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  • Ubuntu 10.04 Lucid on IBM Thinkpad T41

    - by naugtur
    I tried to boot my T41 from a Ubuntu Lucid liveCD and it worried me. The white text on violet background had green pixels around it. After the splashscreen went away Ubuntu popped an alert that the installer had some errors and will now run live. The live system worked fine I guess... Did anybody experience such behaviour?

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  • Unable to edit Webpart

    - by sree321
    Hi All, I have a Telerik RadEditor on the sharepoint and iam unable to edit the webpart. How can i edit the webpart, please suggest. The “Edit” option is not visible although i have clicked on “edit page” from site actions. IMP:- the webpart uses 3 images all of which are of size 567X113 pixels. Please view the screen shot which i have uploaded on the below link, hope this helps. http://yfrog.com/28unabletoeditp Awaiting reply

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  • PowerPoint slide resolution? (Optimizing video playback)

    - by Dan
    In PowerPoint 2007, there seems to be no way of changing the resolution slide (only the aspect ratio and the output resolution can be chnaged?). If this is the case, then how do I optimize an inserted video for playback using an HD projector? Can I simply insert a video at high resolution and scale it down to fit the slide? Will these extra pixels come to use if the output resolution is high? Thanks!

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  • Restricting Window Maximization Size

    - by sdasdadas
    I am currently running Conky to display some text on my background on the far right of the screen. The window is probably 200 pixels wide. Is it possible that when I maximize a window, there is some setting to prevent the window from completely maximizing? I have been manually adjusting the window size up until now. Eg. My resolution is 1024 x 800 but when I maximize any window it should only maximize up to 824 x 800... Thanks!

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  • Split (parts of) image into several smaller (same size) pieces non-manually

    - by hlovdal
    If I have an image with a table containing several rows, say like the periodic table: Are there any tool I can use to split this into one smaller image with the H He row, another image for the Li Be ... Ne row, etc? The tool does not have to detect the row borders by itself, specifying a start offset + row height in pixels is ok. Manually selecting and cutting/copying in gimp is not an option, I have way to many rows to process.

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  • Is integrated graphics card Radeon HD 4200 capable to handle full HD?

    - by develroot
    I enjoy my integrated graphics card Radeon HD 4200 at resolution of 1280x1024 pixels on a 19" inches LG Flatron (5:4 aspect ratio) (playing FIFA 10 at max resolution, max quality). But recently i decided to upgrade my monitor and to get an 24" inches BENQ, 1920x1080, fullHD. Would I experience any problems with that graphics card on a such a big monitor? Usually I don't play games, just movies/music/and of programming, but it would be nice to be able to play some Counter Strike without artifacts.

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  • Upgrading PS1 Light Gun [on hold]

    - by Nathan Taylor
    Is There any possible way to upgrade the retro G-con Light Gun for PS1 to allow it to interact with HD TV's? I am aware that they were Designed purely for Tube TV's but I would be happy to know of any hardware that would maybe convert the light to hit the Pixels on an LCD TV. If not is there any other Light gun that would work on PS1 games but has the newer light gun hardware that can interact with a higher Pixel LCD TV?

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  • Firefox add-on to move the tab bar.

    - by D Connors
    Hi, I'm using Firefox on my netbook, and I want to save as many vertical pixels as possible without turning to full-screen mode. Right now, the only thing in my way is the fact that the tab bar can't be moved like the navigation bar or the bookmarks toolbar. I'm looking for a Firefox add-on that will let me place the tab bar side-by-side with the other bars. Is there anything like that? (the lighter the better)

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  • Good on-screen ruler application for Windows?

    - by musicfreak
    What's a good (preferably free) on-screen ruler for Windows? (Vista, if it matters.) I just need to measure a few things (in pixels) on the screen. I need it to be flexible (easily resizable and able to measure both vertically and horizontally), and hopefully not look like crap, although I can deal with that if it does what I need. A quick Google search revealed a ton of different applications, and I don't want to try every single one.

