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  • Problems with microphone and network

    - by AnoonymoouS
    Hello... very good day everybody! I'm having some problems regarding the Ubuntu 12.4.01 LTS. For this reason, cordially i ask everyone's help. Such problems can be summed up in network (01) and audio (02)! 01) I can not set a DSL network settings in the "upper bar" (on side the clock). When i create the connection, the system says that the cables modem are disconnected! I can only use the internet if i set up a connection at terminal through the command "pppoeconf". Follows the print screen of what i mentioned above:. http://i.imgur.com/8nTrF.png Obs.: Note that even after the connection "created", it does not appear there! 02) The sound is reproduced; however, can not be captured! I can not make recordings, obviously i can't use the microphone. I believe that something is giving interference or the settings are wrong! Follows the video of what i mentioned above:. http://dl.dropbox.com/u/41085750/Projeto%20Padr%C3%A3o.mp4 Obs.: I'm listening to music, so that interference errors may appear in the video. By kindness; who can help me... help me! I sought help at various sites and forums but unfortunately, i did not get success. I wait anxiously for a direction. Regards, Anoonymoous.

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  • Why can't I compare two Texture2D's?

    - by Fiona
    I am trying to use an accessor, as it seems to me that that is the only way to accomplish what I want to do. Here is my code: Game1.cs public class GroundTexture { private Texture2D dirt; public Texture2D Dirt { get { return dirt; } set { dirt = value; } } } public class Main : Game { public static Texture2D texture = tile.Texture; GroundTexture groundTexture = new GroundTexture(); public static Texture2D dirt; protected override void LoadContent() { Tile tile = (Tile)currentLevel.GetTile(20, 20); dirt = Content.Load<Texture2D>("Dirt"); groundTexture.Dirt = dirt; Texture2D texture = tile.Texture; } protected override void Update(GameTime gameTime) { if (texture == groundTexture.Dirt) { player.TileCollision(groundBounds); } base.Update(gameTime); } } I removed irrelevant information from the LoadContent and Update functions. On the following line: if (texture == groundTexture.Dirt) I am getting the error Operator '==' cannot be applied to operands of type 'Microsoft.Xna.Framework.Graphics.Texture2D' and 'Game1.GroundTexture' Am I using the accessor correctly? And why do I get this error? "Dirt" is Texture2D, so they should be comparable. This using a few functions from a program called Realm Factory, which is a tile editor. The numbers "20, 20" are just a sample of the level I made below: tile.Texture returns the sprite, which here is the content item Dirt.png Thank you very much! (I posted this on the main Stackoverflow site, but after several days didn't get a response. Since it has to do mainly with Texture2D, I figured I'd ask here.)

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  • backface culling error

    - by acrilige
    I write simple software renderer. In my pipeline i have stage of backface culling. But looks like it has some error (see picture). I perform culling right after world transformation. (i can't insert picture in post coz i don't have enough points, so i just upload it (cube model): http://imageshack.us/photo/my-images/705/bcerror.png/) Vector3F view_dir(0.0f, 0.0f, 1.0f); std::vector<Triangle> to_remove; for (Triangle &t : m_triangles) { Vector4F e1 = t.v2 - t.v1; Vector4F e2 = t.v3 - t.v1; Vector3F normal( e1.y * e2.z - e1.z * e2.y, e1.z * e2.x - e1.x * e2.z, e1.x * e2.y - e1.y * e2.x ); normal.Normalize(); float dot = Dot(view_dir, normal); if (dot <= 0) to_remove.push_back(t); } for (Triangle& t : to_remove) m_triangles.erase(std::remove(m_triangles.begin(), m_triangles.end(), t), m_triangles.end()); Camera sits in origin and points in screen (RH). What is the reason?

