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  • Dell laptop keyboard doesn't work

    - by Tam
    I'm trying to fix my in-laws laptop, it's a Dell Studio 1745 that's running Windows 7 64 bit. The problem is that most of the keys on the keyboard do not work. The function keys work and the caps lock and numpad keys work, but no other keys do. If I hit the F2 key enough times when starting up, I can get to the BIOS, but after that even the function keys stop working. If I let it go all the way to the Windows login screen, I can see that the caps lock and num lock work - little images on screen actually appear, but they don't toggle the state of the key, i.e.,capslock is always off, numlock is always off. Using the fn+function combo works, so changing the brightness, etc. works fine. I'm stumped. I've tried disconnecting power and battery and leaving it for an hour or so before starting up but that hasn't helped either. Also - this might be a red herring - the touchpad is failing as well, the MS Device Manager says that it's failing with status 10, "unable to start device"

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  • Keyboard shortcut for moving a window to another screen

    - by wcoenen
    When working with two (or more screens), a common problem is that launched applications appear on the "wrong" screen. I especially find this annoying when launching a text editor from the command line, because I have to leave the home row with my right hand in order to drag the window to the "right" screen before I can continue typing. Is it possible to define a keyboard shortcut which moves the current application to the other/next screen? Edit: I'm using Windows XP, but it's good to know that the feature already exists in Windows 7. Edit2: I went for the autohotkey script. This adaptation works for me: #q:: WinGetPos, winx, winy,,, A WinGet, mm, MinMax, A WinRestore, A If (winx > 1270) { newx := winx-1270 OutputDebug, Moving left from %winx% to %newx% } else { newx := winx+1270 OutputDebug, Moving right from %winx% to %newx% } WinMove, A,, newx, winy if mm=1 WinMaximize, A Return I did have to make use of the OutputDebug statements and dbgview to discover the proper threshold value 1270 for moving left or right. The exact threshold is especially important when moving maximized windows to the left.

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  • Monitor programs accessing my keyboard?

    - by Anti Earth
    As of a few days ago, my computer is behaving 'erratically'. When I am typing, my pointer will randomly move to another place in the text and start typing a semi-random string of characters. ("gvyfn" is common; It has typed this about 8 times whilst I composed all the text above) It often highlights part of or all the text and overwrites it. It sometimes goes into loops of pressing Control-alt-delete down, bringing up Windows 7 menu thing. It sometimes even messes with mouseclicks; they have unexpected results, like requesting admin priveledges from applications, instead of switching to their window. I believe this is because it is holding a alt-function key down. This behaviour happens periodically, in waves. It might subside for an hour, then continue to haunt me. I believe it to be a virus or malicious program. My anti-virus (Symantec) and multiply MS rootkit removers could not find anything suspicious. I've noticed that sometimes it re-maps keys, and types gibberish when I press certain keys (though no pattern is evident). I believe a malicious program has installed a keyhook on my computer. I'm wondering... - Is there a way to let me view which programs are emulating keystrokes? - Is there a way to view what keyboard hooks are installed? (I'm also at liberty to try any other techniques to remove this blasted thing. It is easily the most fustrating computer problem I've encountered). Thanks!

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  • OpenCL: Strange buffer or image bahaviour with NVidia but not Amd

