view tilts down, and when I move the mouse down the view titles up. This is the code I am using, can anyone see what the problem with the logic is? var viewDir = g_math.subVector(target, g_eye); var rotatedViewDir = []; rotatedViewDir[0] = (Math.cos(g_mouseXDelta * g_rotationDelta) * viewDir[0]) - (Math.sin(g_mouseXDelta * g_rotationDelta) * viewDir[2]); rotatedViewDir[1] = viewDir[1]; rotatedViewDir[2] = (Math.cos(g_mouseXDelta * g_rotationDelta) * viewDir[2]) + (Math.sin(g_mouseXDelta * g_rotationDelta) * viewDir[0]); viewDir = rotatedViewDir; rotatedViewDir[0] = viewDir[0]; rotatedViewDir[1] = (Math.cos(g_mouseYDelta * g_rotationDelta * -1) * viewDir[1]) - (Math.sin(g_mouseYDelta * g_rotationDelta * -1) * viewDir[2]); rotatedViewDir[2] = (Math.cos(g_mouseYDelta * g_rotationDelta * -1) * viewDir[2]) + (Math.sin(g_mouseYDelta * g_rotationDelta * -1) * viewDir[1]); g_lookingDir = rotatedViewDir; var newtarget = g_math.addVector(rotatedViewDir, g_eye);

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  • Problem with XeTeX (LaTeX) and system fonts

    - by mghg
    I have started to use an enterprise specific class for LaTeX, but have got a problem with usage system fonts in Ubuntu. The class uses the fontspec package, I have therefore been instructed to use XeTeX (i.e. the command xelatex instead of latex or pdflatex). However, the command xelatex testfile.tex results in the following message: ! Package xkeyval Error: `TeX' undefined in families `Ligatures'. See the xkeyval package documentation for explanation. Type H <return> for immediate help. ... l.61 \newfontfamily\headfont{Arial} ? The class has previously been used on Mac and Windows and the font setup is as follows: \newfontfamily\headfont{Arial} \newcommand\texthead[1]{\headfont #1} \setromanfont{Georgia} \setmainfont{Georgia} \setsansfont[Scale=MatchLowercase]{Verdana} It has been suggested that since XeTeX makes use of system fonts and the class file has worked flawlessly on Mac and Windows, the problem might be that Arial is not a name used in Ubuntu. I have tried to exchange Arial with Ubuntu Light in the setup code above, but that have not been any improvement. Any suggestions please on how to move forward?

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  • I cannot solve the "Install these packages without verification" problem

    - by Yonatan Orlev
    I Googled and Googled and I just cannot find a solution to this problem: sudo apt-get install <whatever> Gives me: WARNING: The following packages cannot be authenticated! and Install these packages without verification [y/N]? I cannot find a decent solution. The closest I got was to run: sudo apt-get install debian-keyring debian-archive-keyring But then, even thought, and against my good judgment I agreed to install the package without confirmation, I get: (I replaced http with XXXX because of forum limitations). Install these packages without verification [y/N]? y Err XXXX://il.archive.ubuntu.com gutsy/universe debian-archive-keyring 2007.02.19-0.1 404 Not Found Err XXXX://il.archive.ubuntu.com gutsy/universe debian-keyring 2005.05.28 404 Not Found Failed to fetch XXXX://il.archive.ubuntu.com/ubuntu/pool/universe/d/debian-archive-keyring/debian-archive-keyring_2007.02.19-0.1_all.deb 404 Not Found Failed to fetch XXXX://il.archive.ubuntu.com/ubuntu/pool/universe/d/debian-keyring/debian-keyring_2005.05.28_all.deb 404 Not Found E: Unable to fetch some archives, maybe run apt-get update or try with --fix-missing? Trying to run apt-get update also does not help: I get tons of "404 Not Found" errors. Can someone please direct me to a good solution to this problem? I cannot understand why this issue is not better documented. There must be a simple solution which allows me to update my list of sources or whatever.

