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  • Make windows smaller

    - by JTS
    Currently everything on my laptop takes up too much screen real estate. I can make the launcher icons smaller, the font smaller, I can use ctl-(minus) to make the contents of my browser smaller, but I was wondering if there was a way to do this all at once. Some way to just tell X to multiply the number of pixels anything should take by .75. If this is not possible, the main other thing I want to make smaller and have not been able to, is the top bar of any windows, the one with close/minimize/maximize buttons.

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  • How to make a stack stable? Need help for an explicit resting contact scheme (2-dimensional)

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they would swing! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :) EDIT In response to Cholesky's comment about warm starting the solver and Baumgarte: Oh right, I forgot to mention! I do save the contact history and the impulse determined in this time step to be used as initial guess in the next time step. As for the Baumgarte, here's what actually happens in the code. Collision is detected when the bodies' closest distance is less than SKIN, meaning they are actually still separated. If at this moment, I used the PGS solver without Baumgarte, restitution of 0 alone would be able to stop the bodies, separated by a distance of ~SKIN, in mid-air! So this isn't right, I want to have the bodies touching each other. So I turn on the Baumgarte, where its role is actually to pull the bodies together! Weird I know, a scheme intended to push the body apart becomes useful for the reverse. Also, I found that if I increase the number of iteration to 100, stacks become much more stable, though the program becomes so slow. UPDATE Since the stack swings left and right, could it be something is wrong with my friction model? Current friction constraint: relative_tangential_velocity = 0

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  • How to calculate new velocities between resting objects (AABB) after accelerations?

    - by Tiedye
    lately I have been trying to create a 2D platformer engine in C++ with Direct2D. The problem I am currently having is getting objects that are resting against each other to interact correctly after accelerations like gravity have been applied to them. Right now I can detect collisions and respond to them correctly (I think) and when objects collide they remember what other objects they're resting against so objects can be pushed by other objects (note that there is no bounce in any collisions so when objects collide they are guaranteed to become resting until something else happens). Every time the simulation advances, the acceleration for objects is applied to their velocities (for example vx += ax * t, where t is time elapsed since last advancement). After these accelerations are applied, I want to check if any objects that are resting against each other are moving at different speeds than their counterparts (as different objects can have different accelerations) and depending on that difference either unlink the two objects so they are no longer resting, or even out their velocities so they are moving at the same speed once again. I am having trouble creating an algorithm that can do this across many resting objects. Here's a diagram to help explain my problem

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  • monitor height differences & the mouse going off screen

    - by fastmultiplication
    In ubuntu 10.10 I have a dual monitor setup. I have an nVidia graphics card and am using twinview. One of the monitors is 1024 pixels high and the other is 900. In the monitor configuration screen & in real life, I have them set up side by side, 1024 on the left. The result of this is that when I am on the bottom of the left monitor and move the mouse to the right, it goes into the hidden area below the right monitor's visible area. It seems like it would make a lot more sense for it to be bumped up to the bottom of the right monitor - since one almost never wants to move the mouse into an area of the screen that doesn't show up. And, systems I have used before have been set up that way. How can I set this up? I am not interested in lists of window managers for ubuntu; I would like to know the identity of a particular WM or set of steps I can take to solves the particular problem I have outlined above. Thanks! EDIT: I changed to use two seperate X window monitors, and set them up relatively positioned so that just the corner touches and the mouse can cross there, so the difference in heights doesn't matter.

