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  • Move a screen session back to its original PID

    - by cron410
    Installed McMyAdmin (minecraft manager) on Ubuntu 12.04 32 bit. Wrote my own service to start McMyAdmin (.net app running in Mono) in its own screen session, and be able to inject proper McMyAdmin commands into that session with the init.d script. Its been running great! Today, I decided to start installing a Source dedicated server (counterstrike pro mod) I determine its going to be a long download process so I quit the process and fire up a fresh screen session called "source". I paste the command in, but it has a space at the begining and bash complains of ignoring semaphores or some such. I detach and reattach the session. Its sliding like butter. I ctrl+a-d out of the session and start exploring the new folder structure and figure out where I need to place a symbolic link. I go to resume that screen and this is what I see: $screen -r source There are several suitable screens on 20091.source (12/02/12 22:59:53) (Detached) 19972.source (12/02/12 22:57:31) (Detached) 917.minecraft (11/30/12 15:30:37) (Attached) It appears I am connected to the minecraft screen?!?!?! So I attach to the other screens one at a time. minecraft is running in 19972.source and sourceds is running in 20091.source So how the hell did I move the minecraft process to another session called source and my main terminal is now "attached" to the minecraft screen? more: I just used exit to quit the putty session, then logged back in, its still the same. did that 3 more times and now the minecraft screen is gone and everything is acting as it should except, of course, for the session name and start time of the "new" minecraft screen. Should I just submit this as a bug for GNU screen?

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  • libgdx rotation (animation, arrays) issues and help needed

    - by johnny-b
    well i am a noob at java and libgdx. i got the homing bullet working with the help of someone. now i am smashing my head as to how i can make it rotate so it faces the ball (which is the main character) when it goes around it or when it is coming towards it. the bullet is facing <--- and the code below is what i have done so far. also i used sprites for the bullet and also animation method. Also how do i make it an array/arraylist which is best so i can have multiple bullets at random or placed places. i tried many things nothing workd :( thank you for the help. // below is the bullet or enemy if you want to call it. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); lifetime += delta; setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime)); } } // this is where i load the images. public class AssetLoader { public static Animation bulletAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { // We must dispose of the texture when we are finished. texture.dispose(); } // this is for the rendering of the images etc public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } so there is the whole thing. the images are loaded via the AssetLoader then to the GameRenderer and GameWorld via the Bullet class. i am guessing that is how it is. sorry newbie so still learning. thank you in advace for the help or any advice.

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  • Laptop screen is cracked, external monitor only mirroring the broken laptop screen

    - by user92415
    I did something stupid. When my Dell Vostro 1000 laptop screen cracked and went all crazy and I couldn't see anything, I attached it to an external monitor and pressed Fn + F5 and it worked. But then I did something in the control panel that made the external screen look similar to the laptop screen. That made the external screen completely unusable too. In the control panel it was the last tab – something with "dual screens" I think. Is there anyway to reverse what did, turn off the laptop screen permanently and turn the external monitor into the primary? Remember that I can't see anything on the laptop screen. It is a complete goner – and because of what I did I can't see anything on the external monitor.

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  • Ubutu 14.04 triple screen, third screen black and X cursor