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  • The Oldest Big Data Problem: Parsing Human Language

    - by dan.mcclary
    There's a new whitepaper up on Oracle Technology Network which details the use of Digital Reasoning Systems' Synthesys software on Oracle Big Data Appliance.  Digital Reasoning's approach is inherently "big data friendly," as it leverages multiple components of the Hadoop ecosystem.  Moreover, the paper addresses the oldest big data problem of them all: extracting knowledge from human text.   You can find the paper here.   From the Executive Summary: There is a wealth of information to be extracted from natural language, but that extraction is challenging. The volume of human language we generate constitutes a natural Big Data problem, while its complexity and nuance requires a particular expertise to model and mine. In this paper we illustrate the impressive combination of Oracle Big Data Appliance and Digital Reasoning Synthesys software. The combination of Synthesys and Big Data Appliance makes it possible to analyze tens of millions of documents in a matter of hours. Moreover, this powerful combination achieves four times greater throughput than conducting the equivalent analysis on a much larger cloud-deployed Hadoop cluster.

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  • Problem with sound driver

    - by JiminP
    I had problem that sound had lag in Flash. (Other than that, there was no problem.) On the internet, I found that installing OSS4 might help me. So I installed OSS4, but there was some problems (no sound on Flash, and couldn't use function key on the laptop - which is quite annoying), so I try to remove OSS4 and re-installing sound modules. After some mess-up, the whole sound was gone. I used Ubuntu for a year, but I don't know how to use the terminal well (All I know is basic commands like sudo, ls, or apt-get).. Now I'm trying to recover by following instructions at this page, but I have some problems... :( When I try to follow instructions: sudo aplay -l finds no sound drivers. find /lib/modules/'uname -r' | grep snd (backtick changed to ' due to code markup) returns nothing. When I try to do sudo apt-get install linux-restricted-modules-'uname -r' linux-generic, it says that it can't find linux-restricted-modules-3.0.0-13-generic package. lspci -v | grep -A7 -i "audio" returns this, which doesn't contain anything about the name of the driver. Writing sudo modprobe sn and pressing tab twice only returns sudo modprobe sn9c102. sudo aptitude --purge reinstall linux-sound-base alsa-base alsa-utils linux-image-'uname -r' linux-ubuntu-modules-'uname -r' libasound2 returns this, and didn't change non of above. sudo apt-get install linux-alsa-driver-modules-$(uname -r) fails because it can't find the package linux-alsa-driver-modules-3.0.0-13-generic. Compiling ALSA driver doesn't work. When I try to make, it says that /lib/modules/3.0.0-13-generic/build/include/linux/modversions.h doesn't exist. I'm using Ubuntu 11.10. Can anyone help me? I can re-install Ubuntu, but I don't want to....

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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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  • Processing component pools problem - Entity Subsystem

    - by mani3xis
    Architecture description I'm creating (designing) an entity system and I ran into many problems. I'm trying to keep it Data-Oriented and efficient as much as possible. My components are POD structures (array of bytes to be precise) allocated in homogeneous pools. Each pool has a ComponentDescriptor - it just contains component name, field types and field names. Entity is just a pointer to array of components (where address acts like an entity ID). EntityPrototype contains entity name and array of component names. Finally Subsystem (System or Processor) which works on component pools. Actual problem The problem is that some components dependents on others (Model, Sprite, PhysicalBody, Animation depends on Transform component) which makes a lot of problems when it comes to processing them. For example, lets define some entities using [S]prite, [P]hysicalBody and [H]ealth: Tank: Transform, Sprite, PhysicalBody BgTree: Transform, Sprite House: Transform, Sprite, Health and create 4 Tanks, 5 BgTrees and 2 Houses and my pools will look like: TTTTTTTTTTT // Transform pool SSSSSSSSSSS // Sprite pool PPPP // PhysicalBody pool HH // Health component There is no way to process them using indices. I spend 3 days working on it and I still don't have any ideas. In previous designs TransformComponent was bound to the entity - but it wasn't a good idea. Can you give me some advices how to process them? Or maybe I should change the overall design? Maybe I should create pools of entites (pools of component pools) - but I guess it will be a nightmare for CPU caches. Thanks