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  • 2D collision resolving

    - by Philippe Paré
    I've just worked out an AABB collision algorithm for my 2D game and I was very satisfied until I found out it only works properly with movements of 1 in X and 1 in Y... here it is: public bool Intersects(Rectanglef rectangle) { return this.Left < rectangle.Right && this.Right > rectangle.Left && this.Top < rectangle.Bottom && this.Bottom > rectangle.Top; } public bool IntersectsAny(params Rectanglef[] rectangles) { for (int i = 0; i < rectangles.Length; i++) { if (this.Left < rectangles[i].Right && this.Right > rectangles[i].Left && this.Top < rectangles[i].Bottom && this.Bottom > rectangles[i].Top) return true; } return false; } and here is how I use it in the update function of my player : public void Update(GameTime gameTime) { Rectanglef nextPosX = new Rectanglef(AABB.X, AABB.Y, AABB.Width, AABB.Height); Rectanglef nextPosY; if (Input.Key(Key.Left)) nextPosX.X--; if (Input.Key(Key.Right)) nextPosX.X++; bool xFree = !nextPosX.IntersectsAny(Boxes.ToArray()); if (xFree) nextPosY = new Rectanglef(nextPosX.X, nextPosX.Y, nextPosX.Width, nextPosX.Height); else nextPosY = new Rectanglef(AABB.X, AABB.Y, AABB.Width, AABB.Height); if (Input.Key(Key.Up)) nextPosY.Y--; if (Input.Key(Key.Down)) nextPosY.Y++; bool yFree = !nextPosY.IntersectsAny(Boxes.ToArray()); if (yFree) AABB = nextPosY; else if (xFree) AABB = nextPosX; } What I'm having trouble with, is a system where I can give float values to my movement and make it so there's a smooth acceleration. Do I have to retrieve the collision rectangle (the rectangle created by the other two colliding)? or should I do some sort of vector and go along this axis until I reach the collision? Thanks a lot!

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  • XNA 2D vehicle wall collisions

    - by mike
    I am attempting to implement collisions for my truck game, where the truck can drive around the world and hit walls surrounding the level and various randomly placed walls within the level. I am able to get direct collisions working correctly. However, it is getting very complicated and tricky very quickly. I am trying to accommodate various other collisions such as when a truck is against the wall then turns an adjacent direction or when they reverse into a wall. Both of these result in a slight collision as the image of the truck flips around to the direction the player wants to move. All of this has resulted in a whole lot of if statements to check how I should be fixing the collision. This in turn makes the player jump to random locations and "teleport" around corners, etc. The rest of my game is fine, I am not completely new to game development or C# for that matter. It's just the logic of collisions. Any ideas on how I can approach this? Image of the collisions I am trying to resolve: http://tinypic.com/r/2qtflvq/6

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  • Physics Engine [Collision Response, 2-dimensional] experts, help!! My stack is unstable!

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they hardly stand still! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have: I would try adding a damping term (proportional to velocity) to the Baumgarte. Is this a good idea in general? If not I would not want to waste my time trying to tune the parameter hoping it magically works. Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :)

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  • Simple (and fast) dices physics

    - by Markus von Broady
    I'm programming a throw of 5 dices in Actionscript 3 + AwayPhysics (BulletPhysics port). I had a lot of fun tweaking frictions, masses etc. and in the end I found best results with more physics ticks per frame. Currently I use 10 ticks per frame (1/60 s) and it's OK, though I see a difference in plus for 20 ticks. Even though it's only 5 cubes (dices) in a box (or a floor with 3 walls really) I can't simulate 20 ticks in a frame and keep FPS at 60 on a medium-aged PC. That's why I decided to precompute frames for animation, finishing it in around 1700 ticks in 2 seconds. The flash player is freezed for these 2 seconds, and I'm afraid that this result will be more of a 5 seconds or even more, if I'll simulate multi-threading and compute frames in background of some other heavy processes and CPU drawing (dices is only a part of this game). Because I want both players to see dices roll in same way, I can't compute physics when having free resources, and build a buffer for at least one throw of each type (where type is number of dices thrown). I'm afraid players will see a "preparing dices........." message too often and for too long. I think the only solution to this problem is replacing PhysicsEngine with something simpler, or creating own physicsEngine. Do You have any formulas for cube-cube and cube-wall collision detection, and for calculating how their angular and linear velocities should change after a collision occurs?

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  • ubuntu 14.04 slow

    - by TURN A
    so i upgraded to ubuntu 14.04 from 12.04 with a usb but i have internet ,my computer is really slow at 1024x768 definition ,everything works super slow ,windows closing and opening and streaming videos ,everything ive used so far.but it works fine at 800x600 definition ,i want it to be fine at the higher definition ,how do i make it run well at 1024x768 ? in additional drivers nothing shows ,and my computer mirrors by default for some reason ,i tried stopping it from mirroring but most buttons dont want to work and weird glitches happen ,the system doesnt work well when not mirroring , i dont care if it mirrors or not i just want good performance .thank you in advance for any answers !! here are the computer specs Processor 1.8 GHz 8032 RAM 2 GB DDR3 Memory Speed 1066 MHz Hard Drive 32 GB Graphics Coprocessor Graphics Media Accelerator HD Wireless Type 802.11B, 802.11G, 802.11n Number of USB 2.0 Ports 4 Expand Other Technical Details Brand Name Asus Item model number EB1030-B003L Hardware Platform Linux Operating System Ubuntu Item Weight 1.5 pounds Item Dimensions L x W x H 1.14 x 6.70 x 8.60 inches Color Black Processor Brand Intel Processor Count 1 Computer Memory Type DDR3 SDRAM Flash Memory Size 32 Hard Drive Interface Solid State Optical Drive Type No

