Search Results

Search found 639 results on 26 pages for 'goo gl'.

Page 22/26 | < Previous Page | 18 19 20 21 22 23 24 25 26  | Next Page >

  • The Windows 8 and Ubuntu 12.04 Dual Boot NIghtmare

    - by Steve
    I have done some research as to how to go about this dual-boot, and I am close, but I need some guidance with booting into Windows 8 (Ubuntu is installed). I have a Lenovo Ideapad y510p. I will go over what I have done to dual-boot this laptop, with windows 8 pre-installed, with Ubuntu 12.04: I followed every instruction to the letter for the 97-vote response here, and everything worked fine up until after the repair boot section: Installing on a Pre-Installed Windows 8 System (UEFI Supported) I ran into the following error upon restarting after the repair boot section: error: invalid arch independent elf magic. This error (a grub issue) disabled me from booting into Ubuntu :( After a little googling, I followed the instructions in the reactivating grub 2 section to resolve the error: http://kb.acronis.com/content/1686 I found a possible solution to fixing the Windows 8 boot issue, and tried it: http://webcache.googleusercontent.com/search?q=cache:i9JMyXzzRpYJ:askubuntu.com/questions/279275/dual-boot-problem-windows-8-ubuntu-12-04+&cd=1&hl=en&ct=clnk&gl=us&client=ubuntu I thought the above solution worked, but when I attempt to boot into Windows 8, I get the following missing file error: File: \Boot\BCD Status: 0xc000000e Info: The Boot Configuration Data for your PC is missing or contains errors. Here is some other information that may be useful: I have 3 partitions devoted to Ubuntu. The first, sda8, has a flag bios_grub (1049 kb). The second, sda9, is where everything else is (96.6 GB). The last, sda10, is for swap (8299 MB). My question is: How do I fix the boot configuration for Windows 8? Any help would be greatly appreciated :) Update 1: When I attempt to boot into UEFI mode, I get the following error: invalid arch independent elf magic (the same error I saw in step 2). Update 2: A useful link here I found: Dual booting Ubuntu 12.04: UEFI and Legacy So, this is my 4th time installing Ubuntu on the laptop, and it looks like I need to install it in UEFI mode. Should I scrap it all again, and reinstall? Or is there ANY way of salvaging my installation? At this point, I can't even boot into Windows (although I have an installation cd to fix the windows boot issue, that would ultimately screw over ubuntu). Update 3: After doing a little more browsing around, I found a cool way around this messy grub stuff, using rEFInd. Rod Smith's post here saved me! Installing ubuntu 12.04.02 in uefi mode Now, I am able to dual-boot Windows 8 and Ubuntu and boot into both operating systems :) I have another issue (relating to the boot configuration in the bios) that I will post as a separate question :)

    Read the article

  • How do I reconfigure my GLES frame buffer after a rotation?

    - by Panda Pajama
    I am implementing interface rotation for my GLES based game for iOS, written in Xamarin.iOS with OpenTK. I am detecting the rotation by overriding WillRotate, in my UIViewController, and I correctly re-setup all of my projection matrices. However, when drawing a sprite, the image looks a bit blurrier on the landscape version compared to the portrait version, as you can see in the following closeups magnified 10x. Portrait (before rotating) Landscape (after rotating) In both cases, I'm using the same texture with the same sampler, the same shader, and the same GL state. I just changed the order of the parameters in the projection matrix, so the resulting sizes should be exactly the same pixelwise. Since this could be thought of as a window resize, I suppose that the framebuffer has to be recreated to the new size. When working on desktop apps on Direct3D11 (SharpDX), I would have to call swapChain.ResizeBuffers() to do this. I have tried setting AutoResize = true in my iPhoneOSGameView, but then the framebuffer gets clipped as I rotate the interface, and then everything disappears when rotating the interface again. I'm not doing anything strange, my framebuffer initialization is pretty vanilla: int scaling = (int)UIScreen.MainScreen.Scale; DeviceWidth = (int)UIScreen.MainScreen.Bounds.Width * scaling; DeviceHeight = (int)UIScreen.MainScreen.Bounds.Height * scaling; Size = new System.Drawing.Size((int)(DeviceWidth), (int)(DeviceHeight)); Bounds = new System.Drawing.RectangleF(0, 0, DeviceWidth, DeviceHeight); Frame = new System.Drawing.RectangleF(0, 0, DeviceWidth, DeviceHeight); ContextRenderingApi = EAGLRenderingAPI.OpenGLES2; AutoResize = true; LayerRetainsBacking = true; LayerColorFormat = EAGLColorFormat.RGBA8; I get inconsistent results when changing Size, Bounds and Frame on my CreateFrameBuffer override, but since the documentation is so incomplete (it has nothing on Bounds and Frame), I have resorted to randomly changing stuff here and there without really knowing what is going on. There is a similar question which has no answers. However, I don't know if they're experiencing the same problem as I am. Is my supposition that recreating the framebuffer is necessary, correct? If so, does anybody know how to do it correctly in OpenTK for Xamarin.iOS?

    Read the article

  • How to do geometric projection shadows?

    - by John Murdoch
    I have decided that since my game world is mostly flat I don't need better shadows than geometric projections - at least for now. The only problem is I don't even know how to do those properly - that is to produce a 4x4 matrix which would render shadows for my objects (that is, I guess, project them on a horizontal XZ plane). I would like a light source at infinity (e.g., the sun at some point in the sky) and thus parallel projection. My current code does something that looks almost right for small flying objects, but actually is a very rude approximation, as it doesn't project the objects onto the ground, but simply moves them there (I think). Also it always wrongly assumes the sun is always on the zenith (projecting straight down). Gdx.gl20.glEnable(GL10.GL_BLEND); Gdx.gl20.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //shells shellTexture.bind(); shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); transform.mul(state.transform); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); // shadows shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); m4.set(state.transform); state.transform.getTranslation(v3); m4.translate(0, -v3.y + 0.5f, 0); // TODO HACK: + 0.5f is a hack to ensure the shadow appears above the ground; this is overall a hack as we are just moving the shell to the surface instead of projecting it on the surface! transform.mul(m4); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); // TODO: make shadow black somehow shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); Gdx.gl.glDisable(GL10.GL_BLEND); So my questions are: a) What is the proper way to produce a Matrix4 to pass to openGL which would render the shadows for my objects? b) I am supposed to use another fragment shader for the shadows which would paint them in semi-transparent grey, correct? c) The limitation of this simplistic approach is that whenever there is some object on the ground (it is not flat) the shadows will not be drawn, correct? d) Do I need to add something very small to the y (up) coordinate to avoid z-fighting with ground textures? Or is the fact they will be semi-transparent enough to resolve that problem?

