Search Results

Search found 11640 results on 466 pages for 'figure'.

Page 294/466 | < Previous Page | 290 291 292 293 294 295 296 297 298 299 300 301  | Next Page >

  • Stencil buffer appears to not be decrementing values correctly

    - by Alex Ames
    I'm attempting to use the stencil buffer as a clipper for my UI system, but I'm having trouble debugging a problem I'm running in to. This is what I'm doing: A widget can pass a rectangle to the the stencil clipper functions, which will increment the stencil buffer values that it covers. Then it will draw its children, which will only get drawn in the stencilled area (so that if they extend outside they'll be clipped). After a widget is done drawing its children, it pops that rectangle from the stack and in the process decrements the values in the stencil buffer that it has previously incremented. The slightly simplified code is below: static void drawStencil(Rect& rect, unsigned int ref) { // Save previous values of the color and depth masks GLboolean colorMask[4]; GLboolean depthMask; glGetBooleanv(GL_COLOR_WRITEMASK, colorMask); glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask); // Turn off drawing glColorMask(0, 0, 0, 0); glDepthMask(0); // Draw vertices here ... // Turn everything back on glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); glDepthMask(depthMask); // Only render pixels in areas where the stencil buffer value == ref glStencilFunc(GL_EQUAL, ref, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } void pushScissor(Rect rect) { // increment things only at the current stencil stack level glStencilFunc(GL_EQUAL, s_scissorStack.size(), 0xFF); glStencilOp(GL_KEEP, GL_INCR, GL_INCR); s_scissorStack.push_back(rect); drawStencil(rect, states, s_ScissorStack.size()); } void popScissor() { // undo what was done in the previous push, // decrement things only at the current stencil stack level glStencilFunc(GL_EQUAL, s_scissorStack.size(), 0xFF); glStencilOp(GL_KEEP, GL_DECR, GL_DECR); Rect rect = s_scissorStack.back(); s_scissorStack.pop_back(); drawStencil(rect, states, s_scissorStack.size()); } And this is how it's being used by the Widgets if (m_clip) pushScissor(m_rect); drawInternal(target, states); for (auto child : m_children) target.draw(*child, states); if (m_clip) popScissor(); This is the result of the above code: There are two things on the screen, a giant test button, and a window with some buttons and text areas on it. The text area scroll box is set to clip its children (so that the text doesn't extend outside the scroll box). The button is drawn after the window and should be on top of it completely. However, for some reason the text area is appearing on top of the button. The only reason I can think of that this would happen is if the stencil values were not getting decremented in the pop, and when it comes time to render the button, since those pixels don't have the right stencil value it doesn't draw over. But I can't figure out whats wrong with my code that would cause that to happen.

    Read the article

  • changing drive nodes & hdparm

    - by Kalamalka Kid
    I am currently attempting to create a command that works at startup to kill the power on two of my very noisy hard drives. I have edited the etc/rc.local file to include this command: sudo hdparm -y /dev/sdc sudo hdparm -y /dev/sdd exit 0 While I think this should work, it seems the allocated drives keep switching around every time I reboot. I have sda, sdb, sdc, sdd, and sde but they keep getting jumbled around (making the drive I wish to shut different than sdd which is making the task of shutting down the right drive on start-up quite cumbersome. I had a perfectly functioning ftstab file working which disappeard, but I restored it from the back up into the etc/ dir: # <file system> <mount point> <type> <options> <dump> <pass> #Entry for /dev/sda1 : UUID=43c09daf-08a5-44f2-89b0-fc7c6f0d1e67 / ext4 errors=remount-ro 0 1 #Entry for /dev/sdd1 : UUID=443AFBAD7FE50945 /media/DX100 ntfs-3g defaults,nosuid,nodev,locale=en_CA.UTF-8 0 0 #Entry for /dev/sdb1 : UUID=FCE456F5E456B21E /media/GalaxyM83 ntfs-3g defaults,nosuid,nodev,locale=en_CA.UTF-8 0 0 #Entry for /dev/sdf1 : UUID=1CA057FDA057DBB8 /media/Holideck ntfs-3g defaults,nosuid,nodev,locale=en_CA.UTF-8 0 0 #Entry for /dev/sdc1 : UUID=7ABB49654B799D40 /media/JX3P ntfs defaults,nosuid,nodev,locale=en_CA.UTF-8 0 0 it seems every time I boot the order of the drives changes. I do not know how to resolve this. A quick workaround the problem was to go with UUID instead of the DEV letter by editing the etc/rc.local file to include: hdparm -y /dev/disk/by-uuid/443AFBAD7FE50945 hdparm -y /dev/disk/by-uuid/7ABB49654B799D40 So I thought I was in the clear, as I heard both hard drives die down during the boot sequence, BUT, as soon as I log in both drives start up again! so now I have to figure out what is making them start up again after log in, or perhaps another way to get them to turn off. Is there some kind of command i can get to execute after log in? I tried editing the startup applications to include an autossh with: autoshh - sudo hdparm -y /dev/disk/by-uuid/7ABB49654B799D40 autoshh - sudo hdparm -y /dev/disk/by-uuid/443AFBAD7FE50945 but this did not seem to work to turn off the disks after log in.

    Read the article

  • Merge sort. ArrayIndexOutOfBoundsException [migrated]

    - by user94892
    When I execute the program I am getting an error as stated below the program. Please help me figure out the problem.. import java.util.*; class Mergesort { public static void main(String args[]) { Scanner in= new Scanner(System.in); System.out.println("Enter the number of elements"); int n= in.nextInt(); int a[]= new int[n]; System.out.println("Enter the contents"); for(int i=0; i<n; i++) { a[i]=in.nextInt(); } a = mergesort(a,n); for(int i=0; i<n; i++) { System.out.println(a[i]); } } public static int[] mergesort(int[] x, int z) { if(z==1) { return x; } int b[]=new int[z/2]; int c[]=new int[z-z/2]; int i,j,k; for(int p=0;p<z/2; p++) { b[p]= x[p]; c[p]= x[p+z/2]; } c[z-z/2-1]= x[z-1]; b= mergesort(b,z/2); c= mergesort(c,z-z/2); for(i=0,j=0,k=0; k<z; k++) { if(b[i]<=c[j]) { x[k]=b[i]; i++; } else if( b[i]>c[j]) { x[k]=c[j]; j++; } else if(i== z/2) { x[k]= c[j]; j++; } else if(j == z-z/2) { x[k]= b[i]; i++; } } return x; } } Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 1 at Mergesort.mergesort(Mergesort.java:41) at Mergesort.mergesort(Mergesort.java:36) at Mergesort.main(Mergesort.java:16)