    - by Alex R.
    I have a big problem (on Linux): I create a buffer with defined data, then an OpenCL kernel takes this data and puts it into an image2d_t. When working on an AMD C50 (Fusion CPU/GPU) the program works as desired, but on my GeForce 9500 GT the given kernel computes the correct result very rarely. Sometimes the result is correct, but very often it is incorrect. Sometimes it depends on very strange changes like removing unused variable declarations or adding a newline. I realized that disabling the optimization will increase the probability to fail. I have the most actual display driver in both systems. Here is my reduced code: #include <CL/cl.h> #include <string> #include <iostream> #include <sstream> #include <cmath> void checkOpenCLErr(cl_int err, std::string name){ const char* errorString[] = { "CL_SUCCESS", "CL_DEVICE_NOT_FOUND", "CL_DEVICE_NOT_AVAILABLE", "CL_COMPILER_NOT_AVAILABLE", "CL_MEM_OBJECT_ALLOCATION_FAILURE", "CL_OUT_OF_RESOURCES", "CL_OUT_OF_HOST_MEMORY", "CL_PROFILING_INFO_NOT_AVAILABLE", "CL_MEM_COPY_OVERLAP", "CL_IMAGE_FORMAT_MISMATCH", "CL_IMAGE_FORMAT_NOT_SUPPORTED", "CL_BUILD_PROGRAM_FAILURE", "CL_MAP_FAILURE", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "CL_INVALID_VALUE", "CL_INVALID_DEVICE_TYPE", "CL_INVALID_PLATFORM", "CL_INVALID_DEVICE", "CL_INVALID_CONTEXT", "CL_INVALID_QUEUE_PROPERTIES", "CL_INVALID_COMMAND_QUEUE", "CL_INVALID_HOST_PTR", "CL_INVALID_MEM_OBJECT", "CL_INVALID_IMAGE_FORMAT_DESCRIPTOR", "CL_INVALID_IMAGE_SIZE", "CL_INVALID_SAMPLER", "CL_INVALID_BINARY", "CL_INVALID_BUILD_OPTIONS", "CL_INVALID_PROGRAM", "CL_INVALID_PROGRAM_EXECUTABLE", "CL_INVALID_KERNEL_NAME", "CL_INVALID_KERNEL_DEFINITION", "CL_INVALID_KERNEL", "CL_INVALID_ARG_INDEX", "CL_INVALID_ARG_VALUE", "CL_INVALID_ARG_SIZE", "CL_INVALID_KERNEL_ARGS", "CL_INVALID_WORK_DIMENSION", "CL_INVALID_WORK_GROUP_SIZE", "CL_INVALID_WORK_ITEM_SIZE", "CL_INVALID_GLOBAL_OFFSET", "CL_INVALID_EVENT_WAIT_LIST", "CL_INVALID_EVENT", "CL_INVALID_OPERATION", "CL_INVALID_GL_OBJECT", "CL_INVALID_BUFFER_SIZE", "CL_INVALID_MIP_LEVEL", "CL_INVALID_GLOBAL_WORK_SIZE", }; if (err != CL_SUCCESS) { std::stringstream str; str << errorString[-err] << " (" << err << ")"; throw std::string(name)+(str.str()); } } int main(){ try{ cl_context m_context; cl_platform_id* m_platforms; unsigned int m_numPlatforms; cl_command_queue m_queue; cl_device_id m_device; cl_int error = 0; // Used to handle error codes clGetPlatformIDs(0,NULL,&m_numPlatforms); m_platforms = new cl_platform_id[m_numPlatforms]; error = clGetPlatformIDs(m_numPlatforms,m_platforms,&m_numPlatforms); checkOpenCLErr(error, "getPlatformIDs"); // Device error = clGetDeviceIDs(m_platforms[0], CL_DEVICE_TYPE_GPU, 1, &m_device, NULL); checkOpenCLErr(error, "getDeviceIDs"); // Context cl_context_properties properties[] = { CL_CONTEXT_PLATFORM, (cl_context_properties)(m_platforms[0]), 0}; m_context = clCreateContextFromType(properties, CL_DEVICE_TYPE_GPU, NULL, NULL, NULL); // m_private->m_context = clCreateContext(properties, 1, &m_private->m_device, NULL, NULL, &error); checkOpenCLErr(error, "Create context"); // Command-queue m_queue = clCreateCommandQueue(m_context, m_device, 0, &error); checkOpenCLErr(error, "Create command queue"); //Build program and kernel const char* source = "#pragma OPENCL EXTENSION cl_khr_byte_addressable_store : enable\n" "\n" "__kernel void bufToImage(__global unsigned char* in, __write_only image2d_t out, const unsigned int offset_x, const unsigned int image_width , const unsigned int maxval ){\n" "\tint i = get_global_id(0);\n" "\tint j = get_global_id(1);\n" "\tint width = get_global_size(0);\n" "\tint height = get_global_size(1);\n" "\n" "\tint pos = j*image_width*3+(offset_x+i)*3;\n" "\tif( maxval < 256 ){\n" "\t\tfloat4 c = (float4)(in[pos],in[pos+1],in[pos+2],1.0f);\n" "\t\tc.x /= maxval;\n" "\t\tc.y /= maxval;\n" "\t\tc.z /= maxval;\n" "\t\twrite_imagef(out, (int2)(i,j), c);\n" "\t}else{\n" "\t\tfloat4 