    Read the article

  • Engine Rendering pipeline : Making shaders generic

    - by fakhir
    I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable specific attributes, can be many glEnableVertexAttribArray(......); // Set a bunch of vertex attribute pointers: glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, m->pCoords); // Now actually Draw the geometry glDrawArrays(GL_TRIANGLES, 0, m->vertexCount); // After drawing, disable any vertex attributes: glDisableVertexAttribArray(.......); } As you can see this code is extremely rigid. If I were to use another shader, say ripple effect, i would be needing to pass extra uniforms, vertex attribs etc. In other words I would have to change the RendererGLES20 render source code just to incorporate the new shader. Is there any way to make the shader object totally generic? Like What if I just want to change the shader object and not worry about game source re-compiling? Any way to make the renderer agnostic of uniforms and attributes etc?. Even though we need to pass data to uniforms, what is the best place to do that? Model class? Is the model class aware of shader specific uniforms and attributes? Following shows Actor class: class Actor : public ISceneNode { ModelController * model; AIController * AI; }; Model controller class: class ModelController { class IShader * shader; int textureId; vec4 tint; float alpha; struct Vertex * vertexArray; }; Shader class just contains the shader object, compiling and linking sub-routines etc. In Game Logic class I am actually rendering the object: void GameLogic::update(float dt) { IRenderer * renderer = g_application->GetRenderer(); Actor * a = GetActor(id); renderer->render(a->model); } Please note that even though Actor extends ISceneNode, I haven't started implementing SceneGraph yet. I will do that as soon as I resolve this issue. Any ideas how to improve this? Related design patterns etc? Thank you for reading the question.

    Read the article

  • Cannot get 3D OpenGL support in Vmware guests, how can I fix this?

    - by jjapol
    I have been working at this problem for 2 days now. I cannot for the life of me enable 3D support in VMWare 9 guests. My specifications are: Hardware: Dell Latitude E5520 laptop. Processor: Intel i7-2620M CPU @ 2.70GHz × 4. Memory: 8GB. Video: Intel Sandybridge Mobile x86/MMX/SSE2 OS: Ubuntu 12.04.1 LTS, 32 bit. Vmware Workstation: 9.0.1 build-894247 Glxgears functions fine. Frame rate is ~60fps. Vmware guest: Windows 7 Starting the Windows 7 guest in VMware throws the following errors: No 3D support is available from the host. and Hardware graphics acceleration is not available. I've read through this VMware forum thread, but again the hardware in the post is different (nVidia). I've followed the instructions at this Ask Ubuntu post as closely as possible as the question is nearly the same as mine although my hardware is different. Answer 1 regarding setting mks.gl.allowBlacklistedDrivers = TRUE; in my vmx configuration file causes the VM to crash when it starts. The second answer I followed as closely as possible. I uninstalled VMware, Did sudo apt-get install build-essential linux-headers-$(uname -r) at a terminal, Added the PPA https://launchpad.net/~glasen/+archive/intel-driver, Then at a terminal did sudo apt-get update && sudo apt-get upgrade -y I reinstalled VMware and have the same results: no 3D in guests. I'm getting the feeling that something is awry with the Sandy Bridge driver, but I can't seem to come up with any solutions. Has anyone out there run across this problem also? By the way, the operation of the likes of Solidworks and AutoCad within a Windpws 7 guest does appear to be improved in VMware 9 vs VMware 8 in spite of the fact that 3D support is lacking in the Windows 7 guest. I'd also add that my glxinfo file was nearly identical to the glxinfo file posted at askubuntu.com/questions/181829/…. I had a total of seven minor differences per a comparison using Meld. –

    Read the article

  • Parenting Opengl with Groups in LibGDX

    - by Rudy_TM
    I am trying to make an object child of a Group, but this object has a draw method that calls opengl to draw in the screen. Its class its this public class OpenGLSquare extends Actor { private static final ImmediateModeRenderer renderer = new ImmediateModeRenderer10(); private static Matrix4 matrix = null; private static Vector2 temp = new Vector2(); public static void setMatrix4(Matrix4 mat) { matrix = mat; } @Override public void draw(SpriteBatch batch, float arg1) { // TODO Auto-generated method stub renderer.begin(matrix, GL10.GL_TRIANGLES); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.end(); } } In my screen class I have this, i call it in the constructor MyGroupClass spriteLab = new MyGroupClass(spriteSheetLab); OpenGLSquare square = new OpenGLSquare(); square.setX0(100); square.setY0(200); square.setX1(400); square.setY1(280); square.color.set(Color.BLUE); square.setSize(); //spriteLab.addActorAt(0, clock); spriteLab.addActor(square); stage.addActor(spriteLab); And the render in the screen I have @Override public void render(float arg0) { this.gl.glClear(GL10.GL_COLOR_BUFFER_BIT |GL10.GL_DEPTH_BUFFER_BIT); stage.draw(); stage.act(Gdx.graphics.getDeltaTime()); } The problem its that when i use opengl with parent, it resets all the other chldren to position 0,0 and the opengl renderer paints the square in the exact position of the screen and not relative to the parent. I tried using batch.enableBlending() and batch.disableBlending() that fixes the position problem of the other children, but not the relative position of the opengl drawing and it also puts alpha to the glDrawing. What am i doing wrong?:/

