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  • How to send a Java integer in four bytes to another application?

    - by user1468729
    public void routeMessage(byte[] data, int mode) { logger.debug(mode); logger.debug(Integer.toBinaryString(mode)); byte[] message = new byte[8]; ByteBuffer byteBuffer = ByteBuffer.allocate(4); ByteArrayOutputStream baoStream = new ByteArrayOutputStream(); DataOutputStream doStream = new DataOutputStream(baoStream); try { doStream.writeInt(mode); } catch (IOException e) { logger.debug("Error converting mode from integer to bytes.", e); return; } byte [] bytes = baoStream.toByteArray(); bytes[0] = (byte)((mode >>> 24) & 0x000000ff); bytes[1] = (byte)((mode >>> 16) & 0x000000ff); bytes[2] = (byte)((mode >>> 8) & 0x00000ff); bytes[3] = (byte)(mode & 0x000000ff); //bytes = byteBuffer.array(); for (byte b : bytes) { logger.debug(b); } for (int i = 0; i < 4; i++) { //byte tmp = (byte)(mode >> (32 - ((i + 1) * 8))); message[i] = bytes[i]; logger.debug("mode, " + i + ": " + Integer.toBinaryString(message[i])); message[i + 4] = data[i]; } broker.routeMessage(message); } I've tried different ways (as you can see from the commented code) to convert the mode to four bytes to send it via a socket to another application. It works well with integers up to 127 and then again with integers over 256. I believe it has something to do with Java types being signed but don't seem to get it to work. Here are some examples of what the program prints. 127 1111111 0 0 0 127 mode, 0: 0 mode, 1: 0 mode, 2: 0 mode, 3: 1111111 128 10000000 0 0 0 -128 mode, 0: 0 mode, 1: 0 mode, 2: 0 mode, 3: 11111111111111111111111110000000 211 11010011 0 0 0 -45 mode, 0: 0 mode, 1: 0 mode, 2: 0 mode, 3: 11111111111111111111111111010011 306 100110010 0 0 1 50 mode, 0: 0 mode, 1: 0 mode, 2: 1 mode, 3: 110010 How is it suddenly possible for a byte to store 32 bits? How could I fix this?

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  • Bricked - tty mode incorrect, terminal disabled, unity broken

    - by user989805
    After installing VirtualBox unity seems to be uninstalled.. Launcher and task bar are missing. I can't access terminal from the normal ctrl alt T command. I tried logging into TTY mode but it says my login is incorrect. I am trying to login with my normal ubuntu username and password. I have searched for solutions but since I dont have terminal or TTY I cant bash out any commands, and I have tried safeboot but the root terminal always says it cant run whatever command I enter. I am really lost and I am trying to avoid a fresh install :( I greatly and genuinely appreciate any help! This is the computer I use for college!

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  • Load SpriteFont in XNA

    - by user22715
    I'm planning on my game using multiple backgrounds so I'm trying to use spritefonts to draw the text. Every time I load my spritefont I get a error. Line1 = content.Load<SpriteFont>("Courier New"); Line2 = content.Load<SpriteFont>("Courier New"); This is the error I get. Error loading "Courier New". File not found. Although this was the font listed on the official microsoft website http://msdn.microsoft.com/en-us/library/bb447673.aspx.

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  • Often "running in low-graphics mode” with NVidia GeForce GT 430

    - by user42228
    Often (every fifth time perhaps) when I turn on my system, I'm greeted with the "running in low-graphics mode” window. Sometimes all I have to do is reboot and the system will start correctly, sometimes there can be a longer series of failed starts. If I go to the terminal and log in, I can run startx and my desktop will appear without problems. At the end of /var/log/Xorg.1.log I see this: [ 77.459] (EE) Screen(s) found, but none have a usable configuration. [ 77.459] Fatal server error: [ 77.459] no screens found [ 77.459] Please consult the The X.Org Foundation support at http://wiki.x.org Is the NVidia creating the appropriate XOrg configuration dynamically on every boot, or what could explain that the configuration error above only occurs sometimes?

