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  • emachines e725 resulution problem

    - by Montasir
    I am new in Ubuntu I cannot set my resolution to 1366x768 all options in graphical displays is 1024x768 only. I tried cvt 1366 768 and xrandr --newmode "1368x768_60.00" 85.86 1368 1440 1584 1800 768 769 772 795 -HSync +Vsync and got xrandr: Failed to get size of gamma for output default X Error of failed request: BadName (named color or font does not exist) Major opcode of failed request: 149 (RANDR) Minor opcode of failed request: 16 (RRCreateMode) Serial number of failed request: 19 Current serial number in output stream: 19 What can I do.

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  • Common light map practices

    - by M. Utku ALTINKAYA
    My scene consists of individual meshes. At the moment each mesh has its associated light map texture, I was able to implement the light mapping using these many small textures. 1) Of course, I want to create an atlas, but how do you split atlases to pages, I mean do you group the lm's of objects that are close to each other, and load light maps on the fly if scene is expected to be big. 2) the 3d authoring software provides automatic uv coordinates for each mesh in the scene, but there are empty areas in the texel space, so if I scale the texture polygons the texel density of each face wil not match other meshes, if I create atlas like that there will be varying lm resolution, how do you solve this, just leave it as it is, or ignore resolution ? Actually these questions also applies to other non tiled maps.

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  • Can all code be represented as a series of Map / Filter / Reduce operations?

    - by Mongus Pong
    I have recently been refactoring large chunks of code and replacing them with Linq queries. Removing the language bias - Linq is essentially a set of Map / Filter and Reduce operations that operate on a sequence of data. This got me thinking, how far would I theoretically be able to take this. Would I be able to rewrite the whole code base into a series (or even a single) of Map / Filter and Reduce operations. Unfortunately I get paid to do useful stuff, so I haven't been able to experiment much further, but I can't think of any code structure that couldn't be re structured as such. Side effected code can be dealt with via monads.. Even output is essentially mapping memory addresses to screen addresses. Is there anything that couldn't be (theoretically) rewritten as a Linq query?

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  • Gnome-Shell 3.4 Themes not working in 12.04?

    - by CGriffitt
    Even themes advertised as Gnome-shell 3.4 compatible have graphical issues on Gnome-Shell 3.4. The main thing is that the text is black and nearly invisible, and the icons in the applications screen are crowded and in some cases overlapping. The themes did not do this before upgrade, and the default doesn't do it now. I am using user theme extension, and the themes I have tried are the Ambiance-Color set and London Smoke (both of which are advertised as 3.4 compatible).

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  • Should I use SVG for icons? [on hold]

    - by Nick Maddren
    I'm just wondering what is the preferred practice for adding icons? I see quite a bit of hype over SVG images however having a bit of trouble understanding how they are implemented as every article I read seems out of date. I need icons for simple lists, the icons need to be one solid color. I feel as if using png's was so 2008 haha, would you recommend the use of SVG images or are developers using other methods to display icons now?

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  • openGL textures in bitmap mode