    Read the article

  • Announcing Key Functional White Papers for SIM and ReIM

    - by Oracle Retail Documentation Team
    Oracle Retail has published two new documents on My Oracle Support (https://support.oracle.com)  that provide partners and retailers with deeper functional information about two products: Oracle Retail Store Inventory Management (SIM) and Oracle Retail Invoice Matching. Oracle Retail Store Inventory Management Item Configuration White Paper (Doc ID 1507221.1) There is functionality within the Store Inventory Management system related to item configuration that spans across multiple concepts that apply to the application as a whole rather than to a specific area. This white paper covers numerous topics around item configuration including: Item Transaction Levels Item Long Description Pack Size Standard Unit of Measure Standard Unit of Measure Conversion Pack Items Simple Pack Conversion Items (Notional Packs) Ranging Items Item Status Non-Sellable Items Type-2 Item Recognition UPC-E Barcodes Non-Inventory Items Consignment and Concession Items Quick Response Codes Oracle Retail Invoice Matching Financial Transactions (Doc ID 1500209.1) This document explains the financial transactions that are posted by Oracle Retail Invoice Matching (ReIM). The scope of the document is limited to ReIM transactions only, and does not explain Retail Merchandising System (RMS), Finance, or Account Receivable transactions. ReIM follows the double-entry accounting standard, which works by recording the debit and credit of each financial transaction belonging to each party involved. Each transaction means a profit to one account (debit) and a loss to another account (credit). Full invoice match processing is completed in ReIM with payment recommendations communicated to Oracle Accounts Payable. ReIM matches merchandise orders and receipts against merchandise invoices, performing automated and manual matching, as well as discrepancy-resolution processing. Matched invoices are posted to interface staging tables specifying the amount and date to pay, vendor, site ID, General Ledger Chart of Accounts (GL CoA) information, and payment terms. Other payables documents, including debit memos, credit memos and credit notes are also interfaced to Accounts Payable through the ReIM staging tables (IM_AP_STAGE_HEAD and IM_AP_STAGE_DETAIL). For information about how ReIM engages in this processing, see the latest Oracle Retail Invoice Matching Operations Guide. Certain ReIM transactions are not interfaced to Oracle Payables, but instead are interfaced to Oracle General Ledger through the IM_FINANCIAL_STAGE table. When analyzing transactions posted through the staging tables, retailers should note the transaction type, Standard/Credit, as well as the sign in the amount field. Technically, a negative sign on a credit transaction changes the transaction to a debit entry, and vice versa. This document is concerned about the financial meaning of the transactions, and will avoid a discussion of negative numbers in T-charts.

    Read the article

  • Problem texturing with opengl

    - by Killrazor
    Hello! I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered object is drawn in both squares. Its like if I'd only use a texture or as if glBindTexture don't work properly. I know that GL is a state machine, but I think that you only need to change active texture with glBindTexture. I load texture with this method: bool CTexture::generate( utils::CImageBuff* img ) { assert(img); m_image = img; CHECKGL(glGenTextures(1,&m_textureID)); CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); //CHECKGL(glTexImage2D(GL_TEXTURE_2D,0,img->getBpp(),img->getWitdh(),img->getHeight(),0,img->getFormat(),GL_UNSIGNED_BYTE,img->getImgData())); CHECKGL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img->getWitdh(), img->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getImgData())); return true; } And I bind textures with this function: void CTexture::bind() { CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); } Also, I draw sprites with this method void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_QUADS)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } Could you help me? All help is welcome. Thanks!!

    Read the article

  • emacs, colors in term-mode

    - by valya
    Hello, I use Emacs and I run bash with M-x term command. There is a problem: colors in the *terminal* buffer aren't the same as in Gnome Terminal, and they are worse (do you need a screen shot?). How can I fix this? This is pretty annoying :-) Thank you! Linux Mint 9 Emacs 23.1.1 x86_64 __________________ /home/valentin/Work/buzzoola/buzzoola/test/vagrant [.../vagrant]$ echo $TERM eterm-color __________________ /home/valentin/Work/buzzoola/buzzoola/test/vagrant [.../vagrant]$ echo $LS_COLORS rs=0:di=01;34:ln=01;36:hl=44;37:pi=40;33:so=01;35:do=01;35:bd=40;33;01:cd=40;33;01:or=40;31 ;01:su=37;41:sg=30;43:ca=30;41:tw=30;42:ow=34;42:st=37;44:ex=01;32:*.tar=01;31:*.tgz=01;31: *.arj=01;31:*.taz=01;31:*.lzh=01;31:*.lzma=01;31:*.zip=01;31:*.z=01;31:*.Z=01;31:*.dz=01;31 :*.gz=01;31:*.bz2=01;31:*.bz=01;31:*.tbz2=01;31:*.tz=01;31:*.deb=01;31:*.rpm=01;31:*.jar=01 ;31:*.rar=01;31:*.ace=01;31:*.zoo=01;31:*.cpio=01;31:*.7z=01;31:*.rz=01;31:*.jpg=01;35:*.jp eg=01;35:*.gif=01;35:*.bmp=01;35:*.pbm=01;35:*.pgm=01;35:*.ppm=01;35:*.tga=01;35:*.xbm=01;3 5:*.xpm=01;35:*.tif=01;35:*.tiff=01;35:*.png=01;35:*.svg=01;35:*.svgz=01;35:*.mng=01;35:*.p cx=01;35:*.mov=01;35:*.mpg=01;35:*.mpeg=01;35:*.m2v=01;35:*.mkv=01;35:*.ogm=01;35:*.mp4=01; 35:*.m4v=01;35:*.mp4v=01;35:*.vob=01;35:*.qt=01;35:*.nuv=01;35:*.wmv=01;35:*.asf=01;35:*.rm =01;35:*.rmvb=01;35:*.flc=01;35:*.avi=01;35:*.fli=01;35:*.flv=01;35:*.gl=01;35:*.dl=01;35:* .xcf=01;35:*.xwd=01;35:*.yuv=01;35:*.axv=01;35:*.anx=01;35:*.ogv=01;35:*.ogx=01;35:*.aac=00 ;36:*.au=00;36:*.flac=00;36:*.mid=00;36:*.midi=00;36:*.mka=00;36:*.mp3=00;36:*.mpc=00;36:*. ogg=00;36:*.ra=00;36:*.wav=00;36:*.axa=00;36:*.oga=00;36:*.spx=00;36:*.xspf=00;36:

    Read the article

  • Problems using Mesa demos

    - by Rodnower
    Hello, I successfully installed Mesa with "yum install Mesa*" and downloaded MesaDemos-7.8.tar.gz archive. Now I try follow instructions from "Mesa3d.org - Download / Insall - Compiling and Installing - 1.5 Running the demos", but in progs/demos there is only *.c files, when I try to compile them, I get many similar errors like: gears.c:(.text+0x54): undefined reference to `glShadeModel' I guess that this is very noob question, and I understand that there is very simple solution, but I haven't any idea... In beggining of the file there are all necessary #includes: #include <math.h> #include <stdlib.h> #include <stdio.h> #include <string.h> #include <GL/glut.h> So I have some questions: Is there some Mesa forum on the web? Is there some compiled demos? Is there some site with well described examples of Mesa using? What I need for compile those examples? I have CentOS 5 Thank you for ahead.