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  • Ubuntu 12.04 nomodeset fixes boot problem but causes screen resolution to get stuck

    - by Thunder
    I've been searching the askubuntu forum for the past 3 days trying to figure out what's going on with my system and I have tried a lot of things but to no avail. So, I will explain my situation and tell you what I have tried and I hope someone can help me :) I have an: HP Workstation xw4100 Pentium(R) 4 3.00 GHz 1.5 GB RAM NVIDIA Quadro4 380 XGL graphics card It came with Windows XP and I set it up (with WUBI) to dual boot with Ubuntu 12.04 After installation I had the problem that so many people had with it booting to a black screen (mine was actually booting to the terminal basic shell) that is fixed by adding nomodeset into the grub. When I do that, MY screen resolution becomes stuck in 1280x768 (as opposed to 1366x768 before adding nomodeset) (and also, when running XP the best resolution is 1280x720) When I go to "additional drivers" it doesn't show any proprietary drivers, so I manually downloaded them using this command: sudo apt-add-repository ppa:ubuntu-x-swat/x-updates sudo apt-get update sudo apt-get install nvidia-current but after rebooting, that made the graphics even worse (now stuck as 800x600) SO I tried to configure the drivers with sudo nvidia-xconfig but that simply created an empty xorg.config file. I found one place where a guy gave information to manually input into the xorg.config file but that had no effect at all. Lastly I tried to install previous versions of the NVIDIA drivers, but they wouldn't even fully install. So now I have just re-installed Ubuntu 12.04 and I either need to find a better solution to the first problem (nomodeset) or get the nouveau driver to correctly configure to work with my nvidia graphics. Thanks for your help ahead of time!

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  • Directional and orientation problem

    - by Ahmed Saleh
    I have drawn 5 tentacles which are shown in red. I have drew those tentacles on a 2D Circle, and positioned them on 5 vertices of the that circle. BTW, The circle is never be drawn, I have used it to simplify the problem. Now I wanted to attached that circle with tentacles underneath the jellyfish. There is a problem with the current code but I don't know what is it. You can see that the circle is parallel to the base of the jelly fish. I want it to be shifted so that it be inside the jelly fish. but I don't know how. I tried to multiply the direction vector to extend it but that didn't work. // One tentacle is constructed from nodes // Get the direction of the first tentacle's node 0 to node 39 of that tentacle; Vec3f dir = m_tentacle[0]->geNodesPos()[0] - m_tentacle[0]->geNodesPos()[39]; // Draw the circle with tentacles on it Vec3f pos = m_SpherePos; drawCircle(pos,dir,30,m_tentacle.size()); for (int i=0; i<m_tentacle.size(); i++) { m_tentacle[i]->Draw(); } // Draw the jelly fish, and orient it on the 2D Circle gl::pushMatrices(); Quatf q; // assign quaternion to rotate the jelly fish around the tentacles q.set(Vec3f(0,-1,0),Vec3f(dir.x,dir.y,dir.z)); // tanslate it to the position of the whole creature per every frame gl::translate(m_SpherePos.x,m_SpherePos.y,m_SpherePos.z); gl::rotate(q); // draw the jelly fish at center 0,0,0 drawHemiSphere(Vec3f(0,0,0),m_iRadius,90); gl::popMatrices();

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  • BCM2046B1 Bluetooth Dongle connection problem

