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  • Nifty GUI Layout

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

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  • Practical tips when transitioning to xmonad?

    - by meder
    I like the idea and concept of xmonad, however I still keep going back to gnome after an hour or so. This feels like when I first tried to learn vim, but I've gotten past the learning curve point and can't live without vim nowadays. I'm sure the time will come for xmonad too, but I was wondering if current xmonad users can provide transitional tips? FYI, I'm on dual monitors ( 19 inch and 17 inch ). Example of an issue I'm having while in this "transitional" stage: How do you manage keeping the browser and other programs that are most commonly used in full screen mode, since by default I think it opens up in a small tile that takes up a portion of the screen? Do you just shortcut it to make it open full screen, or do you actually not maximize it? Or are there advanced methods through preferences in the conf file, making certain programs take up X space?

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  • How do you get past the Analysis to Paralysis when working on a new project?

    - by Cape Cod Gunny
    I've been struggling with how to get my project going. I've got an old software package that is in need of desparate rewrite. I haven't compiled the source code since 2004. It still sells, it's stable but does require the “Run this program in compatibility mode for:” on a lot of the newer windows systems. It's also one of those hard coded 640 X 480 screen resolution programs. Yuck! I can't seem to get started with this rewrite. I'm constantly fiddling around with different things. I'll play around with different fluid layouts for a while. Then I start looking around at how the main menu should work/look. I quickly find out that there's this thing called "Cool Bars" and I'll spend hours playing with that. Then I start thinking about stuff like "Oh I need to make sure that the screen sizes are preserved so when the application gets relaunched it remebers how the screens were positioned." Which leads to what happens if they have two monitors? Which leads to what happens if they have a quad screen? Yikes it's got to stop. I have always been a slow starter. I think about stuff long and hard up front. This has always plagued me. Once I get my mind made up then bam... I'm off and running. I'm looking for advice from some other one-person software companies that can help someone like me get off to a quicker start?

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  • Real-Time Multi-User Gaming Platform

    - by Victor Engel
    I asked this question at Stack Overflow but was told it's more appropriate here, so I'm posting it again here. I'm considering developing a real-time multi-user game, and I want to gather some information about possibilities before I do some real development. I've thought about how best to ask the question, and for simplicity, the best way that occurred to me was to make an analogy to the field (or playground) game darebase. In the field game of darebase, there are two or more bases. To start, there is one team on each base. The game is a fancy game of tag. When two people meet out in the field, the person who left his base most recently timewise captures the other person. They then return to that person's base. Play continues until everyone is part of the same team. So, analogizing this to an online computer game, let's suppose there are an indefinite number of bases. When a person starts up the game, he has a team that is located at, for example, his current GPS coordinates. It could be a virtual world, but for sake of argument, let's suppose the virtual world corresponds to the player's actual GPS coordinates. The game software then consults the database to see where the closest other base is that is online, and the two teams play their game of virtual tag. Note that the user of the other base could have a different base than the one run by the current user as the closest base to him, in which case, he would be in two simultaneous battles, one with each base. When they go offline, the state of their players is saved on a server somewhere. Game logic calls for the players to have some automaton-logic of some sort, so they can fend for themselves in a limited way using basic rules, until their user goes online again. The user doesn't control the players' movements directly, but issues general directives that influence the players' movement logic. I think this analogy is good enough to frame my question. What sort of platforms are available to develop this sort of game? I've been looking at smartfoxserver, but I'm not convinced yet that it is the best option or even that it will work at all. One possibility, of course, would be to roll out my own web server, but I'd rather not do that if there is an existing service out there already that I could tap into. I will be developing for iOS devices at first. So any suggestions would be greatly appreciated. I think I need to establish the architecture first before proceeding with this project. Note that darbase is not the game I intend to implement, but, upon reflection, that might not be a bad idea either.

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  • Does your organization still use the term "screens" to describe a user interface?

