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  • Keeping crosshairs & GUI onscreen - SFML

    - by nihohit
    I read this question, but didn't understand the implementation suggestions with SFML on c#. For example, right now I'm just trying to make sure that the mouse crosshairs stay onscreen constatnly. I tried using this code: View lastView = this._mainWindow.GetView(); this._mainWindow.SetView(this._mainWindow.DefaultView); this._mainWindow.Draw(crosshair); this._mainWindow.SetView(lastView); after drawing all other sprites and before call this._mainWindow.display(), when beforehand I set crosshair.Position based on its position relative to the window, not the view. This just keeps the screen locked and prevents screen scrolling. Any suggestions?

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  • ltsp: install in chroot with GUI-Installer (lirc)

    - by Roberto
    I am trying to install "lirc" into chroot. Installing lirc requires "answering 2 questions". I am on Ubuntu Desktop 12.04. (in Virtualbox) I try this way: https://help.ubuntu.com/community/UbuntuLTSP/GuiInstallLocalApp but I had errors and then the server would hang on reboot. No big surprise, the guide says it is valid for 9.04. Maybe I could create " debconf.seeds" ( https://help.ubuntu.com/community/UbuntuLTSP/FatClients ) but I dont know how to. Could somebody point me in the right direction? thanks Roberto

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  • Ubuntu GUI crash when LightDM enters, unable to login

    - by Cesar
    This issue happened spounteniously, i don´t know what could have cause it as i wasn´t using the PC when it happened. I ruled out any messing around with the setting as the user doesn´t know how to enter the BIOS, doesn´t have the sudo password and was only using firefox and libreoffice when it happened. After the plymouth sequence i get this error. https://www.dropbox.com/s/uf1xdkqkw9alvcu/IMAG0252.jpg And this option: https://www.dropbox.com/s/tpivkgjkx2spa3v/IMAG0253.jpg I follow each option and nothing happens after that. The issue persist after rebooting. I choose the other options to see if anything happens, i either get back to option 1 or doesn´t show anything anormal. (I have pictures i someone wants to know) What i found weird is that event though the error is possitioned in the chip, however ubuntu 10.04 and 12.04 run fine in a live CD I saw that some people are having issues when LightDM has a non default wallpaper, but i use a default one. Thanks in advance.

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  • Installed UBUNTU12.04 in Legacy, when changed to UEFI just runs the Terminal, not GUI

    - by jraulvc
    Well, I installed Ubuntu 12.04 in a Gateway NE 522 with Windows 8. First, I had to install it in Legacy mode, because in UEFI it would not run the bootable USB. In the Legacy mode it runs perfect. Once done that with help of the "Boot-Repair" I changed it to the UEFI and disabled the secure boot mode. GRUB runs fine but when I run ubuntu I get the following message: microcode: failed to load file amd-ucode/microcode_amd_fam16h.bin kvm: disabled by bios kvm: disabled by bios kvm: disabled by bios and then I just get access to the terminal. From there, I have already tried with reinstalling unity and gmd. When I try to install amd64-microcode the same error ocurrs ( microcode: failed to load file amd-ucode/microcode_amd_fam16h.bin ) by the "updating the microcode on all online processors..." phase of the installation. Can somebody tell me how can I recover the graphical interphase of ubuntu from the terminal? Thanks a lot

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  • GUI device for throwing a ball

    - by Fredrik Johansson
    The hero has a ball, which shall be thrown with accuracy in a court on iPhone/iPad. The player is seen from above, in a 2D view. In game play, the player reach is between 1/15 and 1/6 of the height of the iPhone screen. The player will run, and try to outmaneuver his opponent, and then throw the ball at a specific location, which is guarded by the opponent (which is also shown on the screen). The player is controlled by a joystick, and that works ok, but how shall I control the stick? Maybe someone can propose a third control method? I've tried the following two approaches: Joystick: Hero has a reach of 1 meter, and this reach is marked with a semi-opaque circle around the player. The ball can be moved by a joystick. When the joystick is moved south, the ball is moved south within the reach circle. There is a direct coupling with the joystick and the position of the ball. I.e. when the joystick is moved max south, the ball is max south within the player reach. At each touch update the speed is calculated, and the Box2d ball position and ball speed are updated. NB, the ball will never be moved outside the reach as long as the player push the joystick. The ball is thrown by swiping the joystick to make the ball move, and then releasing the joystick. At release, the ball will get a smoothed speed of the joystick. Joystick Problem: The throwing accuracy gets bad, because the joystick can not be that big, and a small movement results in quite a large movement of the ball. If the user does not release before the end of the joystick maximum end point, the ball will stop, and when the user releases the joystick the speed of the ball will be zero. Bad... Touch pad A force is applied to the ball by a sweep on a touchpad. The ball is released when the sweep is ended, or when the ball is moved outside the player reach. As there is no one to one mapping between the swipe and the ball position, the precision can be improved. A large swipe can result in a small ball movement. Touch Pad Problem A touchpad is less intuitive. Users do not seem to know what to do with the touch pad. Some tap the touchpad, and then the ball just falls to the ground. As there is no one-to-one mapping, the ball can be moved outside the reach, and then it will just fall to the ground. It's a bit hard to control the ball, especially if the player also moves.

