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  • Unity: Assigning String value in inspector

    - by Marc Pilgaard
    I got an issue with Unity I can't seem to comprehend, and it is possibly very simple: I am trying to write a simple piece of code in JavaScript where a button toggles the activation of a shield, by dragging a prefab with Resources.load("ActivateShieldPreFab") and destroying it again (Haven't implemented that yet). I wish to assign this button through the inspector, so I have created a string variable which appears as intended in the inspector. Though it doesn't seem to register the inspector input, even though I changed the value through the inspector. It only provides the error: "Input Key named: is unknown" When the button name is assigned within the code, there is no issues. Code as follows: var ShieldOn = false; var stringbutton : String; function Start(){ } function Update () { if(Input.GetKey(stringbutton) && ShieldOn != true) { Instantiate(Resources.load("ActivateShieldPreFab"), Vector3 (0, 0, 0), Quaternion.identity); ShieldOn = true; } } Hope somebody can help, in advance... Thanks

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  • Can WebGL be used to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • How to devise instruction set of a stack based machine?

    - by Anindya Chatterjee
    Stack based virtual machines like CLR and JVM has different set of instructions. Is there any theory behind devising the instruction set while creating a virtual machine? e.g. there are JVM instruction sets to load constants from 0-5 onto the stack iconst_0 iconst_1 iconst_2 iconst_3 iconst_4 iconst_5 whereas in CLR there are instruction set to load number from 0 to 8 onto the stack as follows ldc.i4.0 ldc.i4.1 ldc.i4.2 ldc.i4.3 ldc.i4.4 ldc.i4.5 ldc.i4.6 ldc.i4.7 ldc.i4.8 why there is no ldc.i4.9 and if ldc.i4 is there why we need the above opcodes? And there are others like these. I am eager to know what is the reason behind this difference between opcodes of different VMs? Is there any specific theory to devise these opcodes or it is totally driven by the characteristics of the VM itself or depends on the high-level language constructs?

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  • Problem creating levels using inherited classes/polymorphism

    - by Adam
    I'm trying to write my level classes by having a base class that each level class inherits from...The base class uses pure virtual functions. My base class is only going to be used as a vector that'll have the inherited level classes pushed onto it...This is what my code looks like at the moment, I've tried various things and get the same result (segmentation fault). //level.h class Level { protected: Mix_Music *music; SDL_Surface *background; SDL_Surface *background2; vector<Enemy> enemy; bool loaded; int time; public: Level(); virtual ~Level(); int bgX, bgY; int bg2X, bg2Y; int width, height; virtual void load(); virtual void unload(); virtual void update(); virtual void draw(); }; //level.cpp Level::Level() { bgX = 0; bgY = 0; bg2X = 0; bg2Y = 0; width = 2048; height = 480; loaded = false; time = 0; } Level::~Level() { } //virtual functions are empty... I'm not sure exactly what I'm supposed to include in the inherited class structure, but this is what I have at the moment... //level1.h class Level1: public Level { public: Level1(); ~Level1(); void load(); void unload(); void update(); void draw(); }; //level1.cpp Level1::Level1() { } Level1::~Level1() { enemy.clear(); Mix_FreeMusic(music); SDL_FreeSurface(background); SDL_FreeSurface(background2); music = NULL; background = NULL; background2 = NULL; Mix_CloseAudio(); } void Level1::load() { music = Mix_LoadMUS("music/song1.xm"); background = loadImage("image/background.png"); background2 = loadImage("image/background2.png"); Mix_OpenAudio(48000, MIX_DEFAULT_FORMAT, 2, 4096); Mix_PlayMusic(music, -1); } void Level1::unload() { } //functions have level-specific code in them... Right now for testing purposes, I just have the main loop call Level1 level1; and use the functions, but when I run the game I get a segmentation fault. This is the first time I've tried writing inherited classes, so I know I'm doing something wrong, but I can't seem to figure out what exactly.