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  • Loading SpriteFont through a different class than Game.cs

    - by MintyAnt
    I am trying to load up a single SpriteFont to print some debug information. In our current game, we load up both Textures and Music through a ResourceManager. They are both loaded with a filestream, and thus do not require Content.Load SoundEffect soundEffect = SoundEffect.FromStream( fs ); Since this ResourceManager does not inherit from Game or is like Game.cs, I cannot use the usual method: SpriteFont spriteFont = Content.Load<SpriteFont>(resource.Key.Item2); Anyone have any idea how I can either: -Load the SpriteFont a different way -Create my own Contentmanager

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  • How to Best Optimize up Model Transforms, Import 3DS Animations Into XNA 4.0?

    - by Jason R. Mick
    Relative beginner to XNA, but trying to build a multi-purpose (3D) game frameworking in XNA 4. Been using the Reed (O'Reilly) and Cawood/McGee (McGraw Hill) guides. My question is multi-faceted and involves how to most efficiently handle models. I'm using 3DS Max 2010 with kw-Xport to ship out my models as .X files. Solved an early problem by using my depth stencil state. My models are now loading properly (yay!) and I have basic bounding working, I just want to optimize transforming models and get animations working as a next step. My questions on models are: 1. Do you have any suggestions for good resources on exporting 3DS animations to XNA? I've seen some resources on how to handle animations in XNA, but most skimp on basic topics of how to convert multi-animation 3DS files. For example how do I take one big long string of keyframed animations (say running, frame 5-20, climbing frames 25-45, etc.) and turned them into named XNA animations. To my understanding every XNA animation has to have a name, but I haven't seen any tutorials on creating a new named animation from a subset of frames. 2. Is it faster to load a model once and animate/transform that base model on the fly @ draw time, or to load multiple models? My game will have multiple enemies, and I've already seen some lagginess in XNA, so II want to make my code efficient... 3. I've heard people on app hub talking about making custom content processors for models-- what is the benefit of this? Does it speed up transforming or animating the models? If so, can you point me towards any good (model-centric) tutorials? (I've built a custom height map content processor to generate terrain, following Cawood's examples, I'm just a bit confused as to how a model content processor would be implemented.)

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  • ContentManager in XNA cant find any XML

    - by user36385
    Im making a game in XNA 4 and this is the first time I'm using the Content loader to initialize a simple class with a XML file, but no matter how many guide I follow, or how simple or complicated is my XML File the ContentManager cant find the file; the Debug keep telling me: "A first chance exception of type 'Microsoft.Xna.Framework.Content.ContentLoadException' occurred in Microsoft.Xna.Framework.dll". I'm really confuse because I can load SpriteFonts and Texture2D without a problem ... I create the following XML (the most basic Xna XML): <?xml version="1.0" encoding="utf-8" ?> <XnaContent> <Asset Type="System.String">Hello</Asset> </XnaContent> and I try to load it in the LoadContent method in my main class like this: System.String hello = Content.Load<System.String>("NewXmlFile"); There is something I'm doing wrong? I really appreciate your help

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  • XNA Deferred Shading, Replace BasicEffect

    - by Alex
    I have implemented deferred shading in my XNA 4.0 project, meaning that I need all objects to start out with the same shader "RenderGBuffer.fx". How can I use a custom Content Processor to: Not load any textures by default (I want to manually do this) Use "RenderGBuffer.fx" as the default shader instead of BasicEffect Below is the progress so far public class DeferredModelProcessor : ModelProcessor { EffectMaterialContent deferredShader; public DeferredModelProcessor() { } protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context) { deferredShader = new EffectMaterialContent(); deferredShader.Effect = new ExternalReference<EffectContent>("DeferredShading/RenderGBuffer.fx"); return context.Convert<MaterialContent, MaterialContent>(deferredShader, typeof(MaterialProcessor).Name); } }

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  • Standby Problem, PC can not enter Standby mode

    - by Leon95
    I have a problem with the Standby function: My Computer does not enter the Standby mode with Ubuntu 14.04LTS. If I remeber me right it, works with Ubuntu 13.10 but this Version was not long installed on this PC. Now when i press Standby in the menu or on my Keyboard the Display turns black for a few seconds, then some messages appear for a very short moment on the screen. After that, the the log-in screen appear. Two times I was able to enter Standby but the other times it fails. Tecnical Data about my PC: Ubuntu 14.04 with all Updates main storage: 3,8GiBprocessor: Intel® Core™ i3-2330M CPU @ 2.20GHz × 4 graphic: Intel® Sandybridge Mobile graphic board: NVIDA GEFORCE GT 555M CUDA 1GB Dual Boot System with win7 x64Bit Medion P6812 Laptop Here is the message output: Usally I got only a half of the screen filled with messages like that. When I filmed it it was much more. I dont know, maybe this is a Bug.