    Read the article

  • How can I run Gnome or KDE locally in Cygwin?

    - by John Peter Thompson Garcés
    Apparently it is possible to do this using cygwin ports, as can be seen in screenshots. I followed this how-to to get apt-cygports set up, and I used it to install gnome-session. This how-to supposedly gives the commands needed to run Gnome or KDE, but whenever I try to run Gnome, a blank X-window pops up and then quickly disappears. Here is the terminal output: $ startx /usr/bin/dbus-launch gnome-session xauth: file /home/jpthomps/.serverauth.4168 does not exist Welcome to the XWin X Server Vendor: The Cygwin/X Project Release: 1.10.3.0 OS: Windows 7 Service Pack 1 [Windows NT 6.1 build 7601] (WoW64) Package: version 1.10.3-12 built 2011-08-22 XWin was started with the following command line: /usr/bin/X :0 -auth /home/jpthomps/.serverauth.4168 (II) xorg.conf is not supported (II) See http://x.cygwin.com/docs/faq/cygwin-x-faq.html for more information LoadPreferences: /home/jpthomps/.XWinrc not found LoadPreferences: Loading /etc/X11/system.XWinrc LoadPreferences: Done parsing the configuration file... winDetectSupportedEngines - DirectDraw installed, allowing ShadowDD winDetectSupportedEngines - Windows NT, allowing PrimaryDD winDetectSupportedEngines - DirectDraw4 installed, allowing ShadowDDNL winDetectSupportedEngines - Returning, supported engines 0000001f winSetEngine - Using Shadow DirectDraw NonLocking winScreenInit - Using Windows display depth of 32 bits per pixel winFinishScreenInitFB - Masks: 00ff0000 0000ff00 000000ff Screen 0 added at virtual desktop coordinate (0,0). MIT-SHM extension disabled due to lack of kernel support XFree86-Bigfont extension local-client optimization disabled due to lack of shared memory support in the kernel (II) AIGLX: Loaded and initialized /usr/lib/dri/swrast_dri.so (II) GLX: Initialized DRISWRAST GL provider for screen 0 winPointerWarpCursor - Discarding first warp: 637 478 (--) 5 mouse buttons found (--) Setting autorepeat to delay=500, rate=31 (--) Windows keyboard layout: "00000409" (00000409) "US", type 4 (--) Found matching XKB configuration "English (USA)" (--) Model = "pc105" Layout = "us" Variant = "none" Options = "none" Rules = "base" Model = "pc105" Layout = "us" Variant = "none" Options = "none" winBlockHandler - pthread_mutex_unlock() winProcEstablishConnection - winInitClipboard returned. winClipboardProc - DISPLAY=:0.0 winClipboardProc - XOpenDisplay () returned and successfully opened the display. xinit: XFree86_VT property unexpectedly has 0 items instead of 1 xinit: connection to X server lost waiting for X server to shut down winClipboardProc - winClipboardFlushWindowsMessageQueue trapped WM_QUIT message, exiting main loop. winClipboardProc - XDestroyWindow succeeded. winClipboardProc - Clipboard disabled - Exit from server winDeinitMultiWindowWM - Noting shutdown in progress

    Read the article

  • My linux server "Number of processes created" and "Context switches" are growing incredibly fast

    - by Jorge Fuentes González
    I have a strange behaviour in my server :-/. Is a OpenVZ VPS (I think is OpenVZ, because /proc/user_beancounters exists and df -h returns /dev/simfs drive. Also ifconfig returns venet0). When I do cat /proc/stat, I can see how each second about 50-100 processes are created and happens about 800k-1200k context switches! All that info is with the server completely idle, no traffic nor programs running. Top shows 0 load average and 100% idle CPU. I've closed all non-needed services (httpd, mysqld, sendmail, nagios, named...) and the problem still happens. I do ps -ALf each second too and I don't see any changes, only a new ps process is created each time and the PID is just the same as before + 1, so new processes are not created, so I thought that process growing in cat /proc/stat must be threads (Yes, seems that processes in /proc/stat counts threads creation too as this states: http://webcache.googleusercontent.com/search?q=cache:8NLgzKEzHQQJ:www.linuxhowtos.org/System/procstat.htm&hl=es&tbo=d&gl=es&strip=1). I've changed to /proc dir and done cat [PID]\status with all PIDs listed with ls (Including kernel ones) and in any process voluntary_ctxt_switches nor nonvoluntary_ctxt_switches are growing at the same speed as cat /proc/stat does (just a few tens/second), Threads keeps the same also. I've done strace -p PID to all process too so I can see if any process is crating threads or something but the only process that has a bit of movement is ssh and that movement is read/write operations because of the data is sending to my terminal. After that, I've done vmstat -s and saw that forks is growing at the same speed processes in /proc/stat does. As http://linux.die.net/man/2/fork says, each fork() creates a new PID but my server PID is not growing! The last thing I can think of is that all process data that proc/stat and vmstat -s show is shared with all the other VPS stored in the same machine, but I don't know if that is correct... If someone can throw some light on this I would be really grateful.