c = (float4)(255.0f*in[2*pos]+in[2*pos+1],255.0f*in[2*pos+2]+in[2*pos+3],255.0f*in[2*pos+4]+in[2*pos+5],1.0f);\n" "\t\tc.x /= maxval;\n" "\t\tc.y /= maxval;\n" "\t\tc.z /= maxval;\n" "\t\twrite_imagef(out, (int2)(i,j), c);\n" "\t}\n" "}\n" "\n" "__constant sampler_t imageSampler = CLK_NORMALIZED_COORDS_FALSE | CLK_ADDRESS_CLAMP_TO_EDGE | CLK_FILTER_NEAREST;\n" "\n" "__kernel void imageToBuf(__read_only image2d_t in, __global unsigned char* out, const unsigned int offset_x, const unsigned int image_width ){\n" "\tint i = get_global_id(0);\n" "\tint j = get_global_id(1);\n" "\tint pos = j*image_width*3+(offset_x+i)*3;\n" "\tfloat4 c = read_imagef(in, imageSampler, (int2)(i,j));\n" "\tif( c.x <= 1.0f && c.y <= 1.0f && c.z <= 1.0f ){\n" "\t\tout[pos] = c.x*255.0f;\n" "\t\tout[pos+1] = c.y*255.0f;\n" "\t\tout[pos+2] = c.z*255.0f;\n" "\t}else{\n" "\t\tout[pos] = 200.0f;\n" "\t\tout[pos+1] = 0.0f;\n" "\t\tout[pos+2] = 255.0f;\n" "\t}\n" "}\n"; cl_int err; cl_program prog = clCreateProgramWithSource(m_context,1,&source,NULL,&err); if( -err != CL_SUCCESS ) throw std::string("clCreateProgramWithSources"); err = clBuildProgram(prog,0,NULL,"-cl-opt-disable",NULL,NULL); if( -err != CL_SUCCESS ) throw std::string("clBuildProgram(fromSources)"); cl_kernel kernel = clCreateKernel(prog,"bufToImage",&err); checkOpenCLErr(err,"CreateKernel"); cl_uint imageWidth = 8; cl_uint imageHeight = 9; //Initialize datas cl_uint maxVal = 255; cl_uint offsetX = 0; int size = imageWidth*imageHeight*3; int resSize = imageWidth*imageHeight*4; cl_uchar* data = new cl_uchar[size]; cl_float* expectedData = new cl_float[resSize]; for( int i = 0,j=0; i < size; i++,j++ ){ data[i] = (cl_uchar)i; expectedData[j] = (cl_float)i/255.0f; if ( i%3 == 2 ){ j++; expectedData[j] = 1.0f; } } cl_mem inBuffer = clCreateBuffer(m_context,CL_MEM_READ_ONLY|CL_MEM_COPY_HOST_PTR,size*sizeof(cl_uchar),data,&err); checkOpenCLErr(err, "clCreateBuffer()"); clFinish(m_queue); cl_image_format imgFormat; imgFormat.image_channel_order = CL_RGBA; imgFormat.image_channel_data_type = CL_FLOAT; cl_mem outImg = clCreateImage2D( m_context, CL_MEM_READ_WRITE, &imgFormat, imageWidth, imageHeight, 0, NULL, &err ); checkOpenCLErr(err,"get2DImage()"); clFinish(m_queue); size_t kernelRegion[]={imageWidth,imageHeight}; size_t kernelWorkgroup[]={1,1}; //Fill kernel with data clSetKernelArg(kernel,0,sizeof(cl_mem),&inBuffer); clSetKernelArg(kernel,1,sizeof(cl_mem),&outImg); clSetKernelArg(kernel,2,sizeof(cl_uint),&offsetX); clSetKernelArg(kernel,3,sizeof(cl_uint),&imageWidth); clSetKernelArg(kernel,4,sizeof(cl_uint),&maxVal); //Run kernel err = clEnqueueNDRangeKernel(m_queue,kernel,2,NULL,kernelRegion,kernelWorkgroup,0,NULL,NULL); checkOpenCLErr(err,"RunKernel"); clFinish(m_queue); //Check resulting data for validty cl_float* computedData = new cl_float[resSize];; size_t region[]={imageWidth,imageHeight,1}; const size_t offset[] = {0,0,0}; err = clEnqueueReadImage(m_queue,outImg,CL_TRUE,offset,region,0,0,computedData,0,NULL,NULL); checkOpenCLErr(err, "readDataFromImage()"); clFinish(m_queue); for( int i = 0; i < resSize; i++ ){ if( fabs(expectedData[i]-computedData[i])>0.1 ){ std::cout << "Expected: \n"; for( int j = 0; j < resSize; j++ ){ std::cout << expectedData[j] << " "; } std::cout << "\nComputed: \n"; std::cout << "\n"; for( int j = 0; j < resSize; j++ ){ std::cout << computedData[j] << " "; } std::cout << "\n"; throw std::string("Error, computed and expected data are not the same!\n"); } } }catch(std::string& e){ std::cout << "\nCaught an exception: " << e << "\n"; return 1; } std::cout << "Works fine\n"; return 0; } I also uploaded the source code for you to make it easier to test it: http://www.file-upload.net/download-3513797/strangeOpenCLError.cpp.html Please can you tell me if I've done wrong anything? Is there any mistake in the code or is this a bug in my driver? Best reagards, Alex