    - by Horse
    I am having some issues getting my third screen working properly. I had triple screens working fine on 12.04, using 2 nvidia cards. Did a fresh install of 14.04 and having no end of problems getting it working. It either will just be disabled, or the screen is black with the cursor as an X. I can only enable it from the nvidia server settings tool. The Ubuntu native display settings won't even show the 3rd screen. I tried copying the xorg.conf from my old install, which upon restarting X worked fine on the login screen, but then it just sat there after I logged in and didn’t do anything (mouse was still working). I am using gnome-session-fallback instead of unity if that makes any difference. Still having these issues if I try unity though. How do I get my 3rd screen working and displaying a desktop? Here is my current xorg.conf # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 331.20 (buildd@roseapple) Mon Feb 3 15:07:22 UTC 2014 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" RightOf "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "DELL 1907FP" HorizSync 30.0 - 81.0 VertRefresh 56.0 - 76.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: unknown, VertRefresh source: unknown Identifier "Monitor1" VendorName "Unknown" ModelName "DELL 1907FP" HorizSync 0.0 - 0.0 VertRefresh 0.0 Option "DPMS" EndSection Section "Monitor" Identifier "Monitor2" VendorName "Unknown" ModelName "DELL 1907FP" HorizSync 30.0 - 81.0 VertRefresh 56.0 - 76.0 EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTX 580" BusID "PCI:1:0:0" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 520" BusID "PCI:3:0:0" EndSection Section "Device" Identifier "Device2" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 520" BusID "PCI:3:0:0" EndSection Section "Screen" # Removed Option "metamodes" "DVI-I-2: nvidia-auto-select +0+0, DVI-I-3: nvidia-auto-select +1280+0" # Removed Option "metamodes" "DVI-I-2: nvidia-auto-select +0+0" # Removed Option "SLI" "Off" # Removed Option "BaseMosaic" "off" # Removed Option "metamodes" "GPU-109d4eb8-b40b-87d7-3fd6-95830d1d5215.DVI-I-2: nvidia-auto-select +0+0, GPU-109d4eb8-b40b-87d7-3fd6-95830d1d5215.DVI-I-3: nvidia-auto-select +1280+0, GPU-82e96214-175e-5e6a-218c-5bdbc948daf2.DVI-I-1: nvidia-auto-select +3200+0" # Removed Option "SLI" "off" # Removed Option "BaseMosaic" "on" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "Stereo" "0" Option "nvidiaXineramaInfoOrder" "DFP-0" Option "metamodes" "DVI-I-2: nvidia-auto-select +0+0, DVI-I-3: nvidia-auto-select +1280+0" Option "SLI" "Off" Option "MultiGPU" "Off" Option "BaseMosaic" "off" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" # Removed Option "metamodes" "nvidia-auto-select +0+0" # Removed Option "metamodes" "DVI-I-3: nvidia-auto-select +0+0" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "nvidia-auto-select +0+0" Option "SLI" "Off" Option "MultiGPU" "Off" Option "BaseMosaic" "off" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Device2" Monitor "Monitor2" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "nvidia-auto-select +0+0" Option "SLI" "Off" Option "MultiGPU" "Off" Option "BaseMosaic" "off" SubSection "Display" Depth 24 EndSubSection EndSection Here is my old 'working in 12.04' xorg.conf # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 310.19 ([email protected]) Thu Nov 8 02:08:55 PST 2012 Section "ServerLayout" # Removed Option "Xinerama" "0" Identifier "Layout0" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" RightOf "Screen2" Screen 2 "Screen2" RightOf "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "1" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "DELL 1907FP" HorizSync 30.0 - 81.0 VertRefresh 56.0 - 76.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: unknown, VertRefresh source: unknown Identifier "Monitor1" VendorName "Unknown" ModelName "DELL 1907FP" HorizSync 30.0 - 81.0 VertRefresh 56.0 - 76.0 Option "DPMS" EndSection Section "Monitor" Identifier "Monitor2" VendorName "Unknown" ModelName "Apple Cinema HD" HorizSync 74.0 - 74.6 VertRefresh 59.9 - 60.0 EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTX 580" BusID "PCI:1:0:0" Screen 0 EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 520" BusID "PCI:3:0:0" EndSection Section "Device" Identifier "Device2" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTX 580" BusID "PCI:1:0:0" Screen 1 EndSection Section "Screen" # Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+0, DFP-2: nvidia-auto-select +1280+0" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "DFP-0: nvidia-auto-select +0+0; DFP-0: nvidia-auto-select +0+0; DFP-0: 1280x1024_75 +0+0; DFP-0: 1152x864 +0+0; DFP-0: 1024x768 +0+0; DFP-0: 1024x768_60 +0+0; DFP-0: 800x600 +0+0; DFP-0: 800x600_60 +0+0; DFP-0: 640x480 +0+0; DFP-0: 640x480_60 +0+0; DFP-0: nvidia-auto-select +0+0 {viewportout=1280x720+0+152}" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Device2" Monitor "Monitor2" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "DFP-2: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Extensions" Option "Composite" "Disable" EndSection