    Read the article

  • Calling functions from different classes

    - by A Ron Hubbard Clevenger
    I'm writing a program and I'm supposed to check and see if a certain object is in the list before I call it. I set up the contains() method which is supposed to use the equals() method of the Comparable interface I implemented on my Golfer class but it doesn't seem to call it (I put print statements in to check). I can't seem to figure out whats wrong with the code, the ArrayUnsortedList class I'm using to go through the list even uses the correct toString() method I defined in my Golfer class but for some reason it won't use the equals() method I implemented. //From "GolfApp.java" public class GolfApp{ ListInterface <Golfer>golfers = new ArraySortedList<Golfer> (20); Golfer golfer; //..*snip*.. if(this.golfers.contains(new Golfer(name,score))) System.out.println("The list already contains this golfer"); else{ this.golfers.add(this.golfer = new Golfer(name,score)); System.out.println("This golfer is already on the list"); } //From "ArrayUnsortedList.java" protected void find(T target){ location = 0; found = false; while (location < numElements){ if (list[location].equals(target)) //Where I think the problem is { found = true; return; } else location++; } } public boolean contains(T element){ find(element); return found; } //From "Golfer.java" public class Golfer implements Comparable<Golfer>{ //..irrelavant code sniped..// public boolean equals(Golfer golfer) { String thisString = score + ":" + name; String otherString = golfer.getScore() + ":" + golfer.getName() ; System.out.println("Golfer.equals() has bee called"); return thisString.equalsIgnoreCase(otherString); } public String toString() { return (score + ":" + name); } My main problem seems to be getting the find function of the ArrayUnsortedList to call my equals function in the find() part of the List but I'm not exactly sure why, like I said when I have it printed out it works with the toString() method I implemented perfectly. I'm almost positive the problem has to do with the find() function in the ArraySortedList not calling my equals() method. I tried using some other functions that relied on the find() method and got the same results.

    Read the article

  • Ubuntu Server Cannot Route to the Internet

    - by ejes
    I've been having this problem for weeks now, and I can't seem to figure out the problem. My server can route the local network and serves it well, however it cannot access the internet. It can't be the router because everything else on this lan can route through the router. I've even switched the ethernet port. Any help would be appreciated. I've tried all the usual places, anyway, here are the configs: root@uhs:~# uname -a Linux uhs 3.0.0-16-generic-pae #28-Ubuntu SMP Fri Jan 27 19:24:01 UTC 2012 i686 i686 i386 GNU/Linux root@uhs:~# cat /etc/network/interfaces # This file describes the network interfaces available on your system # and how to activate them. For more information, see interfaces(5). # The loopback network interface auto lo iface lo inet loopback # The primary network interface # auto eth1 # iface eth1 inet dhcp auto eth0 iface eth0 inet static address 192.168.0.3 netmask 255.255.255.0 broadcast 192.168.0.255 gateway 192.168.0.1 root@uhs:~# ping -c 4 192.168.0.1 PING 192.168.0.1 (192.168.0.1) 56(84) bytes of data. 64 bytes from 192.168.0.1: icmp_req=1 ttl=64 time=0.334 ms 64 bytes from 192.168.0.1: icmp_req=2 ttl=64 time=0.339 ms 64 bytes from 192.168.0.1: icmp_req=3 ttl=64 time=0.324 ms 64 bytes from 192.168.0.1: icmp_req=4 ttl=64 time=0.339 ms --- 192.168.0.1 ping statistics --- 4 packets transmitted, 4 received, 0% packet loss, time 2997ms rtt min/avg/max/mdev = 0.324/0.334/0.339/0.006 ms root@uhs:~# ping -c 4 209.85.145.103 PING 209.85.145.103 (209.85.145.103) 56(84) bytes of data. --- 209.85.145.103 ping statistics --- 4 packets transmitted, 0 received, 100% packet loss, time 3023ms root@uhs:~# ifconfig eth0 Link encap:Ethernet HWaddr 00:0c:6e:a0:92:6e inet addr:192.168.0.3 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::20c:6eff:fea0:926e/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:13131114 errors:0 dropped:0 overruns:0 frame:0 TX packets:10540297 errors:0 dropped:0 overruns:5 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3077922794 (3.0 GB) TX bytes:3827489734 (3.8 GB) Interrupt:10 Base address:0xa000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:7721 errors:0 dropped:0 overruns:0 frame:0 TX packets:7721 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:551950 (551.9 KB) TX bytes:551950 (551.9 KB) root@uhs:~# route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 192.168.0.1 0.0.0.0 UG 100 0 0 eth0 192.168.0.0 0.0.0.0 255.255.255.0 U 0 0 0 eth0 root@uhs:~# # PRETEND Traceroute root@uhs:~# for i in {1..30}; do ping -t $i -c 1 209.85.145.103; done | grep "Time to live exceeded" root@uhs:~#

    Read the article

  • How migrate my keyring (containing ssh passprases, nautilus remote filesystem, pgp passwords) and network manager connections?

    - by con-f-use
    I changed the disk on my laptop and installed Ubuntu on the new disk. Old disk had 12.04 upgraded to 12.10 on it. Now I want to copy my old keyring with WiFi passwords, ftp passwords for nautilus and ssh key passphrases. I have the whole data from the old disk available (is now a USB disk and I did not delete the old data yet or do anything with it - I could still put it in the laptop and boot from it like nothing happened). On the new disc that is now in my laptop, I have installed 12.10 with the same password, user-id and username as on the old disk. Then I copied a few important config files from the old disk (e.g. ~/.firefox/, ~/.mozilla, ~/.skype and so on, which all worked fine... except for the key ring: The old methods of just copying ~/.gconf/... and ~/.gnome2/keyrings won't work. Did I miss something? 1. Edit: I figure one needs to copy files not located in the users home directory as well. I copied the whole old /home/confus (which is my home directory) to the fresh install to no effect. That whole copy is now reverted to the fresh install's home directory, so my /home/confus is as it was the after fresh install. 2. Edit: The folder /etc/NetworkManager/system-connections seems to be the place for WiFi passwords. Could be that /usr/share/keyrings is important as well for ssh keys - that's the only sensible thing that a search came up with: find /usr/ -name "*keyring* 3. Edit: Still no ssh and ftp passwords from the keyring. What I did: Convert old hard drive to usb drive Put new drive in the laptop and installed fresh version of 12.10 there (same uid, username and passwort) Booted from old hdd via USB and copied its /etc/NetwrokManager/system-connections, ~/.gconf/ and ~/.gnome2/keyrings, ~/.ssh over to the new disk. Confirmed that all keys on the old install work Booted from new disk Result: No passphrase for ssh keys, no ftp passwords in keyring. At least the WiFi passwords are migrated. 4. Edit: Boutny! Ending soon... 5. Edit: Keyring's now in ./local/share/keyrings/. Also interesting .gnupg

    Read the article

  • How can a solo programmer become a good team player?

    - by Nick
    I've been programming (obsessively) since I was 12. I am fairly knowledgeable across the spectrum of languages out there, from assembly, to C++, to Javascript, to Haskell, Lisp, and Qi. But all of my projects have been by myself. I got my degree in chemical engineering, not CS or computer engineering, but for the first time this fall I'll be working on a large programming project with other people, and I have no clue how to prepare. I've been using Windows all of my life, but this project is going to be very unix-y, so I purchased a Mac recently in the hopes of familiarizing myself with the environment. I was fortunate to participate in a hackathon with some friends this past year -- both CS majors -- and excitingly enough, we won. But I realized as I worked with them that their workflow was very different from mine. They used Git for version control. I had never used it at the time, but I've since learned all that I can about it. They also used a lot of frameworks and libraries. I had to learn what Rails was pretty much overnight for the hackathon (on the other hand, they didn't know what lexical scoping or closures were). All of our code worked well, but they didn't understand mine, and I didn't understand theirs. I hear references to things that real programmers do on a daily basis -- unit testing, code reviews, but I only have the vaguest sense of what these are. I normally don't have many bugs in my little projects, so I have never needed a bug tracking system or tests for them. And the last thing is that it takes me a long time to understand other people's code. Variable naming conventions (that vary with each new language) are difficult (__mzkwpSomRidicAbbrev), and I find the loose coupling difficult. That's not to say I don't loosely couple things -- I think I'm quite good at it for my own work, but when I download something like the Linux kernel or the Chromium source code to look at it, I spend hours trying to figure out how all of these oddly named directories and files connect. It's a programming sin to reinvent the wheel, but I often find it's just quicker to write up the functionality myself than to spend hours dissecting some library. Obviously, people who do this for a living don't have these problems, and I'll need to get to that point myself. Question: What are some steps that I can take to begin "integrating" with everyone else? Thanks!