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  • Little more help with writing a o buffer with libjpeg

    - by Richard Knop
    So I have managed to find another question discussing how to use the libjpeg to compress an image to jpeg. I have found this code which is supposed to work: Compressing IplImage to JPEG using libjpeg in OpenCV Here's the code (it compiles ok): /* This a custom destination manager for jpeglib that enables the use of memory to memory compression. See IJG documentation for details. */ typedef struct { struct jpeg_destination_mgr pub; /* base class */ JOCTET* buffer; /* buffer start address */ int bufsize; /* size of buffer */ size_t datasize; /* final size of compressed data */ int* outsize; /* user pointer to datasize */ int errcount; /* counts up write errors due to buffer overruns */ } memory_destination_mgr; typedef memory_destination_mgr* mem_dest_ptr; /* ------------------------------------------------------------- */ /* MEMORY DESTINATION INTERFACE METHODS */ /* ------------------------------------------------------------- */ /* This function is called by the library before any data gets written */ METHODDEF(void) init_destination (j_compress_ptr cinfo) { mem_dest_ptr dest = (mem_dest_ptr)cinfo->dest; dest->pub.next_output_byte = dest->buffer; /* set destination buffer */ dest->pub.free_in_buffer = dest->bufsize; /* input buffer size */ dest->datasize = 0; /* reset output size */ dest->errcount = 0; /* reset error count */ } /* This function is called by the library if the buffer fills up I just reset destination pointer and buffer size here. Note that this behavior, while preventing seg faults will lead to invalid output streams as data is over- written. */ METHODDEF(boolean) empty_output_buffer (j_compress_ptr cinfo) { mem_dest_ptr dest = (mem_dest_ptr)cinfo->dest; dest->pub.next_output_byte = dest->buffer; dest->pub.free_in_buffer = dest->bufsize; ++dest->errcount; /* need to increase error count */ return TRUE; } /* Usually the library wants to flush output here. I will calculate output buffer size here. Note that results become incorrect, once empty_output_buffer was called. This situation is notified by errcount. */ METHODDEF(void) term_destination (j_compress_ptr cinfo) { mem_dest_ptr dest = (mem_dest_ptr)cinfo->dest; dest->datasize = dest->bufsize - dest->pub.free_in_buffer; if (dest->outsize) *dest->outsize += (int)dest->datasize; } /* Override the default destination manager initialization provided by jpeglib. Since we want to use memory-to-memory compression, we need to use our own destination manager. */ GLOBAL(void) jpeg_memory_dest (j_compress_ptr cinfo, JOCTET* buffer, int bufsize, int* outsize) { mem_dest_ptr dest; /* first call for this instance - need to setup */ if (cinfo->dest == 0) { cinfo->dest = (struct jpeg_destination_mgr *) (*cinfo->mem->alloc_small) ((j_common_ptr) cinfo, JPOOL_PERMANENT, sizeof (memory_destination_mgr)); } dest = (mem_dest_ptr) cinfo->dest; dest->bufsize = bufsize; dest->buffer = buffer; dest->outsize = outsize; /* set method callbacks */ dest->pub.init_destination = init_destination; dest->pub.empty_output_buffer = empty_output_buffer; dest->pub.term_destination = term_destination; } /* ------------------------------------------------------------- */ /* MEMORY SOURCE INTERFACE METHODS */ /* ------------------------------------------------------------- */ /* Called before data is read */ METHODDEF(void) init_source (j_decompress_ptr dinfo) { /* nothing to do here, really. I mean. I'm not lazy or something, but... we're actually through here. */ } /* Called if the decoder wants some bytes that we cannot provide... */ METHODDEF(boolean) fill_input_buffer (j_decompress_ptr dinfo) { /* we can't do anything about this. This might happen if the provided buffer is either invalid with regards to its content or just a to small bufsize has been given. */ /* fail. */ return FALSE; } /* From IJG docs: "it's not clear that being smart is worth much trouble" So I save myself some trouble by ignoring this bit. */ METHODDEF(void) skip_input_data (j_decompress_ptr dinfo, INT32 num_bytes) { /* There might be more data to skip than available in buffer. This clearly is an error, so screw this mess. */ if ((size_t)num_bytes > dinfo->src->bytes_in_buffer) { dinfo->src->next_input_byte = 0; /* no buffer byte */ dinfo->src->bytes_in_buffer = 0; /* no input left */ } else { dinfo->src->next_input_byte += num_bytes; dinfo->src->bytes_in_buffer -= num_bytes; } } /* Finished with decompression */ METHODDEF(void) term_source (j_decompress_ptr dinfo) { /* Again. Absolute laziness. Nothing to do here. Boring. */ } GLOBAL(void) jpeg_memory_src (j_decompress_ptr dinfo, unsigned char* buffer, size_t size) { struct jpeg_source_mgr* src; /* first call for this instance - need to setup */ if (dinfo->src == 0) { dinfo->src = (struct jpeg_source_mgr *) (*dinfo->mem->alloc_small) ((j_common_ptr) dinfo, JPOOL_PERMANENT, sizeof (struct jpeg_source_mgr)); } src = dinfo->src; src->next_input_byte = buffer; src->bytes_in_buffer = size; src->init_source = init_source; src->fill_input_buffer = fill_input_buffer; src->skip_input_data = skip_input_data; src->term_source = term_source; /* IJG recommend to use their function - as I don't know **** about how to do better, I follow this recommendation */ src->resync_to_restart = jpeg_resync_to_restart; } All I need to do is replace the jpeg_stdio_dest in my program with this code: int numBytes = 0; //size of jpeg after compression char * storage = new char[150000]; //storage buffer JOCTET *jpgbuff = (JOCTET*)storage; //JOCTET pointer to buffer jpeg_memory_dest(&cinfo,jpgbuff,150000,&numBytes); So I need some help to incorporate the above four lines into this function which now works but writes to a file instead of a memory: int write_jpeg_file( char *filename ) { struct jpeg_compress_struct cinfo; struct jpeg_error_mgr jerr; /* this is a pointer to one row of image data */ JSAMPROW row_pointer[1]; FILE *outfile = fopen( filename, "wb" ); if ( !outfile ) { printf("Error opening output jpeg file %s\n!", filename ); return -1; } cinfo.err = jpeg_std_error( &jerr ); jpeg_create_compress(&cinfo); jpeg_stdio_dest(&cinfo, outfile); /* Setting the parameters of the output file here */ cinfo.image_width = width; cinfo.image_height = height; cinfo.input_components = bytes_per_pixel; cinfo.in_color_space = color_space; /* default compression parameters, we shouldn't be worried about these */ jpeg_set_defaults( &cinfo ); /* Now do the compression .. */ jpeg_start_compress( &cinfo, TRUE ); /* like reading a file, this time write one row at a time */ while( cinfo.next_scanline < cinfo.image_height ) { row_pointer[0] = &raw_image[ cinfo.next_scanline * cinfo.image_width * cinfo.input_components]; jpeg_write_scanlines( &cinfo, row_pointer, 1 ); } /* similar to read file, clean up after we're done compressing */ jpeg_finish_compress( &cinfo ); jpeg_destroy_compress( &cinfo ); fclose( outfile ); /* success code is 1! */ return 1; } Anybody could help me out a bit with it? I've tried meddling with it but I am not sure how to do it. I I just replace this line: jpeg_stdio_dest(&cinfo, outfile); It's not going to work. There is more stuff that needs to be changed a bit in that function and I am being a little lost from all those pointers and memory management.