    - by bit-twiddler
    I have been in the field long enough to remember when the term "screen" entered our lexicon. As difficult as it is to believe, the early systems on which I worked had no user interface (UI), that is, unless one counts a keypunch machine and job listings as a user interface. These systems ran as "card image" production jobs back in a day when being a computer operator required a reasonably deep understanding of how computers worked. Flashing forward to today: I cringe every time I hear a systems practitioner use the term "screen." The metaphor no longer fits the medium. The term somewhat fit back when the user dialog consumed 100% of available monitor real estate; however, the term lost its relevance the moment we moved to windowed environments. With the above said, does your organization still use the term "screens" to describe an application's UI? Has anyone successfully purged the term from an organization? For those who do not use the term to describe UI dialog elements, what term do you use in place of “screen.”

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  • Oracle Virtual Desktop Client with USB smart card reader

    - by wim.coekaerts
    I have my Sun Ray thin client at home which I use religiously, I use a Sun Ray 3i at work as my main desktop and just always take my smart card home and happily continue with the hot desking feature. We released a software version of the Sun Ray client called Oracle Virtual Desktop Client (OVDC). There is a version for Windows, Linux and Mac OS X. I have a minimac at home and I installed OVDC on it, which of course works great but since I like to re-connect to my session that I use at work, I wanted to try out the external usb smart card reader feature. I ordered a cute, low cost device online and tried it out. As expected, it worked out of the box without -any- configuration. I took the device, plugged it into my minimac, started OVDC, plugged in my smartcard and I got the password screen (screensaver) to get into my sun ray session on my server at work. Nothing new here, this is a feature that's been in the product but I had never tried it before and it works out of the box and is super easy and I just felt like sharing :-) Here are a few pictures : (1) login screen (2) smart cardreader without card (3) password screen (4) smart card reader with card

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  • TightVNC (or any VNC) client windows scaling

    - by mr.b
    Hi, I am currently using TightVNC to connect to multiple remote hosts in LAN. I start 16 VNC instances, set Scaling by: Auto (in connection options display), set Hextile encoding, and then select all windows and use Tile Horizontally, which covers my entire screen with VNC screens. It all works sort of nice, except that desktop interaction is really slow when there are more then 4 VNC clients. My question is, does VNC client (not just TightVNC, but any compatible client) support some kind of smart scaling option, so that client tells server something along the lines of: "Okay, I'm displaying your entire screen in a window size 300x225 px, so can you please start sending encoded images on that resolution?", at which point interactiveness of open connections dramatically increase, and when I decide to go full screen on some connection, client and server re-negotiate and server starts sending full resolution images again? Thanks!!

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  • HP Ambient Light Sensor Adjustment

    - by Robin Day
    I have an HP nc4400 running Windows 7 64 bit. If I have the ambient light sensor enabled, it works well, but, its slightly too dim. I can turn off the light sensor and turn up the brightness manually and its more than bright enough. When I go to the brightness settings in Windows I can make the screen dimmer with the ambient light sensor enabled but cannot make it as bright as if it is disabled. So my question is, is it possible to keep the light sensor enabled but configure it so that the screen is brighter for given "ambient light". At the moment I have to turn it off whenever I'm in the office or outside in sunlight as I need the screen as bright as possible and it seems no matter how light it is, it never goes to full brightness when it's enabled.

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  • What are working xorg.conf settings for using a Matrox TripleHead2Go @ 5040x1050?

    - by Brendan Abel
    I'm trying to configure xorg.conf to correctly set the resolution of my screens. I'm using a matrox triplehead, so the monitor is a single 5040x1050 screen. Unfortunately, it's being incorrectly set to 3840x1024. Here is my xorg.conf: # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 260.19.06 (buildd@yellow) Mon Oct 4 15:59:51 UTC 2010 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "Matrox" HorizSync 31.5 - 80.0 VertRefresh 57.0 - 75.0 #Option "DPMS" Modeline "5040x1050@60" 451.27 5040 5072 6784 6816 1050 1071 1081 1103 #Modeline "5040x1050@59" 441.28 5040 5072 6744 6776 1050 1071 1081 1103 #Modeline "5040x1050@57" 421.62 5040 5072 6672 6704 1050 1071 1081 1103 EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce 9800 GTX+" EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "5040x1050" SubSection "Display" Depth 24 EndSubSection EndSection

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  • Actor and Sprite, who should own these properties?