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  • One Week on New Servers and Everything is Great

    - by Jeff Julian
    It has been a week since we moved our Geekswithblogs.net System to a new set of load balanced servers and everything has been going great.  I am so amazed at the performance of the new hardware.  On average, we only use less than 5% of the CPU at any given moments or the database and web servers.  I have seen a performance boost in page load as well, but I will have to confirm that with the statistics as they roll in.  This is all in preparation for a new community we are launching with some friends that we will be announcing shortly.  We will be launching a nice little contest for our bloggers as well. Technorati Tags: Geekswithblogs.net,Hardware

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  • Ubuntu 12.10 update doesnt boot. (please help)

    - by Hugtrw
    my name is Anthony. I updated to 12.10 and it the OS will not load accept in "pae" under advanced options. I used the boot repair cd, the only thing that workds is the monodeset option in the kernel and the graphics are terrible, mouse disappears and unity will not boot. Ubuntu 12.04 Runs great, on a clean install of 12.10 Ubuntu 12.10 wont even load to install unless under monodeset. I get left a termial like screen with just a bilking bar. Im running a HP Compaq NC6400 Laptop, Ubuntu 32-bit, 2gb ram.

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  • Drupal 7: Documents as a node/block/field

    - by WernerCD
    I'm working on my first Drupal site. I've progressed in learning the basics . I still have a lot to learn tho. Using FileViewer I can load a PDF saved in a field, for view content of various types. I haven't found something that does the same for Word Docs, Excel, PDF, etc. Does anyone know of something that works in Drupal 7 to load documents other than PDF like FileViewer does inside a browser? Or like Scribd does (Scribd is hosted. I am behind a firewall with limited access for users. So I don't want to use a Scribd like service.)

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  • Drawing Shape in DebugView (Farseer)

    - by keyvan kazemi
    As the title says, I need to draw a shape/polygon in Farseer using debugview. I have this piece of code which converts a Texture to polygon: //load texture that will represent the tray trayTexture = Content.Load<Texture2D>("tray"); //Create an array to hold the data from the texture uint[] data = new uint[trayTexture.Width * trayTexture.Height]; //Transfer the texture data to the array trayTexture.GetData(data); //Find the vertices that makes up the outline of the shape in the texture Vertices verts = PolygonTools.CreatePolygon(data, trayTexture.Width, false); //Since it is a concave polygon, we need to partition it into several smaller convex polygons _list = BayazitDecomposer.ConvexPartition(verts); Vector2 vertScale = new Vector2(ConvertUnits.ToSimUnits(1)); foreach (Vertices verti in _list) { verti.Scale(ref vertScale); } tray = BodyFactory.CreateCompoundPolygon(MyWorld, _list, 10); Now in DebugView I guess I have to use "DrawShape" method which requires: DrawShape(Fixture fixture, Transform xf, Color color) My question is how can I get the variables needed for this method, namely Fixture and Transform?

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  • Startup Edit

    This fully working program enables you to control what should and should not load automatically with Windows.

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  • Loading from Multiple Data Sources with Oracle Loader for Hadoop

    - by mannamal
    Oracle Loader for Hadoop can be used to load data from multiple data sources (for example Hive, HBase), and data in multiple formats (for example Apache weblogs, JSON files).   There are two ways to do this: (1) Use an input format implementation.  Oracle Loader for Hadoop includes several input format implementations.  In addition, a user can develop their own input format implementation for proprietary data sources and formats. (2) Leverage the capabilities of Hive, and use Oracle Loader for Hadoop to load from Hive. These approaches are discussed in our Oracle Open World 2013 presentation. 

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  • Ubuntu 12.10 Laptop temperature

    - by romi
    I'm using a laptop having dedicated graphics card with Ubuntu and Windows 7 dual boot. The windows 7 idle temperature for cpu is 51C average and gpu is 46-48.5C, and when in load Cpu temp varies between 55-61C, and GPU 49-51 MAX. But in ubuntu idle temp CPU: 54c Gpu(ati radeon,proprietary driver installed): 50C and on load cpu: 58-69C gpu:53C max. Is it normal? If not is there any solution? Note that i'm using jupiter,latest graphics driver, grub tweaks etc.

