Search Results

Search found 19859 results on 795 pages for 'image modification'.

Page 300/795 | < Previous Page | 296 297 298 299 300 301 302 303 304 305 306 307  | Next Page >

  • Can't set up IIS Web Server on Server 2008 x64 correctly (what have I missed?)

    - by balexandre
    Using a VM I installed Windows 2008 Server x64 and as the image below shows, added the IIS Role full image and assigned all role features of IIS full image But if I have an ASP.NET (aspx) page that does (C#) Session["test-session"] = "A"; and read in other page I always get nothing! NOTE: I do have an entire ASP.NET web application, the example above is to be succinct and explicit on what is the problem I'm facing. Can anyone know what do I have to do to the Server, so I can use the Session variables? All help is greatly appreciated, Thank you

    Read the article

  • HLSL - Creating Shadows in 2D

    - by richard
    The way that I create shadows is by the following technique: http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/ But I have questions to HLSL. The way that I currently do it is, I have a black and white image, where Black means 'object', and white means 'nothing'. I then distort the image like in the tutorial. I do this with a pixel shader, but instead of rendering to the screen, I render to a texture, back to my application. I then take this, and create the shadows, and then send it back to the graphics card to undo the distortion, after the shadow has been added - this comes back and I have a stencil of shadow. I can put this ontop of the original image and send them back to the graphics card, which then puts them on the screen. To me this is alot of back and forth. Is there a way i can avoid this? The problem that I am having is that I need to basically go through all positions in the texture 3 times, and use the new new texture every time instead of the orginal one. I tried to read up on Passes, but i don't think that i am heading in the right direction there. Help?

    Read the article

  • Tools for creating assets? [closed]

    - by Agent_9191
    There are similar questions about finding existing resources that are free for use (free sprites/images, music, sound), but I'm interested in creating the resources myself. What tools do you use for asset creation/modification? Please only put one tool per answer. Also try to include the following information: Product Name Link to website Type of assets is can create (2D images, 3D images, audio, etc) OS(s) supported Cost License (if free/open source) General summary

    Read the article

  • Texture and Pattern Generator

    - by Ara
    I use Adobe Fireworks for its Texture and Pattern tools to make things like this: http://i.imgur.com/sci7Roc.png and then i copy-paste it to Flash Professional (Adobe) to use there. but fireworks is so slow and buggy is there a free or commercial software to do this simple Texture / Pattern thing easily? Texture (like the second image above) Patter and Texture (like the first one) Transparent Texture, so the background color would be visible instead of the white lines in second image The ability to copy and paste it (as PNG 32 or any alpha transparent image) so i don't have to save it first and then import it to flash * I Use Mac OS X 10.8.4 *

    Read the article

  • SFML - Moving a sprite on mouseclick

    - by Mike
    I want to be able to move a sprite from a current location to another based upon where the user clicks in the window. This is the code that I have: #include <SFML/Graphics.hpp> int main() { // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600), "SFML window"); // Load a sprite to display sf::Texture Image; if (!Image.LoadFromFile("cb.bmp")) return EXIT_FAILURE; sf::Sprite Sprite(Image); // Define the spead of the sprite float spriteSpeed = 200.f; // Start the game loop while (App.IsOpened()) { if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Escape)) App.Close(); if (sf::Mouse::IsButtonPressed(sf::Mouse::Right)) { Sprite.SetPosition(sf::Mouse::GetPosition(App).x, sf::Mouse::GetPosition(App).y); } // Clear screen App.Clear(); // Draw the sprite App.Draw(Sprite); // Update the window App.Display(); } return EXIT_SUCCESS; } But instead of just setting the position I want to use Sprite.Move() and gradually move the sprite from one position to another. The question is how? Later I plan on adding a node system into each map so I can use Dijkstra's algorithm, but I'll still need this for moving between nodes.

    Read the article

  • Raspberry Pi stuck at splash screen

    - by Matthew
    I have a raspberry pi and I am stuck at the splash screen. In the top right of the screen there is an image of a Raspberry. When I first power on the device, I get the colored screen, and then I get the image of the raspberry followed by a white cursor which quickly freezes or disappears. I put on the debian version of wheezy that allows java. (the soft float version) Any assistance would be greatly appreciated. BTW I did have it working at one point in time and all I did was go to the terminal (logged out of the GUI) and did a shutdown -h now command. But since then I've even started with a brand new version of the image and it is still not working. Oh and I did try the same SD card with a version of arch linux and it worked fine.

    Read the article

  • Generate or update a PDF to include an encrypted, hidden watermark?