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  • Matrix rotation of a rectangle to "face" a given point in 2d

    - by justin.m.chase
    Suppose you have a rectangle centered at point (0, 0) and now I want to rotate it such that it is facing the point (100, 100), how would I do this purely with matrix math? To give some more specifics I am using javascript and canvas and I may have something like this: var position = {x : 0, y: 0 }; var destination = { x : 100, y: 100 }; var transform = Matrix.identity(); this.update = function(state) { // update transform to rotate to face destination }; this.draw = function(ctx) { ctx.save(); ctx.transform(transform); // a helper that just calls setTransform() ctx.beginPath(); ctx.rect(-5, -5, 10, 10); ctx.fillStyle = 'Blue'; ctx.fill(); ctx.lineWidth = 2; ctx.stroke(); ctx.restore(); } Feel free to assume any matrix function you need is available.

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  • Camera wont stay behind model after pitch, then rotation

    - by ChocoMan
    I have a camera position behind a model. Currently, if I push the left thumbstick making my model move forward, backward, or strafe, the camera stays with the model. If I push the right thumbstick left or right, the model rotates in those directions fine along with the camera rotating while maintaining its position relatively behind the model. But when I pitch the model up or down, then rotate the model afterwards, the camera moves slightly rotates in a clock-like fashion behind the model. If I do a few rotations of the model and try to pitch the camera, the camera will eventually be looking at the side, then eventually the front of the model while also rotating in a clock-like fashion. My question is, how do I keep the camera to pitch up and down behind the model no matter how much the model has rotated? Here is what I got: // Rotates model and pitches camera on its own axis public void modelRotMovement(GamePadState pController) { // Rotates Camera with model Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(angularSpeed); // Pitches Camera around model Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(angularSpeed); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around with model (only seeing back of model) public void cameraYaw(Vector3 axisYaw, float yaw) { ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisYaw, yaw)) + ModelLoad.camTarget; } // Raise camera above or below model's shoulders public void cameraPitch(Vector3 axisPitch, float pitch) { ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } // Call in update method public void updateCamera() { cameraYaw(Vector3.Up, Yaw); cameraPitch(Vector3.Right, Pitch); } NOTE: I tried to use addPitch just like addRotation but it didn't work...

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  • Flip rotation matrix

    - by azer89
    right now i'm doing character control with kinect. Basically i need to mirror the joint orientation because the character faces the player. Somehow by googling through internet i've done it and everything works very well. But i have little idea about how the math works, here's my code: //------------------------------------------------------------------------------------- Ogre::Quaternion JointOrientationCalculator::buildQuaternion(Ogre::Vector3 xAxis, Ogre::Vector3 yAxis, Ogre::Vector3 zAxis) { Ogre::Matrix3 mat; if(isMirror) { mat = Ogre::Matrix3(xAxis.x, yAxis.x, zAxis.x, xAxis.y, yAxis.y, zAxis.y, xAxis.z, yAxis.z, zAxis.z); Ogre::Matrix3 flipMat(1, 0, 0, 0, 1, 0, 0, 0, -1); mat = flipMat * mat * flipMat; } else { mat = Ogre::Matrix3(xAxis.x, -yAxis.x, zAxis.x, -xAxis.y, yAxis.y, -zAxis.y, xAxis.z, -yAxis.z, zAxis.z); } Ogre::Quaternion q; q.FromRotationMatrix(mat); return q; } when i need to mirror/flip it by axes z i calculate mat = flipMat * mat * flipMat; but i don't understand how this equation works.