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  • Collisions and Lists

    - by user50635
    I've run into an issue that breaks my collisions. Here's my method: Gather Input Project Rectangle Check for intersection and ispassable Update The update method is built on object_position * seconds_passed * velocity * speed. Input changes velocity and is normalized if 1. This method works well with just one object comparison, however I pass a list or a for loop to the collision detector and velocity gets changed back to a non zero when the list hits an object that passes the test and the object can pass through. Any solutions would be much appreciated. Side note is there a more proper way to simulate movement?

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  • using per pixel collision for an elastic response

    - by Codejoy
    I realize this might be open ended ended but curious if I just did some over kill... I had this http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel and i reworked it to work with my animation code in XNA and what not. It works well, but now I want to use this to decide if there was a collision and to have the items (characters) bounce off eachother elastically. Was the per pixel too much and I could of just used a bounding box ? (in fact would that of been preferred for what needs to be calculated in the response for an elastic collision?) Looking for guidance really.

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  • Make the player run onto stairs smoothly

    - by misiMe
    I have a 2D Platform game, where the player Always runs to the right, but the terrain isn't Always horizontal. Example: I implemented a bounding-box collision system that just checks for intersections with player box and the other blocks, to stop player from running if you encounter a big block, so that you have to jump, but when I put stairs, I want him to run smoothly just like he is on the horizontal ground. With the collision system you have to jump the stairs in order to pass them! I thought about generating a line between the edges of the stairs, and imposing the player movement on that line... What do you think? Is there something more clever to do?

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  • Display settings problems with Ubuntu 14.04 LTS

    - by DontUSASme
    For whatever reason (this was working correctly on Ubuntu 12.04 LTS) when I try to set my displays on top of each other in the settings, it won't allow to place them on top of each other. When I click "apply" I get the error message "Could Not Set Configuration Mode for CRTC 63." Can anybody help me with this? It wont let me set the two displays on top of each other, but it will allow me to place them side to side. Also, I get a random "Unknown display" as well. This was not existent in 12.04 LTS and I have no idea what it is, seeing as how the only screens that are in use, or plugged up for that matter, is my laptop's display (1366x768) and my Samsung TV display (1360x768) thru HDMI.

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  • operator+ overload returning object causing memory leaks, C++

    - by lampshade
    The problem i think is with returing an object when i overload the + operator. I tried returning a reference to the object, but doing so does not fix the memory leak. I can comment out the two statements: dObj = dObj + dObj2; and cObj = cObj + cObj2; to free the program of memory leaks. Somehow, the problem is with returning an object after overloading the + operator. #include <iostream> #include <vld.h> using namespace std; class Animal { public : Animal() {}; virtual void eat() = 0 {}; virtual void walk() = 0 {}; }; class Dog : public Animal { public : Dog(const char * name, const char * gender, int age); Dog() : name(NULL), gender(NULL), age(0) {}; virtual ~Dog(); Dog operator+(const Dog &dObj); private : char * name; char * gender; int age; }; class MyClass { public : MyClass() : action(NULL) {}; void setInstance(Animal &newInstance); void doSomething(); private : Animal * action; }; Dog::Dog(const char * name, const char * gender, int age) : // allocating here, for data passed in ctor name(new char[strlen(name)+1]), gender(new char[strlen(gender)+1]), age(age) { if (name) { size_t length = strlen(name) +1; strcpy_s(this->name, length, name); } else name = NULL; if (gender) { size_t length = strlen(gender) +1; strcpy_s(this->gender, length, gender); } else gender = NULL; if (age) { this->age = age; } } Dog::~Dog() { delete name; delete gender; age = 0; } Dog Dog::operator+(const Dog &dObj) { Dog d; d.age = age + dObj.age; return d; } void MyClass::setInstance(Animal &newInstance) { action = &newInstance; } void MyClass::doSomething() { action->walk(); action->eat(); } int main() { MyClass mObj; Dog dObj("Scruffy", "Male", 4); // passing data into ctor Dog dObj2("Scooby", "Male", 6); mObj.setInstance(dObj); // set the instance specific to the object. mObj.doSomething(); // something happens based on which object is passed in dObj = dObj + dObj2; // invoke the operator+ return 0; }