    - by Gerardo Marset
    I'm writing sort of a 2D game engine for making the process of creating games easier. It has two classes, Actor and Sprite. Actor is used for interactive elements (the player, enemies, bullets, a menu, an invisible instance that controls score, etc) and Sprite is used for animated (or not) images with transparency (or not). The actor may have an assigned sprite that represents it on the screen, which may change during the game. E.g. in a top-down action game you may have an actor with a sprite of a little guy that changes when attacking, walking, and facing different directions, etc. Currently the actor has x and y properties (its coordinates in the screen), while the sprite has an index property (the number of the frame currently being shown by the sprite). Since the sprite doesn't know which actor it belongs to (or if it belongs to an actor at all), the actor must pass its x and y coordinates when drawing the sprite. Also, since a actors may reset its sprite each frame (and usually do), the sprite's index property must be passed from the old to the new sprite like so (pseudocode): function change_sprite(new_sprite) old_index = my.sprite.index my.sprite = new_sprite() my.sprite.index = old_index % my.sprite.frames end I always thought this was kind of cumbersome, but it never was a big problem. Now I decided to add support for more properties. Namely a property to draw the sprite rotated, a property to draw it flipped, it a property draw it stretched, etc. These should probably belong to the sprite and not the actor, but if they do, the actor would have to pass them from the old to the new sprite each time it changes... On the other hand, if they belonged to the actor, the actor would have to pass each property to the sprite when drawing it (since the sprite doesn't know which actor it belongs to, and it shouldn't, since sprites aren't just meant to be used by actors, really). Another option I thought of would be having an extra class that owns all these properties (plus index, x and y) and links an actor with a sprite, but that doesn't come without drawbacks. So, what should I do with all these properties? Thanks!

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  • 12.04 update crash, now cannot boot

    - by EdW
    Boot now freezes the system at the "Ubuntu purple screen" with the 5 dots under it. I cannot even CTRL-ALT-F1 to get to an alternate console. Have to push reset button on computer to reboot. After the 12.04 update crash, the system would boot, but I had no icons and no launch bar and errors about missing dependencies. CTRL-ALT-F1 and ran apt-get -f install and it appeared to get the missing packages. I followed with a apt-get update; apt-get upgrade. It appeared to install all of the remaining 12.04 update packages. Rebooted to same blank screen - no icons, but got a compiz error. In console I tried "unity --reset" rebooted ... Nothing ... It's dead in the water. Tried to boot into Recovery Mode - black screen - I cannot even CTRL-ALT-Del - have to push reboot button. Fortunately, I have Mint on another partition and I can access the broken 12.04 partition. Ideas? I can back up all of my folders using Mint, but I would hate to have to do a new install.

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  • Ubuntu server: lost prompt on monitor

    - by Richard
    Hello All, I am running Ubuntu 9.04 server edition. I have a monitor plugged into the box for occasional admin tasks. I pulled out a USB disk (without unmounting) and the screen is now full with this message: Buffer I/O error on device sdc1, logical block 7778778 I can't seem to clear the screen or get a prompt back. Doesn't appear to be registering keyboard strokes. The box is still running fine (I can ssh in from elsewhere and evrything is running as normal). Any ideas on how to clear screen and get my prompt back?

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  • Is it possible to use the IE10 App without making Internet Explorer the default browser?

    - by nhinkle
    Windows 8 comes with two versions of Internet Explorer: the normal desktop version, which looks just like IE9, and the Modern UI version, which is a full-screen tablet-style app. By default, links opened in desktop mode open in desktop IE, and links opened in Modern UI apps open in the full-screen app. When you set a new default browser (like Google Chrome, which has a Modern UI mode now), you can no longer access IE10 in the Modern UI at all - the tile disappears from the start screen, and there's no way to manually invoke it. I don't use IE10 much, but I'd like to have access to it in Metro mode, because it's handy for testing things out. I don't want to have IE be my default browser though. Is there any way to get the IE10 "App" to show up without setting IE to be the default browser everywhere?

