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  • How can I cleanly and elegantly handle data and dependancies between classes

    - by Neophyte
    I'm working on 2d topdown game in SFML 2, and need to find an elegant way in which everything will work and fit together. Allow me to explain. I have a number of classes that inherit from an abstract base that provides a draw method and an update method to all the classes. In the game loop, I call update and then draw on each class, I imagine this is a pretty common approach. I have classes for tiles, collisions, the player and a resource manager that contains all the tiles/images/textures. Due to the way input works in SFML I decided to have each class handle input (if required) in its update call. Up until now I have been passing in dependencies as needed, for example, in the player class when a movement key is pressed, I call a method on the collision class to check if the position the player wants to move to will be a collision, and only move the player if there is no collision. This works fine for the most part, but I believe it can be done better, I'm just not sure how. I now have more complex things I need to implement, eg: a player is able to walk up to an object on the ground, press a key to pick it up/loot it and it will then show up in inventory. This means that a few things need to happen: Check if the player is in range of a lootable item on keypress, else do not proceed. Find the item. Update the sprite texture on the item from its default texture to a "looted" texture. Update the collision for the item: it might have changed shape or been removed completely. Inventory needs to be updated with the added item. How do I make everything communicate? With my current system I will end up with my classes going out of scope, and method calls to each other all over the place. I could tie up all the classes in one big manager and give each one a reference to the parent manager class, but this seems only slightly better. Any help/advice would be greatly appreciated! If anything is unclear, I'm happy to expand on things.

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  • 2D collision resolving

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

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  • How to synchronize the ball in a network pong game?

    - by Thaars
    I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle movement is predicted and get just confirmed by the authoritative server. Is a difference detected between them, I correct the position at the client by interpolation. The opponent paddle is also interpolated 200ms to 100ms in the past, because the server is broadcasting snapshots every 100ms to each client. So far it works very well, but now I have to simulate the ball and have a problem to understanding the procedure. I’ve read Valve’s (and many other) articles about fast-paced multiplayer several times and understood their approach. Maybe I can compare my ball with their bullets, but their advantage is, the bullets are not visible. When I have to display the ball, and see my paddle in the present, the opponent in the past and the server is somewhere between it, how can I synchronize the ball over all instances and ensure, that it got ever hit by the paddle even if the paddle is fast moving? Currently my ball’s position is simply set by a server update, so it can happen, that the ball bounces back, even if the paddle is some pixel away (because of a delayed server position). Until now I’ve got no synced clock over all instances. I’m sending a client step index with each update to the server. If the server did his job, he sends the snapshot with the last step index of each client back to the clients. Now I’m looking for the stored position at the returned step index and compare them. Do I need a common clock to sync the ball? EDIT: I've tried to sync a common clock for the server and all clients with a timestamp. But I think it's better to use an own stepping instead of a timestamp (so I don't need to calculate with the ping and so on - and the timestamp will never be exact). The physics are running 60 times per second and now I use this for keeping them synchronized. Is that a good way? When the ball gets calculated by each client, the angle after bouncing can differ because of the different position of the paddles (the opponent is 200ms in the past). When the server is sending his ball position, velocity and angle (because he knows the position of each paddle and is authoritative), the ball could be in a very different position because of the different angles after bouncing (because the clients receive the server data after 100ms). How is it possible to interpolate such a huge difference? I posted this question some days ago at stackoverflow, but got no answer yet. Maybe this is the better place for this question.

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  • Are there software options (preferabbly .NET) for doing distance and speed analysis of footballers moving on video?

    - by Anonymous Type
    Editing Question for Clarity Thanks for feedback so far, very insightful. I'm not sure how far along this part of the software community is, and what if any libraries exist for me to leverage from. Heres what I'm trying to do. Problem: Take an existing video of a game of rugby league. The Rugby League field is 100 metres long, 70 metres wide, and has white line markings every 10 metres running along the width of the field, as well as along the sidelines. Each side has 13 players on the field. Players on each team have identical jerseys that normally constrast strongly against background colours (green/brown field colour) and the referee's colour (usually yellow) and the designated water runner (orange). All players have a unique number in thick white lettering on their backs for identification. Video is taken with a high definition camera. Currently only one camera is used (2D) and existing video does not contain a foreground object of fixed spatial dimensions (as suggested in one answer for comparision measurements, however I could add this to future filming sessions if it is worthwhile). The player's do not run in a straight line 50% of the time but will go sideways on on a diagonal to the play the ball. The distance measured always starts from the spot of the previous "tackle", which ends where the player stops forward movement. It is not always possible to determine the players number from the video (facing other direction, sunlight, others standing in the way of the camera). But this isn't important as the software could allow for manual inputting of unknown "runs" at a later point after analysis. Determine the distance between two points (i.e. where the player started his "run" and where he finished it). I'm guessing that this would be quite doable if I manually marked the start and end point in the video. But how would I use landmarks in the background to determine the distance (assuming the person taking the video has kept it from jerking around). Question: Do software packages or libraries exist that are specialised enough to assist with writing analysis software to determine a sports persons distance travelled based on video taken of the performance?