    Read the article

  • Cannot set video resolution above 640x480 after installing Windows XP SP2

    - by waanders
    I've installed Windows XP SP2 on a computer (there was not SP at all). Now the display settings are set back to 640x480 and 4 bits colors. And I can't change it, it's the only option in Settings tab of the Display dialog of Windows. The screen look awful now, how can I solve this problem? UPDATE: Seems to be a problem with the video driver (thanks @Karan and @Hennes). I did run Speccy (PC-Wizard freezes the computer) and this is a part of the log file: Summary Operating System Microsoft Windows XP Professional 32-bit SP3 CPU Intel Celeron Willamette 0.18um Technology RAM 512 MB DDR @ 133MHz (2.5-3-3-6) Motherboard COMPAQ 0838h (FC-478) Graphics Standard Monitor (640x480@1Hz) Hard Drives 19.0GB Maxtor 2B020H1 (PATA) Optical Drives No optical disk drives detected Audio No audio card detected ... Graphics Monitor Name Standard Monitor on Current Resolution 640x480 pixels Work Resolution 640x450 pixels State enabled, primary Monitor Width 640 Monitor Height 480 Monitor BPP 4 bits per pixel Monitor Frequency 1 Hz Device \\.\DISPLAY1 OpenGL Version 1.1.0 Vendor Microsoft Corporation Renderer GDI Generic GLU Version 1.2.2.0 Microsoft Corporation Values GL_MAX_LIGHTS 8 GL_MAX_TEXTURE_SIZE 1024 GL_MAX_TEXTURE_STACK_DEPTH 10 GL Extensions GL_WIN_swap_hint GL_EXT_bgra GL_EXT_paletted_texture GL_EXT_bgra

    Read the article

  • Python not Working in Vim

    - by jdg
    I have a new install of VIM from the automatic windows installer: gvim73_46.exe I have Python 2.7 (32 bit) installed. If I open gvim, and type: :set python? I get E518: Unknown option. If I try typing: :python 'hello' Vim crashes. What could be wrong? Here are the contents of :version in case they are helpful, although python is installed, and it is using Python 2.7. I also checked, and C:\Windows\System32\python27.dll is where it should be... I am really lost here. Does anyone have any ideas as to what is going wrong? VIM - Vi IMproved 7.3 (2010 Aug 15, compiled Oct 27 2010 17:59:02) MS-Windows 32-bit GUI version with OLE support Included patches: 1-46 Compiled by Bram@KIBAALE Big version with GUI. Features included (+) or not (-): +arabic +autocmd +balloon_eval +browse ++builtin_terms +byte_offset +cindent +clientserver +clipboard +cmdline_compl +cmdline_hist +cmdline_info +comments +conceal +cryptv +cscope +cursorbind +cursorshape +dialog_con_gui +diff +digraphs -dnd -ebcdic +emacs_tags +eval +ex_extra +extra_search +farsi +file_in_path +find_in_path +float +folding -footer +gettext/dyn -hangul_input +iconv/dyn +insert_expand +jumplist +keymap +langmap +libcall +linebreak +lispindent +listcmds +localmap -lua +menu +mksession +modify_fname +mouse +mouseshape +multi_byte_ime/dyn +multi_lang -mzscheme +netbeans_intg +ole -osfiletype +path_extra +perl/dyn +persistent_undo -postscript +printer -profile +python/dyn +python3/dyn +quickfix +reltime +rightleft +ruby/dyn +scrollbind +signs +smartindent -sniff +startuptime +statusline -sun_workshop +syntax +tag_binary +tag_old_static -tag_any_white +tcl/dyn -tgetent -termresponse +textobjects +title +toolbar +user_commands +vertsplit +virtualedit +visual +visualextra +viminfo +vreplace +wildignore +wildmenu +windows +writebackup -xfontset -xim -xterm_save +xpm_w32 system vimrc file: "$VIM\vimrc" user vimrc file: "$HOME_vimrc" 2nd user vimrc file: "$VIM_vimrc" user exrc file: "$HOME_exrc" 2nd user exrc file: "$VIM_exrc" system gvimrc file: "$VIM\gvimrc" user gvimrc file: "$HOME_gvimrc" 2nd user gvimrc file: "$VIM_gvimrc" system menu file: "$VIMRUNTIME\menu.vim" Compilation: cl -c /W3 /nologo -I. -Iproto -DHAVE_PATHDEF -DWIN32 -DFEAT_CSCOPE -DFEAT_NETBEANS_INTG -DFEAT_XPM_W32 -DWINVER=0x0400 -D_WIN32_WINNT=0x0400 /Fo.\ObjGOLYHTR/ /Ox /GL -DNDEBUG /Zl /MT -DFEAT_OLE -DFEAT_MBYTE_IME -DDYNAMIC_IME -DFEAT_GUI_W32 -DDYNAMIC_ICONV -DDYNAMIC_GETTEXT -DFEAT_TCL -DDYNAMIC_TCL -DDYNAMIC_TCL_DLL=\"tcl83.dll\" -DDYNAMIC_TCL_VER=\"8.3\" -DFEAT_PYTHON -DDYNAMIC_PYTHON -DDYNAMIC_PYTHON_DLL=\"python27.dll\" -DFEAT_PYTHON3 -DDYNAMIC_PYTHON3 -DDYNAMIC_PYTHON3_DLL=\"python31.dll\" -DFEAT_PERL -DDYNAMIC_PERL -DDYNAMIC_PERL_DLL=\"perl512.dll\" -DFEAT_RUBY -DDYNAMIC_RUBY -DDYNAMIC_RUBY_VER=191 -DDYNAMIC_RUBY_DLL=\"msvcrt-ruby191.dll\" -DFEAT_BIG /Fd.\ObjGOLYHTR/ /Zi Linking: link /RELEASE /nologo /subsystem:windows /LTCG:STATUS oldnames.lib kernel32.lib advapi32.lib shell32.lib gdi32.lib comdlg32.lib ole32.lib uuid.lib /machine:i386 /nodefaultlib gdi32.lib version.lib winspool.lib comctl32.lib advapi32.lib shell32.lib /machine:i386 /nodefaultlib libcmt.lib oleaut32.lib user32.lib /nodefaultlib:python27.lib /nodefaultlib:python31.lib e:\tcl\lib\tclstub83.lib WSock32.lib e:\xpm\lib\libXpm.lib /PDB:gvim.pdb -debug