    - by Dave Jarvis
    Background Using LaTeX to write a book. When a user purchases the book, the PDF will be generated automatically. Problem The PDF should have a watermark that includes the person's name and contact information. Question What software meets the following criteria: Applies encrypted, invisible watermarks to a PDF Open Source Platform independent (Linux, Windows) Fast (marks a 200 page PDF in under 1 second) Batch processing (exclusively command-line driven) Collusion-attack resistant Non-fragile (e.g., PDF - EPS - PDF still contains the watermark) Well documented (shows example usages) Ideas & Resources Some thoughts and findings: Natural language processing (NLP) watermarks. Apply steganography on a randomly selected image. http://openstego.sourceforge.net/cmdline.html The problem with NLP is that grammatical errors can be introduced. The problem with steganography is that the images are sourced from an image cache, and so recreating that cache with watermarked images will impart a delay when generating the PDF (I could just delete one image from the cache, but that's not an elegant solution). Thank you!

    Read the article

  • Nester

    - by csharp-source.net
    Nester is a tool for mutation testing of your C# source code in order to assess the adequacy of your unit tests. It involves modification of programs to see if existing tests can distinguish the original program from the modified program.

    Read the article

  • Driver problems with rerunning WIM capture

    - by Tim Brigham
    How do I handle driver problems associated with creating a new WIM file using a previously created image as a base? I am using a custom MDT image which installs Windows 7, Office 2010, etc which was created from a previously deployed base image of Windows 7 + SP 1 + updates. When the driver injection is enabled I receive a group of messages (collected from different logs, screens, etc). If I turn the preinstall driver injection off things work as expected. If I leave it on I receive the following messages. windows cannot install required files 0x80004005 8004004 non zero return code ltiapply rc=31 Unhandled error returned by LTIApply: a device attached to the system is not functioning. (-2147024865 0x8007001F)

    Read the article

  • How to generate user-specific PDF with encrypted hidden watermark?

    - by Dave Jarvis
    Background Using LaTeX to write a book. When a user purchases the book, the PDF will be generated automatically. Problem The PDF should have a watermark that includes the person's name and contact information. Question What software meets the following criteria: Applies encrypted, undetectable watermarks to a PDF Open Source Platform independent (Linux, Windows) Fast (marks a 200 page PDF in under 1 second) Batch processing (exclusively command-line driven) Collusion-attack resistant Non-fragile (e.g., PDF - EPS - PDF still contains the watermark) Well documented (shows example usages) Ideas & Resources Some thoughts and findings: Natural language processing (NLP) watermarks. Apply steganography on a randomly selected image. http://openstego.sourceforge.net/cmdline.html The problem with NLP is that grammatical errors can be introduced. The problem with steganography is that the images are sourced from an image cache, and so recreating that cache with watermarked images will impart a delay when generating the PDF (I could just delete one image from the cache, but that's not an elegant solution). Thank you!

    Read the article

  • Why doesn't my grub background show?

    - by luri
    I've tried to change resolution, colors and background image for my grub menu, but I get no background (well, just a black one, no image).... What am I doing wrong? This is my grub.cfg (omitting the OS's part): # # DO NOT EDIT THIS FILE # # It is automatically generated by grub-mkconfig using templates # from /etc/grub.d and settings from /etc/default/grub # ### BEGIN /etc/grub.d/00_header ### if [ -s $prefix/grubenv ]; then set have_grubenv=true load_env fi set default="${saved_entry}" if [ "${prev_saved_entry}" ]; then set saved_entry="${prev_saved_entry}" save_env saved_entry set prev_saved_entry= save_env prev_saved_entry set boot_once=true fi function savedefault { if [ -z "${boot_once}" ]; then saved_entry="${chosen}" save_env saved_entry fi } function recordfail { set recordfail=1 if [ -n "${have_grubenv}" ]; then if [ -z "${boot_once}" ]; then save_env recordfail; fi; fi } function load_video { insmod vbe insmod vga } insmod part_msdos insmod ext2 set root='(hd1,msdos5)' search --no-floppy --fs-uuid --set 42509bf9-f3e6-460a-8947-ec0f5c1fbcc8 if loadfont /usr/share/grub/unicode.pf2 ; then set gfxmode=1280x1024x24 load_video insmod gfxterm fi terminal_output gfxterm insmod part_msdos insmod ext2 set root='(hd1,msdos5)' search --no-floppy --fs-uuid --set 42509bf9-f3e6-460a-8947-ec0f5c1fbcc8 set locale_dir=($root)/boot/grub/locale set lang=es insmod gettext if [ "${recordfail}" = 1 ]; then set timeout=-1 else set timeout=10 fi ### END /etc/grub.d/00_header ### ### BEGIN /etc/grub.d/05_debian_theme ### insmod part_msdos insmod ext2 set root='(hd1,msdos5)' search --no-floppy --fs-uuid --set 42509bf9-f3e6-460a-8947-ec0f5c1fbcc8 insmod jpeg if background_image /boot/grub/Serenity_Enchanted_by_sirpecangum.jpg ; then set color_normal=black/white set color_highlight=brown/light-gray else set menu_color_normal=white/black set menu_color_highlight=black/light-gray fi ### END /etc/grub.d/05_debian_theme ### The selected image has been copied to /boot/grub/Serenity_Enchanted_by_sirpecangum.jpg with no luck. I'm for sure missing something (probably something obvious) but I don't really get it...