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  • Refurbished vs. Used monitors

    - by Timur Sadykov
    I am looking for additional monitor, I'm trying to save some money by looking on used and refurbished ones. Used monitors are usually noticeably cheaper, but it is quite difficult to find something close to the desired model. Their condition also vary significantly. Refurbished ones eliminate these problems for some additional money. Is there anything to look out for with refurbished monitors? Do many of the have lots of broken pixels etc?

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  • Unable to view Edit option in webpart

    - by sree321
    Hi All, I have a Telerik RadEditor on the sharepoint and iam unable to edit the webpart. How can i edit the webpart, please suggest. The “Edit” option doesn’t appear although i have clicked on “edit page” from site actions. IMP:- the webpart uses 3 images all of which are of size 567X113 pixels. Awaiting reply

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  • Need to remove borders from multiple images

    I have a few hundred family images and they were all sent to us with borders that I would like to remove. Thankfully the borders are all the same size of 20 pixels and they are all .jpg so this will probably make things easier but im looking for a way to "batch process" all of them quickly so I dont need to open photoshop for each image and do it individually. Command line is preferred, the only big problem is they are mostly different sizes. Here is an example

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  • How do I line up subsequent slides with Powerpoint's Motion Paths?

    - by ladenedge
    I'm using Powerpoint's Motion Paths to move images around in my slides. The problem is, on subsequent slides I need the previously-moved images to appear in their Motion Path destinations and I can't seem to get them to line up perfectly. The resulting effect is a smoothly moving image that suddenly "jumps" a few pixels on a slide transition. How can I get images to appear exactly at the end of their Motion Paths in subsequent slides?

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  • Why is the screen resolution different between Windows 7 Ultimate and Enterprise editions?

    - by IDispose
    I installed Windows 7 Enterprise 64 bit edition on my Dell Precision M6400 with an nVidia Quadro Fx 2700M card and I see that even though the screen resolution is set to 1920 X 1200, its not the same as the Windows 7 Ultimate 64 bit installed on a second hard drive. Both OSes show that the screen resolution is set at 1920 X 1200 but Ultimate shows more pixels than Enterprise. I also reinstalled the display driver but in vain. Any ideas? TIA

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  • WPF Blurry Images - Bitmap Class