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  • Error: '<method1>' and '<method2>' cannot overload each other

    - by serhio
    I override a list in VB. In C# the code compiles and looks like this: class MyObjectCollection : IList { ... /// <summary> /// Gets or sets the element at the specified index. /// </summary> public MyObject this[int index] { get { return (MyObject)innerArray[index]; } set { innerArray[index] = value; } } ... } in VB.NET I transform: Class MyObjectCollection Implements IList ... ''' <summary> ' ''' Gets or sets the element at the specified index. ' ''' </summary> ' Default Public Overrides Property Item(ByVal index As Integer) As MyObject Get Return DirectCast(innerArray(index), MyObject) End Get Set(ByVal value As MyObject) innerArray(index) = value End Set End Property ... End Class Error: 'Public Overrides Default Property Item(index As Integer) As MyObject' and 'Public Default Property Item(index As Integer) As Object' cannot overload each other because they differ only by return types Whole collection class in C# public class MyObjectCollection : IList { private ArrayList innerArray; public MyObjectCollection() { innerArray = new ArrayList(); } public int Count { get { return innerArray.Count; } } public bool IsFixedSize { get { return false; } } public bool IsReadOnly { get { return false; } } public bool IsSynchronized { get { return false; } } object ICollection.SyncRoot { get { return null; } } public MyObject this[int index] { get { return (MyObject)innerArray[index]; } set { innerArray[index] = value; } } public int Add(MyObject value) { int index = innerArray.Add(value); return index; } public void AddRange(MyObject[] array) { innerArray.AddRange(array); } public void Clear() { innerArray.Clear(); } public bool Contains(MyObject item) { return innerArray.Contains(item); } public bool Contains(string name) { foreach (MyObject spec in innerArray) if (spec.Name == name) return true; return false; } public void CopyTo(MyObject[] array) { innerArray.CopyTo(array); } public void CopyTo(MyObject[] array, int index) { innerArray.CopyTo(array, index); } public IEnumerator GetEnumerator() { return innerArray.GetEnumerator(); } public int IndexOf(MyObject value) { return innerArray.IndexOf(value); } public int IndexOf(string name) { int i = 0; foreach (MyObject spec in innerArray) { if (spec.Name == name) return i; i++; } return -1; } public void Insert(int index, MyObject value) { innerArray.Insert(index, value); } public void Remove(MyObject obj) { innerArray.Remove(obj); } public void Remove(string name) { int index = IndexOf(name); RemoveAt(index); } public void RemoveAt(int index) { innerArray.RemoveAt(index); } public MyObject[] ToArray() { return (MyObject[])innerArray.ToArray(typeof(MyObject)); } #region Explicit interface implementations for ICollection and IList void ICollection.CopyTo(Array array, int index) { CopyTo((MyObject[])array, index); } int IList.Add(object value) { return Add((MyObject)value); } bool IList.Contains(object obj) { return Contains((MyObject)obj); } object IList.this[int index] { get { return ((MyObjectCollection)this)[index]; } set { ((MyObjectCollection)this)[index] = (MyObject)value; } } int IList.IndexOf(object obj) { return IndexOf((MyObject)obj); } void IList.Insert(int index, object value) { Insert(index, (MyObject)value); } void IList.Remove(object value) { Remove((MyObject)value); } #endregion }

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  • Monitor resolution changes look of website

    - by Andrew
    I have a website that looks fine in my resolution and even in the more common 1024 x 768. Yet, in someone else's browser in 1024 x 768, it's too wide and the website doesn't even center correctly. Is there a way to have a proper width layout that doesn't change when the resolution is changed?