    Read the article

  • Concurrency with listeners and upload: is this solution sound?

    - by cbrulak
    I'm working on an Android app. We have listeners for position data and camera capture which is timed on a background thread (not a service). The timer thread dictates when the image is captured and also when the data is cached in a local sqlite db. So, my question is how to properly store the location data as it comes in based on the listeners and pull that data so that the database can be updated as the camera capture is executed. I can't put the location data into the database as it arrives because it is processed more frequently than the camera images and the camera images are what dominates the architecture at the moment. (Location data is supplement). However I need the location data to get a rough location of the where the image is captured. My first thought was to have singleton store the location data. And have a semaphore on the getInstance method so if the database update is happening (after an image is captured) we don't have an error. The location data can wait for the database update or it can be lost for that particular event it doesn't really matter. What are you thoughts? Am I on the right track? (And is this the right sub-site or would this be better on stackoverflow?)

    Read the article

  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

    Read the article

  • Extracting the layer transparency into an editable layer mask in Photoshop

    - by last-child
    Is there any simple way to extract the "baked in" transparency in a layer and turn it into a layer mask in Photoshop? To take a simple example: Let's say that I paint a few strokes with a semi-transparent brush, or paste in a .png-file with an alpha channel. The rgb color values and the alpha value for each pixel are now all contained in the layer-image itself. I would like to be able to edit the alpha values as a layer mask, so that the layer image is solid and contains only the RGB values for each pixel. Is this possible, and in that case how? Thanks. EDIT: To clarify - I'm not really after the transparency values in themselves, but in the separation of rgb values and alpha values. That means that the layer must become a solid, opaque image with a mask.

    Read the article

  • How do you create a bootable partition on a USB drive?

    - by Nathan DeWitt
    I have a bootable ISO designed to be burned to a double-layer DVD. I don't have a double layer DVD burner, so I would like to stick the ISO image on a 50 GB partition on a USB hard drive I have. How do I get the boot info onto the hard drive? If it helps, it's an OSx86 Live CD. Attempt 1: booted into Ubuntu 9.04 LiveCD deleted the partition on my existing USB hard drive sudo dd if=/path/to/image.iso of=/dev/MyUSB booted to USB drive error: Error Loading OS Atempt 2: booted into Ubuntu 9.04 LiveCD deleted the partition on my existing USB hard drive sudo mkdosfs -I -v -n iPC /dev/MyUSB sudo syslinux /dev/MyUSB sudo dd if=/path/to/image.iso of=/dev/MyUSB booted to USB drive error: Selected boot device not available - strike F1 to retry boot, F2 for setup utility

    Read the article

  • iSCSI RAID1 on two servers, fail scenario

    - by Franz Kafka
    Hallo, a simple question: Image I have two servers, each server has two disks in RAID1. Now I merge the two arrays with iSCSI to one RAID1 disk. Two questions: Can I do the merging of the 4 disks in one go? I can't image how. First I will have to install the os, and then the raid controller is already set up to RAID1. If a whole server fails the other server would continue working without any problems? Does iSCSI notice that the other server is missing and treet this as if the two disks were broken? When the server comes back online the data is resynced, as if I installed new disks into a array? Can I image that this way? Thanks alot.