    - by Luke
    I am using the following sample at http://blogs.msdn.com/dwayneneed/archive/2007/10/05/blurry-bitmaps.aspx within VB.NET. The code is shown below. I am having a problem when my application loads the CPU is pegging 50-70%. I have determined that the problem is with the Bitmap class. The OnLayoutUpdated() method is calling the InvalidateVisual() continously. This is because some points are not returning as equal but rather, Point(0.0,-0.5) Can anyone see any bugs within this code or know a better implmentation for pixel snapping a Bitmap image so it is not blurry? p.s. The sample code was in C#, however I believe that it was converted correctly. Imports System Imports System.Collections.Generic Imports System.Windows Imports System.Windows.Media Imports System.Windows.Media.Imaging Class Bitmap Inherits FrameworkElement ' Use FrameworkElement instead of UIElement so Data Binding works as expected Private _sourceDownloaded As EventHandler Private _sourceFailed As EventHandler(Of ExceptionEventArgs) Private _pixelOffset As Windows.Point Public Sub New() _sourceDownloaded = New EventHandler(AddressOf OnSourceDownloaded) _sourceFailed = New EventHandler(Of ExceptionEventArgs)(AddressOf OnSourceFailed) AddHandler LayoutUpdated, AddressOf OnLayoutUpdated End Sub Public Shared ReadOnly SourceProperty As DependencyProperty = DependencyProperty.Register("Source", GetType(BitmapSource), GetType(Bitmap), New FrameworkPropertyMetadata(Nothing, FrameworkPropertyMetadataOptions.AffectsRender Or FrameworkPropertyMetadataOptions.AffectsMeasure, New PropertyChangedCallback(AddressOf Bitmap.OnSourceChanged))) Public Property Source() As BitmapSource Get Return DirectCast(GetValue(SourceProperty), BitmapSource) End Get Set(ByVal value As BitmapSource) SetValue(SourceProperty, value) End Set End Property Public Shared Function FindParentWindow(ByVal child As DependencyObject) As Window Dim parent As DependencyObject = VisualTreeHelper.GetParent(child) 'Check if this is the end of the tree If parent Is Nothing Then Return Nothing End If Dim parentWindow As Window = TryCast(parent, Window) If parentWindow IsNot Nothing Then Return parentWindow Else ' Use recursion until it reaches a Window Return FindParentWindow(parent) End If End Function Public Event BitmapFailed As EventHandler(Of ExceptionEventArgs) ' Return our measure size to be the size needed to display the bitmap pixels. ' ' Use MeasureOverride instead of MeasureCore so Data Binding works as expected. ' Protected Overloads Overrides Function MeasureCore(ByVal availableSize As Size) As Size Protected Overloads Overrides Function MeasureOverride(ByVal availableSize As Size) As Size Dim measureSize As New Size() Dim bitmapSource As BitmapSource = Source If bitmapSource IsNot Nothing Then Dim ps As PresentationSource = PresentationSource.FromVisual(Me) If Me.VisualParent IsNot Nothing Then Dim window As Window = window.GetWindow(Me.VisualParent) If window IsNot Nothing Then ps = PresentationSource.FromVisual(window.GetWindow(Me.VisualParent)) ElseIf FindParentWindow(Me) IsNot Nothing Then ps = PresentationSource.FromVisual(FindParentWindow(Me)) End If End If ' If ps IsNot Nothing Then Dim fromDevice As Matrix = ps.CompositionTarget.TransformFromDevice Dim pixelSize As New Vector(bitmapSource.PixelWidth, bitmapSource.PixelHeight) Dim measureSizeV As Vector = fromDevice.Transform(pixelSize) measureSize = New Size(measureSizeV.X, measureSizeV.Y) Else measureSize = New Size(bitmapSource.PixelWidth, bitmapSource.PixelHeight) End If End If Return measureSize End Function Protected Overloads Overrides Sub OnRender(ByVal dc As DrawingContext) Dim bitmapSource As BitmapSource = Me.Source If bitmapSource IsNot Nothing Then _pixelOffset = GetPixelOffset() ' Render the bitmap offset by the needed amount to align to pixels. dc.DrawImage(bitmapSource, New Rect(_pixelOffset, DesiredSize)) End If End Sub Private Shared Sub OnSourceChanged(ByVal d As DependencyObject, ByVal e As DependencyPropertyChangedEventArgs) Dim bitmap As Bitmap = DirectCast(d, Bitmap) Dim oldValue As BitmapSource = DirectCast(e.OldValue, BitmapSource) Dim newValue As BitmapSource = DirectCast(e.NewValue, BitmapSource) If ((oldValue IsNot Nothing) AndAlso (bitmap._sourceDownloaded IsNot Nothing)) AndAlso (Not oldValue.IsFrozen AndAlso (TypeOf oldValue Is BitmapSource)) Then RemoveHandler DirectCast(oldValue, BitmapSource).DownloadCompleted, bitmap._sourceDownloaded RemoveHandler DirectCast(oldValue, BitmapSource).DownloadFailed, bitmap._sourceFailed ' ((BitmapSource)newValue).DecodeFailed -= bitmap._sourceFailed; // 3.5 End If If ((newValue IsNot Nothing) AndAlso (TypeOf newValue Is BitmapSource)) AndAlso Not newValue.IsFrozen Then AddHandler DirectCast(newValue, BitmapSource).DownloadCompleted, bitmap._sourceDownloaded AddHandler DirectCast(newValue, BitmapSource).DownloadFailed, bitmap._sourceFailed ' ((BitmapSource)newValue).DecodeFailed += bitmap._sourceFailed; // 3.5 End If End Sub Private Sub OnSourceDownloaded(ByVal sender As Object, ByVal e As EventArgs) InvalidateMeasure() InvalidateVisual() End Sub Private Sub OnSourceFailed(ByVal sender As Object, ByVal e As ExceptionEventArgs) Source = Nothing ' setting a local value seems scetchy... RaiseEvent BitmapFailed(Me, e) End Sub Private Sub OnLayoutUpdated(ByVal sender As Object, ByVal e As EventArgs) ' This event just means that layout happened somewhere. However, this is ' what we need since layout anywhere could affect our pixel positioning. Dim pixelOffset As Windows.Point = GetPixelOffset() If Not AreClose(pixelOffset, _pixelOffset) Then InvalidateVisual() End If End Sub ' Gets the matrix that will convert a Windows.Point from "above" the ' coordinate space of a visual into the the coordinate space ' "below" the visual. Private Function GetVisualTransform(ByVal v As Visual) As Matrix If v IsNot Nothing Then Dim m As Matrix = Matrix.Identity Dim transform As Transform = VisualTreeHelper.GetTransform(v) If transform IsNot Nothing Then Dim cm As Matrix = transform.Value m = Matrix.Multiply(m, cm) End If Dim offset As Vector = VisualTreeHelper.GetOffset(v) m.Translate(offset.X, offset.Y) Return m End If Return Matrix.Identity End Function Private Function TryApplyVisualTransform(ByVal Point As Windows.Point, ByVal v As Visual, ByVal inverse As Boolean, ByVal throwOnError As Boolean, ByRef success As Boolean) As Windows.Point success = True If v IsNot Nothing Then Dim visualTransform As Matrix = GetVisualTransform(v) If inverse Then If Not throwOnError AndAlso Not visualTransform.HasInverse Then success = False Return New Windows.Point(0, 0) End If visualTransform.Invert() End If Point = visualTransform.Transform(Point) End If Return Point End Function Private Function ApplyVisualTransform(ByVal Point As Windows.Point, ByVal v As Visual, ByVal inverse As Boolean) As Windows.Point Dim success As Boolean = True Return TryApplyVisualTransform(Point, v, inverse, True, success) End Function Private Function GetPixelOffset() As Windows.Point Dim pixelOffset As New Windows.Point() Dim ps As PresentationSource = PresentationSource.FromVisual(Me) If ps IsNot Nothing Then Dim rootVisual As Visual = ps.RootVisual ' Transform (0,0) from this element up to pixels. pixelOffset = Me.TransformToAncestor(rootVisual).Transform(pixelOffset) pixelOffset = ApplyVisualTransform(pixelOffset, rootVisual, False) pixelOffset = ps.CompositionTarget.TransformToDevice.Transform(pixelOffset) ' Round the origin to the nearest whole pixel. pixelOffset.X = Math.Round(pixelOffset.X) pixelOffset.Y = Math.Round(pixelOffset.Y) ' Transform the whole-pixel back to this element. pixelOffset = ps.CompositionTarget.TransformFromDevice.Transform(pixelOffset) pixelOffset = ApplyVisualTransform(pixelOffset, rootVisual, True) pixelOffset = rootVisual.TransformToDescendant(Me).Transform(pixelOffset) End If Return pixelOffset End Function Private Function AreClose(ByVal Point1 As Windows.Point, ByVal Point2 As Windows.Point) As Boolean Return AreClose(Point1.X, Point2.X) AndAlso AreClose(Point1.Y, Point2.Y) End Function Private Function AreClose(ByVal value1 As Double, ByVal value2 As Double) As Boolean If value1 = value2 Then Return True End If Dim delta As Double = value1 - value2 Return ((delta < 0.00000153) AndAlso (delta > -0.00000153)) End Function End Class