    - by evenex_code
    For reasons detailed here I need to texture a quad using a bitmap (as in, 1 bit per pixel, not an 8-bit pixmap). Right now I have a bitmap stored in an on-device buffer, and am mounting it like so: glBindBuffer(GL_PIXEL_UNPACK_BUFFER, BFR.G[(T+1)%2]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, W, H, 0, GL_COLOR_INDEX, GL_BITMAP, 0); The OpenGL spec has this to say about glTexImage2D: "If type is GL_BITMAP, the data is considered as a string of unsigned bytes (and format must be GL_COLOR_INDEX). Each data byte is treated as eight 1-bit elements..." Judging by the spec, each bit in my buffer should correspond to a single pixel. However, the following experiments show that, for whatever reason, it doesn't work as advertised: 1) When I build my texture, I write to the buffer in 32-bit chunks. From the wording of the spec, it is reasonable to assume that writing 0x00000001 for each value would result in a texture with 1-px-wide vertical bars with 31-wide spaces between them. However, it appears blank. 2) Next, I write with 0x000000FF. By my apparently flawed understanding of the bitmap mode, I would expect that this should produce 8-wide bars with 24-wide spaces between them. Instead, it produces a white 1-px-wide bar. 3) 0x55555555 = 1010101010101010101010101010101, therefore writing this value ought to create 1-wide vertical stripes with 1 pixel spacing. However, it creates a solid gray color. 4) Using my original 8-bit pixmap in GL_BITMAP mode produces the correct animation. I have reached the conclusion that, even in GL_BITMAP mode, the texturer is still interpreting 8-bits as 1 element, despite what the spec seems to suggest. The fact that I can generate a gray color (while I was expecting that I was working in two-tone), as well as the fact that my original 8-bit pixmap generates the correct picture, support this conclusion. Questions: 1) Am I missing some kind of prerequisite call (perhaps for setting a stride length or pack alignment or something) that will signal to the texturer to treat each byte as 8-elements, as it suggests in the spec? 2) Or does it simply not work because modern hardware does not support it? (I have read that GL_BITMAP mode was deprecated in 3.3, I am however forcing a 3.0 context.) 3) Am I better off unpacking the bitmap into a pixmap using a shader? This is a far more roundabout solution than I was hoping for but I suppose there is no such thing as a free lunch.

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  • jQuery UI 1.9.0 est disponible, accompagné d'un nouveau site web, un nouveau serveur de code et une nouvelle documentation

    jQuery UI 1.9.0 est disponible Un nouveau site web, un nouveau serveur de code et une nouvelle documentation accompagnent cette sortie. jQuery UI 1.9.0 est compatible avec jQuery 1.8.2 et le plugin jQuery Color. Annoncée en novembre 2010 et plus officiellement en mars 2011, la refonte complète de jQuery UI est enfin disponible. La version 1.9.0 a nécessité 30 mois de travail et la construction de nombreuses versions intermédiaires...

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  • Position sprite at center of screen

    - by Wellie
    I am trying to get a sprite to position itself at the center of the screen but nothing seems to be working for me. I'm trying Viewport viewport = graphics.GraphicsDevice.Viewport; logoPosition = new Vector2((viewport.Width - towerImage.Width) / 2, (viewport.Height - towerImage.Height) / 2); and spriteBatch.Draw(towerImage, centre, null, Color.White, 0, baseOrigin, 1.0f, SpriteEffects.None, 0); This is my first time using XNA and I don't really have a clue what I'm doing.

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  • Canon Inkjet Cartridges - Are They Trully Reliable?

    Indeed, canon inkjet cartridges are very well known for their dependability, color accuracy, and speed. They also keep printed image quality not minding of how long you use the printer. That simply m... [Author: Obinna Heche - Computers and Internet - April 09, 2010]

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  • WPF4 Unleashed - how does converting child elements work?

    - by Kapol
    In chapter 2 of the book WPF4 Unleashed the author shows an example of how XAML processes type conversion. He states that <SolidColorBrush>White</SolidColorBrush> is equivalent to <SolidColorBrush Color="White"/> , because a string can be converted into a SolidColorBrush object. But how is that enough? It doesn't make sense to me. How does XAML know to which property should the value White be assigned?

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  • Why is my background image always disappearing when I log in?

    - by user64720
    When logging in lubuntu 12.04, my background image always disappears, leaving the screen with color only and then I have to go to definitions and set the image in the background again. I notice that this does not happen with low-resolution images, only with high ones, but also happens with images that fit my screen resolution (1280 X 720). Any ideas on how to fix this? The image remains at it's location, but on the desktop preferences, the pathway to the file location is lost and set to none.