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  • Mapping a Vertex Buffer in DirectX11

    - by judeclarke
    I have a VertexBuffer that I am remapping on a per frame base for a bunch of quads that are constantly updated, sharing the same material\index buffer but have different width/heights. However, currently right now there is a really bad flicker on this geometry. Although it is flickering, the flicker looks correct. I know it is the vertex buffer mapping because if I recreate the entire VB then it will render fine. However, as an optimization I figured I would just remap it. Does anyone know what the problem is? The length (width, size) of the vertex buffer is always the same. One might think it is double buffering, however, it would not be double buffering because it only happens when I map/unmap the buffer, so that leads me to believe that I am setting some parameters wrong on the creation or mapping. I am using DirectX11, my initialization and remap code are: Initialization code D3D11_BUFFER_DESC bd; ZeroMemory( &bd, sizeof(bd) ); bd.Usage = D3D11_USAGE_DYNAMIC; bd.ByteWidth = vertCount * vertexTypeWidth; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; //bd.CPUAccessFlags = 0; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; D3D11_SUBRESOURCE_DATA InitData; ZeroMemory( &InitData, sizeof(InitData) ); InitData.pSysMem = vertices; mVertexType = vertexType; HRESULT hResult = device->CreateBuffer( &bd, &InitData, &m_pVertexBuffer ); // This will be S_OK if(hResult != S_OK) return false; Remap code D3D11_MAPPED_SUBRESOURCE resource; HRESULT hResult = deviceContext->Map(m_pVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &resource); // This will be S_OK if(hResult != S_OK) return false; resource.pData = vertices; deviceContext->Unmap(m_pVertexBuffer, 0);

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  • Retrieve the full ASP.NET Form Buffer as a String

    - by Rick Strahl
    Did it again today: For logging purposes I needed to capture the full Request.Form data as a string and while it’s pretty easy to retrieve the buffer it always takes me a few minutes to remember how to do it. So I finally wrote a small helper function to accomplish this since this comes up rather frequently especially in debugging scenarios or in the immediate window. Here’s the quick function to get the form buffer as string: /// <summary> /// Returns the content of the POST buffer as string /// </summary> /// <returns></returns> public static string FormBufferToString() { HttpRequest Request = HttpContext.Current.Request; if (Request.TotalBytes > 0) return Encoding.Default.GetString(Request.BinaryRead(Request.TotalBytes)); return string.Empty; } Clearly a simple task, but handy to have in your library for reuse. You probably don’t want to call this if you have a massive inbound form buffer, or if the data you’re retrieving is binary. It’s probably a good idea to check the inbound content type before calling this function with something like this: var formBuffer = string.Empty; if (Request.ContentType.StartsWith("text/") || Request.ContentType == "application/x-www-form-urlencoded") ) { formBuffer = FormBufferToString(); } to ensure you’re working only on content types you can actually view as text. Now if I can only remember the name of this function in my library – it’s part of the static WebUtils class in the West Wind Web Toolkit if you want to check out a number of other useful Web helper functions.© Rick Strahl, West Wind Technologies, 2005-2011Posted in ASP.NET  

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  • "Accumulate" buffer results in XNA4?

    - by Utkarsh Sinha
    I'm trying to simulate a "heightmap" buffer in XNA4.0 but the results don't look correct. Here's what I'm hoping to achieve: http://www.youtube.com/watch?feature=player_detailpage&v=-Q6ISVaM5Ww#t=517s (8:38). From what I understand, here are the steps to reach there: Pass height buffer + current entity's heightmap Generate a stencil and update the height buffer Render sprite+stencil For now, I'm just trying to get the height buffer thing to work. So here's the problem. Inside the draw loop, I do the following: Create a new render target & set it Draw the heightmap with a sprite batch(no shaders) graphicsDevice.SetRenderTarget(null) Draw the rendertarget with SpriteBatch I expected to see all entities' heightmaps. But only the last entity's heightmap is visible. Any hints on what I'm doing wrong? Here's the code inside the draw loop: RenderTarget2D tempDepthStencil = new RenderTarget2D(graphicsDevice, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, false, graphicsDevice.DisplayMode.Format, DepthFormat.None); graphicsDevice.SetRenderTarget(tempDepthStencil); // Gather depth information SpriteBatch depthStencilSpriteBatch = new SpriteBatch(graphicsDevice); depthStencilSpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise); depthStencilSpriteBatch.Draw(texHeightmap, pos, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); depthStencilSpriteBatch.End(); graphicsDevice.SetRenderTarget(null); SpriteBatch b1 = new SpriteBatch(graphicsDevice); b1.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null); b1.Draw((Texture2D)tempDepthStencil, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); b1.End();

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  • What's the ClrLn command in XCode?

    - by bobobobo
    I somehow ended up with a ClrLn command in my XCode Text Key Bdinings, Delete command. What is the ClrLn command and how did I get it to appear there? What keystroke combination on the keyboard results in a ClrLn command being issued?

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  • How do I remap ctrl-j to ctrl-c on ubuntu?