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  • GUI question : representing large tree

    - by Peter
    I have a tree-like datastructure of some six levels deep, that I would like to represent on a single webpage (can be tabs, trees; ....) In each level both childnodes and content are possible. Presenting it like a real tree would be not very usable (too big). I was thinking in the lines of hiding parts of the tree when you drill down and presenting a breadcrumbs or the like to keep you informed as to where you are... I guess my question boils down to : any ideas / examples ? Tx!

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  • How to create an GUI that communicate with the USB Devices

    - by VINAYAK
    I am doing my Project using win 32 programming.I am just learning about win32 programming and able to create an UI.I want to communicate with an USB Device with that UI.SO,How can i go for that?Is there any predefined functions will be there are we need to create the function for communicating with the OS and get the devices List and got the details about them. My purpose is to , 1.Creating an UI that tells about the Basic information about the device(We want to send a control request to the device to get the descriptors). 2.For that first of all i want to communicate with the OS for device attachment.That will lead to get the information about the device and Enumeration takes place and then only i request the device information through descriptors by using standard Requests. 3.And also i want to create the driver for my device.That will also need to achieve for communicating with OS(Windows). So,can anyone help me about this?How can i achieve this or approach this? Note: I am at the entry level now so anyone give response will be in a detailed format like step by step process would be appreciable.

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  • Informing GUI objects about screen size - Designing

    - by Mosquito
    I have a problem with designing classes for my game which I create. In my app, there is: class CGame which contains all the information about game itself, e.g. screen width, screen height, etc. In the main() function I create a pointer to CGame instance. class CGUIObject which includes fields specifying it's position and draw() method, which should know how to draw an object according to screen size. class CGUIManager which is a singleton and it includes a list of CGUIObject's. For each object in a list it just calls draw() method. For clarity's sake, I'll put some simple code: class CGame { int screenWidth; int screenHeight; }; class CGUIObject { CPoint position; void draw(); // this one needs to know what is a screen's width and height }; class CGUIManager // it's a singleton { vector<CGUIObject*> guiObjects; void drawObjects(); }; And the main.cpp: CGame* g; int main() { g = new CGame(); while(1) { CGUIManager::Instance().drawObjects(); } return 0; } Now the problem is, that each CGUIObject needs to know the screen size which is held by CGame, but I find it very dumb to include pointer to CGame instance in every object. Could anyone, please, tell me what would be the best approach to achieve this?

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  • Are sequence designs appropriate for GUI button design?

    - by JustADude
    Specifically, I have numerous buttons that will be changing color based on state information from operator input and input from various subcomponents and sensors. I would like to use UML or some other type of design diagrams to be able to capture the color transition. Some folks have suggested sequence diagrams, but I haven't been able to find any good examples that show how to incorporate this design artifact. I would really like to head in this direction to help developers. Are sequence designs in fact, appropriate, or is there a more appropriate design?

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  • Where to find GUI code

    - by muffinz
    I've been rummaging through Unity's source code (Shell Interface) and I was a little curious about something; where in the code are you supposed to find positional code? I'll clarify a bit with some examples. How do you find in the code what tells the Launcher to sit on the left side of the screen? Where in the code does it tell the "Session" button on the panel (top) to sit at the very right of the screen? I guess my real question is how do I find this out for myself? I've looked through a big portion of the source code and can't find anything related to the actual position of these items, only their sub-items like text-align. Any guidance on this would be much appreciated.

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  • In esenthel engine how can I remove some object from Gui class?

    - by Gajet
    I know many people in this site may not know esenthel engine at all and my question may be better answered at engine forum but I'm putting it here to share the name of a real easy to code gameengine with all of you: you can easily add a Button for example to your GUI class (gui is it's shared instance) with Gui += buttonInstance.create("click on me") but I'm just wondering how can you remove an on object from from Gui members. as far as I know there is no such a method as removeChild or getChildren or anything similar.