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  • Bumblebee optirun appears to depend on Intel

    - by user206398
    I have a Lenovo T420 with Intel and Nvidia graphics. On upgrade to Ubuntu Saucy, I had to purge and reinstall bumblebee-nvidia to get beyond optirun failing to find a GPU driver. Now, "optirun glxgears" and "optirun sol" succeed, but optirun fails on 2 Virtual Life viewers that it supported in the past, Cool VL (CoolVLViewer-1.26.8.34-Linux-x86) and Imprudence (Imprudence 1.4.0 beta2). In both cases, the error output is huge, but it starts with libGL error: failed to load driver: i965 and libGL error: failed to load driver: swrast From the little I can discover, i965 is an Intel graphics driver, which should not be invoked at all. I haven't found any information about swrast. I suspect that some of the X configuration associated with Bumblebee has some Intel dependence that is invoked on certain library calls, but not others. I haven't discovered any definite information on this line. The Cool VL Viewer runs without optirun, but complains about the insufficiency of the Intel graphics.

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  • Speed up content loading

    - by user1806687
    I am using WinForms Sample downloaded from microsoft website. The problem is, that the model loading time is quite long, using: contentBuilder.Add(ModelPath, ModelName, null, "ModelProcessor"); contentManager.Load<Model>(ModelName); even a simple model, such as a cube with no textures, takes 4+ seconds to load. Now, I am no expert on this, but is there anyway to decrease loading time? EDIT: I've gone thru the code and found out that calling contentBuilder.Build(); ,which comes right after contentBuilder.Add() method takes up most of the time.

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  • Installed 12.04 from CD problems with compiz-core - wont continue - just

    - by user70886
    Installed 12.04 from CD to clean hard drive but on first boot up says problems with compiz-core. Clicked continue with it not installed. After I sent info for help; it came back with some packages are not up to date. Said I need to update compiz-core and libylib2.0-0 Cancelled the process to send info (after second time) but it wont cancel and it wont load the desktop. What do I do now? Right click will let me create a new folder/document or organise desktop by name etc but I cannot see the usual system bar or left menu items. Is there a way to load the terminal and reload the desktop. If this was windows I'd use cntrl alt delete and run explorer to fix the desktop.

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  • Enemies don't shoot. What is wrong? [closed]

    - by Bryan
    I want that every enemy shoots independently bullets. If an enemy’s bullet left the screen, the enemy can shoot a new bullet. Not earlier. But for the moment, the enemies don't shoot. Not a single bullet. I guess their is something wrong with my Enemy class, but I can't find a bug and I get no error message. What is wrong? public class Map { Texture2D myEnemy, myBullet ; Player Player; List<Enemy> enemieslist = new List<Enemy>(); List<Bullet> bulletslist = new List<Bullet>(); float fNextEnemy = 0.0f; float fEnemyFreq = 3.0f; int fMaxEnemy = 3 ; Vector2 Startposition = new Vector2(200, 200); GraphicsDeviceManager graphicsDevice; public Map(GraphicsDeviceManager device) { graphicsDevice = device; } public void Load(ContentManager content) { myEnemy = content.Load<Texture2D>("enemy"); myBullet = content.Load<Texture2D>("bullet"); Player = new Player(graphicsDevice); Player.Load(content); } public void Update(GameTime gameTime) { Player.Update(gameTime); float delta = (float)gameTime.ElapsedGameTime.TotalSeconds; for(int i = enemieslist.Count - 1; i >= 0; i--) { // Update Enemy Enemy enemy = enemieslist[i]; enemy.Update(gameTime, this.graphicsDevice, Player.playershape.Position, delta); // Try to remove an enemy if (enemy.Remove == true) { enemieslist.Remove(enemy); enemy.Remove = false; } } this.fNextEnemy += delta; //New enemy if (fMaxEnemy > 0) { if ((this.fNextEnemy >= fEnemyFreq) && (enemieslist.Count < 3)) { Vector2 enemyDirection = Vector2.Normalize(Player.playershape.Position - Startposition) * 100f; enemieslist.Add(new Enemy(Startposition, enemyDirection, Player.playershape.Position)); fMaxEnemy -= 1; fNextEnemy -= fEnemyFreq; } } } public void Draw(SpriteBatch batch) { Player.Draw(batch); foreach (Enemy enemies in enemieslist) { enemies.Draw(batch, myEnemy); } foreach (Bullet bullets in bulletslist) { bullets.Draw(batch, myBullet); } } } public class Enemy { List<Bullet> bulletslist = new List<Bullet>(); private float nextShot = 0; private float shotFrequency = 2.0f; Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public bool Shot; public Enemy(Vector2 Pos, Vector2 Move, Vector2 Player) { this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; this.Remove = false; this.Shot = false; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, Vector2 PlayerPos, float delta) { nextShot += delta; for (int i = bulletslist.Count - 1; i >= 0; i--) { // Update Bullet Bullet bullets = bulletslist[i]; bullets.Update(gameTime, graphics, delta); // Try to remove a bullet... Collision, hit, or outside screen. if (bullets.Remove == true) { bulletslist.Remove(bullets); bullets.Remove = false; } } if (nextShot >= shotFrequency) { this.Shot = true; nextShot -= shotFrequency; } // Does the enemy shot? if ((Shot == true) && (bulletslist.Count < 1)) // New bullet { Vector2 bulletDirection = Vector2.Normalize(PlayerPos - this.vPos) * 200f; bulletslist.Add(new Bullet(this.vPos, bulletDirection, PlayerPos)); Shot = false; } if (!Remove) { this.vMove = Vector2.Normalize(PlayerPos - this.vPos) * 100f; this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth + 1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight + 1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch batch, Texture2D myTexture) { if (!Remove) { batch.Draw(myTexture, this.vPos, Color.White); } } } public class Bullet { Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public Bullet(Vector2 Pos, Vector2 Move, Vector2 Player) { this.Remove = false; this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, float delta) { if (!Remove) { this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth +1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight +1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch spriteBatch, Texture2D myTexture) { if (!Remove) { spriteBatch.Draw(myTexture, this.vPos, Color.White); } } }