    Read the article

  • vim coloring for git

    - by kelloti
    I'm on Windows and my vim loads with a terrible colorscheme with vim. The message is blue on black (so I can't see what I'm typing). I need to change the colorscheme, but :colorscheme slate doesn't do anything. :version vim - vi improved 7.3 (2010 aug 15, compiled oct 27 2010 17:51:38) ms-windows 32-bit console version included patches: 1-46 compiled by bram@kibaale big version without gui. features included (+) or not (-): +arabic +autocmd -balloon_eval -browse ++builtin_terms +byte_offset +cindent +clientserver +clipboard +cmdline_compl +cmdline_hist +cmdline_info +comments +conceal +cryptv +cscope +cursorbind +cursorshape +dialog_con +diff +digraphs -dnd -ebcdic +emacs_tags +eval +ex_extra +extra_search +farsi +file_in_path +find_in_path +float +folding -footer +gettext/dyn -hangul_input +iconv/dyn +insert_expand +jumplist +keymap +langmap +libcall +linebreak +lispindent +listcmds +localmap -lua +menu +mksession +modify_fname +mouse -mouseshape +multi_byte +multi_lang -mzscheme -netbeans_intg -osfiletype +path_extra -perl +persistent_undo -postscript +printer -profile -python -python3 +quickfix +reltime +rightleft -ruby +scrollbind +signs +smartindent -sniff +startuptime +statusline -sun_workshop +syntax +tag_binary +tag_old_static -tag_any_white -tcl -tgetent -termresponse +textobjects +title -toolbar +user_commands +vertsplit +virtualedit +visual +visualextra +viminfo +vreplace +wildignore +wildmenu +windows +writebackup -xfontset -xim -xterm_save -xpm_w32 system vimrc file: "$vim\vimrc" user vimrc file: "$home\_vimrc" 2nd user vimrc file: "$vim\_vimrc" user exrc file: "$home\_exrc" 2nd user exrc file: "$vim\_exrc" compilation: cl -c /w3 /nologo -i. -iproto -dhave_pathdef -dwin32 -dfeat_cscope -dwinver=0x0400 -d_win32_winnt=0x0400 /fo.\objc/ /ox /gl -dndebug /zl /mt -ddynamic_iconv -ddynamic_gettext -dfeat_big /fd.\objc/ /zi linking: link /release /nologo /subsystem:console /ltcg:status oldnames.lib kernel32.lib advapi32.lib shell32.lib gdi32.lib comdlg32.lib ole32.lib uuid.lib /machine:i386 /nodefaultlib libcmt.lib user32.lib /pdb:vim.pdb -debug My $HOME\_vimrc looks like colorscheme slate syn on set shiftwidth=2 set tabstop=2 and my $VIM\vimrc is the stock vimrc that comes with the Windows Vim distribution. How do I change my console Vim colorscheme? Especially for Git commits.

    Read the article

  • Sending mails via Mutt and Gmail: Duplicates

    - by Chris
    I'm trying to setup mutt wiht gmail for the first time. It seems to work pretty well, however when I send a mail from Mutt i appears twice in Gmail's sent folder. (I assume it's also sent twice - I'm trying to validate that) My configuration (Stripped of coloring): # A basic .muttrc for use with Gmail # Change the following six lines to match your Gmail account details set imap_user = "XX" set smtp_url = "[email protected]@smtp.gmail.com:587/" set from = "XX" set realname = "XX" # Change the following line to a different editor you prefer. set editor = "vim" # Basic config, you can leave this as is set folder = "imaps://imap.gmail.com:993" set spoolfile = "+INBOX" set imap_check_subscribed set hostname = gmail.com set mail_check = 120 set timeout = 300 set imap_keepalive = 300 set postponed = "+[Gmail]/Drafts" set record = "+[Gmail]/Sent Mail" set header_cache=~/.mutt/cache/headers set message_cachedir=~/.mutt/cache/bodies set certificate_file=~/.mutt/certificates set move = no set include set sort = 'threads' set sort_aux = 'reverse-last-date-received' set auto_tag = yes hdr_order Date From To Cc auto_view text/html bind editor <Tab> complete-query bind editor ^T complete bind editor <space> noop # Gmail-style keyboard shortcuts macro index,pager y "<enter-command>unset trash\n <delete-message>" "Gmail archive message" macro index,pager d "<enter-command>set trash=\"imaps://imap.googlemail.com/[Gmail]/Bin\"\n <delete-message>" "Gmail delete message" macro index,pager gl "<change-folder>" macro index,pager gi "<change-folder>=INBOX<enter>" "Go to inbox" macro index,pager ga "<change-folder>=[Gmail]/All Mail<enter>" "Go to all mail" macro index,pager gs "<change-folder>=[Gmail]/Starred<enter>" "Go to starred messages" macro index,pager gd "<change-folder>=[Gmail]/Drafts<enter>" "Go to drafts" macro index,pager gt "<change-folder>=[Gmail]/Sent Mail<enter>" "Go to sent mail" #Don't prompt on exit set quit=yes ## ================= #Color definitions ## ================= set pgp_autosign

    Read the article

  • Navigating MainMenu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

    Read the article

  • fatal error C1034: windows.h: no include path set

    - by nathan
    OS Windows Vista Ultimate trying to run a program called minimal.c when i type at command line C:\Users\nathan\Desktopcl minimal.c Microsoft (R) 32-bit C/C++ Optimizing Compiler Version 14.00.50727.762 for 80x86 Copyright (C) Microsoft Corporation. All rights reserved. minimal.c minimal.c(5) : fatal error C1034: windows.h: no include path set i have set all the paths: C:\Users\nathan\Desktoppath PATH=C:\Program Files (x86)\Microsoft Visual Studio 8\VC\bin;C:\Windows\system3 ;C:\Windows;C:\Windows\System32\Wbem;C:\Program Files (x86)\ATI Technologies\AT .ACE\Core-Static;C:\Program Files\Intel\DMIX;c:\Program Files (x86)\Microsoft S L Server\100\Tools\Binn\;c:\Program Files (x86)\Microsoft SQL Server\100\DTS\Bi n\;C:\Program Files (x86)\QuickTime\QTSystem\;C:\Program Files (x86)\Java\jdk1. .0_13\bin;C:\Program Files (x86)\Autodesk\Backburner\;C:\Program Files (x86)\Co mon Files\Autodesk Shared\;C:\Program Files (x86)\Microsoft DirectX SDK (March 009)\Include;C:\Users\nathan\Desktop\glut-3.7.6-bin\glut-3.7.6-bin;C:\Program F les (x86)\Microsoft Visual Studio 8\Common7\IDE;C:\Program Files (x86)\Microsof Visual Studio 8\VC\PlatformSDK\Include;C:\Program Files (x86)\Microsoft Visual Studio 8\VC\PlatformSDK\Include\gl i have gone and made sure windows.h is in the directory im setting the path too. its in C:\Program Files (x86)\Microsoft Visual Studio 8\VC\PlatformSDK\Include. i have visual studio 2005 i have exhausted all possiblies any ideas

    Read the article

  • Smoothing touch-based animation in iPhone OpenGL?