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  • How to store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

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  • Moving while doing loop animation in RPGMaker

    - by AzDesign
    I made a custom class to display character portrait in RPGMaker XP Here is the class : class Poser attr_accessor :images def initialize @images = Sprite.new @images.bitmap = RPG::Cache.picture('Character.png') #100x300 @images.x = 540 #place it on the bottom right corner of the screen @images.y = 180 end end Create an event on the map to create an instance as global variable, tada! image popped out. Ok nice. But Im not satisfied, Now I want it to have bobbing-head animation-like (just like when we breathe, sometimes bob our head up and down) so I added another method : def move(x,y) @images.x += x @images.y += y end def animate(x,y,step,delay) forward = true 2.times { step.times { wait(delay) if forward move(x/step,y/step) else move(-x/step,-y/step) end } wait(delay*3) forward = false } end def wait(time) while time > 0 time -= 1 Graphics.update end end I called the method to run the animation and it works, so far so good, but the problem is, WHILE the portrait goes up and down, I cannot move my character until the animation is finished. So that's it, I'm stuck in the loop block, what I want is to watch the portrait moving up and down while I walk around village, talk to npc, etc. Anyone can solve my problem ? Or better solution ? Thanks in advance

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  • Ubuntu 12.04 slow boot on ASUS, attached with dmesg and bootchart

    - by stanleyhunk
    I heard that Ubuntu can boot up around 30sec, but I take more than 60sec every time my Ubuntu boot. I also read some forum said need to post the dmesg and bootchart to identify which process slowing down the booting time, as I'm not expert in Ubuntu and wish to learn more about it, I humbly ask any pro here to teach me how. My laptop specs: Model : ASUS K45VS RAM : 8MB CPU : Intel(R) Core(TM) i7-3630QM CPU @ 2.40GHz x 8 Graphic Card : nVidia GeForce GT 645M HDD : 750GB OS : Single boot Ubuntu 12.04LTS System.uname : Linux 3.8.0-39-generic #58~precise1-Ubuntu SMP Fri May 2 21:33:40 UTC 2014 x86_64 System.release : Ubuntu 12.04.4 LTS System.kernel.options : BOOT_IMAGE=/boot/vmlinuz-3.8.0-39-generic root=UUID=c8a71503-bce8-406c-9a5f-5aa8284f5c7c ro quiet splash My dmesg (which highlighted to the huge time frame gap): [ 30.772656] cgroup: libvirtd (1961) created nested cgroup for controller "memory" which has incomplete hierarchy support. Nested cgroups may change behavior in the future. [ 30.772659] cgroup: "memory" requires setting use_hierarchy to 1 on the root. [ 30.772683] cgroup: libvirtd (1961) created nested cgroup for controller "devices" which has incomplete hierarchy support. Nested cgroups may change behavior in the future. [ 30.772710] cgroup: libvirtd (1961) created nested cgroup for controller "blkio" which has incomplete hierarchy support. Nested cgroups may change behavior in the future. [ 32.140335] nvidia 0000:01:00.0: irq 46 for MSI/MSI-X [ 32.505619] ACPI Error: Field [TMPB] at 1081344 exceeds Buffer [ROM1] size 262144 (bits) (20121018/dsopcode-236) [ 32.505624] ACPI Error: Method parse/execution failed [\_SB_.PCI0.PEG0.PEGP._ROM] (Node ffff880224e91f00), AE_AML_BUFFER_LIMIT (20121018/psparse-537) [ 802.034422] audit_printk_skb: 69 callbacks suppressed [ 802.034428] type=1400 audit(1400914804.392:35): apparmor="DENIED" operation="capable" parent=1 profile="/usr/sbin/cupsd" pid=1683 comm="cupsd" pid=1683 comm="cupsd" capability=36 capname="block_suspend" [ 1581.300901] type=1400 audit(1400915584.816:36): apparmor="DENIED" operation="capable" parent=1 profile="/usr/sbin/cupsd" pid=1683 comm="cupsd" pid=1683 comm="cupsd" capability=36 capname="block_suspend" My Bootchart.png: Looking forward to learn to improve both my booting time and knowledge. Thanks in advance :)

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  • Cocos2d rotating sprite while moving with CCBezierBy

    - by marcg11
    I've done my moving actions which consists of sequences of CCBezierBy. However I would like the sprite to rotate by following the direction of the movement (like an airplane). How sould I do this with cocos2d? I've done the following to test this out. CCSprite *green = [CCSprite spriteWithFile:@"enemy_green.png"]; [green setPosition:ccp(50, 160)]; [self addChild:green]; ccBezierConfig bezier; bezier.controlPoint_1 = ccp(100, 200); bezier.controlPoint_2 = ccp(400, 200); bezier.endPosition = ccp(300,160); [green runAction:[CCAutoBezier actionWithDuration:4.0 bezier:bezier]]; In my subclass: @interface CCAutoBezier : CCBezierBy @end @implementation CCAutoBezier - (id)init { self = [super init]; if (self) { // Initialization code here. } return self; } -(void) update:(ccTime) t { CGPoint oldpos=[self.target position]; [super update:t]; CGPoint newpos=[self.target position]; float angle = atan2(newpos.y - oldpos.y, newpos.x - oldpos.x); [self.target setRotation: angle]; } @end However it rotating, but not following the path...