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  • Pattern for loading and handling resources

    - by Enoon
    Many times there is the need to load external resources into the program, may they be graphics, audio samples or text strings. Is there a patten for handling the loading and the handling of such resources? For example: should I have a class that loads all the data and then call it everytime I need the data? As in: GraphicsHandler.instance().loadAllData() ...//and then later: draw(x,y, GraphicsHandler.instance().getData(WATER_IMAGE)) //or maybe draw(x,y, GraphicsHandler.instance().WATER_IMAGE) Or should I assign each resource to the class where it belongs? As in (for example, in a game): Graphics g = GraphicsLoader.load(CHAR01); Character c = new Character(..., g); ... c.draw(); Generally speaking which of these two is the more robust solution? GraphicsHandler.instance().getData(WATER_IMAGE) //or GraphicsHandler.instance().WATER_IMAGE //a constant reference

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  • How can I convince a project manager that there is no way to solve all the compatibility issues?

    - by SAFAD
    I have been working on this project for more than a year now, and we are close to release, the project manager wants the product to be perfect and working in every single aspect. I like that and I love working under the perfection idea, but it seems he is delaying the launch too much because of compatibility issues, he wants the product to work in every single installation, every single configuration possible, and in most cases, the product just works without issues when it's on the hands of the client. UPDATE : yes the product doesn't work properly when there are conflicts, for example, other products that don't use guidelines nor standards to load libraries (causes double library load which leads to failure), cache is another example and so on..... but we warn the clients about the conflict before purchasing and help them fixing it after purchasing I've tried to explain it by giving some examples on major products, he understands the situation, but can not believe that it is near impossible (if it is not impossible) to do what he wants. Hope it is clarified enough for the community to answer.

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  • How to create a large level game?

    - by Siddharth
    I want to know how to create a large game which has more than one level in it and those levels are loaded from the xml file. In my game I have many objects for each different level which I have to load when use click on it. At present for example my game contain 20 levels and now I was loading all the graphic object for all 20 levels. But the correct way was that only load graphic of that particular level only. So I don't know how to do that. So please explain this by providing game example. At present I was creating a class for each my game object image by extending sprite to it. I know it was not a suitable way so provide guidance on it. Basically I want to know how to create large games in andengine? Please help me about that because it will provide help to other community member also because andengine did not have proper documentation for learning developer about how to manage large game?

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  • Acer sound card

    - by Rob Brugh
    Hi I have an acer aspire on a recent upgrade somehow it loaded dummy output into upper memory so every time I boot up I have to manually load my sound card. using sudo /sbin/alsa reload then alsamixer and f6 to change to my proper sound card. How do I go about making that my default sound card loading on boot every time. sometimes the message comes up cannot find alsamixer, if that happens I have to run the following command sudo /sbin/alsa force-reload and then alsamixer. That works only on current session I would like to get that so it boots without coming up with dummy output. anyone out there know what the command is to make that load to boot section?