    - by quixoto
    I know this is vague, but looking for general tips/help on this, as it's not an area of significant expertise for me. I have some iPhone code that's basically an EAGL view handling a single touch. The app draws (using GL) a circle via triangle fan at the touch point, and moves it when the user moves the touch point, and re-renders the view then. When dragging a finger slowly, the circle keeps up and consistent with the finger as it moves. If I scribble my finger quickly back and forth across the screen, the rendering doesn't keep up with the touch motion, so you see an optical illusion of "multiple" discrete circles on the screen "at once". (Normal persistence of vision illusion). This optical illusion is jarring. How can I make this look more natural? Can I blur the motion of the circle somehow? Is this result the evidence of some bad frame rate issue? I see this artifact even when nothing else is being rendered, so I think this might just be as fast as we can go. Any hints or suggestions? Much appreciated. Thanks.

    Read the article

  • Problems compiling peazip on OSX

    - by Yansky
    I'm having some problems with compiling Peazip on OSX (10.6). I emailed the Peazip developer and he said he probably couldn't help me too much as the error seems to be OSX specific and he doesn't have access to an OSX machine any more. The compiler I'm using is Lazarus as the source is in Pascal. The actual compile process seems to go ok, but when I run the peazip.app program launcher, I get the following error: http://img.photobucket.com/albums/v215/thegooddale/Screen-shot-2010-05-22-at-71907-PM.png Here is the app launcher that the compile made: http://forboden.com/coding/peazip.app.zip - you can use an unzip program to look at the files inside (i.e. unzip it twice). I also tried just running the peazip unix file executable that was produced after the compile from the terminal and I got this: http://img.photobucket.com/albums/v215/thegooddale/Screen-shot-2010-05-22-at-72148-PM.png Here are the messages from the compile log from Lazarus while compiling Peazip: http://pastebin.com/qK4bdncL (I asked on the Lazarus forums and they said I can just ignore those "ld: warning: unknown stabs type" warnings). Here is the info from the project_peach.compiled file: <?xml version="1.0"?> <CONFIG> <Compiler Value="/usr/local/bin/ppc386" Date="1238949773"/> <Params Value=" -MObjFPC -Sgi -O1 -gl -k-framework -kCarbon -k-framework -kOpenGL -k'-dylib_file' -k'/System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib:/System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib' -WG -vewnhi -l -Fu/Users/yansky/Desktop/peazip-3.1.src/res/themes/crystalc/ -Fu/Developer/lazarus/components/synedit/units/i386-darwin/ -Fu/Developer/lazarus/ideintf/units/i386-darwin/ -Fu/Developer/lazarus/lcl/units/i386-darwin/ -Fu/Developer/lazarus/lcl/units/i386-darwin/carbon/ -Fu/Developer/lazarus/packager/units/i386-darwin/ -Fu/Users/yansky/Desktop/peazip-3.1.src/ -Fu. -opeazip -dLCL -dLCLcarbon project_peach.lpr"/> </CONFIG> I guess there's little chance that anyone here has experience with Pascal and Lazarus since it's not that popular a language and the compiler is still in beta, but I thought I would post here in the hopes that someone might point me in the right general direction about where/how the peazip.app launcher is breaking.

    Read the article

  • Google Map GEO Results

    - by Lee
    Hey All I'm getting really frustrated with google geo results and hope someone can advise me the best was to go. I have created a AutoSuggest feature where you can start typing the address and google will repspond with suggestions. User then selects and address to move on. But before I want them to continue on the next page I want to validate their selection. I would have thought this will be easy as we are only checking against what google has already given. But when I do my validation lookup it displays no results. Some example code: Lets say I picked from the suggestion this address: Suffield, CT 06078, USA Then on validation I do a second lookup with this address ie. $string = "Suffield, CT 06078, USA"; echo 'http://maps.google.com/maps/geo?output=json&oe=utf8&gl=us&sensor=false&key=[MyKey]&q='.urlencode($string).''; It gives me Error code 602 (G_GEO_UNKNOWN_ADDRESS) How can it not be found when its given me the address ?? Any suggestions how I can get around this. Hope you can !