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  • (Quaternion based) Trouble moving foward based on model rotation

    - by ChocoMan
    Using quaternions, I'm having trouble moving my model in its facing direction. Currently the model moves can move in all cardinal directions with no problems. The problem comes when I rotate the move as it still travelling in the direction of world space. Meaning, if I'm moving forward, backward or any other direction while rotating the model, the model acts like its a figure skater spinning while traveling in the same direction. How do I update the direction of travel proper with the facing direction of the model? Rotates model on Y-axis: Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); Moves model forward: // Move Forward if (pController.IsButtonDown(Buttons.LeftThumbstickUp)) { SpeedX = (float)(Math.Sin(ModelLoad.ModelRotation)) * FWDSpeedMax * pController.ThumbSticks.Left.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; SpeedZ = (float)(Math.Cos(ModelLoad.ModelRotation)) * FWDSpeedMax * pController.ThumbSticks.Left.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; // Update model position ModelLoad._modelPos += Vector3.Forward * SpeedZ; ModelLoad._modelPos += Vector3.Left * SpeedX; }

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  • Rotation based on x coordinate and x velocity?

    - by Lewis
    -(void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration { float deceleration = 0.3f, sensitivity = 8.0f, maxVelocity = 150; // adjust velocity based on current accelerometer acceleration playerVelocity.x = playerVelocity.x * deceleration + acceleration.x * sensitivity; // we must limit the maximum velocity of the player sprite, in both directions (positive & negative values) playerVelocity.x = fmaxf(fminf(playerVelocity.x, maxVelocity), -maxVelocity); } Hi, I want to rotate my sprite based on the velocity and accelerometer input. My sprite can move along the X axis like so: <--------- sprite ----------- But it always faces forwards, if it is moving left I want it to point slightly to the left, the degree of how far it is pointing to be judged from the velocity. This should also work for the right. I tried using atan but as the y velocity and position is always the same the function returns 0, which doesn't rotate it at all. Any ideas? Regards, Lewis.

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  • Convert rotation from Right handed System to left handed

    - by Hector Llanos
    I have Euler angles from a right handed system that I am trying to convert to a left handed system. All the information that I have read online says that to convert it simply multiply the axis and the angle in the correct order and it should work. In other words, Z * Y * X. When I do this what I see in Maya, and in engine still do not match up. This is what I have so far: static Quaternion ConvertToRightHand(Vector3 Euler) { Quaternion x = Quaternion.AngleAxis(-Euler.x, Vector3.right); Quaternion y = Quaternion.AngleAxis(Euler.y, Vector3.up); Quaternion z = Quaternion.AngleAxis(Euler.z, Vector3.forward); return (z * y * x); } Keeping the -Euler.x helps keep the object pointing up correctly, but when I pass ( 0,0,0) to face in the -z, it faces in the +z. Help :/

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  • Rubik's cube array rotation

    - by Ace
    I'm about to make a 3D Rubik's cube based game in Flash AS3 and Away3d. I don't really know how to manage the 2D arrays of the Rubik's cube. For example, how do I rotate the corresponding arrays if I rotate a side, or just rotate a middle part? In this stage I also don't know how to rotate those smaller cube parts all together if a side is rotating. First I was thinking of "groups" ( like in sketchup or 3ds max, blender), but that would be tricky, because the group components would change every time. So I was thinking of just rotating each individual piece along a global axis. However, I just know the Away3d functions to rotate the cube of his local X , Y or Z axis, but how to rotate in global axis? Does anyone know of a algorithm for doing these types of rotations?

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  • Keeping rotation between two objects

    - by user99
    In my XNA game I have two objects that collide. When the first object collides with the other it is able to latch on to it and move it about the world. I am having a problem with the math here (Math isn't my strong point). I currently have the second object latch on to the first and move around with it, but I cannot get it to keep it's original direction. So, if the object is facing up it should keep this direction relative to how it is being rotated with the original item. Any tips on how I could best to achieve this?

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  • Rotation of viewplatform in Java3D

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • XNA - positioning after rotation

    - by DijkeMark
    I have a turret with a 2 gunbarrels. The turret rotates towards my mouse. So far no problem. When it creates a few bullets and positions them at the end of the gun barrels. Here is the problem. It only works the moment the gun is point upwards. The moment it rotates the end of the gun barrels have moved ofcourse, thus the bullets don't spawn at the end of the gun battels, but at the place the where the gun barrels are when the turret is pointing upwards. How can I check where the end of the gun barrels are the moment it rotates? Thanks in Advance, Mark Dijkema PS. If you need code please let me know, I didn't post any yet, because I didn't what code you would need.