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  • GLES2.0 3D Android game performance and multi threading the update?

    - by Ofer
    I have profiled my mixed Java\C++ Android game and I got the following result: https://dl.dropbox.com/u/8025882/PompiDev/AndroidProfile.png As you can see, the pink think is a C++ functions that updates the game. It does things like updating the logic but it mostly it generates a "request list" for rendering. The thing is, I generate DrawLists on C++ and then send them to Java to process and draw using GLES2.0. Since then I was able to improve update from 9ms down to about 7ms, but I would like to ask if I would benefit from multi threading the update? As I understand from that diagram is that the function that takes the most time is the one you see it's color on the timeline. So the pink area is taken mostly by update. The other area has MainOpenGL.Handle as it's main contributor(whch is my java function), but since it's not drawn to the top of the diagram I can conclude other things are happening at the same time that use the CPU? Or even GPU stuff that isn't shown in this diagram. I am not sure how the GPU works on this. Does it calculate stuff in parallel to the CPU? Or is it part of the CPU usage as in SoC? I am not sure. Anyway, in case GPU things DO happen in parallel to CPU, then I would guess that if I do this C++ Update in parallel to the thread that makes the OpenGL calls, I might make use of "dead CPU time" due to GPU stalling or maybe have the GPU calls getting processed earlier because it won't have to wait for Update to finish? How do you suggest to improve performance based on that? Thanks.

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  • Ubuntu installed along side Win 8 but not shown in boot

    - by Mahesha999
    Actually the question says it all, but let me tell you what I did, so u may find exactly what might have went wrong: I have Win 8 installed on 500 GB HDD. SO I shrunk it four times for: partition 1 - the original partition containing Win 8 sys (118GB) partition 2 - NTFS formatted for my data (188GB) partition 3 - NTFS formatted for my data (100GB) partition 4 - NTFS formatted for Linux distro 1 (I reformatted it to ext4 during Ubuntu installation) (25GB) partition 5 - NTFS formatted for Linux distro 1 (21GB) So now I booted Ubuntu from USB (created from ubuntu-12.04-desktop-amd64.iso) and deleted last two partitions 4 and 5 to create: partition 1 - ext4 where I installed Ubuntu (25GB) partition 2 - Swap (4GB) partition 3 - unallocated space, not formatted yet (17GB) Ubuntu installation said it installed successfully and that I have to restart to boot in Ubuntu. But when I restart Windows 8 auto booted - there was no dual boot. After that I devided above 100GB partition to 80Gb and 20GB ones (since I read online that I should have /home in separate partition for convenience, so I created 20GB partition for it) So I went on to manually create boot entry using EasyBCD as below show in picture at below link http://s19.postimage.org/dof2zuvw3/Free_BCD.png When I created the entry, FreeBCD showed the information as follows: Windows Boot Manager -------------------- identifier {9dea862c-5cdd-4e70-acc1-f32b344d4795} device partition=\Device\HarddiskVolume2 description Windows Boot Manager locale en-US inherit {7ea2e1ac-2e61-4728-aaa3-896d9d0a9f0e} integrityservices Enable default {ea8167ad-d189-11e1-90e4-ab2f09569dcc} resumeobject {ea8167a3-d189-11e1-90e4-ab2f09569dcc} displayorder {ea8167ad-d189-11e1-90e4-ab2f09569dcc} {ea8167b1-d189-11e1-90e4-ab2f09569dcc} toolsdisplayorder {b2721d73-1db4-4c62-bf78-c548a880142d} timeout 10 displaybootmenu Yes Windows Boot Loader ------------------- identifier {ea8167ad-d189-11e1-90e4-ab2f09569dcc} device partition=C: path \Windows\system32\winload.exe description Windows 8 locale en-US osdevice partition=C: systemroot \Windows resumeobject {9bc7fdf7-3ae0-11e2-be77-806e6f6e6963} Real-mode Boot Sector --------------------- identifier {ea8167b1-d189-11e1-90e4-ab2f09569dcc} device partition=C: path \NST\AutoNeoGrub0.mbr description Ubuntu Notice the last bolded entry created. Howevever after thet, when I rebooted it firstly showed old DOS like bootloader (no Windows 8 UI based bootloader) with two entries Windows and Ubuntu. Windows 8 was booting correctly but I was getting an error while booting Ubuntu taking me to GRUB Rescue. Please help am new to Linux world.