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  • How to debug slow session start of Gnome 3?

    - by user65521
    After Upgrade from 11.10 to 12.04, the login process of Gnome 3 is extremely slow (It takes in the order of 60 seconds when it was in the order of a few seconds before the upgrade (Harddisk is a SSD!)). Running "top" in a VT shows that gnome-shell is producing about 90% CPU load while dbus-daemon is taking roughly 10%. The moment when CPU-load of gnome-shell drops to normal levels (around 2-3%) corresponds to the time the login process is terminated and the desktop is displayed. De-activating the four gnome-shell extensions (Alternative Status Menu, Quit Button, Remove Accessibility, system-monitor) that I have installed does not have any effect on session start up time. Login to Gnome classic does not show the slow session start. The system logs do not show anything suspicious. Thus, what is the best way to identify the underlying problem?

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  • Setting up programs to startup at login

    - by Dhartman3076
    Have a new ponder hoping someone can answer. Keep in mind I am very new at linux and Ubuntu 14.04. What I would like to setup is setting certain programs to load at login to my account. I have not found a startup folder or setup options for programs to load at startup. Any Ideas? Please remember I am very new to linux and Ubuntu desktop. I am still learning my way around and the code for terminal sessions. So please be very descriptive in responses. Thank you...

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  • Compiling old versions of R (2.11 or older) on Ubuntu 13.10 (or newer)?

    - by user283293
    I am trying to compile an old version of R (2.11.1, specifically). "Why?", you might ask. Well, I have a program I am trying to run (that was not written by me, but I am hoping to use in my research) that was written in "old" R, and the program writer has specifically mentioned that R-2.11.1 or older must be used. I have run ./configure with no obvious errors (the entire output being far too long to post here, but I have been warned that I cannot make PDF, DVI, or HTML versions of the help pages, which I'm not too concerned about). Next, when I pass the make command, I am met with the following error (after a long stream of successful commands): Warning in solve.default(rgb): unable to load shared library '/home/sbowerma/Programs/R-2.11.1/modules//lapack.so': /home/sbowerma/Programs/R-2.11.1/lib/libRlapack.so: undefined symbol: _gfortran_compare_string Error in solve.default(rgb) : lapack routines cannot be loaded Error: unable to load R code in package 'grDevices' Execution halted However, I have confirmed that the library lapack.so is, in fact, in the exact position it is supposed to be.

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  • How to implement custom texture formats in Android?

    - by random1337
    What I know: Android can load PNG, BMP, WEBP,... via BitmapFactory. What I want to achive: Load my own 2D file format (e.g. 1-bit texture with a 1-bit alpha channel) and output a RGBA8888 texture. Question: Is there any interface to achieve this?(or any other way) The resulting image is used as a texture for a 3D model. Why would you do that? Saving phone memory and download bandwidth while expanding the texture at runtime to RAM seems reasonable for very simple textures.

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  • Size of an image imported with FreeImage

    - by KaiserJohaan
    I'm having abit of a brainfart and I can't quite grasp what I'm doing wrong. It's quite simple, I am importing an image with FreeImage (http://freeimage.sourceforge.net/) which has a method FreeImage_GetBits that returns a pointer to the first byte of the image data. I then try to load all the data into memory using (bitsperpixel / 8) * pixelsWidth ' pixelHeight, like this: uint32_t bitsPerPixel = FreeImage_GetBPP(bitmap); // resolves to 24 uint32_t widthInPixels = FreeImage_GetWidth(bitmap); // resolves to 1024 uint32_t heightInPixels = FreeImage_GetHeight(bitmap); // resolves to 1024 // container is a std::vector<uint8_t> pkgMaterial.mTextureData.insert(pkgMaterial.mTextureData.begin(), FreeImage_GetBits(bitmap), FreeImage_GetBits(bitmap) + ((bitsPerPixel/8) * widthInPixels * heightInPixels)); I have a jpg which is 31 kilobytes in size on disc. Yet when I load it using the above formula, I see the vector is then filled with 3145728 bytes, which is approx 3145 kilobytes. What am I doing wrong?

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