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  • Very simple, terse and easy GUI programming “frameworks”

    - by jetxee
    Please list GUI programming libraries, toolkits, frameworks which allow to write GUI apps quickly. I mean in such a way, that GUI is described entirely in a human-readable (and human-writable) plain text file (code) code is terse (1 or 2 lines of code per widget/event pair), suitable for scripting structure and operation of the GUI is evident from the code (nesting of widgets and flow of events) details about how to build the GUI are hidden (things like mainloop, attaching event listeners, etc.) auto-layouts are supported (vboxes, hboxes, etc.) As answers suggest, this may be defined as declarative GUI programming, but it is not necessarily such. Any approach is OK if it works, is easy to use and terse. There are some GUI libraries/toolkits like this. They are listed below. Please extend the list if you see a qualifying toolkit missing. Indicate if the project is crossplatform, mature, active, and give an example if possible. Please use this wiki to discuss only Open Source projects. This is the list so far (in alphabetical order): Fudgets Fudgets is a Haskell library. Platform: Unix. Status: Experimental, but still maintained. An example: import Fudgets main = fudlogue (shellF "Hello" (labelF "Hello, world!" >+< quitButtonF)) GNUstep Renaissance Renaissance allows to describe GUI in simple XML. Platforms: OSX/GNUstep. Status: part of GNUstep. An example below: <window title="Example"> <vbox> <label font="big"> Click the button below to quit the application </label> <button title="Quit" action="terminate:"/> </vbox> </window> HTML HTML-based GUI (HTML + JS). Crossplatform, mature. Can be used entirely on the client side. Looking for a nice “helloworld” example. JavaFX JavaFX is usable for standalone (desktop) apps as well as for web applications. Not completely crossplatform, not yet completely open source. Status: 1.0 release. An example: Frame { content: Button { text: "Press Me" action: operation() { System.out.println("You pressed me"); } } visible: true } Screenshot is needed. Phooey Phooey is another Haskell library. Crossplatform (wxWidgets), HTML+JS backend planned. Mature and active. An example (a little more than a helloworld): ui1 :: UI () ui1 = title "Shopping List" $ do a <- title "apples" $ islider (0,10) 3 b <- title "bananas" $ islider (0,10) 7 title "total" $ showDisplay (liftA2 (+) a b) PythonCard PythonCard describes GUI in a Python dictionary. Crossplatform (wxWidgets). Some apps use it, but the project seems stalled. There is an active fork. I skip PythonCard example because it is too verbose for the contest. Shoes Shoes for Ruby. Platforms: Win/OSX/GTK+. Status: Young but active. A minimal app looks like this: Shoes.app { @push = button "Push me" @note = para "Nothing pushed so far" @push.click { @note.replace "Aha! Click!" } } Tcl/Tk Tcl/Tk. Crossplatform (its own widget set). Mature (probably even dated) and active. An example: #!/usr/bin/env wish button .hello -text "Hello, World!" -command { exit } pack .hello tkwait window . tekUI tekUI for Lua (and C). Platforms: X11, DirectFB. Status: Alpha (usable, but API still evolves). An example: #/usr/bin/env lua ui = require "tek.ui" ui.Application:new { Children = { ui.Window:new { Title = "Hello", Children = { ui.Text:new { Text = "_Hello, World!", Style = "button", Mode = "button", }, }, }, }, }:run() Treethon Treethon for Python. It describes GUI in a YAML file (Python in a YAML tree). Platform: GTK+. Status: work in proress. A simple app looks like this: _import: gtk view: gtk.Window() add: - view: gtk.Button('Hello World') on clicked: print view.get_label() Yet unnamed Python library by Richard Jones: This one is not released yet. The idea is to use Python context managers (with keyword) to structure GUI code. See Richard Jones' blog for details. with gui.vertical: text = gui.label('hello!') items = gui.selection(['one', 'two', 'three']) with gui.button('click me!'): def on_click(): text.value = items.value text.foreground = red XUL XUL + Javascript may be used to create stand-alone desktop apps with XULRunner as well as Mozilla extensions. Mature, open source, crossplatform. <?xml version="1.0"?> <?xml-stylesheet href="chrome://global/skin/" type="text/css"?> <window id="main" title="My App" width="300" height="300" xmlns="http://www.mozilla.org/keymaster/gatekeeper/there.is.only.xul"> <caption label="Hello World"/> </window> Thank your for contributions!