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  • Netbook Remix 10.04 to 10.10 upgrade using alternate iso

    - by Suman Subramonian
    I'm using Netbook Remix 10.04 now. I'm having the 10.10 alternate iso with me. If I use that iso to upgrade, will I lose my netbook version? I've seen in some forums that the upgrade resulted in a change from netbook version to desktop version. Updated on 15/12/2010 I upgraded the OS from 10.04 to 10.10. But I'm getting an error like this after restart: modprobe: FATAL: Could not load /lib/modules/2.6.35-22-generic/modules.dep: No such file or directory I searched in the forums and got a solution like this: Open Terminal gksudo gedit /etc/initramfs-tools/initramfs.conf change the line MODULES=most to MODULES=dep Then use Synaptic (SystemAdministrationSynaptic Package Manager) to reinstall initramfs-tools. I'll be definitely trying this later. After that when the system tries to login, my screen starts flashing with just the ubuntu netbook desktop wallpaper on the screen. No other options will be available. It will be flashing continuosly. If I press the power button then one window comes up with options like Shut down, Restart, Hibernate etc. And the screen won't stop flashing either. I've uploaded a 1 min video. Please go through it as it will give you a clear idea of the error which I'm facing now Video Link Here

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  • ssao implementation

    - by Irbis
    I try to implement a ssao based on this tutorial: link I use a deferred rendering and world coordinates for shading calculations. When saving gbuffer a vertex shader output looks like this: worldPosition = vec3(ModelMatrix * vec4(inPosition, 1.0)); normal = normalize(normalModelMatrix * inNormal); gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(inPosition, 1.0); Next for a ssao calculations I render a scene as a full screen quad and I save an occlusion parameter in a texture. (Vertex positions in the world space: link Normals in the world space: link) SSAO implementation: subroutine (RenderPassType) void ssao() { vec2 texCoord = CalcTexCoord(); vec3 worldPos = texture(texture0, texCoord).xyz; vec3 normal = normalize(texture(texture1, texCoord).xyz); vec2 noiseScale = vec2(screenSize.x / 4, screenSize.y / 4); vec3 rvec = texture(texture2, texCoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); mat3 tbn = mat3(tangent, bitangent, normal); float occlusion = 0.0; float radius = 4.0; for (int i = 0; i < kernelSize; ++i) { vec3 pix = tbn * kernel[i]; pix = pix * radius + worldPos; vec4 offset = vec4(pix, 1.0); offset = ProjectionMatrix * ViewMatrix * offset; offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; float sample_depth = texture(texture0, offset.xy).z; float range_check = abs(worldPos.z - sample_depth) < radius ? 1.0 : 0.0; occlusion += (sample_depth <= pix.z ? 1.0 : 0.0); } outputColor = vec4(occlusion, occlusion, occlusion, 1); } That code gives following results: camera looking towards -z world space: link camera looking towards +z world space: link I wonder if it is possible to use world coordinates in the above code ? When I move camera I get different results because world space positions don't change. Can I treat worldPos.z as a linear depth ? What should I change to get a correct results ? I except the white areas in place of occlusion, so the ground should has the white areas only near to the object.

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

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

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  • Lenovo Y460 Intel Driver Secondary Display Flickering

    - by ultimatebuster
    This is a part of the massive dump of problems I'm encountering with my Lenovo Y460 and Ubuntu. Problem: ATI PowerXpress doesn't really work. Doesn't work as I have to use the open source driver with hacks. Turned off ATI card at boot Details on how I accomplished that: http://ubuntuforums.org/showthread.php?p=10955831#post10955831 Installing the ATI drivers results in a failure of the intel drivers to work with Ubuntu Class (all animations have to turned off). Anyway to fix this problem to allow switchable graphics to work? The problem above has been fixed by FGLRX (Catalyst 11.6) is it compatible with kernel 2.6.39? However, there's another issue. If I connect my secondary monitor (VGA 17'') while using the Intel driver, I would not be able to use that screen as there's flickering and tearing, making the screen blurry and usable. Here's the fglrxinfo: $ fglrxinfo display: :0.0 screen: 0 OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Intel(R) Ironlake Mobile GEM 20100330 DEVELOPMENT OpenGL version string: 1.4 (2.1 Mesa 7.10.2) Any fixes for that? Potential related bug report on launchpad: https://bugs.launchpad.net/ubuntu/+source/xserver-xorg-video-intel/+bug/750259 However I can't confirm because the video showing that is much more dramatic than what I have, mine are tiny flickering that won't be captured by video cameras as I've tried, but enough to make it blurry for humans.