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  • Stuck while Booting Text Mode in Ubuntu 12.04?

    - by sameetandpotatoes
    I edited the /etc/default/grub file and changed: GRUB_CMDLINE_LINUX_DEFAULT=”quiet splash” to GRUB_CMDLINE_LINUX_DEFAULT=”text” This does make Ubuntu boot up into text mode; however, it gets stuck while booting up and it does not show me the login text. Instead it says something like this: Begin running /scripts/init-bottom USB hub found ...More irrelevant things... *Stopping LightDM Display Manager I can press Ctrl + Alt + F2 and see the login and boot up like normal, but is there any reason for this? How can I change it so it does not get get stuck? Edit: After 5 minutes, a new line came up: 557.1206341 ieee80211 phy0: channel change: 5540 -> 5560 failed (3).

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  • Has MyEclipse implicit breakpoint in debugging mode in class URLClassPath [migrated]

    - by MJM
    I am beginner in MyEclipse IDEA. I using 8.6.1 version of it. My issue is: When I execute my program in debug mode, MyEclipse go to sun.misc.URLClassPath class and I must Resume breakpoint(by pressing F8 key) and continue executing my program. MyEclipse stay in URLClassPath class in following thread stack: 1. URLClassPath$JarLoader.<init>(URL, URLStreamHandler, HashMap) line: 581 2. URLClassPath$JarLoader.ensureOpen() line: 631 3. URLClassPath$JarLoader.getJarFile(URL) line: 641 4. URLClassPath$JarLoader.ensureOpen() line: 631 Note: this event happen when some jar file exist in my project Build-Path but when my application is simple this problem don't make and first breakpoint is my first breakpoint. Why this event happened?

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  • XNA: Auto-populate content within the content project based on current folder/file structure and content management for large games

    - by Joe
    1) Is it possible to implement a system where I can simply drop a new image into my content project's folder and VS will automatically see that and bring it into the project for compiling? 2) Similarly, if I wanted a specific texture I could state something like var texture = Game.Assets.Image["backgrounds/sky_02"]; (where Game is the standard XNA Game class and Assets is some kind of content manager statically defined within Game). I know this is fairly simple to implement manually and have done such things in the past (static Dictionary defined within Game) except this only works for relatively small games where you can have all assets loaded at the start without much issue. How would you go about making this work for games where content is loaded and unloaded based on level / area? I'm not asking for the solution, just how you would go about this and what things you would have to be aware of. Thanks.

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  • How does btrfs RAID work in degraded mode?

    - by turbo
    My idea was that (using loopback devices) it works like this Create the raid array sudo mkfs.btrfs -m raid1 -d raid1 /dev/loop1 /dev/loop2 You mount them sudo mount /dev/loop1 /mnt and mark them touch goodcondition You unmount and simulate disk failure (remove disk or delete loopback device loop2 in my case) You mount degraded -o degraded and mark again touch degraded You add the bad disk again sudo btrfs dev add /dev/loop2 You rebalance sudo btrfs fi ba /mnt And Raid 1 should work again. But that's not the case. sudo btrfs fi show: Total devices 3 FS bytes used 28.00KB devid 3 size 4.00GB used 264.00MB path /dev/loop1 devid 2 size 4.00GB used 272.00MB path /dev/loop2 *** Some devices missing The file degraded lives on loop1 but not on loop2 when loop2 is mounted in degraded mode. Why is that?

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  • XNA CustomModelAnimationSample problem

    - by Mentoliptus
    I downloaded the official tutorial from:CustomModelAnimationSample It works fine but when I try to replicate it in my project, it fails to load the Tag property in my model. Is found that the probelm is in the line: skinnedModel = Content.Load<Model>("DudeWalk"); This line loads the model from the DudeWalk.fbx file and with the custom SkinnedModelProcessor. It loads the animations data in the model. After the line the Tag property is full. I stepped into the method and it went to the custom ModelData class. I copied everything from the projects CustomModelAnimationWindows and CustomModelAnimationPipeline to my solution and set all the references. I tried the same line of code and couldn't step in the method. It called the default method or model constructor and after the line the model's Tag propetry was null. I have to load the model through my custom SkinnedModelProcessor class, but how I tell the game to use this class? In the tutroail CustomModelClass the line is changed to: model = Content.Load<CustomModel>("tank"); So I assumed that I have to set the generic type to a custom model class, but the first example works without it. If anyone has some useful advice or some other helpful link, I'll be happy to try it.