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  • Changing enum in a different class for screen

    - by user2434321
    I'm trying to make a start menu for my game and my code uses Enum's to moniter the screen state. Now i want to change the screenstate declared in the main class, in my Background class Screen screen = new Screen(); is declared in the Game1 class Background(ref screen); This is in the update method for the Background Class KeyboardState keystate = Keyboard.GetState(); switch (screen) { case Screen.Start: if (isPressed && keystate.IsKeyUp(Keys.Up) && keystate.IsKeyUp(Keys.Down) && keystate.IsKeyUp(Keys.Enter)) { isPressed = false; } if (keystate.IsKeyDown(Keys.Down) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Credits; if (menuState == MenuState.Play) menuState = MenuState.Options; isPressed = true; } if (keystate.IsKeyDown(Keys.Up) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Play; if (menuState == MenuState.Credits) menuState = MenuState.Options; isPressed = true; } switch (menuState) { case MenuState.Play: arrowRect.X = 450; arrowRect.Y = 220; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Play; break; case MenuState.Options: arrowRect.X = 419; arrowRect.Y = 340; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Options; break; case MenuState.Credits: arrowRect.X = 425; arrowRect.Y = 460; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Credits; break; } break; } } For some reason when I play this and I hit the enter button the Background class's screen is changed but the main class's screen isn't how can i change this? EDIT 1* class Background { private Texture2D background; private Rectangle backgroundRect; private Texture2D arrow; private Rectangle arrowRect; private Screen screen; private MenuState menuState; private bool isPressed = false; public Screen getScreenState(ref Screen screen) { this.screen = screen; return this.screen; } public Background(ref Screen screen) { this.screen = screen; } public void Update() { KeyboardState keystate = Keyboard.GetState(); switch (screen) { case Screen.Start: if (isPressed && keystate.IsKeyUp(Keys.Up) && keystate.IsKeyUp(Keys.Down) && keystate.IsKeyUp(Keys.Enter)) { isPressed = false; } if (keystate.IsKeyDown(Keys.Down) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Credits; if (menuState == MenuState.Play) menuState = MenuState.Options; isPressed = true; } if (keystate.IsKeyDown(Keys.Up) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Play; if (menuState == MenuState.Credits) menuState = MenuState.Options; isPressed = true; } switch (menuState) { case MenuState.Play: arrowRect.X = 450; arrowRect.Y = 220; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Play; break; case MenuState.Options: arrowRect.X = 419; arrowRect.Y = 340; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Options; break; case MenuState.Credits: arrowRect.X = 425; arrowRect.Y = 460; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Credits; break; } break; case Screen.Pause: break; case Screen.Over: break; } } public void LoadStartContent(ContentManager Content, GraphicsDeviceManager graphics) { background = Content.Load<Texture2D>("startBackground"); arrow = Content.Load<Texture2D>("arrow"); backgroundRect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); arrowRect = new Rectangle(450, 225, arrow.Width, arrow.Height); screen = Screen.Start; } public void LoadPlayContent(ContentManager Content, GraphicsDeviceManager graphics) { background = Content.Load<Texture2D>("Background"); backgroundRect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); screen = Screen.Play; } public void LoadOverContent(ContentManager Content, GraphicsDeviceManager graphics) { } public void Draw(SpriteBatch spritebatch) { if (screen == Screen.Start) { spritebatch.Draw(background, backgroundRect, Color.White); spritebatch.Draw(arrow, arrowRect, Color.White); } else spritebatch.Draw(background, backgroundRect, Color.White); } } Thats my background class!

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  • car race game collision condition.