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  • Capslock as modifier key for AutoKey

    - by nil
    I want to use Capslock as a modifier key for AutoKey shortcuts, and I've successfully remapped it to its own custom key using the terminal command xmodmap -e 'clear Lock' -e 'keycode 66 = F13'. However, AutoKey seems to only allow the modifiers Ctrl Shift Alt Super when setting shortcuts. As a work-around, could I somehow define the shortcuts within the script itself? Would this even be the most efficient work-around? P.S. I found a relevant page, though I'm not exactly sure how to implement it. P.P.S. I found a cheap way to do this by mapping Capslock to Shift+Alt and then setting all appropriate shortcuts in AutoKey with the modifier Shift+Alt. However, I'd really prefer having Capslock as its own modifier. Any help would be appreciated.

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  • How can a pygame image be colored?

    - by Juicy
    I'm writing a 2d particle system for a game in Pygame[1]. For the particles, I have an image surface loaded from a file -- basically a white primitive drawn over a transparent background. I'd like the particle engine to emit variously colored particles, but I'm not sure how to tell Pygame to color the surface. I've looked through what passes for documentation, but I'm having trouble finding anything. [1] Yeah, I don't really like Pygame, but my course insists I write this project in Python.

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  • Upcoming Fedora Test Days: preupgrade and Xfce!

    <b>Tuxmachines:</b> "So this week we round out the Fedora 13 Test Day schedule, which has seen us run the gauntlet from NFS, through color management and SSSD, scale the heights of Graphics Test Week, and will see us come to a triumphant finish..."

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  • Basic Android game loop having issues

    - by WillDaBeast509
    I've set up a very basic game loop that should draw a circle, run 100 times, then draw another. I also have a text field that should display how many times the loop has ran. However, the screen seems to not update. It displays a different value for the tick count (different each time the app is ran) and simply stays there. After exiting the app, I get an error saying "Unfortunately, MyApp has stopped." Here is the relevant code: DrawView public class DrawView extends SurfaceView implements SurfaceHolder.Callback { Paint p = new Paint(); MainThread thread; private int y=0; public DrawView(Context c) { super(c); thread = new MainThread(this, getHolder()); thread.running = true; getHolder().addCallback(this); setFocusable(true); } public void draw(Canvas c) { if(c==null) return; //super.onDraw(c); c.drawColor(Color.WHITE); p.setColor(Color.RED); p.setTextSize(32); p.setTypeface(Typeface.SANS_SERIF); c.drawCircle(getWidth()/2-100,getHeight()/2, 50, p); c.drawText("y = " + y, 50, 50, p); if(y>=100) { Log.i("DRAW", "drawing circle"); c.drawCircle(getWidth()/2+100,getHeight()/2, 50, p); } else y++; Log.i("INFO", "y = " + y); } @Override public boolean onTouchEvent(MotionEvent event) { return true; } public void onDraw(Canvas c){} public void surfaceCreated(SurfaceHolder p1) { thread.start(); } public void surfaceChanged(SurfaceHolder p1, int p2, int p3, int p4) { // TODO: Implement this method } public void surfaceDestroyed(SurfaceHolder p1) { thread.running = false; boolean retry = true; while (retry) { try { thread.join(); retry = false; } catch (InterruptedException e) { Log.i("EX", "cathing exception"); } } } } MainThread public class MainThread extends Thread { private DrawView page; private SurfaceHolder holder; public boolean running; public MainThread(DrawView p, SurfaceHolder h) { super(); page = p; holder = h; } @Override public void run() { while(running) { Canvas c = holder.lockCanvas(); page.draw(c); holder.unlockCanvasAndPost(c); } } } Here is an example log outupt: http://pastebin.com/tM9dUPuk It counts the number of ticks correctly and should draw the second circle, but the screen looks like its not updating. After closing the app, the log continues to run and keep outputting "y = 100 drawing circle" until it crashes and shows the error report. What is going on and how can I fix these two problems?

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  • Best way to develop a level from Top down image using 3dmax

    - by fire'fly
    I have to create a game level from a top down view of an area. I used a plane converted to an editable poly to do the job. I used edges to create the top view of roads, walkways and parks so that i can extrude/edit them later. My problem is the curves in the road look blocky I tried appying mesh smooth modifier on the final model but that interfered with material mapping. Again i tried it on the plane without the extrusions and still the modifier does not work(The roads loose their shape). I know one way to solve the problem is to add more vertices on the curve and transform their location to create a more natural curve but i have a lot of curves so before doing it manually i need to know if there is a tool that refines the curves. Also i need to know if there is a better or proper way of doing the task.