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  • Example of DOD design

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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  • Grid Based Lighting in XNA/Monogame

    - by sm81095
    I know that questions like this have been asked many times, but I have not found one exactly like this yes. I have implemented a top-down grid based world in Monogame, and am starting on the lighting system soon. How I want to do lighting is to have a grid that is 4 times wider and higher, basically splitting each world tile into a 4x4 system of "subtiles". I would like to use a flow like system to spread light across the tiles by reducing the light by a small amount each time. This is kind of the effect I was going for: http://i.imgur.com/rv8LCxZ.png The black grid lines are the light grid, and the red lines are the actual tile grid, and the light drop-off is very exaggerated. I plan to render the world by drawing the unlit grid to a separate RenderTarget2D, then rendering the lighting grid to a separate target and overlaying the two. Basically, my questions are: What would be the algorithm for a flow style lighting system like this? Would there be a more efficient way of rendering this? How would I handle the darkening of the light with colors, reducing the RGB values in each grid, or reducing the alpha in each grid, assuming that I render the light map over the grid using blending? Even assuming the former are possible, what BlendState would I use for that?

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  • How to achieve selection of a tile from a tile sheet based on an ID?

    - by Bugster
    Let's say I have a tile sheet that contains 8 sprites per sheet. Each sprite is a tile of 30x30. I wrote my own custom map parser/map loader however I'm having trouble extracting a certain tile sprite from the file. I'll describe my problem better in order for everyone to understand. I wrote an enum of materials, each material has a value according to it's location relative to the tile sheet. For example void is 1, grass is 2, rock is 3, etc. So in my tile sheet they are represented as such: +---+---+---+---+---+ | 1 | 2 | 3 | 4 | 5 | +---+---+---+---+---+ Which is equivalent to: +------+-------+-------+ | void | grass | stone | +------+-------+-------+ Basically when rendering, I created a tile class, each tile has 2 coordinates: X and Y (They are calculated automatically) and a material which can be represented either as a number, either as a value (ID). When rendering, I have a vector of sprites which are all taken from 1 file called tilesheet.png, however each of them must only draw a certain portion of the tile sheet, for example say I have something like this: tile coordinateBounds(topLeftX, topLeftY, tileWidth, tileHeight); During the initialization of the map I calculate an array of tiles, and I give each of them their position, their materials based on the values in a map file and a few other variables such as collision. I need to apply the coordinateBounds to each of them according to their material value. For example if the material is grass it should only take the grass sprite from the tilesheet. I must also mention I'm using SFML, and there are no borders or spacing between the tiles.

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  • Crash due to removal of Elements like CCSprite from NSMutableArray

    - by mayuur
    So, here's how it goes. I am currently working on Cocos2d game, which consists of many Obstacles. One obstacle gets added on the screen at an interval of 10 seconds like this. ObstacleSprite* newObstacle = [ObstacleSprite spriteWithFile:@"Obstacle.png" rect:CGRectMake(0, 0, 20, 20)]; newObstacle.position = ccp(mainPlayer1.position.x,10); [self addChild:newObstacle]; [self.arrayForObstacles addObject:newObstacle]; Now, I insert these obstacles into the arrayForObstacles because I also want to keep checking whether the Obstacles and MainPlayer don't collide. I check it with the help of this function. - (void) checkCollisionWithObstacle { if(mainPlayer1.playerActive) { for(int i = 0; i < [self.arrayForObstacles count]; i++) { ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:i]; if(newObstacle != nil) { if(CGRectIntersectsRect([mainPlayer1 boundingBox], [newObstacle boundingBox])) { mainPlayer1.livesLeft--; } } } } } THE ISSUE Problem is when I get to certain score, one of the Obstacles gets deleted. Removal of Obstacles works as in First In-First Out (FIFO) mode. So, to delete obstacles, I write the following method : - (void) keepUpdatingScore { //update new score mainPlayer1.score+=10; //remove obstacle when score increases by 5k if(mainPlayer1.score > 5000 && mainPlayer1.score > 0) { mainPlayer1.playerActive = NO; if([self.arrayForObstacles count] > 0) { CCLOG(@"count is %d",[self.arrayForObstacles count]); ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:0]; [self.arrayForObstacles removeObjectAtIndex:0]; [self removeChild:newObstacle cleanup:YES]; CCLOG(@"count is %d",[self.arrayForObstacles count]); } } else { } } It crashes when score crosses 5000 mark! UPDATE Crash happens when it again goes to the method checkCollisionWithObstacle. This is the THREAD Look. THis is the line Which crashes.