    - by ashok patidar
    in this how can rotate car when it goes to collied with the track side. package { import flash.display.MovieClip; import flash.events.Event; import flash.events.KeyboardEvent; import flash.text.TextField; import flash.ui.Keyboard; import Math; /** * ... * @author Ashok */ public class F1race extends MovieClip { public var increment:Number = 0; //amount the car moves each frame public var posNeg:Number = 1; public var acceleration:Number = .05; //acceleration of the car, or the amount increment gets increased by. public var speed:Number = 0; //the speed of the car that will be displayed on screen public var maxSpeed:Number = 100; public var keyLeftPressed:Boolean; public var keyRightPressed:Boolean; public var keyUpPressed:Boolean; public var keyDownPressed:Boolean; public var spedometer:TextField = new TextField(); public var carRotation:Number ; public var txt_hit:TextField = new TextField(); public function F1race() { carRotation = carMC.rotation; trace(carMC.rotation); //addChild(spedometer); //spedometer.x = 0; //spedometer.y = 0; addChild(txt_hit); txt_hit.x = 0; txt_hit.y = 100; //rotation of the car addEventListener(Event.ENTER_FRAME, onEnterFrameFunction); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed,false); stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased,false); carMC.addEventListener(Event.ENTER_FRAME, carOver_road) } public function carOver_road(event:Event):void { //trace(texture.hitTestPoint(carMC.x,carMC.y,true),"--"); /* if(!texture.hitTestPoint(carMC.x,carMC.y,true)) { txt_hit.text = "WRONG WAY"; if(increment!=0) { increment=1; } } else { txt_hit.text = ""; //increment++; }*/ if (roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y,true)) { trace("left Hit" + carMC.rotation); //acceleration = .005; //if(carMC.rotation>90 || carMC.rotation>90 //carMC.rotation += 2; if ((carMC.rotation >= 90) && (carMC.rotation <= 180)) { carMC.rotation += 3; carMC.x += 3; } if ((carMC.rotation <= -90) && (carMC.rotation >= -180)) { carMC.rotation += 3; texture.y -= 3; } if ((carMC.rotation > -90) && (carMC.rotation <= -1)) { carMC.rotation += 3; texture.y -= 3; } if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x + carMC.width / 2, carMC.y,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if ((!roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y, true)) && (!roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true))) { //acceleration = .05; } } public function onEnterFrameFunction(events:Event):void { speed = Math.round((increment) * 5); spedometer.text = String(speed); if ((carMC.rotation < 180)&&(carMC.rotation >= 0)){ carRotation = carMC.rotation; posNeg = 1; } if ((carMC.rotation < 0)&&(carMC.rotation > -180)){ carRotation = -1 * carMC.rotation; posNeg = -1; } if (keyRightPressed) { carMC.rotation += .5 * increment; carMC.LWheel.rotation = 8; carMC.RWheel.rotation = 8; steering.gotoAndStop(2); } if (keyLeftPressed) { carMC.rotation -= .5 * increment; carMC.LWheel.rotation = -8; carMC.RWheel.rotation = -8; steering.gotoAndStop(3); } if (keyDownPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; increment -= 0.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment -= 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } if ((Math.abs(speed)) == (Math.abs(maxSpeed))) { trace("hello"); } } if (keyUpPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; //trace(carMC.rotation); texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment += 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } } if ((!keyUpPressed) && (!keyDownPressed)){ /*if (increment > 0 && (!keyUpPressed)&& (!keyDownPressed)) { //texture.y -= ((90-carRotation)/90)*increment; increment -= 1.5 * acceleration; } if((increment==0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment = 0; } if((increment<0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment += 1.5 * acceleration; }*/ if (increment > 0) { increment -= 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } if (increment == 0) { increment = 0; } if (increment < 0) { increment += 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } } } public function keyPressed(event:KeyboardEvent):void { trace("keyPressed"); if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = true; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = true; } if (event.keyCode == Keyboard.UP) { keyUpPressed = true; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = true; } } public function keyReleased(event:KeyboardEvent):void { trace("keyReleased..."); //increment -= 1.5 * acceleration; //increment--; if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = false; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = false; } if (event.keyCode == Keyboard.UP) { keyUpPressed = false; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = false; } } } }