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  • Importing 3d model with multiple skeletons

    - by Sweta Dwivedi
    I have created an animated butterfly in 3ds Max and try to export it in ".fbx" format to use in XNA, however as soon as I compile, i get the following Errors: Warning 1 Multiple skeletons were found in the file. The first skeleton, named "Left.Wing" has been moved to be a child of the scene root. The other, "Right.Wing", will be ignored. Fragment identifier "Right.Wing". Error 2 Vertex is bound to bone "Right.Wing", but this bone is not present in the skeleton. Which is confusing since I have the bone Right.Wing . . and I use it to animate the butterfly I have seen a few possible solution for Blender but none for 3Ds max it would be really helpful if someone could help me out with this

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  • XNA frame rate spikes in full screen mode

    - by ProgrammerAtWork
    I'm loading a simple texture and rotating it in XNA, and this works. But when I run it in full screen 1920x1080 mode I see spikes while my texture is rotating. If I run it windowed with 1920x1080 resolution, I don't get the spikes. The size of the texture does not seem to matter, I tried 512 texture size and 2048 texture size, same thing happens. Spikes in full screen, no spikes in windowed, resolution does not seem to matter, Debug or Release does not seem to do anything either. Anyone got ideas of what could be the problem? Edit: I think this problem has something to do with the vertical retrace. Set this property: _graphicsDeviceManager.SynchronizeWithVerticalRetrace = false; you'll lose vsync but it will not stutter.

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  • Can't disable giant cursors (from accessibility mode)

    - by jackweirdy
    I've just installed ubuntu 12.04 from a livecd. Out of curiosity, I enabled the accessibility options for people who are hard of sight. As you can guess this does the usual stuff of inverting colours, increasing text size and making the cursor larger. Having finished the installation I booted into the new system to find accessibility mode was still installed. From the lightdm login screen I disabled this which switched colours and text size back to default, however it's only the pointer cursor that has gone back to default. To put it another way, the "hand" icon that you get when hovering over a link, the cursor which appears when typing and pretty much every other cursor on the system are still large. I've looked on the Universal Access menu, but there's no option to disable large cursors. I've tried toggling accessibility on and off but to no avail.

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  • Does Ubuntu support SATA drives in AHCI mode?

    - by timelessbeing
    I have a current installation of Ubuntu 13. Will it boot if I switch my SATA controller to AHCI in BIOS? (I installed Ubuntu in IDE mode) I have to wait until I fix my GRUB (Windows ate it), so I thought I'd take a poll here first in case there are any precautions. I ask, because it was a royal PITA to do it in Windows. Will I need to reinstall Ubuntu to enable this? I don't mind doing that since it was just installed and I having nothing on it yet, and I kinda botched the install anyway.

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  • How can a load and play an .x model using vertex animation in XNA?

    - by Christian
    From a game I developed years ago, I still have character models that my former 3D engine designer created and that I'd like to reuse in a Windows Phone project now. However, the files are in DirectX format (.x) containing keyframe animation only. No bones. No skeleton. There are a lot of animation keys defined on several frames to animate the characters. I don't quite understand how that works, to be frankly. However, I did a lot of research regarding a possible way of getting the characters animated via XNA on Windows Phone and all I found are hints that it is generally possible but not supported. Possibly by implementing own Content Importers and Processors. I didn't find anyone who successfully did something like that yet. How should I go about loading and displaying these models in XNA?

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  • Why is Claws Mail starting in offline mode?

    - by Thanks
    I am sorry if this is not the best place to ask this, but hopefully someone might be able to help. After I upgraded to Ubuntu 11.10 from 11.04, Claws Mail 3.7.10 began starting in offline mode. It continues to do so upon every startup. I have searched and searched but cannot find any option that might affect this. Am I overlooking the option? Is this a bug with the current versions of Claws Mail and Ubuntu? Or is there some other way to fix this? Thank you.