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  • How to set an old view? [closed]

    - by xan
    Possible Duplicate: How to revert to GNOME Classic? is it possible to change general view in Ubuntu 12.04 so it was like in Ubuntu 10.04? I really liked old one and really don't like new one. Things that are annoying me: menu on the left with large icons lack of workspaces icons in right bottom corner lack of menu: Applications, Places, System in left top corner menu like: file | edit | view | help resize and red cross is available in all applications at the very top of the pulpit, unless at the very top of the application window I know it may sound crazy, but that's all me, don't like changes despite that I know they are often good. I would be very grateful for any help. I really want old view (exactly like here: http://upload.wikimedia.org/wikipedia/commons/2/2d/UbuntuMaverickDesktop.png) back. By the way, if I installed Ubuntu 12.04 by WUBI from Windows level on separated partition, then what is the easiest way to uninstall it? Can I simply format this partition? I'm wondering because I don't know if it is safe, what about boot loader etc.

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  • Can't get directory listing on my Apache to work.

    - by joon
    Hi, I'm having trouble enabling the directory listing on apache. I did it a few weeks ago but had to reinstall cause my Wubi ran out of space, and now I can't get it to work and it's driving me crazy. I have a folder /home/joon/Dropbox/Projects/apache, which I want to set as the root for my apache. Here's the first lines of the 'default' file in the sites-available folder: <VirtualHost *:8888> ServerAdmin webmaster@localhost DocumentRoot /home/joon/Dropbox/Projects/apache <Directory /home/joon/Dropbox/Projects/apache> Options +Indexes FollowSymLinks AllowOverride None The rest is unchanged. Ports.conf is set to Listen 8888. I thought the +Indexes should do it, but I must have overlooked something. I get a 403, forbidden. "You don't have permission to access / on this server." If I input the url of an image, http://127.0.0.1:8888/joon/bin/1chart.png, it displays, but no directory listing. Please help.

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  • Coordinate and positioning problem on iOS with cocos2d-x

    - by Vexille
    I'm using cocos2d-x alongside with Marmalade and running some tests and tutorials before starting an actual project with them. So far things are working reasonably well on the windows simulator, Android and even on Blackberry's Playbook, but on iOS devices (iPhone and iPad) the positioning seems to be off. To make things clearer, I put together a scene that just draws an image in the middle of the screen. It worked as expected on everything else, but this is the result I got on an iPhone: To get the coordinates for the center of the screen I'm using the VisibleRect class from the TestCpp sample. It just uses sharedOpenGLView to get the visible size and visible origin, and calculate the center from that. CCSprite* test = CCSprite::create("Ball.png", CCRectMake(0, 0, 80, 80) ); test->setPosition( ccp(VisibleRect::center().x, VisibleRect::center().y) ); this->addChild(test); Also I have a noBorder policy set on AppDelegate: CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder); One funny thing is that I tried to deploy the TestCpp sample project to some iOS devices and it worked reasonably well on the iPhone, but on the iPad the application was only being drawn on a small portion of the screen - just like what happened on the iPhone when I tried using the ShowAll policy.

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  • How to Extract the images from the doc file without Having Microsoft office ?