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  • Van Gogh’s Starry Night Rendered in Hubble Telescope Images

    - by Jason Fitzpatrick
    The process of making a large image out of mosaic of smaller image “pixels” is certainly nothing new; this rendition of Starry Night using images from the Hubble telescope, however, is a particularly fitting use of the technique. Crafted by Alex H. Parker, a researcher at the Harvard-Smithsonian Center for Astrophysics, on evenings when cloud cover prevented him from conducting his research, the image is a carefully constructed mosaic of NASA supplied photos from the Hubble telescope program. Hit up the link below to check out the full size image. Starry Night Arranged by Alex H. Parker 8 Deadly Commands You Should Never Run on Linux 14 Special Google Searches That Show Instant Answers How To Create a Customized Windows 7 Installation Disc With Integrated Updates

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  • Google I/O 2011: 3D Graphics on Android: Lessons learned from Google Body

    Google I/O 2011: 3D Graphics on Android: Lessons learned from Google Body Nico Weber Google originally built Google Body, a 3D application that renders the human body in incredible detail, for WebGL-capable browsers running on high-end bPCs. To bring the app to Android at a high resolution and frame rate, Nico Weber and Won Chun had a close encounter with Android's graphics stack. In this session Nico will present their findings as best practices for high-end 3D graphics using OpenGL ES 2.0 on Android. The covered topics range from getting accelerated pixels on the screen to fast resource loading, performance guidelines, texture compression, mipmapping, recommended vertex attribute formats, and shader handling. The talk also touches on related topics such as SDK vs NDK, picking, and resource loading. From: GoogleDevelopers Views: 6077 29 ratings Time: 56:09 More in Science & Technology

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  • XNA `tex2Dlod` always returns transparent black

    - by feralin
    I want to sample a texture in a vertex shader, so at first I just tried using float2 texcoords = ...; color = tex2D(texture, texcoords); But apparently I cannot use tex2D in a vertex shader, and must use tex2Dlod. So then I changed the above code to color = tex2Dlod(texture, float4(texcoords, 0, 0)); But now color is always float4(0, 0, 0, 0) (i.e. transparent black). Why is this, and how can I fix it? EDIT: I know for a fact that the texture does not contain just transparent black pixels.

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  • Disabling depth write trashes the frame buffer on some GPUs

    - by EboMike
    I sometimes disable depth buffer writing via glDepthMask(GL_FALSE) during the alpha rendering of a frame. That works perfectly fine on some GPUs (like the Motorola Droid's PowerVR), but on the HTC EVO with the Adreno GPU for example, I end up with the frame buffer being complete garbage (I see traces of the meshes I rendered somewhere, but the entire screen is mostly trashed). If I force glDepthMask to be true the entire time, everything works fine. I need glDepthMask to be off during parts of the alpha rendering. What can cause the framebuffer to get destroyed by turning the depth writing off? I do clear the depth buffer initially, and the majority of the screen has pixels rendered with depth writing turned on first before I do additional drawing with it turned off.

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  • Frameskipping in Android gameloop causing choppy sprites (Open GL ES 2.0)