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  • Mecer laptop gives me a white screen when I close the screen

    - by Dane Rossenrode
    I'm having a very strange hardware issue with my Mecer m770u laptop with intel i7 quad core, etc... I'm wondering if anyone has had this issue with any other brand/model of laptop, and what I should fix/replace to solve it...? Basically when I close the screen of the laptop, the screen often goes completely white. If I open it slowly and smoothly again, the screen returns to normal. But if I close the screen when the computer is off, and then switch it on, it boots with a white screen, and opening it slowly/smoothly doesn't help. I have to then switch it on and off a few times before it returns to normal. Makes travelling with my laptop really difficult! Any suggestions?

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  • Using screen, commands like less and man don't clear the screen afterwards

    - by Boldewyn
    In contrast to this question I want the clearing of the screen re-enabled for less. It works fine in my xterm terminal under Cygwin/mintty or Gnome Terminal (both xterms). However, when inside a screen session, the clearing of the screen is somehow disabled. I tried several things, like screen -T xterm or putting the autonuke statement in my ~/.screenrc. Also, inside the screen session export TERM=xterm tset has no effect. So, now I'm out of ideas. Any help appreciated.

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  • GNU Screen: Combining split-regions and full-screen sessions

    - by scrrr
    Let's say I have three sessions: 0, 1 and 2 I'm on session 0 and I press CTRL-A S to split the screen. Then I select session 1 for the bottom split region, while 0 is in the upper. Can I switch to session 2 and have it display in full-screen while 0 and 1 remain split? If I CTRL-A n to other sessions in a split screen it only changes the split-region. I want some sessions to be full-screen though. Is that possible?

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  • Automated capturing of screen using "Microsoft Expression Encoder Screen Capture" command line operations

    - by gentlesea
    I want to capture screen output automatically from within my TestComplete test program. For this i found the free limited version of "Microsoft Expression Encoder Screen Capture" which I want to automate. Is there a separate command line interface for Microsoft Expression Encoder Screen Capture or do I have to use the command line interface for Expression Studio? I found this options: http://msdn.microsoft.com/en-us/library/cc294683.aspx. But before I dig deeper, I want to know if I am on the right way.

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  • Unable to get screen signal after purge FGLRX

    - by Boris
    I thought that my ATI driver was not running well so I wanted to re-instal it completely. I did: sudo apt-get remove --purge fglrx* sudo apt-get remove --purge xserver-xorg-video-ati xserver-xorg-video-radeon and after a boot I wanted to intal the ATI driver BUT at the boot no more signal to my screen. Since, every time I turn on my PC it gets to purple screen and then screen shuts down ! Note that: Even if the screen is off, PC seems to be running almost well: I m still able to use my network to access data shared with NFS. Using live USB I have no screen problem. I tried to plug my screen on an alternative output but it did not work. I tried CTRL+ALT+F1 while being on purple screen but it does not do anything, screen shut down anyway. I m going to try the SHIFT thing and learn from blackscreen wiki...

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  • Dim (NEARLY blank) laptop screen, secondary screen works - why?