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  • External monitor problems with Asus UX32VD in 12.04

    - by rsilva
    I've posted this video where I show one of the problems I'm facing with my UX32VD in regard of external monitors. As you can see as soon as I plugged the external monitor the laptop screen goes black and the external monitor displays a single color (color changes between red, green and blue). However this does not always happen. For instance if I reboot the laptop with the external monitor already plugged in I get to use it but not the laptop screen. In the Displays settings the laptop screen it's not even listed. Other times it just works. The to screens, without any problems. I tried with other to different external monitor and all this apparently random issues repeat, I even tried using HDMI cable instead. Same random behavior. This question seams to cover one of this issues however the answer did not helped me. I was forced to use the 3.5.2 kernel in order to use the Intel graphics card else the Gallium something was used. Also I've Bumblebee installed.

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  • Failure to Boot Windows 7 after Ubuntu install

    - by Mike
    My computer is a (brand new) PC notebook, without a CD drive running Windows 7. I followed this page to install from USB: https://help.ubuntu.com/community/Installation/FromUSBStickQuick The installation went well and i am using Ubuntu now (v. 12.04 i believe) I want to be able to dual boot Ubuntu and Win7 The problem is that the disc partitioning during the Linux install caused a problem with Windows, caused some problem with windows, and windows can no longer boot when i choose it at the GNU GRUB screen. When i restart my computer i can successfully boot Linux, but not Windows 7. At the GRUB screen - if i run Win7 normally, it freezes, shows a blue screen, and returns back to GRUB - if i run Win7 recovery, i dont know how to access the files that i need in order to run windows again, so nothing helpful happens. Can you please tell me what i would need to do(or link a guide) in order to run Windows again. (Windows and Linux is preferable, but if thats impossible going back to only Windows will help too) Im guessing the easiest thing to do is just to reinstall both OS, or is there anyway to undo the partition i made during the install? Thanks

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  • Armchair CEO: Windows

    - by Scott Kuhl
    Originally posted on: http://geekswithblogs.net/scottkuhl/archive/2013/10/12/armchair-ceo-windows.aspxWelcome to part 3 of my Armchair CEO series where I prove just why I’m not running Microsoft.  In this insightful edition I’ll tell you how to make Windows, the golden flagship of Microsoft, a better product. Android Apps Windows Phone is not the only app store that needs a boost.  But unlike Windows Phone, there is a very easy way to get a lot more apps on your Windows PC: BlueStacks.  Right now BlueStacks has 3 things going against it: its UI integration is a desktop app hack, it does not work on RT, and no one know about it.  All three could be fixed if Microsoft bought the company or pulled off the same thing.  The store can be designed to give preference to Windows Store apps but it closes a lot of holes quickly. The Desktop Experience Windows should switch between desktop mode and tablet mode automatically.  Laptops without touch and desktops should work a lot more like Windows 7.  The PC should boot to desktop and Metro apps should run in windows, like MetroMix.  A tablet should boot to the Start Screen by default and pretty much work the same way it does now in 8.1.  Touch laptops should give the user an in your face option on first boot to pick the experience.  And finally, the experience can be changed automatically if the PC is docked or has external monitors hooked up. Death of the Desktop This might seem completely opposite to the last feature, but its not.  I should have no need to ever see the desktop from Start Screen mode.  Every settings needs to be available, an amazing port of the file explorer is needed, and Office Metro must be released.  Desktop apps should also be able to run in full screen mode like other Metro apps.