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  • Recommendations for books and training resources covering for Design for Programmers

    - by Jon Hopkins
    Off the back of one of the answers to this question (currently the second highest scoring), it made me think, what's the best way to get developers up to speed on good basic design principals. I'm not talking about making them into graphic designers but some developers almost take pride in ugly UIs, seeing them as unimportant next to the functionality. What primarily interested in are the graphic design elements rather than the usability aspects which is pretty well covered by books such as Don't Make Me Think. Use of white space, emphasis, font selection and a million other things I'm probably not even aware of. I know people are often seen as artistic or not artistic but surely the basics can be taught and someone has written a book covering this?

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  • What is a proper way of building Winform apps with multiple "screens"

    - by CurtisHx
    What's a proper way of building a Winform app that has multiple 'screens'? For example, I'm trying to write a small backup program (mainly for giggles), and I've been dumping controls and containers onto the form. I'm using panels and group boxes to separate out the different screens (eg: I'm using a panel to hold all of the controls for the "Settings" window, and another panel to show all the current backups that have been set up). Well, my form.cs file ballooned into a massive amount of code, and I feel like I'm doing something wrong. I can hardly find anything in the file, and I'm ready to start over. This project was just for me to expand my knowledge of C# and .NET, so starting a new project is not a huge deal.

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  • Any Practical Alternative to the Signals + Slots model for GUI Programming?

    - by IntermediateHacker
    The majority of GUI Toolkits nowadays use the Signals + Slots model. It was Qt and GTK+, if I am not wrong, who pioneered it. You know, the widgets or graphical objects (sometimes even ones that aren't displayed) send signals to the main-loop handler. The main-loop handler then calls the events, callbacks or slots assigned for that widget / graphical object. There are usually default (and in most cases virtual) event-handlers already provided by the toolkit for handling all pre-defined signals, therefore, unlike previous designs where the developer had to write the entire main-loop and handler for each and every message himself (think WINAPI), the developer only has to worry about the signals he needs to implement new functionality on. Now this design is being used in most modern toolkits as far as I know. There are Qt, GTK+, FLTK etc. There is Java Swing. C# even has a language feature for it ( events and delegates ), and Windows Forms has been developed on this design. In fact, over the last decade, this design for GUI programming has become a kind of an unwritten standard. Since it increases productivity and provides greater abstraction. However, my question is: Is there any alternative design, that is parallel or practical for modern GUI programming? i.e Is the Signals + Slots design, the only practical one in town? Is it feasible to do GUI Programming with any other design? Are any modern (preferably successful and popular) GUI toolkits built on an alternative design?

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  • good free OCR with GUI for correcting errors (for Windows)

    - by Hugh Allen
    I've used SimpleOCR, which has a nice GUI for correcting errors. Unfortunately it makes a lot of errors! (and suffers other bugs and limitations) On the other hand Tesseract is more accurate but has no GUI at all. Is there a free OCR program for Windows which has a nice GUI and a low error rate? I want it to highlight suspect words (by OCR uncertainty, not just spell checking) and show the original (bitmap) word while I'm editing the OCRed word similar to what SimpleOCR does: Open-source would be best, followed by freeware, then trial / crippleware a long way behind.

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  • Seeing a pre-logon app's GUI after logon (or ever)

    - by JimB
    I'm looking for either a method to achieve this, or a clear reason why it's not possible. I use Scheduled Tasks to start an app with a GUI at system startup. I want to see that GUI's screen after logon without restarting it. I'm willing to type a password and/or re-logon and/or or use whatever app or tool to help, including changing the way I run the GUI app. It just can't wait for a user logon to start. How do I do it? Or if it's absolutely impossible, why? I've read about "Shatter attacks" but that doesn't seem to cover this. I'm most interested in XP and Windows7. If multiple solutions exist, of course I'd prefer the most convenient, flexible and/or open source.

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  • GUI frontend for octave on Linux

    - by Homunculus Reticulli
    I recently installed Octave on my Ubuntu 10.0.4 LTS box. Out of the box, this is a console only app. This makes the learning curve a bit steeper than what I would like it to be, and I am looking for a GUI frontend that looks more like Matlab. I have seen a few project (QtOctave etc), but most of them seem either discontinued, no longer under active development, or are no longer free. Can anyone recommend a good open source/free GUI for Octave on Linux? Preferably, one that is as close as possible to Matlab's GUI.