    Read the article

  • Treebeard admin in Django

    - by Sharath
    I've setup Treebeard in Django and everything seems to have gone well. I tried to setup the admin system and I can see my models being presented in the admin interface. However, when I try to add new data using the admin interface, I get the following error in my template. The code still works fine, and I did a check in my DB and the data seems to be inserted properly. However, the view doesn't seem to load properly. Any idea about what is causing this?? The exception am getting is.. Caught an exception while rendering: Failed lookup for key [request] in u'[{\'action_index\': 0, \'block\': , , , , , , ]}, {\'block\': , , , ], , , , , \n \', ], , ], , , , ], , , \n \', , , , , , , , , ], , ], \n \']}, {\'cl\': , \'root_path\': None, \'actions_on_bottom\': False, \'title\': u\'Select album to change\', \'has_add_permission\': True, \'media\': , \'is_popup\': False, \'action_form\': , \'actions_on_top\': True, \'app_label\': \'gallery\'}, {\'MEDIA_URL\': \'\'}, {\'LANGUAGES\': ((\'ar\', \'Arabic\'), (\'bn\', \'Bengali\'), (\'bg\', \'Bulgarian\'), (\'ca\', \'Catalan\'), (\'cs\', \'Czech\'), (\'cy\', \'Welsh\'), (\'da\', \'Danish\'), (\'de\', \'German\'), (\'el\', \'Greek\'), (\'en\', \'English\'), (\'es\', \'Spanish\'), (\'et\', \'Estonian\'), (\'es-ar\', \'Argentinean Spanish\'), (\'eu\', \'Basque\'), (\'fa\', \'Persian\'), (\'fi\', \'Finnish\'), (\'fr\', \'French\'), (\'ga\', \'Irish\'), (\'gl\', \'Galician\'), (\'hu\', \'Hungarian\'), (\'he\', \'Hebrew\'), (\'hi\', \'Hindi\'), (\'hr\', \'Croatian\'), (\'is\', \'Icelandic\'), (\'it\', \'Italian\'), (\'ja\', \'Japanese\'), (\'ka\', \'Georgian\'), (\'ko\', \'Korean\'), (\'km\', \'Khmer\'), (\'kn\', \'Kannada\'), (\'lv\', \'Latvian\'), (\'lt\', \'Lithuanian\'), (\'mk\', \'Macedonian\'), (\'nl\', \'Dutch\'), (\'no\', \'Norwegian\'), (\'pl\', \'Polish\'), (\'pt\', \'Portuguese\'), (\'pt-br\', \'Brazilian Portuguese\'), (\'ro\', \'Romanian\'), (\'ru\', \'Russian\'), (\'sk\', \'Slovak\'), (\'sl\', \'Slovenian\'), (\'sr\', \'Serbian\'), (\'sv\', \'Swedish\'), (\'ta\', \'Tamil\'), (\'te\', \'Telugu\'), (\'th\', \'Thai\'), (\'tr\', \'Turkish\'), (\'uk\', \'Ukrainian\'), (\'zh-cn\', \'Simplified Chinese\'), (\'zh-tw\', \'Traditional Chinese\')), \'LANGUAGE_BIDI\': False, \'LANGUAGE_CODE\': \'en-us\'}, {}, {\'perms\': , \'messages\': [], \'user\': }, {}]' This happens after I hit the save button in Django admin. This is my admin.py implementation.. class MP_Album_Admin(TreeAdmin): pass admin.site.register(Album,MP_Album_Admin)

    Read the article

  • Compiling Visual c++ programs from the command line and msvcr90.dll

    - by Stanley kelly
    Hi, When I compile my Visual c++ 2008 express program from inside the IDE and redistribute it on another computer, It starts up fine without any dll dependencies that I haven't accounted for. When I compile the same program from the visual c++ 2008 command line under the start menu and redistribute it to the other computer, it looks for msvcr90.dll at start-up. Here is how it is compiled from the command line cl /Fomain.obj /c main.cpp /nologo -O2 -DNDEBUG /MD /ID:(list of include directories) link /nologo /SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup /OUT:Build\myprogram.ex e /LIBPATH:D:\libs (list of libraries) and here is how the IDE builds it based on the relevant parts of the build log. /O2 /Oi /GL /I clude" /I (list of includes) /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_UNICODE" /D "UNICODE" /FD /EHsc /MD /Gy /Yu"stdafx.h" /Fp"Release\myprogram" /Fo"Release\\" /Fd"Release\vc90.pdb" /W3 /c /Zi /TP /wd4250 /vd2 Creating command line "cl.exe @d:\myprogram\Release\RSP00000118003188.rsp /nologo /errorReport:prompt" /OUT:"D:\myprgram\Release\myprgram.exe" /INCREMENTAL:NO /LIBPATH:"d:\gtkmm\lib" /MANIFEST /MANIFESTFILE:"Release\myprogam.exe.intermediate.manifest" /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /DEBUG /PDB:"d:\myprogram\Release\myprogram.pdb" /SUBSYSTEM:WINDOWS /OPT:REF /OPT:ICF /LTCG /ENTRY:"mainCRTStartup" /DYNAMICBASE /NXCOMPAT /MACHINE:X86 (list of libraries) Creating command line "link.exe @d:\myprogram\Release\RSP00000218003188.rsp /NOLOGO /ERRORREPORT:PROMPT" /outputresource:"..\Release\myprogram.exe;#1" /manifest .\Release\myprogram.exe.intermediate.manifest Creating command line "mt.exe @d:\myprogram\Release\RSP00000318003188.rsp /nologo" I would like to be able to compile it from the command line and not have it look for such a late version of the runtime dll, like the version compiled from the IDE seems not to do. Both versions pass /MD to the compiler, so i am not sure what to do.

    Read the article

  • Opengl-es draw an .obj file, but how?

    - by lacas
    I d like to parse an .obj file. My parser is working good, but my displaying is not good. Obj file is here my code is: public ObjModelParser parse() { long startTime = System.currentTimeMillis(); InputStream fileIn = resources.openRawResource(resourceID); BufferedReader buffer = new BufferedReader(new InputStreamReader(fileIn)); String line=""; Log.e("model loader", "Start parsing object " + resourceID); try { while ((line = buffer.readLine()) != null) { StringTokenizer parts = new StringTokenizer(line, " "); int numTokens = parts.countTokens(); if (numTokens == 0) continue; String part = parts.nextToken(); if (part.equals(VERTEX)) { Log.e("v ", line); vertices.add(Float.parseFloat(parts.nextToken())); vertices.add(Float.parseFloat(parts.nextToken())); vertices.add(Float.parseFloat(parts.nextToken())); .... and my displaying code is: draw that model with TRIANGLE_STRIP and gl.glDrawArrays(rendermode, 0, coords.length/dimension); What is the mistake here? edited: file here to show what is my good coords from my program for a cube, and what is from .obj file, that never show Thanks, Leslie

    Read the article

  • iPhone OpenGL Splash Screen? How?

    - by Kyle
    My app is based pretty much on the EAGLView in the SDK. It doesn't incorporate a ViewController. Rather it simply inits GL and starts painting immediately.. Currently, my app will load a very small PNG and displays it as quickly as possible. On a 3GS this is rather instant, but on a 3G it can take about 2 seconds. In the latter case of the 3G, the user is looking at a black screen for that time. Is this behavior allowed by Apple? Is there any way to alter this SDK example so that it makes use of 'default.png'? It doesn't seem so straight forward to me. I want my user to see an image as quickly as possible, and I also don't want to be rejected for such a little quirk like this as well. In the guidelines, they encourage you to use default.png for standard applications to show a sort of mockup of the interface while it actually loads. I want to initialize OpenGL, and ALSO display this. This default.png is loaded before the app screen launches. This is EXACLTY what I want to make use of. Any help is appreciated. Thanks!

    Read the article

< Previous Page | 18 19 20 21 22 23 24 25 26  | Next Page >