    Read the article

  • Sharing one static ip for both ftp and www service

    - by user11496
    Trying to figure out how to update the Zone record and configure webserver so that one application on the webserver is accessible by public. I'm completely not good at NS/DNS/NAT/firewall/routing/port forwarding/networking etc. "faraday" is the intranet name. Everyone within local network can access all applications hosted on "faraday". Hostname for webserver is "www", FTP server is "ftpserver". Both servers running RHEL4 OS. The goal is to allow anyone outside the company network (public) to access only one of the many applications on "faraday". Hope somebody can help me with some of the questions below, if not all. From zoneedit record, the static IP is used by FTP now. Can I use the same existing static IP - 219.95.10.100, for web service? Currently anyone who enter "http://www.abc.com.my" will be directed to "http://www.abc.com". I don't want this to change. Currently, no one else, except employee on local network, can access "faraday" web pages. How to configure so that when anyone type "http://thisapp.abc.com.my" on their web browser, the url will lead them to "http://faraday/thisapp" (application folder is /var/www/html/thisapp on RHEL4 web server). If possible, how to set the URL will continue to show "http://thisapp.abc.com.my" instead of "http://faraday/thisapp" How to limit/restrict user (those who are not from local network) so they only have access to "http://thisapp.abc.com.my", but not "http://faraday" or "http://faraday/anotherapp", etc. What's the configuration changes needed in /etc/httpd.conf on web server? Company domain name is "abc.com.my". Following is the zone records on www.zoneedit.com. Subdomain Type IP sdsl A 219.95.10.100 ftp CNAME sdsl.abc.com.my @ NS ns3.zoneedit.com @ NS ns7.zoneedit.com WebForward record: New Domain Destination Cloaked www.abc.com.my http://www.abc.com N On my local DNS server, there are 2 zone files: abc.com.my and pnmy.abc.com. > cat abc.com.my.zone ftp CNAME ftp.pnmy.abc.com. sdsl A 219.95.10.100 > cat pnmy.abc.com.zone ftp CNAME ftpserver ftpserver A 172.16.5.1 faraday CNAME www www A 172.16.5.2

    Read the article

  • OpenGL position from depth is wrong

    - by CoffeeandCode
    My engine is currently implemented using a deferred rendering technique, and today I decided to change it up a bit. First I was storing 5 textures as so: DEPTH24_STENCIL8 - Depth and stencil RGBA32F - Position RGBA10_A2 - Normals RGBA8 x 2 - Specular & Diffuse I decided to minimize it and reconstruct positions from the depth buffer. Trying to figure out what is wrong with my method currently has not been fun :/ Currently I get this: which changes whenever I move the camera... weird Vertex shader really simple #version 150 layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; out vec2 uv_f; void main(){ uv_f = uv; gl_Position = vec4(position, 1.0); } Fragment shader Where the fun (and not so fun) stuff happens #version 150 uniform sampler2D depth_tex; uniform sampler2D normal_tex; uniform sampler2D diffuse_tex; uniform sampler2D specular_tex; uniform mat4 inv_proj_mat; uniform vec2 nearz_farz; in vec2 uv_f; ... other uniforms and such ... layout(location = 3) out vec4 PostProcess; vec3 reconstruct_pos(){ float z = texture(depth_tex, uv_f).x; vec4 sPos = vec4(uv_f * 2.0 - 1.0, z, 1.0); sPos = inv_proj_mat * sPos; return (sPos.xyz / sPos.w); } void main(){ vec3 pos = reconstruct_pos(); vec3 normal = texture(normal_tex, uv_f).rgb; vec3 diffuse = texture(diffuse_tex, uv_f).rgb; vec4 specular = texture(specular_tex, uv_f); ... do lighting ... PostProcess = vec4(pos, 1.0); // Just for testing } Rendering code probably nothing wrong here, seeing as though it always worked before this->gbuffer->bind(); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Enable(gl::DEPTH_TEST); gl::Enable(gl::CULL_FACE); ... bind geometry shader and draw models and shiz ... gl::Disable(gl::DEPTH_TEST); gl::Disable(gl::CULL_FACE); gl::Enable(gl::BLEND); ... bind textures and lighting shaders shown above then draw each light ... gl::BindFramebuffer(gl::FRAMEBUFFER, 0); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Disable(gl::BLEND); ... bind screen shaders and draw quad with PostProcess texture ... Rinse_and_repeat(); // not actually a function ;) Why are my positions being output like they are?

    Read the article

  • Do I need to create my own or use a commercial server for the features and matchmaking options I want my game to support?

    - by baptzmoffire
    So I'm developing an indie turn-based game for iOS and, in coding up a Game Center matchmaking class, I'm starting to question whether Game Center is even the best choice for what I want this game to do. I need to figure out whether I need to create my own server, invest in a preexisting client or server service, or if I even need to use a server at all. If I do need to use a ready-made service other than Game Center, which server would accomodate my game's needs best? I have limited resources and funds. Here is the list of features I want my game to support, ideally: Turn-based gameplay (a la "with Friends" and "with Buddies" games) Smart matchmaking (matching users up with other players of comparable skill/achievements) Random matchmaking Facebook matchmaking Specific username matchmaking Contact list matchmaking A way to select what "type" of match you want to challenge an opponent to. (In random, smart, and Facebook matchmaking, there will be different "wagers" the player can make. [e.g. "I wanna play a random opponent for 1000 points. Now, I wanna play my Facebook buddy for 1,000,000 points."] There will be a predetermined range of amounts you can play for. It won't be customizable.) Buddies list capability (Game-buddies, as opposed to contacts and Facebook) A higher concurrent game cap than Game Center offers (which I still can't really find a straight answer on) Scalability (it should support 2 or 20,000,000 players) Objective-C compatibility Flexibility (for all the stuff I haven't thought of yet) Am I dreaming, here? Is there even a service that can handle all of these features? Do I need to invest months in learning a networking language to build my own? If so, how much would I need to spend on hardware? I've been looking around all morning and, so far, the only seemingly viable option is SmartFox. Under "Everything and the kitchen sink" section here, it says they support "virtual world with Zones, Rooms and RoomGroups, create complex game challenges, send invitations, manage buddy lists, create custom permission profiles, oversee the security aspects and tons more." http://www.smartfoxserver.com/overview/platform Is there an option that Im just overlooking? Thanks for any help anyone can provide. Sorry for the long poast. One last question: Does anyone know which server Dice with Buddies uses? I was experimenting with how many concurrent games I could get going and my ADHD kicked in at about 80 games. 80 concurrent games would be great for my game, but again, I need the other features I mentioned too. Thanks again.