    - by Andfoy
    Well i have a Blueooth dongle with an BCM2046 IC intrregated, my problem is that when i connect it, Ubuntu recognize it, but it don't work whe i try to scan or scan the PC from other device, i replaced the default Gnome Bluetooth manager and i installed Blueman, but the problem presists. The Bluetooth LED indicator appears to be "working". I'm using 11.10 Oneiric Ocelot hcitool dev: Devices: hci0 89:21:XX:XX:XX:XX lsusb: Bus 002 Device 003: ID 0a5c:4500 Broadcom Corp. BCM2046B1 USB 2.0 Hub (part of BCM2046 Bluetooth) Bus 002 Device 004: ID 0a5c:2100 Broadcom Corp. Bluetooth 2.0+eDR dongle hciconfig -a: hci0: Type: BR/EDR Bus: USB BD Address: 89:21:XX:XX:XX:XX ACL MTU: 1017:8 SCO MTU: 64:0 UP RUNNING PSCAN ISCAN RX bytes:1329 acl:0 sco:0 events:40 errors:0 TX bytes:671 acl:0 sco:0 commands:35 errors:0 Features: 0xff 0xff 0x8d 0xfe 0x9b 0xf9 0x00 0x80 Packet type: DM1 DM3 DM5 DH1 DH3 DH5 HV1 HV2 HV3 Link policy: RSWITCH HOLD SNIFF PARK Link mode: SLAVE ACCEPT Name: 'ubuntu-0' Class: 0x4a0100 Service Classes: Networking, Capturing, Telephony Device Class: Computer, Uncategorized HCI Version: 2.0 (0x3) Revision: 0x4000 LMP Version: 2.0 (0x3) Subversion: 0x430e Manufacturer: Broadcom Corporation (15) Sorry for my English and thanks for any hints.

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  • Ubuntu 12.04.1 LTS and Nvidia dirver (304.51) 64bit: problem 640x480

    - by nibianaswen
    I have a problem with this configuration: Asus K55V, Ubuntu 12.04 LTS and Nvidia driver 304.51. I have remove the nouveau driver with: apt-get --purge remove xserver-xorg-video-nouveau I installed the official nvidia driver (from www.nvidia.com) but when I reboot the PC the resolution of screen is only 640x480 and the monitor is resized. Mo solution at this problem if i change the xorg.conf. Now i have uninstall the nvidia driver and reinstall with sudo apt-get purge nvidia-current sudo apt-add-repository ppa:ubuntu-x-swat/x-updates sudo apt-get update sudo apt-get install nvidia-current When I reboot the screen resolution and size is OK, but if I start nvidia-setting I received the message: You do not appear to be using the NVIDIA X driver. and with command: sudo lshw -c display | grep driver I received configuration: driver=i915 latency=0 This sound like the system is using the Intel card. When I launch command lspci | grep VGA the output is: 00:02.0 VGA compatible controller: Intel Corporation Ivy Bridge Graphics Controller (rev 09) 01:00.0 VGA compatible controller: NVIDIA Corporation Device 1058 (rev ff) And there is no /etc/X11/xorg.conf. I have read a lot of guides on internet but without success.. How i can use nvidia card with the driver that i have installed?

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  • Flickering problem with world matrix

    - by gnomgrol
    I do have a pretty wierd problem today. As soon as I try to change my translation- or rotationmatrix for an object to something else than (0,0,0), the object starts to flicker (scaling works fine). It rapid and randomly switches between the spot it should be in and a crippled something. I first thought that the problem would be z-fighting, but now Im pretty sure it isn't. I have now clue at all what it could be, here are two screenshots of the two states the plant is switching between. I already used PIX, but could find anything of use (Im not a very good debugger anyway) I would appreciate any help, thanks a lot! Important code: D3DXMatrixIdentity(&World); D3DXVECTOR3 rotaxisX = D3DXVECTOR3(1.0f, 0.0f, 0.0f); D3DXVECTOR3 rotaxisY = D3DXVECTOR3(0.0f, 1.0f, 0.0f); D3DXVECTOR3 rotaxisZ = D3DXVECTOR3(0.0f, 0.0f, 1.0f); D3DXMATRIX temprot1, temprot2, temprot3; D3DXMatrixRotationAxis(&temprot1, &rotaxisX, 0); D3DXMatrixRotationAxis(&temprot2, &rotaxisY, 0); D3DXMatrixRotationAxis(&temprot3, &rotaxisZ, 0); Rotation = temprot1 *temprot2 * temprot3; D3DXMatrixTranslation(&Translation, 0.0f, 10.0f, 0.0f); D3DXMatrixScaling(&Scale, 0.02f, 0.02f, 0.02f); //Set objs world space using the transformations World = Translation * Rotation * Scale; shader: cbuffer cbPerObject { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix);