    - by Anirudha
    Originally posted on: http://geekswithblogs.net/anirugu/archive/2013/06/29/how-to-extract-the-images-from-the-doc-file-without.aspxMany time we got the doc file who have some images. We need to try to extract them in Microsoft word which come with Windows 7 (not Microsoft office word). Looking to this article http://www.techrepublic.com/blog/itdojo/save-images-in-microsoft-word-documents-as-separate-files/135 This article is only useful when you have Microsoft word installed. Now if I don’t have Microsoft office then what ? No problem, here is a trick. when you open the doc file in Word  then select the image and right click on image and choose cut. open the Microsoft paint. paste them here. Without clicking anywhere click on crop icon on toolbar.   Now you got your image in the same size as you have in word file. Don’t worry about Image format. Microsoft paint have support for save them in PNG format.

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  • Double entries in the gnome 3 task bar

    - by Mark
    I am running Ubuntu 12.04 with Gnome 3. All was working well except that graphics were slow and even moving a window on the screen seemed slow. I installed the fglrx ati driver. Which seems to have improved matters. But on first login I had all gnome items duplicated. That is my task bar has the ubuntu sign, then says Applications, then places then the ubuntu sign then Aplications and then places. Any application I run produces two icons at the bottom of the screen. This was after a reboot. I rebooted again. Now I have 3!! On the right each set of icons such as printer is also trippled!! See screenshot at http://jetmark.co.uk/Screenshot.png See Dmesg at http://jetmark.co.uk/dmesg.txt Any suggestions welcome. Reboot - now I have 4!! So one set gets added on each reboot. Help!! I am going to be task barred out before long!!

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  • would it be bad to put <span> tags within the <head>, for grouping meta data in schema.org format?

    - by hdavis84
    Alright, I'm currently practicing schema.org microdata, and trying to find the best route for every site I build. I have found that i can piggyback itemprops on open graph meta tags. I would like to piggyback more itemprops on opengraph meta tags. However, schema.org requires you to change itemtypes to define all aspects of a "thing". Say I'm defining a LocalBusiness. Open graph has street address, locality, and region i'd like to piggyback on. I'd have to do something like: <html lang="en" itemscope itemtype="http://schema.org/LocalBusiness"> <head> ... <meta itemprop="name" content="Business Name" /> <meta property="og:url" itemprop="url" content="http://example.com" /> <meta property="og:image" itemprop="image" content="http://example.com/logo.png" /> <span itemprop="address" itemscope itemtype="http://schema.org/PostalAddress"> <meta property="og:street-address" itemprop="streetAddress" content="1234 Amazing Rd." /> <meta property="og:locality" itemprop="addressLocality" content="Greenfield" /> <meta property="og:region" itemprop="addressRegion" content="IN" /> </span> </head> Although there's more that can be added in, this is enough of an example to show what I'm trying to achieve. I've searched the web to see if it is an issue to use spans in the head or not, because I don't want invalid markup. I know I can mark up the address information in the body of the pages, but the route above would be more efficient. Does anyone have an answer for this?

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  • Firefox and Chrome Display "top: -5px differently"

    - by Kevin
    Using Google Web Toolkit, I have a DIV parent with a DIV and anchor children. <div class="unseen activity"> <div class = "unseen-label"/> <a href .../> </div> With the following CSS, Chrome shows the "unseen label" slightly below the anchor. which is positioned correctly in both Chrome and FireFox. However, FireFox shows the label in line with the anchor. .unseen-activity div.unseen-label { display: inline-block; position: relative; top: -5px; } and .unseen-activity a { background: url('style/images/refreshActivity.png') no-repeat; background-position: 0 2px; height: 20px; overflow: hidden; margin-left: 10px; display: inline-block; margin-top: 2px; padding-left: 20px; padding-right: 10px; position: relative; top: 2px; } Please tell me how to change my CSS so that Chrome render the label centered to the anchor. However, I need to keep FireFox happy and rendered correctly.

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  • Rewrite img and link paths with htaccess and serve the file from rewritten path?