    Read the article

  • Why is my laptop so sluggish? Or Damn You Facebook and Twitter! Or All Hail Chrome!

    - by John Conwell
    In the past three weeks, I've noticed that my laptop (dual core 2.1GHz, 2Gb RAM) has become amazingly sluggish.  I only uses for communications and data lookup workflows, so the slowness was tolerable.  But today I finally got fed up with the suckyness and decided to get to the root of the problem (I do have strong performance roots after all). It actually didn't take all that long to figure it out.  About a year ago I converted to Google Chrome (away from FireFox).  One of the great tools Chrome has is a "Task Manager" tool, that gives you Windows Task Manager like details for all the tabs open in the browser (Shift + Esc).  Since every tab runs in its own process, its easy from Task Manager (both Windows or Chrome) to identify and kill a single performance offending tab.  This is unlike IE, where you only get aggregate data about all tabs open.  Anyway, I digress.  Today my laptop sucked.  Windows Task Manager told me that I had two memory hogging Chrome tabs, but couldn't tell me which web page those tabs are showing.  Enter Chrome Task Manager which tells you the page title, along with CPU, memory and network utilization of each tab.  Enter my amazement.  Turns out Facebook was using just shy of half a Gb of RAM.  Half a Gigabyte!  That's 512 Megabytes!524,288 Kilobytes! 536,870,912 Bytes!  Or 4,294,967,296 Bits!  In other words, that's a frackin boat load of memory.  Now consider that Facebook is running on pretty much 96.3% (statistics based on absolutely nothing) of every house hold desktop, laptop, netbook, and mobile device in America, that is pretty horrific! And I wasn't playing any Facebook games like FarmWars or MafiaVille.  I just had my normal, default home page up showing me who just had breakfast, or just got finished with their morning run. I'm sorry...let me say that again...HALF A GIG OF RAM!  That is just unforgivable. I can just see my mom calling me up:  Mom: "John...I think I need a new computer.  Mine is really slow these days" John: "What do you have running?" Mom: "Oh, just Facebook" John: "Ok, close Facebook and tell me how fast your computer feels" Mom: "Well...I don't know how fast it is.  All I do is use Facebook" John: "Ok Mom, I'll send you a new computer by Tuesday" Oh yea...and the other offending web page?  It was Twitter, using a quarter of a Gigabyte. God I love social networks!

    Read the article

  • 2D water with dynamic waves

    - by user1103457
    New Super Mario Bros has really cool 2D water that I'd like to learn how to create. Here's a video showing it. When something hits the water, it creates a wave. There are also constant "background" waves. You can get a good look at the constant waves just after 00:50 when the camera isn't moving. I assume the splashes in NSMB work as in the first part of this tutorial. But in NSMB the water also has constant waves on the surface, and the splashes look very different. Another difference is that in the tutorial, if you create a splash, it first creates a deep "hole" in the water at the origin of the splash. In new super mario bros this hole is absent or much smaller. I am referring to the splashes that the player creates when jumping in and out of the water. How do they create the constant waves and the splashes? I am especially interested in the splashes, and how they work together with the constant waves. I am programming in XNA. I've tried this myself, but couldn't really get it all to work well together. Bonus questions: How do they create the light spots just under the surface of the waves and how do they texture the deeper parts of the water? This is the first time I try to create water like this. EDIT: I assume the constant waves are created using a sine function. The splashes are probably created in a way like in the tutorial. (But they are not the same, so I am still interested in how to make this kind of splashes) But I have a lot of trouble combining those things. I know I can use the sine function to set the height of a specific watercolumn but the splashes are using the speed, to determine the new height. I can't figure out how to combine those. Not that I am not asking how the developers of new super mario bros did this exactly. I am just interested in ways to recreate an effect like it. This week I have an examweek so I don't have time to work on the code. After this week I will spend a lot of time on it. But I am constantly thinking about it, so that's why I will be checking comments etc. I just won't be looking at the code since it might be too time-consuming.

    Read the article

  • Do you know about the Visual Studio 2010 Database Projects Guidance?

    - by Martin Hinshelwood
    Early on in the Team System (now Visual Studio ALM) cycle a new product surfaced within Team System that was affectionately called “Data Dude”, but had the more formal name of “Visual Studio 2005 Team Edition for Database Professionals”. The purpose of this product was to try and make the database a “first class citizen” in the development world. Those that started using Visual Studio 2005 Team Edition for Database Professionals (Data Dude) loved it, but everyone else did not get it. The capabilities were a little patchy, but the one thing it did bring to the party was the ability to put your database schema under source control. This was revolutionary as previously your DBA sat as far away from the team as possible, and usually in a dark cupboard, now they could partake of all the goodness of Version Control, Work Item Tracking and automated builds. The problem was that the understanding required to manage these projects was very different to that needed previously. Then the Visual Studio ALM Rangers got a hold of it…and produced some of the best guidance available. Figure: Download the guidance from http://vsdatabaseguide.codeplex.com/ This guidance discusses scenarios and approaches of using the Database Projects in Visual Studio 2010 to help you use the tools more effectively and maximize their value to your organization This guidance is focused on these five areas: Solution and Project Management Source Code Control and Configuration Management Integrating External Changes with the Project System Build and Deployment Automation with Visual Studio Database Projects Database Testing and Deployment Verification Each of these areas has common guidance, usage scenarios, hands on labs, and lessons learned from real world engagements and the community discussions.   The guidance is broken down into three packages: Guidance documentation Hands-on-lab (HOL) documentation note: The documentation is available in XPS-only format packages or complete XPS,PDF,DOCX format packages HOL Package If you need assistance and no one else can help, then you may need to call the Visual Studio ALM Rangers. The Visual Studio ALM Rangers have the mission to provide out of band solutions for missing features or guidance. They are supported by Microsoft Product Group, Microsoft Consulting Services, Microsoft Most Valued Professionals (MVPs) and technical specialists from technology communities around the globe, giving you a real-world view from the field, where the technology has been tested and used. For more information on the Rangers please visit http://msdn.microsoft.com/en-us/vstudio/ee358786.aspx and for more a list of other Rangers projects please see http://msdn.microsoft.com/en-us/vstudio/ee358787.aspx.