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  • Unity Problem with colliding instances of same object

    - by Kuba Sienkiewicz
    I want to check if object's instance is overlapping with another instance (any spawned object with another spawned object, not necessary the same object). I'm doing this by detecting collisions between bodies. But I have a problem. Spawned object (instances) are detecting collision with everything but other spawned objects. I've checked collision layers etc. All of spawned objects have rigidbodies and mesh colliders. Also when I attach my script to another body and I touch that body with an instanced object it detects collision. So problem is visible only in collision between spawned objects. And one more information I have script, rigid body and collider attached to child of main object. using UnityEngine; using System.Collections; public class CantPlace : MonoBehaviour { public bool collided = false; // Use this for initialization void Start () { } // Update is called once per frame void Update () { //Debug.Log (collided); } void OnTriggerEnter(Collider collider) { //if (true) { //foreach (Transform child in this.transform) { // if (child.name == "Cylinder") { //collided = true; Color c; c = this.renderer.material.color; c.g = 0f; c.b = 1f; c.r = 0f; this.renderer.material.color = c; Debug.Log (collider.name); //} // } //} //foreach (ContactPoint contact in collision.contacts) { // Debug.DrawRay(contact.point, contact.normal, Color.red,15f); // } } }

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  • Problem with alleg42.dll / program crashes / Allegro & Codeblocks

    - by user24152
    I'm having a serious problem with allegro. The program should display random pixels on the screen and when I build and run it I get the following error message: Below is the full code of my program: #include <stdio.h> #include <stdlib.h> #include <time.h> #include "allegro.h" #define Text_Color_Red makecol(255,0,0) int main() { int ret; int color_depth = 32; int x; int y; int red; int green; int blue; int color; //init allegro allegro_init(); //install keyboard install_keyboard(); //set color depth to 32 bits set_color_depth(color_depth); //init random seed srand(time(NULL)); //init video mode to 640 x 480 ret = set_gfx_mode(GFX_AUTODETECT_WINDOWED,640,480,0,0); if(ret !=0) { allegro_message(allegro_error); return 1; } //Display string textprintf(screen,font,0,0,10,0,Text_Color_Red,"Screen Resolution is: %dx%d -- Press ESC to quit !",SCREEN_W,SCREEN_H); //display pixels until ESC key is pressed //wait for keypress while(!key[KEY_ESC]) { //set a random location x = 10 + rand() % (SCREEN_W-20); y = 10 + rand() % (SCREEN_H-20); //set a random color red = rand() % 255; green = rand() % 255; blue = rand() % 255; color = makecol(red,green,blue); //draw the pixel putpixel(screen, x, y, color); } //quit allegro allegro_exit(); } END_OF_MAIN() Error message: AllegroPixels1.exe has encountered a problem and needs to close. We are sorry for the inconvenience. Error signature: AppName: allegropixels1.exe AppVer: 0.0.0.0 ModName: alleg42.dll ModVer: 4.2.3.0 Offset: 0006c05c I am using Windows XP inside a virtual machine under Parallels 7.0

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  • Project Euler Problem 14

    - by MarkPearl
    The Problem The following iterative sequence is defined for the set of positive integers: n n/2 (n is even) n 3n + 1 (n is odd) Using the rule above and starting with 13, we generate the following sequence: 13 40 20 10 5 16 8 4 2 1 It can be seen that this sequence (starting at 13 and finishing at 1) contains 10 terms. Although it has not been proved yet (Collatz Problem), it is thought that all starting numbers finish at 1. Which starting number, under one million, produces the longest chain? NOTE: Once the chain starts the terms are allowed to go above one million. The Solution   public static long NextResultOdd(long n) { return (3 * n) + 1; } public static long NextResultEven(long n) { return n / 2; } public static long TraverseSequence(long n) { long x = n; long count = 1; while (x > 1) { if (x % 2 == 0) x = NextResultEven(x); else x = NextResultOdd(x); count++; } return count; } static void Main(string[] args) { long largest = 0; long pos = 0; for (long i = 1000000; i > 1; i--) { long temp = TraverseSequence(i); if (temp > largest) { largest = temp; pos = i; } } Console.WriteLine("{0} - {1}", pos, largest); Console.ReadLine(); }