    - by TheDeeno
    I'm trying to remap a bunch of my keys and I'm running into trouble. I'm currently trying to use xmodmap but failing. Maybe there is a better way? Can someone explain how I can best remap ctrl-j on the keyboard to produce ctrl-c? It's not as easy as just making j=c. I want this happen only when I'm holding down ctrl.

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  • 12.0.4.3 - Missing Battery Icon, auto Suspend not working, Keyboard shortcuts volume up/down no longer working

    - by Navraj
    Problems I am experiencing: Battery Icon not showing up unity bar (top right corner). Volume Up/Down/Mute not working. Bluetooth hot keys described above also not working.Brightness up/down keys on this keyboard no longer working (apple wireless keyboard) Laptop no longer suspends when lid is shut. I have to go to 'power' button on top right corner and click on 'Suspend' All was working flawlessly until I did the following: I have recently upgraded to Nvidia propriety driver version 319 {version recommended}. Installed Xscreensaver and then removed it and went back to default screensaver. Done a system update (1st since installing) and now currently running: Linux 3.8.0-32-generic #47~precise1-Ubuntu SMP Wed Oct 2 16:19:35 UTC 2013 x86_64 x86_64 x86_64 GNU/Linux NOTE: Base system was ubuntu 12.04.3 installed from ISO however lsb_release reports "No LSB modules are available" 4.installed psensor. I have check power setting (via Settings) and power setting via dconf-editor and set to recommended settings as described in posts detailing solution to this problem. - I have disabled 1) Nvdia settings at startup and 2) psensor at startup but this does not help. I am using an HP DV7 with 2GB Nvidia card. Not using any fancy graphics features. Recommendations? Thanks.

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  • How can I define custom keyboard mappings to resize, move, and manage windows?

    - by fumon
    I just returned to ubuntu (13.04) after a year using OS X exclusively. I love the improvements that have come to ubuntu and unity, and I'm glad to be back. There's just one thing, though... Slate is a simple OS X tool that allows users to quickly create powerful keyboard macros and really take advantage of their screen space. I have to say I was spoiled by it. Even on a tiny laptop, my workflow was never interrupted by changing workspaces or leaving the keyboard to adjust a window, because perfect adjustment was a keystroke or two away. For example: bind h:ctrl;alt;cmd resize -10% +0 # this increases the window's left width by 10% bind h:shift;alt nudge -10% +0 # this moves the window left by 10% You make a big config file, and like vim, tmux, and everything else, it just becomes muscle memory. I can't seem to find a way to achieve anything close to this in linux or ubuntu. I've tried to make do with compiz window settings and the built-in stuff Ubuntu offers, but it's not even in the same realm. Although to be fair, this level of tuning isn't something most people care about. Thanks, guys. :) Any feedback would be appreciated.

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  • Goldtouch USB Keyboard reverses keystrokes in fast typing -- expected?

    - by Justin Grant
    I am running into an odd keyboard problem: some key combinations end up reversed (e.g. "pl" ends up being emitted as "lp") when I'm typing quickly. The problematic ones are the key combos I hit with two adjacent fingers on my right hand-- in other words, the combos I can hit the fastest. No idea how fast is "fastest", but I guess around 50-150 msecs gap between them. I'm trying to track down whether this represents a failed keyboard, an inherent limitation of my Goldtouch USB keyboards, or a software problem on my Windows 7 Lenovo T500. I use a PS/2 version of the same Goldtouch keyboard at home with no problems. I've tried another USB keyboard with my laptop and can't repro the problem. I've also used this keyboard on other laptops without a problem. According to this SU thread, USB keyboards have higher latency than PS/2 keyboards-- up to 30 msecs. I find it hard to imagine that I can type key combos faster than 50 msecs, probably more like 100-150. Anyone encountered this problem with this or another keyboard? If so, how did you fix it? Any idea if there's a "keyboard log" or some way to diagnose the problem inside Windows?

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  • keyboard intermittently stops working even after reinstalling windows 7; possibly a Chrome issue?

    - by neverskipbreakfast
    My keyboard intermittently stops working. Sometimes a couple of keys will work, but usually none. Sometimes if I mash the ctrl+alt+windows keys randomly for a bit, the keyboard will let me type one more letter before stopping again. Sometimes the keys will open a program menu but usually not. I have even completely wiped my machine and reinstalled windows 7; the problem continues. Specs: Intel iMac (early 2006, 2.0GHz, 2MB RAM, 240GB HD) running ONLY Windows 7 Professional, 32-bit (NOT through boot camp) and using a USB keyboard (Saitek Eclipse II.) Unplugging & reconnecting keyboard does NOT fix it. Connecting a different keyboard does NOT fix it. That one won't work, either. Drivers are up-to-date. Removing and reinstalling drivers does NOT fix it. Restarting the computer does NOT fix it. In fact, when the Windows logon screen appears the keyboard won't work and neither will the icon to pull up the on-screen keyboard. My mouse can click around just fine. I can only log onto a non-password protected account. Generally, logging into as different Windows user fixes it. I can then log back on to my main user account and continue work for a few hours until it happens again. Clearing my Chrome browsing data stopped the problem from recurring for a week or so. I have already REINSTALLED Windows 7 (not just a restore.) The problem returned after 2 days of use. I use Avira free antivirus software, and repeated scans turn up nothing fishy. I suspect it is related to something in Google Chrome because I used my google account to reload all my previous Chrome extensions, saved data, etc. (Chrome Extensions Installed: AdBlock, Better Google Tasks, DropBox, FB Photo Zoom, Google Mail Checker, StayFocusd.) Any ideas? Any at all?