    Read the article

  • Precise Touch Screen Dragging Issue: Trouble Aligning with the Finger due to Different Screen Resolution

    - by David Dimalanta
    Please, I need your help. I'm trying to make a game that will drag-n-drop a sprite/image while my finger follows precisely with the image without being offset. When I'm trying on a 900x1280 (in X [900] and Y [1280]) screen resolution of the Google Nexus 7 tablet, it follows precisely. However, if I try testing on a phone smaller than 900x1280, my finger and the image won't aligned properly and correctly except it still dragging. This is the code I used for making a sprite dragging with my finger under touchDragged(): x = ((screenX + Gdx.input.getX())/2) - (fruit.width/2); y = ((camera_2.viewportHeight * multiplier) - ((screenY + Gdx.input.getY())/2) - (fruit.width/2)); This code above will make the finger and the image/sprite stays together in place while dragging but only works on 900x1280. You'll be wondering there's camera_2.viewportHeight in my code. Here are for two reasons: to prevent inverted drag (e.g. when you swipe with your finger downwards, the sprite moves upward instead) and baseline for reading coordinate...I think. Now when I'm adding another orthographic camera named camera_1 and changing its setting, I recently used it for adjusting the falling object by meter per pixel. Also, it seems effective independently for smartphones that has smaller resolution and this is what I used here: show() camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 280; // --> I set it to a smaller view port height so that the object would fall faster, decreasing the chance of drag force. camera_1.viewportWidth = 196; // --> Make it proportion to the original screen view size as possible. camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); touchDragged() x = ((screenX + (camera_1.viewportWidth/Gdx.input.getX()))/2) - (fruit.width/2); y = ((camera_1.viewportHeight * multiplier) - ((screenY + (camera_1.viewportHeight/Gdx.input.getY()))/2) - (fruit.width/2)); But the result instead of just following the image/sprite closely to my finger, it still has a space/gap between the sprite/image and the finger. It is possibly dependent on coordinates based on the screen resolution. I'm trying to drag the blueberry sprite with my finger. My expectation did not met since I want my finger and the sprite/image (blueberry) to stay close together while dragging until I release it. Here's what it looks like: I got to figure it out how to make independent on all screen sizes by just following the image/sprite closely to my finger while dragging even on most different screen sizes instead.

    Read the article

  • Ubuntu 12.04 Automounting ntfs partition

    - by kuzyt
    Ive looked everywhere to fix this problem but I cant seem to figure out why its doing this. I have the following /etc/fstab entry to mount a ntfs partition using ntfs-3g. UUID=01CD842715EC2180 /media/mediahd02 ntfs defaults,user,noexec,uid=1000,gid=1000,dmask=007,fmask=117 0 2 The volume label for this partition is "MEDIA02" So I have had no problems with the fstab mounting. The problem however is that it automounts again using MEDIA02 label. I'm not sure automounting is the right term for this as its just an empty directory. Deleting this directory and rebooting is causing it to appear again. So listing /media I see both MEDIA02 & mediahd02 htpc@htpc:~$ cat /etc/fstab # /etc/fstab: static file system information. # # Use 'blkid' to print the universally unique identifier for a # device; this may be used with UUID= as a more robust way to name devices # that works even if disks are added and removed. See fstab(5). # # <file system> <mount point> <type> <options> <dump> <pass> proc /proc proc nodev,noexec,nosuid 0 0 # / was on /dev/sdf1 during installation UUID=ec027544-b0e7-4145-99a4-905543a9781a / ext4 errors=remount-ro,noatime,discard 0 1 # swap was on /dev/sdf5 during installation UUID=1794409e-723f-41ac-9f31-ae059f377613 none swap sw 0 0 # Added all the lines below this tmpfs /tmp tmpfs defaults,noatime,mode=1777 0 0 UUID=0F70-3B06 /media/mediahd01 vfat defaults,user,noexec,uid=1000,gid=1000,dmask=007,fmask=117 0 2 UUID=01CD842715EC2180 /media/mediahd02 ntfs defaults,user,noexec,uid=1000,gid=1000,dmask=007,fmask=117 0 2 htpc@htpc:~$ cat /etc/mtab /dev/sdc1 / ext4 rw,noatime,errors=remount-ro,discard 0 0 proc /proc proc rw,noexec,nosuid,nodev 0 0 sysfs /sys sysfs rw,noexec,nosuid,nodev 0 0 none /sys/fs/fuse/connections fusectl rw 0 0 none /sys/kernel/debug debugfs rw 0 0 none /sys/kernel/security securityfs rw 0 0 udev /dev devtmpfs rw,mode=0755 0 0 devpts /dev/pts devpts rw,noexec,nosuid,gid=5,mode=0620 0 0 tmpfs /tmp tmpfs rw,noatime,mode=1777 0 0 tmpfs /run tmpfs rw,noexec,nosuid,size=10%,mode=0755 0 0 none /run/lock tmpfs rw,noexec,nosuid,nodev,size=5242880 0 0 none /run/shm tmpfs rw,nosuid,nodev 0 0 /dev/sdc1 /media/usbhd-sdc1 ext4 rw,relatime 0 0 /dev/sdb1 /media/mediahd02 fuseblk rw,noexec,nosuid,nodev,allow_other,default_permissions,blksize=4096 0 0 /dev/sda5 /media/mediahd01 vfat rw,noexec,nosuid,nodev,uid=1000,gid=1000,dmask=007,fmask=117 0 0 /dev/sdh1 /media/Windows_7 fuseblk rw,nosuid,nodev,allow_other,blksize=4096 0 0 Can someone shed some light as to why its doing this ?

    Read the article

  • Learn programming backwards, or "so I failed the FizzBuzz test. Now what?"

    - by moraleida
    A Little Background I'm 28 today, and I've never had any formal training in software development, but I do have two higher education degrees equivalent to a B.A in Public Relations and an Executive MBA focused on Project Management. I've worked on those fields for about 6 years total an then, 2,5 years ago I quit/lost my job and decided to shift directions. After a month thinking things through I decided to start freelancing developing small websites in WordPress. I self-learned my way into it and today I can say I run a humble but successful career developing themes and plugins from scratch for my clients - mostly agencies outsourcing some of their dev work for medium/large websites. But sometimes I just feel that not having studied enough math, or not having a formal understanding of things really holds me behind when I have to compete or work with more experienced developers. I'm constantly looking for ways to learn more but I seem to lack the basics. Unfortunately, spending 4 more years in Computer Science is not an option right now, so I'm trying to learn all I can from books and online resources. This method is never going to have NASA employ me but I really don't care right now. My goal is to first pass the bar and to be able to call myself a real programmer. I'm currently spending my spare time studying Java For Programmers (to get a hold on a language everyone says is difficult/demanding), reading excerpts of Code Complete (to get hold of best practices) and also Code: The Hidden Language of Computer Hardware and Software (to grasp the inner workings of computers). TL;DR So, my current situation is this: I'm basically capable of writing any complete system in PHP (with the help of Google and a few books), integrating Ajax, SQL and whatnot, and maybe a little slower than an experienced dev would expect due to all the research involved. But I was stranded yesterday trying to figure out (not Google) a solution for the FizzBuzz test because I didn't have the if($n1 % $n2 == 0) method modulus operator memorized. What would you suggest as a good way to solve this dilemma? What subjects/books should I study that would get me solving problems faster and maybe more "in a programmers way"? EDIT - Seems that there was some confusion about what did I not know to solve FizzBuzz. Maybe I didn't express myself right: I knew the steps needed to solve the problem. What I didn't memorize was the modulus operator. The problem was in transposing basic math to the program, not in knowing basic math. I took the test for fun, after reading about it on Coding Horror. I just decided it was a good base-comparison line between me and formally-trained devs. I just used this as an example of how not having dealt with math in a computer environment before makes me lose time looking up basic things like modulus operators to be able to solve simple problems.