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  • Problem with dual monitor

    - by Gernot
    I have a laptop with a nvidia optimus graka. I'm also useing a 23" external monitor. It never really worked... . After installation (it was a clean installation) the 23" monitor worked as it should, but the LCD from the laptop wasn't at the right resolution. And every time i tried to change this the PC crashed. Today i had a litle bit of time so i decided to solve this problem. I've tried a few things ( e.g. I've installed bumblebee with the nvidia driver and tested it. It's working...) but nothing solved my problem. Instead of getting any closer to the solution, it's gotten even more strange now... . Now, the display setting isn't recognizing a 2nd monitor at all. But I get on the 23" monitor (which is not shown in the display setting) a screen with the same resolution as the one on the laptop. The display settings looks so: Any help would be wonderful.

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  • Lenovo ThinkPad W530 problem to activate the optical/DVD drive

    - by Marko Apfel
    Problem Sometimes my notebook shows the optical drive as power off: But the hint there is not changing this state. Solution By looking in the device manager you see the next problem: So open the properties via right mouse click. This gives you the hint to remove the drive first. “Windows cannot use this hardware device because it has been prepared for "safe removal", but it has not been removed from the computer. (Code 47)” Whether you select the comment by dragging the mouse over the the hidden part or pressing the button “Properties”. So we unplug and reinsert the ultrabay. If you think, now the system is working – you are wrong. Now the system is the meaning, that the ultrabay is unplugged. You could verify this by refresh the view in the device panel. Now there is no longer our device. Yet your great gig comes – unplug the ultra bay and reinsert it a second time! After this you could hear with a media inside, that the motor is really started and we have a working device What a difficult birth …

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  • Problem installing wine on Ubuntu 12.10

    - by akhumaini
    I am having problem when installing wine on ubuntu 12.10 I tried to following some tutorial but none of them work. **root@ubuntu:~# add-apt-repository ppa:ubuntu-wine/ppa** **root@ubuntu:~# apt-get update** **root@ubuntu:~# apt-get install wine1.5** Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: wine1.5 : Depends: wine1.5-i386 (= 1.5.16-0ubuntu1) but it is not installable Recommends: ttf-droid Recommends: ttf-mscorefonts-installer but it is not going to be installed Recommends: ttf-umefont but it is not going to be installed Recommends: ttf-unfonts-core but it is not going to be installed Recommends: winbind but it is not going to be installed Recommends: winetricks but it is not going to be installed E: Unable to correct problems, you have held broken packages. root@ubuntu:~# Anyone can help me how to solve th problem ?

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  • Problem with understanding how to start

    - by Coolface
    Okay, this might be a little off-topic but i try anyway. Sorry to bother. So i'm working as sysadmin for at least 5 years now and i quite enjoy IT field in general. Somehow i was never interested in programming much but always want to learn something at least easy and for personal usage. As sysadmin i need scripting skills so learn shell scripting without much problems, i also try to learn pascal, delphi, basic over time and must recent was python. Well, my problem is when i try to learn programming i just can't apply what i learn from the books to the real word. What i mean is i understand there are data structures, algorithms, variables, lib's, if-then logic, etc. but i just can't understand how to apply this things when i want to do real things. Like i want to get a something simple as parse web page, i draw a quick algorithm like get a web page, find a word on it and write a to file, on the paper everything look simple but when i get to the coding i just stuck pretty much from the start. I try read code of the real programs that just totally confusing especially big parts with many classes so i'm just quickly lost a trail what this code do. I think i just lack some fundamentals to see a big picture but don't really know what this might be? Or maybe i just don't have a passion to programming at all... My best bet was a shell scripting so i have really no problems to write complex scripts but this just not enough. Recently i was read around 5 or 6 python books because everyone say it's so easy even kid can code something but still no much luck, python is good and easy but i can't make something harder then a prodecurial style code like in bash for easy things but when i want harder things i'm still stuck. In college i was also not a math and tech guy and like to study non-tech stuff mostly like economy, psychology maybe that my problem? Anyway any advice would be greatly appriciated.