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  • resolution of an eps file

    - by yCalleecharan
    Hi, I'm using Gunplot to create a figure in the metapost format, after which I'm converting to eps via the command line: mpost --sprologues=3 -soutputtemplate=\"%j-%c.eps\" myfigu.mp to get myfigu-0.eps. I would like to know the resolution of such an eps file. How do I proceed? Is the eps thus created has a fixed resolution? Thanks a lot

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  • All items are not visible on IE toolbar for all resolution

    - by bharat
    I have created a toolbar with some static labels and buttons.It is looking fine with 1280*768 resolution,but when changing the resolution some of the buttons and labels are not visible. Can anybody tell me how to give positions so that all the items become visible for all possible resolutions. Thanks in advance

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  • how to display bigger resolution images in android?

    - by UMMA
    dear friends, referring to the code example of mine http://stackoverflow.com/questions/2997703/android-remote-image-getting-problem how can i accommodate bigger resolution images in android. when i try to display bigger resolution image from internet it give me null bitmap. any one guide me whats the solution? any help would be appreciated.

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  • App rejected due to "iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution"

    - by sunny
    My app got rejected by the apple because of the reason "iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution".Apple suggested that "to support the iPad 3GS 2X, and this issue is usually resolved through settings in "compatibility" mode. "no black bar's or borders"".So,my question is how to set and run the app in compatibility mode.Any one having this issue please help on this issue.I have no idea to go forward. Please any suggestions and help thanks in advance.

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  • What does 1080p mean in laptop resolution?

    - by Brian
    Dell is selling a laptop (Studio 15) where the options for screen resolution are 720p, 900p, and 1080p. What do they mean? I've found a Wikipedia entry that lists the old confusing (UXGA, WUXGA, &c) names and seems to indicate that 1080p might be 1920x1080. It has no information on 900p or 720p. Really, it was bad enough with the WUXGA style descriptions. I think vendors should tell you what they're selling. If you know what the screen resolutions are, I'd appreciate hearing it here.

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  • Workaround to extend limited screen real-estate on Windows?

    - by Brian
    I need a means to use a software tool that requires at least 900 pixels of vertical resolution (as in, the "OK" button to save settings won't be reachable on smaller displays) on a laptop/projector with only 768 pixels of vertical resolution for a training session. So far the only workaround that's been suggested is to memorize the number of tab stops to reach the "OK" and "Cancel" buttons. Any suggestions on a better workaround? What I'd like to see is a utility that would let me treat the physical display as a 1024x768 view port into a larger, virtual display area. Does anything like that exist? Anything else that might help?

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  • VGA cable causing resolution issue

    - by LatishS
    I recently bought a new VGA cable. When connected, Windows 7 detects my monitor as a generic plug and play monitor. The resolution goes bad with the screen blurred. This problem disappears when I connect my original VGA cable. Also Windows 7 detects my LG monitor correctly in this case. I am pretty sure it is something to do with the VGA cable but have no idea what could be the possible issue. Any pointers would be very much appreciated.

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  • Why does 1080p through a VGA cable fit my HDTV but is oversized when through an HDMI cable?

    - by GraemeF
    I have put together a new PC with a XFX GeForce GTX 260 graphics card and have it connected to my HDTV. First, I used an old VGA cable with a DVI to VGA adapter and plugged it in to my HDTV's VGA port. Running at 1920x1080 it fit the screen perfectly. Now, to avoid running another cable across the room, I have connected it with a DVI to HDMI cable to my TV's HDMI port, and the desktop at 1920x1080 is cropped by the edge of the screen. I have "fixed" the cropping by using NVIDIA's "Adjust desktop size and position" tool, which created a screen resolution of 1814x1022 to fit the screen, but this is no longer the TV's native resolution and confuses some software (e.g. WoW). Why does VGA work as expected, but HDMI is scaled up? Can it be avoided?

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  • Change the order of DNS lookup when connected in the VPN

    - by qwerty2010
    Using Windows 7 Pro here. I have my LAN network adapter with DNS server 8.8.8.8 (Google's DNS). I also have OpenVPN client to connect to my company's network. If I type "nslookup" while disconnected from the VPN, I get 8.8.8.8 (from my LAN network adapter). If I type "nslookup" while connected in the VPN, I get the DNS IP from my company's network. That makes me think that when connected to the VPN all DNS's resolution are routed first to my company's DNS. How can I change this order, and make the DNS resolution be routed to 8.8.8.8 first, when I'm connected to the VPN? Thank you

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