    Read the article

  • No network connectivity (not wired or wireless) - RT5390

    - by Ben Udy
    I am starting to think I simply need to accept a small loss and sell my new ASUS K73E. Because I really don't enjoy computing when I have to deal with Windough$ and this windows 7 64 bit on my new ASUS is even worse than the old machines with XP. I have written to ASUS and they simply say "We don't support Linux" and while Ralink's website says they do support Linux I can't get anyone to tell me what model Ralink card might be in my machine. Is anyone out there who might be able to give me some useful advice???? Here is the answer to command lspci nn && lsusb && lsmod && rfkill list all: di,snd_seq snd 54244 16 snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm_oss,snd_mixer_oss,snd_pcm,snd_seq_oss,snd_rawmidi,snd_seq,snd_timer,snd_seq_device uvcvideo 57374 0 videodev 34361 1 uvcvideo v4l1_compat 13251 2 uvcvideo,videodev soundcore 6620 1 snd snd_page_alloc 7076 2 snd_hda_intel,snd_pcm psmouse 63677 0 serio_raw 3978 0 lp 7028 0 parport 32635 2 ppdev,lp fbcon 35102 71 tileblit 1999 1 fbcon font 7557 1 fbcon bitblit 4707 1 fbcon softcursor 1189 1 bitblit video 17375 0 output 1871 1 video vga16fb 11385 1 vgastate 8961 1 vga16fb ahci 32360 2 di,snd_seq snd 54244 16 snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm_oss,snd_mixer_oss,snd_pcm,snd_seq_oss,snd_rawmidi,snd_seq,snd_timer,snd_seq_device uvcvideo 57374 0 videodev 34361 1 uvcvideo v4l1_compat 13251 2 uvcvideo,videodev soundcore 6620 1 snd snd_page_alloc 7076 2 snd_hda_intel,snd_pcm psmouse 63677 0 serio_raw 3978 0 lp 7028 0 parport 32635 2 ppdev,lp fbcon 35102 71 tileblit 1999 1 fbcon font 7557 1 fbcon bitblit 4707 1 fbcon softcursor 1189 1 bitblit video 17375 0 output 1871 1 video vga16fb 11385 1 vgastate 8961 1 vga16fb ahci 32360 2 Edit #2 lspci 00:00.0 Host bridge: Intel Corporation Device 0104 (rev 09) 00:02.0 VGA compatible controller: Intel Corporation Device 0116 (rev 09) 00:16.0 Communication controller: Intel Corporation Cougar Point HECI Controller #1 (rev 04) 00:1a.0 USB Controller: Intel Corporation Cougar Point USB Enhanced Host Controller #2 (rev 05) 00:1b.0 Audio device: Intel Corporation Cougar Point High Definition Audio Controller (rev 05) 00:1c.0 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 1 (rev b5) 00:1c.1 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 2 (rev b5) 00:1c.5 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 6 (rev b5) 00:1d.0 USB Controller: Intel Corporation Cougar Point USB Enhanced Host Controller #1 (rev 05) 00:1f.0 ISA bridge: Intel Corporation Device 1c49 (rev 05) 00:1f.2 SATA controller: Intel Corporation Cougar Point 6 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation Cougar Point SMBus Controller (rev 05) 02:00.0 Network controller: RaLink Device 5390 03:00.0 Ethernet controller: Atheros Communications Device 1083 (rev c0) lsusb Bus 002 Device 002: ID 8087:0024 Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 003: ID 13d3:5710 IMC Networks Bus 001 Device 002: ID 8087:0024 Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Thanks for the suggestion because this gave me a model for Ralink RT5390. I have now gone to Ralink.com and downloaded (via Windows 7) the driver package (it is a bz2 file). I hope I can figure out how to install it. And FYI - I was not able to run su (not authorized?) and dmidecode didn't exist (probably needs to be downloaded BUT no internet yet in Ubuntu)

    Read the article

  • How to run a local and external website on same computer with 2 NIC's, 2 Routers and 3 seperate networks?

    - by CandN
    Hello and hopefully I can get some answers to my question, though I think I'm making it more complicated for myself than it has to be. My business is a used auto dealership, and I'm in the process of connecting it to the world - via ethernet from the business server [running Xubuntu] to the ISP's ethernet router/modem, so that I can host our own website (no more than 5-10 people probably visiting at any time - mainly paying their bill), as well as set up a web based internal-intranet site - via DD-WRT Router on the 2nd NIC on the business server - that'll be accessed over Wifi from employees personal devices. On the other end of this is trying to offer free wifi to customers that is completely seperate of the 2 mentioned above networks. Quick Rundown: 1. Web Site for Customers to access. I'm going to use no-ip.org for DNS for the moment being, so I'll have a site that customers can access from anywhere in the world at "mybiz.no-ip.org". This will be forwarded to NIC #1 on the server, possibly at an address like "108.69.." as its being provided an IP from the ISP's modem/router, that is from Time Warner, and they allow NO! configuration options. Web Site for employees to access. I'm trying not to use the server too much as a desktop, only for critical situations, so having a backend thats seperate from the front-facing website is critical. This will be the DD-WRT router hardwired into NIC #2 on the server. This WiFi will be password accessible. Public WiFi for customers. The DD-WRT can seperate networks if I'm correct, I just can't seem to understand how to seperate the 2 and still have internet access on both. I've done it before, but the "Public" wifi (with no password set to connect) kept dropping the connection like a problem was happening that I couldn't figure out. So if I could do a little drawing, this is how it would/should possibly look. ISP -- [Sends Public Facing IP of 108.69.*.1/8] -- ISP Modem Router ISP Modem Router (Ethernet Only) -- [Gives Private IP 108.69.*.2] -- Server NIC #1 Server NIC #1 -- [Gives Private IP 108.69.*.3] -- DD-WRT Router DD-WRT Router -- [DHCP Enabled Giving IP's 172.16.0.0/16] -- Employees Network | | --------- [DHCP Enabled Giving IP's 192.168.1.0/24] -- Public WIFI Hope it's not too confusing, but it anyone could give me some good direct tutorials on how to accomplish this, or if YOU know, then it'll be alot of help. Thanks to all in advance. Need anything else to be explained? Don't hesitate to ask! *Using The LAMP stack with Webmin/VirtualMin -Customer site is located in /var/www2/ -Private Employees site is located in /var/www/ Using no-ip.org's dynamic client updater

    Read the article

  • Correct way to handle path-finding collision matrix

    - by Xander Lamkins
    Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on the 1x1 pixel level (pretty darn laggy). I want to make it so that the farther I click, the less accurate it will be (split the map into larger grid pieces). Edit: as mentioned by Eric, this is not a required game mechanic. I am perfectly fine with any method that allows me to make this accurate while still fast. This isn't the really the topic of this question though. The problem I have is, my current library uses a two dimensional grid of integers. The higher the number in a cell, the more resistance for that grid tile. Currently I'm setting all unwalkable spots to Integer Max. Here is an example of what I want: I'm just not sure how I should set up the arrays of integers of the grid. Every time an element is added/removed to/from the game, it's collision details are updated in the table. Here is a picture of what the map looks like on my collision layer: I probably shouldn't be creating new arrays every time I have to do a path find because my game needs to support tons of PF at the same time. Should I have multiple arrays that are all updated when the dynamic elements are updated (a building is built/a building is destroyed). The problem I see with this is that it will probably make the creation and destruction of buildings a little more laggy than I would want because it would be setting the collision grid for each built in accuracy level. I would also have to add more/remove some arrays if I ever in the future changed the map size. Should I generate the new array based on an accuracy value every time I need to PF? The problem I see with this is that it will probably make any form of PF just as laggy because it will have to search through a MapWidth x MapHeight number of cells to shrink it all down. Or is there a better way? I'm certainly not the best at optimizing really anything. I've just started dealing with XNA so I'm not used to having optimization code really doing much of an affect until now... :( If you need code examples, please ask. I'll add it as an edit. EDIT: While this doesn't directly relate to the question, I figure the more information I provide, the better. To keep your units from moving as accurately to the players desired position, I've decided that once the unit PFs over to the less accurate grid piece, it will then PF on a more accurate level to the exact position requested.