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  • Why does my goblin only choose a walk direction once?

    - by Eogcloud
    I'm working on a simpe 2d canvas game that has a small goblin sprite who I want to get pathing around the screen. What I originally tried was a random roll that would choose a direction, the goblin would walk that direction. It didnt work effectively, he sort of wobbled in one spot. Here's my current apporach but he only runs in a rundom direction and doesnt change. What am I doing wrong? Here's all the relevant code to the goblin object and movement. var goblin = { speed: 100, pos: [0, 0], dir: 1, changeDir: true, stepCount: 0, stepTotal: 0, sprite: new Sprite( goblinImage, [0,0], [30,45], 6, [0,1,2,3,2,1], true) }; function getNewDir(){ goblin.dir = Math.floor(Math.random()*4)+1; }; function checkGoblinMovement(){ if(goblin.changeDir){ goblin.changeDir = false; goblin.stepCount = 0; goblin.stepTotal = Math.floor(Math.random*650)+1; getNewDir(); } else { if(goblin.stepCount === goblin.stepTotal){ goblin.changeDir = true; } } }; function update(delta){ healthCheck(); if(isGameOver){ gameOver(); } if(!isGameOver){ updateCharLevel(); keyboardInput(delta); moveGoblin(delta); checkGoblinMovement(); goblin.sprite.update(delta); //update sprites if(mainChar.kills!=0 && bloodReady){ for(var i=0; i<bloodArray.length; i++){ bloodArray[i].sprite.update(delta); } } //collision detection if(collision(mainChar, goblin)) { combatOutcome(combatEvent()); combatCleanup(); } } }; function main(){ var now = Date.now(); var delta = (now - then)/1000; if(!isGameOver){ update(delta); } draw(); then = now; }; function moveGoblin(delta){ goblin.stepCount++; if(goblin.dir === 1){ goblin.pos[1] -= goblin.speed * delta* 2; if(goblin.pos[1] <= 85){ goblin.pos[1] = 86; } } if(goblin.dir === 2){ goblin.pos[1] += goblin.speed * delta; if(goblin.pos[1] > 530){ goblin.pos[1] = 531; } } if(goblin.dir === 3){ goblin.pos[0] -= goblin.speed * delta; if(goblin.pos[0] < 0){ goblin.pos[0] = 1; } } if(goblin.dir === 4){ goblin.pos[0] += goblin.speed * delta* 2; if(goblin.pos[0] > 570){ goblin.pos[0] = 571; } } };

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  • Don't let the mouse wake up displays from standby

    - by progo
    I like to put my displays to powersave/standby mode when I leave the computer for a while. It would be ok if it weren't for oversensitive mouse. Sometimes the driver reads in some movement that's not visible to the naked eye (the cursor, that is) and it breaks the power save. It would wait for another 10 minutes before going back to its standby. My workaround is the following script bound to C-S-q: xlock -startCmd 'xset dpms 2 2 2' -endCmd 'xset dpms 600 1200 1300' -mode blank -echokeys -timeelapsed +usefirst By using xset I set the values to 2 seconds each before going to standby. It's not nice, anyway. Sometimes there are cool fortunes that I want to read before typing in the password. I could keep the cursor moving but it's cludgy. (By the way, xlock's option mousemotion doesn't help -- it just hides the cursor but the displays fire up nevertheless.) So the question: is there a way to make displays go standby and stay there until a keyboard key is pressed? I'm running gentoo and recent Xorg, but I hope the answer doesn't have to be distro-specific. Basically the answer can be as simple as how to enable/disable mouse within command line? It think that would do the job if DPMS doesn't know the idea.