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  • Problem video nvidia ubuntu 12.04

    - by dragonov7
    I just did a fresh install of ubuntu 12.04 on my PC (Dell precision 370) but the video is not working as it should. Problems: When I log in to unity 3D I get a transparent bar (where the firefox, libre office, etc icons are) but I can see the tooltips when I put my mouse over where the icons are, I can see the top toolbar with no problem and I see just white on the rest of the desktop! When I log in using unity 2D I see the left bar cut in half (so I can't see the trash icon that is at the botton), the toolbar at the top shows OK and the desktop show OK but with some apps. For example, if I open a terminal and maximize it, it will only show just where the left toolbar "cuts". But if I open firefox it will open fine. Config: My PC comes with a nvidia quadro nvs 280 and I see that by default ubuntu is using the nouveau driver. Workarounds tried: I tried uninstalling the nouveau driver and the desktop works fine but I can use only unity 2D. I tried installing the nvidia-173 drivers using synaptic but I get "Could not apply changes! Fix broken packages first". I go to "Edit - Fix Broken packages" and I get the error: "E: Unable to correct problem, you have held broken packages.E: Error, PkgProblemResolver::Resolve generated breakes, this may be caused by held packages.E:Unable to correct dependencies" Output of lspci: 01:00.0 VGA compatible controller: NVIDIA Corporation NV37GL [Quadro PCI-E Series] (rev a2) Any idea so as to what I should do? Thanks in advance for any help. PS: Ah, the nvidia-173 driver was working fine on ubuntu 10.04.

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  • Algorithm question.

    - by Lukasz Lew
    I can't solve it: You are given 8 integers: A, B, C representing a line on a plane with equation A*x + B*y = C a, b, c representing another line x, y representing a point on a plane The two lines are not parallel therefore divide plane into 4 pieces. Point (x, y) lies inside of one these pieces. Problem: Write a fast algorithm that will find a point with integer coordinates in the same piece as (x,y) that is closest to the cross point of the two given lines. Note: This is not a homework, this is old Euler-type task that I have absolutely no idea how to approach.

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  • MD5 vertex skinning problem extending to multi-jointed skeleton (GPU Skinning)