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  • Interesting 3d zooming technique

    - by stark
    Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the camera as to keep that point/object in the same place on screen while zooming ? Changing the camera position is not allowed.. I projected the 3d pos of the object on screen and remembered it. Then on each frame I calculate the direction to it in camera space and then I construct a rotation matrix to align this direction to Z axis (in cam space). After this, I calculate the direction from the camera to the object in world space and transform this vector with the matrix I obtained earlier and then use this final vector as the camera's new direction. And it's actually "kinda working", the problem is that it is more/less off than the camera's rotation before starting to zoom depending on the area you are trying to zoom in (larger error on edges/corners). It looks acceptable, but I'm not settling for only this. Any suggestions/resources for doing this technique perfectly ? If some of you want to explain the math in detail, be my guests, I can understand these things well. Thanks. Edit: I'll check often for responses, I'm really curious about this :D

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  • How to Use a PIN Instead of a Password in Windows 8

    - by Taylor Gibb
    Entering your full password on a touch screen device can really become a pain in the neck, luckily for us we can link a short 4 digit PIN to our user account and log in with that instead. Note: PIN codes are nowhere near as safe as using an alphanumeric password, however, they do still have a purpose when you don’t want to enter your 15 character password on a touch screen device. Creating a PIN Press the Win + I keyboard combination to bring up the Settings Charm, then click on the Change PC settings link. This will open up the Modern UI PC Settings app, where you can click on the Users section. On the right hand side you will see a Create a PIN button, click on it. Now you will need to verify that you are the owner of this user account by entering your password. Then you can choose a PIN, remember that it can only contain digits. Now when you get to the login screen you will have the option to use a PIN. How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus? How To Use USB Drives With the Nexus 7 and Other Android Devices

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  • Moving 2d camera in the y direction

    - by Alex
    I'm developing a simple game for the iphone and am struggling to work out the best way for the camera to follow the main character. The following picture hightlights the three main components: There are 3 components to this: Circle - the main character Green line - terrain Black background The terrain is simply made from an array of points (approx 20 points per screen width). The terrain is moved in the x direction relative to the black background in order to keep the circle in its position shown. The distance to move the terrain is simply: movex = circle.position.x - terrain.position.x with a constant to fix the circle at some distance from the left of the screen. I am struggling to determine the best way to position the terrain in the y plane keep the focus in the character. I want to move the terrain in the y direction smoothly and not fix it to the position of the circle, so the circle can move in the y plane. If I take the same approach as the x positioning, the character is fixed at a point on the screen and the terrain moves. I could sample some terrain points either side of the character and produce an average, but in my implementation this was not smooth. I thought another approach might be to create a camera 'line' that is a smooth version of the terrain line and make the camerea follow this, but I'm not sure if this is the optimum solution. Any advice is much appreciated!

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  • What is the value of an Enterprise Resource Planning (ERP) System?

    According to PWC.com ERP systems can add tremendous value to a company’s core business functionality.  Below PWC.com summarizes the primary value that an ERP can add to a company. ERPs are a collection business application that coordinates the resources, information, and activities required for core business processes. ERPs are strategic tools used to reduce costs, improve business processes, and healthier risk management.

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  • Possible to draw a select portion of a render target? (in XNA)

    - by TheBroodian
    I'm going to try to do this in reverse fashion and skip straight to the punch line, and then give the back story afterward: Is it possible to, after drawing a scene to a RenderTarget2D, only draw a select portion of the RenderTarget2D, if I don't want the entire thing? I'm using xTile to manage world data in my game (it's a great piece of work, colinvella [xTile's author] has made an amazing product), and for the most part it works great. xTile supports parallax effects in its layers to add some wonderful depth to 2d scenes, which was great, until I implemented a dynamic split-screen system into my game. Wanted to make a co-op game that wouldn't require players to be in close proximity to each other, so I made it so that if the players separate too far apart, the singular full-screen viewport 'snaps-apart', and is replaced by two split-screen viewports, which then smoothly transition to their respective player targets. The effect is pretty smooth aside from the part where the parallax backgrounds become skewed once the viewports split, because xTile's ratio for handling parallax effects is dependent upon viewport size. This is unfortunate, because the effect would otherwise be really snazzy, but the backgrounds become pretty heavily affected when the game goes from single-viewport to multi-viewport. So, Colinvella suggests using rendertargets to record the scene at full viewport size, and then only drawing a portion of it. But as far as I can tell, that isn't even possible? That being said, I've never even used render targets before, so I'm still learning, hence the question here.

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