    - by LIttle Ancient Forest Kami
    My laptop screen is (almost) black while my secondary screen is fine. I believe it to be backlight / brightness related. Problem description it starts when I start the laptop system loads and works fine, just screen has problems I can see the screen though very faintly / dimly - it's hard to see anything which ain't very white e.g. starting screen has big Thinkpad logo in white, large font - I can see it, though very dimly second screen works very well Official backligtht debugging: using acpi setting as prescribed there for Thinkpads didn't help I can see an entry in /sys/class/backlight/ and it changes when I press hotkeys for brightness (current backlight power for instance goes up or down) acpi-off didn't helpm neither did acpi_backlight=vendor Hardware data Laptop is Thinkpad Edge with glossy screen. 4 processors, 2 cores, exemplary CPU data from cat /proc/cpuinfo reports Genuine Intel i5 (M 480 @ 2.67GHz). OS is Ubuntu Lucid, 10.04 LTS, 64-bit, with Linux generic kernel (2.6.32-44) and GNOME 2.32.2 (though I doubt there lies the problem). $ lspci | grep VGA 01:00.0 VGA compatible controller: ATI Technologies Inc M92 [Mobility Radeon HD 4500 Series] $ lshw -C display *-display description: VGA compatible controller product: M92 [Mobility Radeon HD 4500 Series] vendor: ATI Technologies Inc physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 32 bits clock: 33MHz capabilities: pm pciexpress msi bus_master cap_list rom configuration: driver=radeon latency=0 resources: irq:33 memory:c0000000-dfffffff(prefetchable) ioport:2000(size=256) memory:f0300000-f030ffff memory:f0320000-f033ffff(prefetchable) Driver I was NOT running any proprietary drivers, just checked with "Hardware drivers". There is one for ATI that is suggested there, though I didn't need it so far. UPDATE: changing the driver to proprietary one (ATI/AMD FGLRX) didn't help. Tried and failed Resetting / running on power or battery / charging / getting rid of static electricity / warming up *doesn't help* This is NOT a blank-screen problem, at least it isn't following official Ubuntu black-screen diagnostics - I can see my screen, though barely. What I will try next: - check last updates I've made - IIRC I am running on nomodeset already, but will verify this Any ideas how to proceed best? What is most probable cause?

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  • screen saver issue

    - by Steven
    When i leave my pc alone for while the screens turns black which is fine, when i return and move my mouse it comes back on but my second screen stays black and my first screen has a blue overlay over the top of the unlock screen. I believe this is to do with my dual screens on gts450. screen 1 is 1920*1080 screen 2 is 1024*768 the blue over lay is on screen one and looks to be the size of screen 2 I can out the password in and press enter and then everything goes back to normal, but how do i fix this issue of a blue overlay stopping me seeing whats on screen.

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  • How do I get the F1-F12 keys to switch screens in gnu screen in cygwin when connecting via SSH?

    - by Mikey
    I'm connecting to a desktop running cygwin via SSH from the terminal app in Mac OS X. I have already started screen on the cygwin side and can connect to it over the SSH session. Furthermore, I have the following in the .screenrc file: bindkey -k k1 select 1 # F1 = screen 1 bindkey -k k2 select 2 # F2 = screen 2 bindkey -k k3 select 3 # F3 = screen 3 bindkey -k k4 select 4 # F4 = screen 4 bindkey -k k5 select 5 # F5 = screen 5 bindkey -k k6 select 6 # F6 = screen 6 bindkey -k k7 select 7 # F7 = screen 7 bindkey -k k8 select 8 # F8 = screen 8 bindkey -k k9 select 9 # F9 = screen 9 bindkey -k F1 prev # F11 = prev bindkey -k F2 next # F12 = next However, when I start multiple windows in screen and attempt to switch between them via the function keys, all I get is a beep. I have tried various settings for $TERM (e.g. ansi, cygwin, xterm-color, vt100) and they don't really seem to affect anything. I have verified that the terminal app is in fact sending the escape sequence for the function key that I'm expecting and that my bash shell (running inside screen) is receiving it. For example, for F1, it sends the following (hexdump is a perl script I wrote that takes STDIN in binmode and outputs it as a hexadecimal/ascii dump): % hexdump [press F1 and then hit ^D to terminate input] 00000000: 1b4f50 .OP If things were working correctly, I don't think bash should receive the escape sequence because screen should have caught it and turned it into a command. How do I get the function keys to work?

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  • Getting a black laptop screen

    - by Vivek
    I get a black screen when I boot my laptop. The laptop was in sleep mode initially, so when I pressed the power button, it looked as if it woke up from sleep mode, but the screen was blank. So, I held down the power button to force shutdown the laptop and then removed the battery. But after booting the laptop the screen still remains black. The bios/boot screen remains black as well. I have tried connecting it to external hdmi/vga/s-video devices and booting still no go. Windows loads fine, as I can type the password and get the 'Ding', then alt-f4 and shutdown windows. If it helps, the laptop model is Asus G1S-A1. Thanks in advance!

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