    - by Soapy
    Currently I'm trying to implement GPU skinning in my project. So far I have achieved single joint translation and rotation, and multi-jointed translation. The problem arises when I try to rotate a multi-jointed skeleton. The image above shows the current progress. The left image shows how the model should deform. The middle image shows how it deforms in my project. The right shows a better deform (still not right) inverting a certain value, which I will explain below. The way I get my animation data is by exporting it to the MD5 format (MD5mesh for mesh data and MD5anim for animation data). When I come to parse the animation data, for each frame, I check if the bone has a parent, if not, the data is passed in as is from the MD5anim file. If it does have a parent, I transform the bones position by the parents orientation, and the add this with the parents translation. Then the parent and child orientations get concatenated. This is covered at this website. if (Parent < 0){ ... // Save this data without editing it } else { Math3::vec3 rpos; Math3::quat pq = Parent.Quaternion; Math3::quat pqi(pq); pqi.InvertUnitQuat(); pqi.Normalise(); Math3::quat::RotateVector3(rpos, pq, jv); Math3::vec3 npos(rpos + Parent.Pos); this->Translation = npos; Math3::quat nq = pq * jq; nq.Normalise(); this->Quaternion = nq; } And to achieve the image to the right, all I need to do is to change Math3::quat::RotateVector3(rpos, pq, jv); to Math3::quat::RotateVector3(rpos, pqi, jv);, why is that? And this is my skinning shader. SkinningShader.vert #version 330 core smooth out vec2 vVaryingTexCoords; smooth out vec3 vVaryingNormals; smooth out vec4 vWeightColor; uniform mat4 MV; uniform mat4 MVP; uniform mat4 Pallete[55]; uniform mat4 invBindPose[55]; layout(location = 0) in vec3 vPos; layout(location = 1) in vec2 vTexCoords; layout(location = 2) in vec3 vNormals; layout(location = 3) in int vSkeleton[4]; layout(location = 4) in vec3 vWeight; void main() { vec4 wpos = vec4(vPos, 1.0); vec4 norm = vec4(vNormals, 0.0); vec4 weight = vec4(vWeight, (1.0f-(vWeight[0] + vWeight[1] + vWeight[2]))); normalize(weight); mat4 BoneTransform; for(int i = 0; i < 4; i++) { if(vSkeleton[i] != -1) { if(i == 0) { // These are interchangable for some reason // BoneTransform = ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform = ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } else { // These are interchangable for some reason // BoneTransform += ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform += ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } } } wpos = BoneTransform * wpos; vWeightColor = weight; vVaryingTexCoords = vTexCoords; vVaryingNormals = normalize(vec3(vec4(vNormals, 0.0) * MV)); gl_Position = wpos * MVP; } The Pallete matrices are the matrices calculated using the above code (a rotation and translation matrix get created from the translation and quaternion). The invBindPose matrices are simply the inverted matrices created from the joints in the MD5mesh file. Update 1 I looked at GLM to compare the values I get with my own implementation. They turn out to be exactly the same. So now i'm checking if there's a problem with matrix creation... Update 2 Looked at GLM again to compare matrix creation using quaternions. Turns out that's not the problem either.

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  • Why is there ambiguity in this diamond pattern?

    - by cambr
    #include <iostream> using namespace std; class A { public: void eat(){ cout<<"A";} }; class B: public A { public: void eat(){ cout<<"B";} }; class C: public A { public: void eat(){ cout<<"C";} }; class D: public B,C { public: void eat(){ cout<<"D";} }; int main(){ A *a = new D(); a->eat(); } I am not sure this is called diamond problem or not, but why doesn't this work? When I said, a->eat() (remember eat() is not virtual), there is only one possible eat() to call, that of A. Why then, do I get this error: 'A' is an ambiguous base of 'D'

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  • iPhone app development : How can i get a table view in which whn i click on a cell a text view shoul

    - by Vivek Sharma
    How can i get a table view in which whn i click on a cell a text view should expand just below that cell it should look like clicking on a button an it will create a text view in between clicked button and its below button... i m trying to create a pictorial view... tabel view: button 1 button 2 button 3 table view: button 1 button 2 v . . . text view . button 3 plz solve my problem i m new for iphone app development.... reply me on [email protected] advance thnx Vivek Sharma India

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  • Practical non-Turing-complete languages?

    - by Kyle Cronin
    Nearly all programming languages used are Turing Complete, and while this affords the language to represent any computable algorithm, it also comes with its own set of problems. Seeing as all the algorithms I write are intended to halt, I would like to be able to represent them in a language that guarantees they will halt. Regular expressions used for matching strings and finite state machines are used when lexing, but I'm wondering if there's a more general, broadly language that's not Turing complete? edit: I should clarify, by 'general purpose' I don't necessarily want to be able to write all halting algorithms in the language (I don't think that such a language would exist) but I suspect that there are common threads in halting proofs that can be generalized to produce a language in which all algorithms are guaranteed to halt. There's also another way to tackle this problem - eliminate the need for theoretically infinite memory. Once you limit the amount of memory the machine is allowed, the number of states the machine is in is finite and countable, and therefore you can determine if the algorithm will halt (by not allowing the machine to move into a state it's been in before).

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