    - by frequent
    I have a static mockup page, which I want to "customize" by switching a variable used in image-src and link-href attributes. Paths will look like this: <img src="/some/where/VARIABLE/img/1.jpg" alt="" /> <link rel="some" href="/some/where/VARIABLE/stuff/foo.bar" /> I'm setting a cookie with the VARIABLE value on the preceding page and now want to modfiy the paths accordingly by replacing VARIABLE with the cookie value. I'm a htaccess newbie. This is what I have (doesn't work): <IfModule mod_rewrite.c> # get cookie value cookie RewriteCond %{HTTP_COOKIE} client=([^;]*) # rewrite/redirect to correct file RewriteRule ^/VARIABLE/(.+)$ /%1/$1 [L] </IfModule> So I thought my first line gets the cookie value and stores this in %1. And on the second line I'm filtering VARIABLE, replace it with the cookie value and whatever comes after VARIABLE in $1. Thanks for sheeding some light on what I'm doing, doing wrong and if I can do this at all using htaccess. EDIT: I'm sort of halfway through, but it's still not working... Mabye someone can apply the finishing touches: <IfModule mod_rewrite.c> # check for client cookie RewriteCond %{HTTP_COOKIE} (?:^|;\s*)client=([^;]*) # check if an image was requested RewriteCond %{REQUEST_FILENAME} \.(jpe?g|gif|bmp|png)$ # exclude these folders RewriteCond %{REQUEST_URI} !some/members/logos # grab everything before the variable folder and everything afterwards # replace this with first bracket/cookie_value/second bracket RewriteRule (^.+)/VARIABLE/(.+)$ $1/%1/$2 [L] </IfModule> Still can't get it to work, but I think this is the correct way of doing it. Thanks for help!

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  • Entiity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How i see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What i've done : Currently, i've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

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  • Managing many draw calls for dynamic objects

    - by codetiger
    We are developing a game (cross-platform) using Irrlicht. The game has many (around 200 - 500) dynamic objects flying around during the game. Most of these objects are static mesh and build from 20 - 50 unique Meshes. We created seperate scenenodes for each object and referring its mesh instance. But the output was very much unexpected. Menu screen: (150 tris - Just to show you the full speed rendering performance of 2 test computers) a) NVidia Quadro FX 3800 with 1GB: 1600 FPS DirectX and 2600 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 260 FPS in OpenGL Now inside the game in a test level: (160 dynamic objects counting around 10K tris): a) NVidia Quadro FX 3800 with 1GB: 45 FPS DirectX and 50 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 45 FPS in OpenGL Obviously we don't have the option of mesh batch rendering as most of the objects are dynamic. And the one big static terrain is already in single mesh buffer. To add more information, we use one 2048 png for texture for most of the dynamic objects. And our collision detection hardly and other calculations hardly make any impact on FPS. So we understood its the draw calls we make that eats up all FPS. Is there a way we can optimize the rendering, or are we missing something?

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  • touch detection of non-rectangular sprites (cocos2d)

    - by hogni89
    What is the correct way to implement a non-rectangular sprite in Cocos2d? I am working on a jigsaw puzzle. And therefor do our sprites have some strange forms (Jigsaw puzzle bricks). As of now, we have implemented the "detect" this way: - (void)selectSpriteForTouch:(CGPoint)touchLocation { CCSprite * newSprite = nil; // Loop array of sprites for (CCSprite *sprite in movableSprites) { // Check if sprite is hit. // TODO: Swap if with something better. if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) { newSprite = sprite; break; } } if (newSprite != selSprite) { // Move along, nothing to see here // Not the problem } } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; [self selectSpriteForTouch:touchLocation]; return TRUE; } I know that the problem is in the keyword "sprite.boundingBox". Is there a better way of implementing this, OR is it a limit when using sprites based on .png's? If so, how should I proceed? I'm new to iPhone and game development :D

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  • What is a good Foxit reader equivalent (or other PDF editor)?

    - by Yanick Rochon
    On Windows, I have found Foxit Reader to be quite handy when I need to highlight texts in PDF document, make annotations, etc. etc. Unfortunately, I have not yet found product as user friendly (which also does not corrupt PDF files...) and full-featured as Foxit software... Any recommendations? ** UPDATE ** I just tried the Open Office PDF import extension. It seems to work ok... If anyone used it for a while, I'd appreciate your feedback on that one. Thanks! ** UPDATE ** You can't highlight text with OpenOffice's PDF extension. Doesn't matter, I was reading this thread and found out about Xournal . As it turns out, it's in the repository. It does not natively save in PDF, but once all edits are done, the document can be exported to PDF (and overwrite the old one, just like Gimp with the native .XCE format and original PNG file, for example) I realize that this question is no longer a question in itself, but could be migrated to community wiki. However, feedbacks are still welcome! ** EDIT ** So... to close up this question, I have to say that I adopted Xournal . It is light and works pretty well, even on multi-page PDF documents. Thank you all for your answers!

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