    Read the article

  • Introducing the New Boot Framework in CE 7

    - by Kate Moss' Open Space
    CE 7 introduces a new boot loader framework, BLDR (platform\common\src\common\bldr\). Some people like its powerful and flexbility, others may feel its too complicate as a boot loader framework. Despite to the favor, it is already there; so let's take a look at its features. Unlike the previous BL framwork (CE7 still provides it in platform\common\src\common\boot\) is a monolithic library, the new framework has more architecture structure. It not only defines main body but also provides rich components, such as filesystem (BinFS/FAT), download transportations, display, logging and block devices: bios INT13, FAL, IDE, Flash ( and etc. Note that in the block device category, the FAL is for legacy FMD/FAL, Flash is for latest MSFlash. Some of you may have encountered MSFlash MDD/PDD compatible partition is hard to created in bootloader and now it provides a clean solution! (Since this is a big topic, I will introduce it in future post) Today, I am going to show you some basic helper components - Image Loading functions. When OS image stored in the block device, it can be a file format, says your NK.BIN in the FAT volume or a RAW format, says the image is programmed to a BINFS partition. For the first one you can use BootFileSystemReadBinFile (platform\common\src\common\bldr\fileSystem\utils\fileSystemReadBinFile.c) and use BootBlockLoadBinFsImage (platform\common\src\common\bldr\block\utils\loadBinFs.c) to load from a partition. Need a sample code? No problem, the BootLoaderLoadOs in platform\cepc\src\boot\bldr\loados.c just provide a perfect example.

    Read the article

  • slick2d missiles

    - by kirchhoff
    Hey I'm making a game in java with slick2d and I want to create planes which shoots: int maxBullets = 40; static int bullet = 0; Missile missile[] = new Missile[maxBullets]; I want to create/move my missiles in the most efficient way, I would appreciate your advises: public void shoot() throws SlickException{ if(bullet<maxBullets){ if(missile[bullet] != null){ missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); }else{ missile[bullet] = new Missile("resources/missile.png", plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } }else{ bullet = 0; missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } bullet++; } I created the method "resetLocation" in my Missile class in order to avoid loading again the resource. Is it correct? In the update method I've got this to move all the missiles: if(bullet > 0 && bullet < maxBullets){ float hyp = 0.4f * delta; if(bullet == 1){ missile[0].move(hyp); }else{ for(int x = 0; x<bullet; x++){ missile[x].move(hyp); } } }

    Read the article

  • Virtualbox Ubuntu 10.04 on Windows 7: networking won't work

    - by Herbert Roitblat
    I have a virtualbox image that I created using libvirt from Ubuntu 10.04. It assigns a fixed IP address. I can start it up on my Windows 7 VirtualBox, but I cannot get networking to work. My colleague loaded the same image onto his Windows 7 and networking worked as a bridged connection. Therefore, I know that the image is good, it must be something about my Windows 7 installation. Any thoughts on where to look to get networking running in my virtual machine? Thanks, Herb

    Read the article

  • Minimal Fedora Installation

    - by MA1
    I am working on a Fedora 13 minimal iso image with no Desktop environment. I just need wxPython support. I removed the gnome from kickstart and build the iso image using livecd-creator. But now my application is not loading as gnome is gone. Earlier my application(myapp.desktop) was placed in /usr/share/gnome/autostart/ and starts automatically. So what should i do now the run my application? To run my wxPython appalication should i have to install display manager(xdm, gdm, kdm etc..)? If i install gdm, it takes lots of space. what should i do? In short i need Fedora 13 minimal iso image with no desktop environment and with wxPython support.

    Read the article

  • Move all images in folder to subfolder, and update all references to those images to their new location?

    - by Professor Frink
    I have a folder which contains a ~50 text files (PHP) and hundreds of images. I would like to move all the images to a subfolder, and update the PHP files so any reference to those images point to the new subfolder. I know I can move all the images quite easily (mv *.jpg /image, mv *.gif /image, etc...), but don't know how to go about updating all the text files - I assume a Regex has to be created to match all the images in a file, and then somehow the new directory has to be appended to the image file name? Is this best done with a shell script? Any help is appreciated (Server is Linux/CentOs5) Thanks!

    Read the article

  • How do I get an application to appear as a choice in update-alternatives?