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  • Is my work on a developers test being taken advantage of?

    - by CodeWarrior
    I am looking for a job and have applied to a number of positions. One of them responded, I had a pretty lengthy phone interview (perhaps an hour +) and they then set me up with the developers test. I was told that this test is estimated to take between 6 and 8 hours and that, provided it met with their approval, I could be paid for my work on it. That gave me some pause, but I endeavored. The dev test took place on a VM accessed via RDP. The task was to implement a search page in a web project that requests data from the server, displays it on the screen in a table, has a pretty complicated search filtering scheme (there are about 15 statuses and when sending the search to the server you can search by these statuses) in addition to the string/field search. They want some SVG icons to change color on certain data values, they want some data to be represented differently than how it is in the database, etc. Loooong story short, this took one heck of a lot longer than 6-8 hours. Much of it was due to the very poor VM that I was running on (Visual Studio 2013 took 10 minutes to load, and another 15 minutes to open the 3 GB ginormous solution). After completing, I was told to commit my changes to source control... Hmm, OK. I get an email back that they thought that the SVGs could have their color changed differently, they found a bug in this edge-case, there was an occasional problem with this other thing that I never experienced, etc. So I am 13-14 hours into this thing now and I have to do bug fixes. I do them, and they come back with some more. This is all apparently going into a production application. I noticed some anomalies in the code that was already in there where it looked like other people had coded all of one functionality and not anything else that I could find. Am I just being used for cheap labor? Even if they pay me the promised 50 dollars and hour for 6 hours, I have committed like 18 hours to this thing now. If I bug fix all of the stuff they keep coming up with, I will have worked at least 16 hours for free. I have taken a number of dev tests. I have never taken one where I worked on code that was destined for production. I have never taken one where I implemented a feature that was in the pipeline for development (it was planned for, and I implemented it through the course of the test). And I have never taken one that took 4 rounds and a total of 20+ hours. I get the impression that they are using their dev test to field some of the functionality, that they don't have time for in their normal team, on the cheap. Also, I wouldn't mind a 'devtest' tag.

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  • Implement an FTP server (no threads) - how to start?

    - by ironicaldiction
    As a semester project, I have the following specification: Write a simple single threaded ftp server. The ftp server is configurable from a configuration file. The config allows to set the interface (where the server listens), the roots of the served content, transfer log, and database of users and its passwords. The server allows to create a virtual filesystem. By a virtual filesystem, we mean a mapping of a served directory to the real directory on the filesystem. For example, the client tree will look like: /home/user1 maps to /mnt/x/home/user1 /www maps to /var/cache/www /home/user_list.txt maps to /var/ftpclient/user_list.txt The user will see /home/user1 directory and /www directory and the file /home/user_list.txt The course is in C++. The projects to this point have provided a lot of structure, such as a class header file to get you started on the program. My question is this: how can I get started on what seems like quite a massive project (I have 3 weeks to return a working implementation)?

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  • XNA 4.0: 2D Camera Y and X are going in wrong direction