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  • How to get faster iteration times in android development

    - by Sebastian Bugiu
    I'm creating a game on the android platform that uses the resources/raw folder for assets and scripts. The problem is that every time I change something I have to rebuild the application to test the new variant. Of course this is bad for iteration times. Any ideas about what I can do to avoid rebuilding every time I change something? This *.apk format is getting on my nerves now that I have to recreate it every time I change a word in my scripts. Or at least how to make eclipse auto-rebuild every time I change something in my resources folder so that I don't have to go to Project-Build every time?

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  • Image first loaded, then it isn't? (XNA)

    - by M0rgenstern
    I am very confused at the Moment. I have the following Class: (Just a part of the class): public class GUIWindow { #region Static Fields //The standard image for windows. public static IngameImage StandardBackgroundImage; #endregion } IngameImage is just one of my own classes, but actually it contains a Texture2D (and some other things). In another class I load a list of GUIButtons by deserializing a XML file. public static GUI Initializazion(string pXMLPath, ContentManager pConMan) { GUI myGUI = pConMan.Load<GUI>(pXMLPath); GUIWindow.StandardBackgroundImage = new IngameImage(pConMan.Load<Texture2D>(myGUI.WindowStandardBackgroundImagePath), Vector2.Zero, 1024, 600, 1, 0, Color.White, 1.0f, true, false, false); System.Console.WriteLine("Image loaded? " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); myGUI.Windows = pConMan.Load<List<GUIWindow>>(myGUI.GUIFormatXMLPath); System.Console.WriteLine("Windows loaded"); return myGUI; } Here this line: System.Console.WriteLine("Image loaded? " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); Prints "true". To load the GUIWindows I need an "empty" constructor, which looks like that: public GUIWindow() { Name = ""; Buttons = new List<Button>(); ImagePath = ""; System.Console.WriteLine("Image loaded? (In win) " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); //Image = new IngameImage(StandardBackgroundImage); //System.Console.WriteLine( //Image.IsActive = false; SelectedButton = null; IsActive = false; } As you can see, I commented lines out in the constructor. Because: Otherwise this would crash. Here the line System.Console.WriteLine("Image loaded? (In win) " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); Doesn't print anything, it just crashes with the following errormessage: Building content threw NullReferenceException: Object reference not set to an object instance. Why does this happen? Before the program wants to load the List, it prints "true". But in the constructor, so in the loading of the list it prints "false". Can anybody please tell me why this happens and how to fix it?

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  • "The system is running in low graphics mode", unable to connect to the Internet

    - by Blah
    When I try to log onto Ubuntu, I get a notice that reads: The system is running in low graphics mode. I searched for a solution and there are a slew of answers. However, many of them seem to suggest reinstalling different things. After pressing Ctrl+Alt+F1 and getting to a terminal, I attempt commands like sudo apt-get install example. Upon doing so I get notices that say things such as could not resolve host which I am assuming means I'm not connected to the Internet. Since I can not connect to the Internet, none of these responses are helpful to me. What can I do?

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  • GtkFileChooserButton 'Select Folder' mode returns no path

    - by user8592
    I have added a GtkFileChooserButton to my app via Glade. It is set to folder selection mode. When the widget is clicked it shows a dropdown list of Nautilus bookmarks with an 'other' option in the end. A new file chooser dialog is launched when 'other' is clicked. The button is not connected to any other custom file chooser dialog. The connecting signal I am using is 'file-set' and I am retrieving the fullpath of user selected folder using Gtk.FileChooser.get_current_folder (). This setup works fine if user selects a folder from 'other' option. But if a user selects a bookmark from dropdown list, no path is returned. How to solve this? Is there a way to disable this dropdown list and directly go to the filechooser dialog? I want to use GtkFileChooserButton only so that the user can get a preview of his selected folder.

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  • Ubuntu 13.04/13.10 - low graphics mode/black screen after login

    - by Richard Stokes
    Since last week, my Ubuntu 13.04 installation started booting up in low graphics mode out of nowhere. I tried a number of solutions found on this site but to no avail. The other night, I decided to upgrade to 13.10 to see if the issue would be fixed in the process. Since then, the system starts fine, but when I login to my account, I'm just presented with a black screen. I switched to the terminal and did any necessary updates, but to no avail. I don't even know where to start debugging this issue, so I'd appreciate if someone could point me towards the first place to start looking?

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