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  • SSH from mac to linux -> start gnome-session -> X11 keyboard mapping all messed up.

    - by Justin
    I have 2 computers: echo.local is running Ubuntu 9.04. justin.local is running Mac OS 10.6.1. X11 version on the mac is 2.3.4. I open X11 on the mac, and open a new xterm window (Applications Menu - Terminal), everything is fine. Keyboard works as expected. I do ssh -X echo.local from the mac (connecting to the linux box), and from the linux command prompt, start xterm - everything is fine. Keyboard works as expected. I do gnome-session from the linux command prompt (through SSH), gnome launches, but keyboard mapping is ALL types of screwed up. If I kill gnome-session and open an xterm via ssh, keyboard mapping is still screwed up. If I then kill the SSH session entirely, and do X11 - Applications Menu - Terminal, opening a brand new xterm window on the mac with no SSH session running at all ... keyboard mapping is still screwed up. Only after I quit X11 and relaunch, is the keyboard mapping back to normal. Keyboard layout under GNOME is Apple-MacBook/MacBook Pro.

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  • keyboard intermittently stops working, even after reinstalling windows 7; possibly a Chrome issue?

    - by neverskipbreakfast
    My keyboard intermittently stops working. Sometimes a couple of keys will work, but usually none. Sometimes if I mash a couple of the ctrl+alt+windows type keys randomly for a bit, the keyboard will let me type one more letter before stopping again. Sometimes the keys will open a program menu, but usually not. I have even completely wiped my machine and reinstalled windows 7; the problem continues. Specs: Intel iMac (early 2006, 2.0GHz, 2MB RAM, 240GB HD) running ONLY Windows 7 Professional, 32-bit (NOT through boot camp) and using a USB keyboard (Saitek Eclipse II.) *Unplugging & reconnecting keyboard does NOT fix it. *Connecting a different keyboard does NOT fix it. That one won't work, either. *Drivers are up-to-date. Removing and reinstalling drivers does NOT fix it. *Restarting the computer does NOT fix it. In fact, when the Windows logon screen appears, they keyboard won't work, and neither will the icon to pull up the on-screen keyboard. Otherwise my mouse can click around just fine. I can only log onto a non-password protected account. *Generally, logging into as different Windows user fixes it. I can then log back on to my main user account and continue work for a few hours until it happens again. *Clearing my Chrome browsing data stopped the problem from recurring for a week or so. *I use Avira free antivirus software, and repeated scans turn up nothing fishy. *I have already REINSTALLED Windows 7 (not just a restore.) The problem returned after 2 days of use. The only thing I suspect is something in Google Chrome -- I used my google account to reload all my previous Chrome extensions, saved data, etc. (Chrome Extensions Installed: AdBlock, Better Google Tasks, DropBox, FB Photo Zoom, Google Mail Checker, StayFocusd.) Any ideas? Any at all?

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  • Dojo dialog, the iPad and the virtual keyboard issue

    - by Chris Butler
    Recently, I have been working on a project where the interface should work for desktop and tablets (in particular the iPad). One issue I am coming across is with a Dojo dialog on the iPad when text entry is taking place. Basically here is what happens: Load Dojo interface with buttons on iPad - OK Press button (touch) to show dialog (90% height and width) - OK Click on text box (touch) like DateTextBox or TimeTextBox - OK, the virtual keyboard is opened Click the date or time I want in the UI (touch) - OK, but I can't see all of the options since it is longer than the screen size... Try to scroll down (swipe up with two fingers or click 'next' in the keyboard) - not OK and the dialog repositions itself to have it's top at the top of the viewport area. Basically, the issue is that the dialog keeps trying to reposition itself. Am I able to stop dialog resizing and positioning if I catch the window onResize events? Does anyone else have this issue with the iPad and Dojo dialogs? Also, I found this StackOverflow topic on detecting the virtual keyboard, but it wasn't much help in this case... http://stackoverflow.com/questions/2593139/ipad-web-app-detect-virtual-keyboard-using-javascript-in-safari Thanks!

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  • View isn't scrolling back down after I dismiss the keyboard