    - by user22241
    I have written a simple 2d platform game for Android and am wondering how one deals with frame-skipping? Are there any alternatives? Let me explain further. So, my game loop allows for the rendering to be skipped if game updates and rendering do not fit into my fixed time-slice (16.667ms). This allows my game to run at identically perceived speeds on different devices. And this works great, things do run at the same speed. However, when the gameloop skips a render call for even one frame, the sprite glitches. And thinking about it, why wouldn't it? You're seeing a sprite move say, an average of 10 pixels every 1.6 seconds, then suddenly, there is a pause of 3.2ms, and the sprite then appears to jump 20 pixels. When this happens 3 or 4 times in close succession, the result is very ugly and not something I want in my game. Therfore, my question is how does one deal with these 'pauses' and 'jumps' - I've read every article on game loops I can find (see below) and my loops are even based off of code from these articles. The articles specifically mention frame skipping but they don't make any reference to how to deal with visual glitches that result from it. I've attempted various game-loops. My loop must have a mechanism in-place to allow rendering to be skipped to keep game-speed constant across multiple devices (or alternative, if one exists) I've tried interpolation but this doesn't eliminate this specific problem (although it looks like it may mitigate the issue slightly as when it eventually draws the sprite it 'moves it back' between the old and current positions so the 'jump' isn't so big. I've also tried a form of extrapolation which does seem to keep things smooth considerably, but I find it to be next to completely useless because it plays havoc with my collision detection (even when drawing with a 'display only' coordinate - see extrapolation-breaks-collision-detection) I've tried a loop that uses Thread.sleep when drawing / updating completes with time left over, no frame skipping in this one, again fairly smooth, but runs differently on different devices so no good. And I've tried spawning my own, third thread for logic updates, but this, was extremely messy to deal with and the performance really wasn't good. (upon reading tons of forums, most people seem to agree a 2 thread loops ( so UI and GL threads) is safer / easier). Now if I remove frame skipping, then all seems to run nice and smooth, with or without inter/extrapolation. However, this isn't an option because the game then runs at different speeds on different devices as it falls behind from not being able to render fast enough. I'm running logic at 60 Ticks per second and rendering as fast as I can. I've read, as far as I can see every article out there, I've tried the loops from My Secret Garden and Fix your timestep. I've also read: Against the grain deWITTERS Game Loop Plus various other articles on Game-loops. A lot of the others are derived from the above articles or just copied word for word. These are all great, but they don't touch on the issues I'm experiencing. I really have tried everything I can think of over the course of a year to eliminate these glitches to no avail, so any and all help would be appreciated. A couple of examples of my game loops (Code follows): From My Secret Room public void onDrawFrame(GL10 gl) { //Rre-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; } extrapolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(extrapolation); } And from Fix your timestep double t = 0.0; double dt2 = 0.01; double currentTime = System.currentTimeMillis()*0.001; double accumulator = 0.0; double newTime; double frameTime; @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*5)) //Allow 5 'skips' frameTime = (dt*5); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(interpolation); }

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  • Display problem with fresh install of 12.04

    - by Dan
    Just intalled Ubuntu 12.04 from CD and install went with no problems. After rebooting, I get the initial purple screen and then a black screen with mouse pointer and a few stray pixels at the bottom left of screen. Occasionally during the boot process, the purple screen comes back momentarily but then back to the black screen with the mouse pointer. When I finally give up and press the power button, the purple screen returns with the Shut Down box visible as it is shutting down. Any ideas? I have tried adding nomodeset after quiet splash, but no change. Possibly not doing it correctly, since I am somewhat of a newbie to linux. Thanks! Dan

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  • What real life bad habits has programming given you?

    - by Jacob T. Nielsen
    Programming has given me a lot of bad habits and it continues to give me more everyday. But I have also gotten some bad habits from the mindset that I have put myself in. There simply are some things that are deeply rooted in my nature, though some of them I wish I could get rid of. A few: Looking for polymorphism, inheritance and patterns in all of God's creations. Explaining the size of something in pixels and colors in hex code. Using code related abstract terms in everyday conversations. How have you been damaged?

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  • Lost transparency in SDL surfaces drawn manually

    - by Christian Ivicevic
    I want to create SDL_Surface objects for each layer of my 2d tile-based map so that I have to render only one surface per layer rather than too many tiles. With normal tiles which do not have transparent areas this works well, however I am not able to create a SDL_Surface with transparent pixels everywhere to be able to draw some tiles on specific parts which should be visible (I do NOT want the whole surface to appear with a specific opacity - I want to create overlaying tiles where one can look through). Currently I am creating my layers like this to draw with SDL_BlitSurface on them: SDL_Surface* layer = SDL_CreateRGBSurface( SDL_HWSURFACE | SDL_SRCALPHA, layerWidth, layerHeight, 32, 0, 0, 0, 0); If you have a look at this screenshot I have provided here you can see that the bottom layer with no transparent parts gets rendered correctly. However the overlay with the tree tile (which is transparent in the top left corner) is drawn own its own surface which is black and not transparent as expected. The expected result (concerning the transparency) can be seen here Can anyone explain me how to handle surfaces which are actually transparent rather than drawing all my overlay tiles separately?

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