    Read the article

  • Check if an object is facing another based on angles

    - by Isaiah
    I already have something that calculates the bearing angle to get one object to face another. You give it the positions and it returns the angle to get one to face the other. Now I need to figure out how tell if on object is facing toward another object within a specified field and I can't find any information about how to do this. The objects are obj1 and obj2. Their angles are at obj1.angle and obj2.angle. Their vectors are at obj1.pos and obj2.pos. It's in the format [x,y]. The angle to have one face directly at another is found with direction(obj1.pos,obj2.pos). I want to set the function up like this: isfacing(obj1,obj2,area){...} and return true/false depending if it's in the specified field area to the angle to directly see it. I've got a base like this: var isfacing = function (obj1,obj2,area){ var toface = direction(obj1.pos,obj2.pos); if(toface+area >= obj1.angle && ob1.angle >= toface-area){ return true; } return false; } But my problem is that the angles are in 360 degrees, never above 360 and never below 0. How can I account for that in this? If the first object's angle is say at 0 and say I subtract a field area of 20 or so. It'll check if it's less than -20! If I fix the -20 it becomes 340 but x < 340 isn't what I want, I'd have to x 340 in that case. Is there someone out there with more sleep than I that can help a new dev pulling an all-nighter just to get enemies to know if they're attacking in the right direction? I hope I'm making this harder than it seems. I'd just make them always face the main char if the producer didn't want attacks from behind to work while blocking. In which case I'll need the function above anyways. I've tried to give as much info as I can think would help. Also this is in 2d.

    Read the article

  • Meaning of Crawl errors

    - by com
    My question is about definition of Crawl errors in Google Webmaster Tools. Crawl errors is devided into few sections. Let's first consider HTTP section. I assume that all broken links in this section was somehow found by crawler, this is not the links from sitemap. If all this links was found by scanning pages from sitemap for links, why it doesn't mention what was the source page, like in sitemap section with column Linked From. Please correct me if I am wrong. Sitemap section. Looks like all those links came from my sitemap. But there is Linked From column, I already know, that all those broken links is from sitemap, so in order to fix the error, I should revise my sitemap. Am I wrong? Not followed section. I don't know what does it mean. Looks like it accumulates all links that caused redirect, but for some reason Google considers all those redirect as wrong redirect. Do you know if there are any set of rules how to determine wrong redirect. Actually I found were was my mistake, I tried to normalize URL and redirect it to the right URL, but I did normalization in a wrong way. Not found section. This section like HTTP section but with 404 errors. This section has Linked From column. But very often Linked From has unavailable. What does it mean, Google can not say me how it found this non existing page. How this section related to sitemap section. Does this section contains all 404 links from sitemap too. But there is too many 404 links, much more than in sitemap. I tried to take a look what we have in Linked From, and I saw that this link came from sitemap two month ago. But why Google keeps it indexed, the link is already dead, new sitemap doesn't have it. If there is any expire date for old links? Unreachable section. Looks like this section for 500 errors. This section doesn't contain Linked From column. There are too many completely meaningless links, I really don't know where this stuff came from, and without Linked From I am not able to figure out how to deal with it. Sorry for such a big topic, but I just want to make it clear, what every section stands for, because it's extremely crucial in order to deal with all those problems. Hopefully it will be useful not just for me. Thanks!

    Read the article

  • Ubuntu 12.04 share the internet over WiFi from wvdial?

    - by Sour Lemon
    I have just installed Ubuntu 12.04 on a separate partition on my hard drive so I can dual boot to either Windows 7 or Ubuntu. I am living in Japan and so I'm using a mobile broadband USB device called "Softbank C02LC". By default it seems that this device isn't recognised so I did the following: Terminal: sudo su nano /usr/bin/usbModemScript Nano: #!/bin/bash echo 1c9e 9900 > /sys/bus/usb-serial/drivers/option1/new_id Terminal: chmod +x /usr/bin/usbModemScript nano /etc/udev/rules.d/option.rules Nano: ATTRS{idVendor}=="1c9e", ATTRS{idProduct}=="9900", RUN+="/usr/bin/usbModemScript" ATTRS{idVendor}=="1c9e", ATTRS{idProduct}=="9900", RUN+="/sbin/modprobe option" which made the device visible from the network manager etc. However even though I set up my details correctly when I created a new connection (Correct username, APN etc) as soon as I try to connect it almost immediately disconnects. Because of this I then followed the instructions at this site: http://debugitos.main.jp/index.php?Ubuntu%2F%A5%E2%A5%D0%A5%A4%A5%EB%A5%A4%A5%F3%A5%BF%A1%BC%A5%CD%A5%C3%A5%C8 And I ended up using the c02lc_connect script at the bottom of the page to connect to the internet. The file contains the following bash script: #!/bin/sh usbinterfece=/dev/ttyUSB2 VID=1c9e PID=9900 WRONG_PID=f000 LSUSB=/usr/sbin/lsusb GREP=/bin/grep MODPROBE=/sbin/modprobe SWITCH=/usr/sbin/usb_modeswitch SWITCH_D=/etc/usb_modeswitch.d WVDIAL=/usr/bin/wvdial SLEEP=/bin/sleep SUDO=/usr/bin/sudo WHICH=/usr/bin/which switch_config="$SWITCH_D/$VID:$WRONG_PID" if ! [ -x $WVDIAL -a -x $SWITCH ]; then echo "Install wvdial and usb_modeswitch." exit 0 fi check_usb() { local vid="$1" local pid="$2" ($LSUSB | $GREP "$vid:$pid") } if ! (check_usb "$VID" "$PID"); then echo "Cannot find modem device..." if (check_usb "$VID" "$WRONG_PID") && ( [ -f "$switch_config" ] ); then echo "The device is attached but its mode is wrong." echo "Try usb_modeswitch..." $SUDO $SWITCH -c "$switch_config" $SLEEP 1 if (check_usb "$VID" "$PID"); then echo "Successfully switched the mode." else echo "Failed to switch the mode..." exit 1 fi else exit 1 fi fi if [ ! -c "$usbinterface" ]; then $SUDO $MODPROBE usbserial vendor=0x$VID product=0x$PID $SLEEP 2 fi $SUDO $WVDIAL which works completely fine - no problems what-so-ever. But we also have 1 more laptop here which I need to share the internet connection with. In Windows 7 I do this with the Connectify program, and in Ubuntu I have seen that you can do things like set up hotspots etc. But because I am using WvDial I am not sure how I would share the internet. I am only beginning to use Ubuntu but unfortunately until I can figure out how to share the internet over WiFi when connected via WvDial I have to stick with Windows. If you have any ideas on how to do this it would be much appreciated!