    - by fmi
    I have a Tab Bar app. One of the views has a UITextView that is hidden by the keyboard when touched. I've set the view to scroll to account for the keyboard but it the view doesn't always return to it's original position after I dismiss the keyboard. Here is my code: //Scroll the view for keyboard - (void)viewWillAppear:(BOOL)animated { void (^keyBoardWillShow) (NSNotification *)= ^(NSNotification * notif) { NSDictionary* info = [notif userInfo]; NSValue* aValue = [info objectForKey:UIKeyboardFrameEndUserInfoKey]; CGSize keyboardSize = [aValue CGRectValue].size; float bottomPoint = (additionalView.frame.origin.y + additionalView.frame.size.height + 10); scrollAmount = keyboardSize.height - (self.view.frame.size.height - bottomPoint); if (scrollAmount > 0) { moveViewUp =YES; [self scrollTheView:YES]; } else moveViewUp = NO; }; [[NSNotificationCenter defaultCenter] addObserverForName:UIKeyboardWillShowNotification object:self.view.window queue:nil usingBlock:keyBoardWillShow]; void (^keyBoardWillHide) (NSNotification *)= ^(NSNotification * notif) { if (moveViewUp) [self scrollTheView:NO]; }; [[NSNotificationCenter defaultCenter] addObserverForName:UIKeyboardWillHideNotification object:self.view.window queue:nil usingBlock:keyBoardWillHide]; [super viewWillAppear:animated]; } - (void)viewWillDisappear:(BOOL)animated { [[NSNotificationCenter defaultCenter] removeObserver:self name:UIKeyboardWillShowNotification object:nil]; [super viewWillDisappear:animated]; } (void)scrollTheView:(BOOL)movedUp { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.3]; CGRect rect = self.view.frame; if (movedUp){ rect.origin.y -= scrollAmount; } else { rect.origin.y += scrollAmount; } self.view.frame = rect; [UIView commitAnimations]; }

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  • Why is it 8 here,understanding buffer overflow

    - by Mask
    void function(int a, int b, int c) { char buffer1[5]; char buffer2[10]; int *ret; ret = buffer1 + 12; (*ret) += 8;//why is it 8?? } void main() { int x; x = 0; function(1,2,3); x = 1; printf("%d\n",x); } The above demo is from here: http://insecure.org/stf/smashstack.html But it's not working here: D:\test>gcc -Wall -Wextra hw.cpp && a.exe hw.cpp: In function `void function(int, int, int)': hw.cpp:6: warning: unused variable 'buffer2' hw.cpp: At global scope: hw.cpp:4: warning: unused parameter 'a' hw.cpp:4: warning: unused parameter 'b' hw.cpp:4: warning: unused parameter 'c' 1 And I don't understand why it's 8 though the author thinks: A little math tells us the distance is 8 bytes.

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  • about buffer overflow

    - by Abed
    hello guys, I am new to the ethical hacking world, and one of the most important things is the stack overflow, anyway I coded a vulnerable C program which has a char name [400] statement, and when I try to run the program with 401A's it doesn't overflow, but the book which I am following says it must overflow and the logic sense says so, so what's wrong???

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  • HTML5 video - Safari (Mac) - live HLS stream - seek in live buffer

    - by bsnote
    I have the following HTML: <head> </head> <body> <button type="button" onclick="onSeek();">Seek</button> <video id="video" src="http://<host>/somevideo.m3u8" autoplay controls> </video> <script src="http://code.jquery.com/jquery-1.7.2.min.js"></script> <script> function onSeek() { var video = $('#video')[0]; video.currentTime = -300; } </script> </body> When I open the page, the m3u8 playlist has already about 100 media segments (5 min). Since it's a live video it starts playing from one of the last media segments and video.currentTime is set to 0. video.seekable.start(i) and video.seekable.end(i) shows the seekable range which is 0..currentTime. How can I seek to the previous media segments, say 5 min back? video.currentTime = -300 doesn't work. It resets currentTime to 0.

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  • How to write to the OpenGL Depth Buffer

    - by Mikepote
    I'm trying to implement an old-school technique where a rendered background image AND preset depth information is used to occlude other objects in the scene. So for instance if you have a picture of a room with some wires hanging from the ceiling in the foreground, these are given a shallow depth value in the depthmap, and when rendered correctly, allows the character to walk "behind" the wires but in front of other objects in the room. So far I've tried creating a depth texture using: glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, Image.GetWidth(), Image.GetHeight(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, pixels); Then just binding it to a quad and rendering that over the screen, but it doesnt write the depth values from the texture. I've also tried: glDrawPixels(Image.GetWidth(), Image.GetHeight(), GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, pixels); But this slows down my framerate to about 0.25 fps... I know that you can do this in a pixelshader by setting the gl_fragDepth to a value from the texture, but I wanted to know if I could achieve this with non-pixelshader enabled hardware?

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  • Vim: How to create autocomplete/chooser from entries in buffer?

    - by Doug Avery
    Found out today that if you press Ctrl-Opt-Cmd-V in Textmate, it produces a cute little "chooser" dialogue in-place that allows you to page through your recent clipboard entries. It looks very similar to how CTRL-P and -N work in VIM, except it shows whole lines instead of simple word objects. It seems like this would be doable in VIM — it already has a buffer full of entries (the YankRing buffer, for example), and it already has a chooser, but I can't think of where I'd look to start putting these two together. Any ideas? (I know that YankRing already does this by opening a new window full of buffer content, but I wonder if there's a way to do it without all the window switching/closing/etc)

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  • Sharing VBO with multiple objects and fixed size buffer data

    - by Mark Ingram
    I'm just messing around with OpenGL and getting some basic structures in place and my first attempt resulted in each SceneObject class (just contains vertex information right now) having it's own VBO inside it, however I've read that it might be better to share VBOs across multiple objects. Also, I read that you should avoid resizing a VBO (repeated calls to glBufferData with different size parameters), and instead choose a fixed size for a VBO, and just try a range from the buffer. I don't think changing the size of the buffer data would happen too often, but surely it would be better to only allocate the data you need? Choosing an arbitrary value seems risky. I'm looking for some advice on working with individual objects in a scene and their associated buffer data.

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