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  • Relating ping to perceived browser GUI response

    - by cvsdave
    We periodically get complaints of poor GUI (browser page) response that we need to explore. I am looking for a quick and cheap first check to see if the issue is network latency, or server performance. Has anyone encountered any discussion of ping time and perceived GUI response? I understand that GUI response is complicated, but it would be nice if we could find or develop a rule of thumb along the lines of "Hmmmm, ping is over 200, it might be network problems". Ideally, this lives in a script on the user's machine so that we can see the latency that they are seeing... (BASH, Linux). A reference to a good discussion page would be a fine answer, as would any recommendation of other source material.

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  • Install GNU Emacs GUI in Fedora

    - by FLW
    I've installed the "emacs" package from yum, but typing emacs at the terminal doesn't launch the GUI version. I was under the impression it installed by default, and emacs -nw would be used for the terminal version. Is there a GUI package available for Fedora 14 (GNOME)? I couldn't find "emacs-gtk" or "emacs-gnome" or any X packages with yum search emacs-. Edit: To clarify, this is about GNU Emacs and not XEmacs.

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  • *nix: Run as different user GUI

    - by singpolyma
    I want to run an application using only GUI as a different user. Not root. I want the user to be presented with a dropdown of system users, select one, enter the password, and the app gets run as that user. Like gksudo but user to run as specified in GUI and not as switch. Does such an app exist?

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  • How to configure RHEL so users can access an app GUI remotely

    - by Rhyuk
    I have an application installed in my RHEL6 box that has a GUI (AppGui.sh). My problem is that a few non-tech users would like to access this GUI remotely. I've tried several guides over the internet but I still cant make it work. I tried: -Installing X Window System -Enabling FORWARDX11=yes in my sshd_config -Exporting $DISPLAY variable -Connecting through ssh -X user@host (simply stays there) How can I setup my box from scratch to make this work?

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  • automated GUI tests fails when running from Jenkins

    - by adm
    Jenkins(master) is installed on the Linux system and runs automated tests on the node slave (Win-XP) via ssh connection. But all the GUi tests are failed, when GUI tests are running locally(WINXP system) testst are passed. I tried tscon.exe 0 /dest:console for forwards the calls to the console but I am getting the error: Could not connect sessionID 0 to sessionname console, Error code 7045 Error [7045]:The requested session access is denied. thanks

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  • GUI system architecture?

    - by topright
    I'm designing GUI (graphical user interface) system for a game engine (C++). Idea is to create a heirarchy of GUI controllers like Focusable, Hoverable, Dragable etc. Every GUI component can attach multiple controllers, they modify component's behaviour. I think it gives flexible system and protects from code duplication. Different instances of the same GUI class can have different complex behaviours (may be, even change it dynamically), so this approach looks practical. The other choice is to add focused, hovered, dragged etc. flags in the base GUI component class. It looks like overhead and not that flexible. Another solution is to use Decorator pattern and wrap objects with FocusDecorator, HoverDecorator etc. Maintaining such system looks a bit harder. Question: What are pitfalls in my solution? May be you have seen a better approaches in GUI systems? What are the best ways of implementing such flexible complex system?

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  • Java Swing over Remote Desktop - Strange, weird GUI squashing

    - by ADTC
    I thought this question fits SuperUser more than StackOverflow because it's not about actual Java programming, though programmers might be more likely to encounter the problem. Anyway, let me start of with some stats before I ask the actual question: Laptop: Windows 7 x32 Screen resolution 1024 x 768; Nvidia GeForce Go 6200 Connected to desktop via ad-hoc wireless network Access internet via desktop Desktop: Windows 7 x64 Screen resolution 1920 x 1080 Connected to laptop via ad-hoc wireless network Access internet via cable modem I'm connecting to my laptop via Remote Desktop from my desktop to take advantage of the large screen. I'm doing programming on my laptop (for portability reasons). Everything else runs smooth and fast over Remote Desktop as both computers are connected directly over the ad-hoc wireless. The only problem is this: Java Swing apps don't display the GUI properly. I acquired a Java Swing application and I'm debugging it in Eclipse. Here's what I got when I ran the app: Apparently there doesn't seem to be anything wrong with the GUI application I'm debugging, because the Java Control Panel exhibits the same problem. I've searched high and low in Google about this; the closest I came to a solution is this. But sadly, the use of -Dsun.java2d.nodraw=true has no effect at all. This only happens over Remote Desktop. I have tried locally and the GUI apps display properly. This isn't a dealbreaker for me as I can stop using Remote Desktop when developing Java Swing apps. However, I would like to know if anyone has encountered this and found any solution. PS: All software involved (Eclipse, Java JRE, etc.) are latest versions.

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