    - by Setheron
    I asked this question on stackoverflow but assumed this might be a better area to ask it as well for a more informed answer. My problem is that I am trying to create a camera class and have it so that my camera follows the proper RHS, however the Y axis seems to be inverted since on the screen the 0 starts at the top. Here is my Camera2D Class: class Camera2D { private Vector2 _position; private float _zoom; private float _rotation; private float _cameraSpeed; private Viewport _viewport; private Matrix _viewMatrix; private Matrix _viewMatrixIverse; public static float MinZoom = float.Epsilon; public static float MaxZoom = float.MaxValue; public Camera2D(Viewport viewport) { _viewMatrix = Matrix.Identity; _viewport = viewport; _cameraSpeed = 4.0f; _zoom = 1.0f; _rotation = 0.0f; _position = Vector2.Zero; } public void Move(Vector2 amount) { _position += amount; } public void Zoom(float amount) { _zoom += amount; _zoom = MathHelper.Clamp(_zoom, MaxZoom, MinZoom); UpdateViewTransform(); } public Vector2 Position { get { return _position; } set { _position = value; UpdateViewTransform(); } } public Matrix ViewMatrix { get { return _viewMatrix; } } private void UpdateViewTransform() { Matrix proj = Matrix.CreateTranslation(new Vector3(_viewport.Width * 0.5f, _viewport.Height * 0.5f, 0)) * Matrix.CreateScale(new Vector3(1f, 1f, 1f)); _viewMatrix = Matrix.CreateRotationZ(_rotation) * Matrix.CreateScale(new Vector3(_zoom, _zoom, 1.0f)) * Matrix.CreateTranslation(_position.X, _position.Y, 0.0f); _viewMatrix = proj * _viewMatrix; } } I test it using SpriteBatch in the following way: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Vector2 position = new Vector2(0, 0); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, camera.ViewMatrix); Texture2D circle = CreateCircle(100); spriteBatch.Draw(circle, position, Color.Red); spriteBatch.End(); base.Draw(gameTime); }

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  • SSMS Slow To Save

    - by Bunch
    When using SSMS 2008 I found it to be really slow when trying to save a file, even a small one with just some simple SELECT statements on it. The symptoms were the flashing save disk icons in the lower right corner and selecting the location to save in the Save File dialog would hang each time I picked a location (e.g. Libraries, a folder). This was the first I had seen anything like this where it was really, really slow. It ended up that a server had died last week and I was still mapping a drive to it. SSMS was still trying to connect to it causing the slow down (further information here and here). Once I removed that the save functionality worked like it should. Tags: SQL

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  • Visual Basic for Beginners

    If you want to learn how to program in Visual Basic this tutorial can help you get started in a few simple steps. Visual Basic or VB is a great programming language commonly used for developing Windows programs and applications. It is also used as a server side programming language on the ASP.NET platform along with C# and other languages supported by the .NET framework.... Network Management Software Automate Real Time Network Analysis & IP Mapping. Try NetMRI for Free.

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  • How can I add a character and enemies to a game that uses Parallax Scrolling? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to add the player and the enemies. I tried to add a player class to the existing code, but if the player moves, then the camera isn't pointing at the player. The player leaves the camera viewport after a few seconds. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always the center of the camera? How should I add the character and the enemies to the game? Should I create a layer for the character and the enemies? For example: new Layer(_camera) { Parallax = new Vector2(0.9f, 1.0f) } At the moment, I don't use a layer for the player and I don't have implemented the enemies because I don't know how to do that. My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

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  • Keyword Density - How Much is Too Much For SEO?

    A long time ago the easiest way to reach high rankings in many search engines at that time was to stuff pages with target keywords. Some tried to hide some part of the page by using background color also for text, while others simply put few paragraphs with apparently irrelevant keywords at the end of the page. Because word frequency was one of the most important factors to rank pages, it was pretty easy to reach top positions just by exaggerating with keywords.

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  • Difference between "/" at end of URL and without "/" [closed]

    - by user702325
    Possible Duplicate: Does it make a difference if your url ends in a trailing slash or not? Why treat these as different URLs? I am doing a 301 redirect in my WP application using .htaccess and have mapped some of the URLs which have either been removed from the new domain or the URL structure has been changed. While doing I got a doubt I have following URL structure in my .htaccess file RewriteCond %{HTTP_HOST} ^old.com$ [OR] RewriteCond %{HTTP_HOST} ^www.old.com$ RewriteRule ^tag/waiting$ http://www.new.com/tag/relationships [R=301,L] while checking this i found that at some places URL is like http://www.new.com/tag/relationships while at others its like http://www.new.com/tag/relationships/, while both refer to the same location but not sure if this will make any difference to SEO and search engines. Please suggest if the way i am doing mapping is correct or do i need to modify it to handle both UR

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