    - by Jay
    I separately installed the Firefox Beta and Alpha channels, and have desktop configuration files pointing to them in ~/.local/share/applications. However, stable Firefox is being used as my default browser by the system. (Firefox Beta used to be used until I messed with the "Default Applications" in System Settings, where it is not listed.) I tried running sudo update-alternatives --config x-www-browser to manually change it, but it's only recognizing Chromium and Firefox (stable) and showing them as a choice. What can I do to get custom desktop configuration files in ~/.local/share/applications to be seen as default alternatives? I think I may have to fiddle with the desktop config files, or with mimeinfo.cache or mimeapps.list? Running Oneiric. Here is the content of the firefox-beta.desktop file I created: [Desktop Entry] Name=Firefox Beta Exec=firefox-beta -P Beta -no-remote Icon=firefox Terminal=false X-MultipleArgs=false Type=Application StartupNotify=true StartupWMClass=Firefox Categories=GNOME;GTK;Network;WebBrowser; Comment[en_US]=Firefox Beta Channel MimeType=text/html;text/xml;application/xhtml+xml;application/xml;application/vnd.mozilla.xul+xml;application/rss+xml;application/rdf+xml;image/gif;image/jpeg;image/png;x-scheme-handler/http;x-scheme-handler/https;x-scheme-handler/ftp;x-scheme-handler/chrome;video/webm; Name[en_US]=Firefox Beta [NewWindow Shortcut Group] Name=Open a New Window Exec=firefox-beta -new-window about:blank TargetEnvironment=Unity

    Read the article

  • cocos2d/OpenGL multitexturing problem

    - by Gajoo
    I've got a simple shader to test multitextureing the problem is both samplers are using same image as their reference. the shader code is basically just this : vec4 mid = texture2D(u_texture,v_texCoord); float g = texture2D(u_guide,v_guideCoord); gl_FragColor = vec4(g , mid.g,0,1); and this is how I'm calling draw function : int last_State; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_State); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, getTexture()->getName()); glActiveTexture(GL_TEXTURE1); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, mGuideTexture->getName()); ccGLEnableVertexAttribs( kCCVertexAttribFlag_TexCoords |kCCVertexAttribFlag_Position); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, texCoord); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_TEXTURE_2D); I've already check mGuideTexture->getName() and getTexture()->getName() are returning correct textures. but looking at the result I can tell, both samplers are reading from getTexture()->getName(). here are some screen shots showing what is happening : The image rendered Using above codes The image rendered when I change textures passed to samples I'm expecting to see green objects from the first picture with red objects hanging from the top.

    Read the article

  • Proper updating of GeoClipMaps

    - by thr
    I have been working on an implementation of gpu-based geo clip maps, but there is a section of the GPU Gems 2 article that i just can't seem to understand, specifically this paragraph and more precisely the bolded part: The choice of grid size n = 2k-1 has the further advantage that the finer level is never exactly centered with respect to its parent next-coarser level. In other words, it is always offset by 1 grid unit either left or right, as well as either top or bottom (see Figure 2-4), depending on the position of the viewpoint. In fact, it is necessary to allow a finer level to shift while its next-coarser level stays fixed, and therefore the finer level must sometimes be off-center with respect to the next-coarser level. An alternative choice of grid size, such as n = 2k-3, would provide the possibility for exact centering Let's take an example image from the article: My "understanding" of the way the clip maps were update was that you floor the position of the viewpoint to an int, and such get the center vertex point if this is not the same as the previous center point, you update the entire map. Now, this obviously is not the case - but what I am failing to understand is this: If you look at the image above, if the viewpoint was to move one unit to the right, then the inner ring (the one just around the view point + white center square) would end up getting a 1 unit space on both the left and right side of itself. But there is nothing in the paper that deals with this, what i mean is that it would end up looking like this (excuse my crummy cut-and-paste editing of the above image): This is obviously not a valid state of the. So, would the solution be that a clip ring (layer) can only move in increments of the ring/layer it's contained within? Wouldn't this end up being very restrictive? I feel like I am missing some crucial understanding of parts of the algorithm, but I have been over both this paper and the original paper from 2004 and I just can't see what I am not getting.

    Read the article

  • PDF Encrypted, Hidden Watermark

    - by Dave Jarvis
    Background Using LaTeX to write a book. When a user purchases the book, the PDF will be generated automatically. Problem The PDF should have a watermark that includes the person's name and contact information. Question What software meets the following criteria: Applies encrypted, undetectable watermarks to a PDF Open Source Platform independent (Linux, Windows) Fast (marks a 200 page PDF in under 1 second) Batch processing (exclusively command-line driven) Collusion-attack resistant Non-fragile (e.g., PDF - EPS - PDF still contains the watermark) Well documented (shows example usages) Ideas & Resources Some thoughts and findings: Natural language processing (NLP) watermarks. Apply steganography on a randomly selected image. http://openstego.sourceforge.net/cmdline.html The problem with NLP is that grammatical errors can be introduced. The problem with steganography is that the images are sourced from an image cache, and so recreating that cache with watermarked images will impart a delay when generating the PDF (I could just delete one image from the cache, but that's not an elegant solution). Thank you!

    Read the article

< Previous Page | 296 297 298 299 300 301 302 303 304 305 306 307  | Next Page >