    Read the article

  • Grub rescue - error: unknown filesystem

    - by user53817
    I have a multiboot system set up. The system has three drives. Multiboot is configured with Windows XP, Windows 7, and Ubuntu - all on the first drive. I had a lot of unpartitioned space left on the drive and was reserving it for adding other OSes and for storing files there in the future. One day I went ahead and downloaded Partition Wizard and created a logical NTFS partition from within Windows 7, still some unpartitioned space left over. Everything worked fine, until I rebooted the computer a few days later. Now I'm getting: error: unknown filesystem. grub rescue First of all I was surprised not to find any kind of help command, by trying: help, ?, man, --help, -h, bash, cmd, etc. Now I'm stuck with non-bootable system. I have started researching the issue and finding that people usually recommend to boot to a Live CD and fix the issue from there. Is there a way to fix this issue from within grub rescue without the need for Live CD? UPDATE By following the steps from persist commands typed to grub rescue, I was able to boot to initramfs prompt. But not anywhere further than that. So far from reading the manual on grub rescue, I was able to see my drives and partitions using ls command. For the first hard drive I see the following: (hd0) (hd0,msdos6) (hd0,msdos5) (hd0,msdos2) (hd0,msdos1) I now know that (hd0,msdos6) contains Linux on it, since ls (hd0,msdos6)/ lists directories. Others will give "error: unknown filesystem." UPDATE 2 After the following commands I am now getting to the boot menu and can boot into Windows 7 and Ubuntu, but upon reboot I have to repeat these steps. ls ls (hd0,msdos6)/ set root=(hd0,msdos6) ls / set prefix=(hd0,msdos6)/boot/grub insmod /boot/grub/linux.mod normal UPDATE 3 Thanks Shashank Singh, with your instructions I have simplified my steps to the following. I have learned from you that I can replace msdos6 with just a 6 and that I can just do insmod normal instead of insmod /boot/grub/linux.mod. Now I just need to figure out how to save this settings from within grub itself, without booting into any OS. set root=(hd0,6) set prefix=(hd0,6)/boot/grub insmod normal normal UPDATE 4 Well, it seems like it is a requirement to boot into Linux. After booting into Ubuntu I have performed the following steps described in the manual: sudo update-grub udo grub-install /dev/sda This did not resolve the issue. I still get the grub rescue prompt. What do I need to do to permanently fix it? I have also learned that drive numbers as in hd0 need to be translated to drive letters as in /dev/sda for some commands. hd1 would be sdb, hd2 would be sdc, and so on. Partitions listed in grub as (hd0,msdos6) would be translated to /dev/sda6.

    Read the article

  • Blender to 3ds max to cal3d format

    - by Kaliber64
    There are quite a few questions on cal3d but they are old and don't apply anymore. In Blender(must be 2.49a for python script to work!!!): I have a scene with 7 meshes, 1 armature, 10 bones. I tried going to one mesh to simplify it but doesn't change anything. I found a small blend file that was used for cal3d and it exported just fine. So I tried to copy it's setup with no success. EDIT*8/13/2012 In the last week here is what I have found so far. I made the mesh in the newest blender(2.62?) and exported it to import it in the old one(2.49a). Did an animation in the old one because importing new blend files to old blenders, its just said it would lose keyframe data and all was good. And then you get the last problem of it not exporting meshes. BUT I found that meshes made in the old one export regardless. I can't find any that won't export. So if I used the old blender to remake my model I could get it to export :) At this point I found a modified release of cal3d (because the most core model variable would not initiate as I made a really small test subject in old blender instead of remaking my big one which took 4 hours.) which fixes the morph objects and adds what cal3d left off with. Under their license they have to release the modification but it has no documentation so I have to figure it out on my own. Its mostly the same. But with this lib it came with a 3ds max exporter. My question now is how do I transfer armature and mesh information from blender to 3ds max in order to export into cal3d format. Every time I try the models are see through and small and there are no bones. The formats I have tried to import are .3ds .obj(mesh only) and COLLADA. In all of them the mesh is invisible and no bones. It says the default texture is on so I should be able to see it. All the vertices are present I found a vertex highlighter so I can see those. If any of this is confusing let me know so I can clear it up. Its late .<=sleep.

    Read the article

  • how do I set quad buffering with jogl 2.0

    - by tony danza
    I'm trying to create a 3d renderer for stereo vision with quad buffering with Processing/Java. The hardware I'm using is ready for this so that's not the problem. I had a stereo.jar library in jogl 1.0 working for Processing 1.5, but now I have to use Processing 2.0 and jogl 2.0 therefore I have to adapt the library. Some things are changed in the source code of Jogl and Processing and I'm having a hard time trying to figure out how to tell Processing I want to use quad buffering. Here's the previous code: public class Theatre extends PGraphicsOpenGL{ protected void allocate() { if (context == null) { // If OpenGL 2X or 4X smoothing is enabled, setup caps object for them GLCapabilities capabilities = new GLCapabilities(); // Starting in release 0158, OpenGL smoothing is always enabled if (!hints[DISABLE_OPENGL_2X_SMOOTH]) { capabilities.setSampleBuffers(true); capabilities.setNumSamples(2); } else if (hints[ENABLE_OPENGL_4X_SMOOTH]) { capabilities.setSampleBuffers(true); capabilities.setNumSamples(4); } capabilities.setStereo(true); // get a rendering surface and a context for this canvas GLDrawableFactory factory = GLDrawableFactory.getFactory(); drawable = factory.getGLDrawable(parent, capabilities, null); context = drawable.createContext(null); // need to get proper opengl context since will be needed below gl = context.getGL(); // Flag defaults to be reset on the next trip into beginDraw(). settingsInited = false; } else { // The following three lines are a fix for Bug #1176 // http://dev.processing.org/bugs/show_bug.cgi?id=1176 context.destroy(); context = drawable.createContext(null); gl = context.getGL(); reapplySettings(); } } } This was the renderer of the old library. In order to use it, I needed to do size(100, 100, "stereo.Theatre"). Now I'm trying to do the stereo directly in my Processing sketch. Here's what I'm trying: PGraphicsOpenGL pg = ((PGraphicsOpenGL)g); pgl = pg.beginPGL(); gl = pgl.gl; glu = pg.pgl.glu; gl2 = pgl.gl.getGL2(); GLProfile profile = GLProfile.get(GLProfile.GL2); GLCapabilities capabilities = new GLCapabilities(profile); capabilities.setSampleBuffers(true); capabilities.setNumSamples(4); capabilities.setStereo(true); GLDrawableFactory factory = GLDrawableFactory.getFactory(profile); If I go on, I should do something like this: drawable = factory.getGLDrawable(parent, capabilities, null); but drawable isn't a field anymore and I can't find a way to do it. How do I set quad buffering? If I try this: gl2.glDrawBuffer(GL.GL_BACK_RIGHT); it obviously doesn't work :/ Thanks.

    Read the article

< Previous Page | 290 291 292 293 294 295 296 297 298 299 300 301  | Next Page >