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  • Why have trackballs almost disappeared? [closed]

    - by Gary M. Mugford
    One of the movement sensors in my Microsoft Trackball Explorer has failed and right now I am using a mouse. Ugggh! I'll got steal one of the various Logitech trackballs spread around the house, but they all have issues. The Trackman has a horrible placement for the scroll wheel. Others have marbles for the thumb rather than a big ball for the fingers and at least one trackball is working around here without having a scroll wheel at all! (The one at the dinner table, for when I dine alone). My question is, why have trackballs fallen into disfavour? Seems to me that trackballs are great for crowded desktops (you know, the one with keyboards, notes, pens and coffee cups), and for laptops with those hated overly-sensitive touchpads. But right now, it seems to be a choice between that Logitech Trackman and some Kensington models that lack scroll wheels. All I want is a nice big ball to manipulate with the fingers and two buttons on the thumb side with the scroil wheel between them. Placement of other buttons is completely optional. Is that asking too much?

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  • Audio card with built-in ground isolator?

    - by Dave Jarvis
    What audio cards would you recommend that eliminate hum, and hard-drive & mouse movement signal interference? Hardware components: Motherboard. Asus P5Q SE Audio. Realtek ALC 1200, 8-Channel High-Definition Audio CODEC (on board) Harddrive. WD Caviar 320 GB Mouse. Logitech Marbleman USB Mixer. Mackie d.4 Pro Amplifier. Sonance Sonamp 260 All components are plugged into the same Monster Power HDP 910 powerbar (does not help eliminate noise). I have no other components plugged in. The computer uses a Monster iCable 1000 to go from mini (on board audio) to RCA (mixer). I have moved the cable as far from other cables as possible. A ground loop isolator between the mixer and on board audio eliminates all noise. I would rather not use a ground loop isolator; an internal audio card that is Linux-compatible (Kubuntu) would be ideal. Suggestions?

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  • Ubuntu 12.04 froze during update, won't boot

    - by Cichol
    I've recently installed Ubuntu 12.04 on my laptop, and every time i tried to update it, it would freeze for a few seconds, and tell me that the updates could not be downloaded. After many, many tries I managed to get them downloaded, but then in the middle of installing them, it froze. Completely. No mouse movement, no blinking lights, no nothing. After a few hours of letting it sit there, I finally hit the power button to do a hard reset, and now when I select Ubuntu on the boot screen (Dual-boot with Windows 7), I get a blank purple screen, and then nothing. Another freeze. I've tried getting into the console, but no command I input has any visible effect. I have a ton of music stored on the partition it's in, so I'd really rather not have to reinstall. My specs, to the best of my knowledge: Clevo Corp model B7130 (Sager custom) CPU: Intel Core i5 @ 2.53gHz (4 CPUs) Graphics Card: Nvidia GeForce 425m 4096 MB RAM Drivers: Whatever comes with the download of 12.04. As a side-note, I installed Ubuntu via the Windows Installer program (wubi). Does that make a difference?

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  • Managing the layout of a Java MainFrame of Canvas3d

    - by John N
    Hi, Im trying to organise the layout of four canvas3d objects in a single MainFrame. Iv tried using some layout managers but none are working (or im doing it wrong). Can anyone give me advice or point me to a way to get this to display the four canvas's as a grid of four? Thanks, John public class Main { public static void Main(){ Window win = new Window(); } } import javax.media.j3d.BranchGroup; import javax.media.j3d.Canvas3D; import javax.media.j3d.Locale; import javax.media.j3d.PhysicalBody; import javax.media.j3d.PhysicalEnvironment; import javax.media.j3d.Transform3D; import javax.media.j3d.TransformGroup; import javax.media.j3d.View; import javax.media.j3d.ViewPlatform; import javax.media.j3d.VirtualUniverse; import javax.vecmath.Vector3f; import com.sun.j3d.utils.picking.PickCanvas; public class Universe { boolean camera = true; Canvas3D canvas1, canvas2, canvas3, canvas4; VirtualUniverse universe; Locale locale; TransformGroup vpTrans1, vpTransRight, vpTransFront, vpTransPers; TransformGroup mouseTransform = null; View view1, view2, view3, view4; BranchGroup scene; PickCanvas pickCanvas1 = null; PickCanvas pickCanvas2 = null; PickCanvas pickCanvas3 = null; PickCanvas pickCanvas4 = null; BranchGroup obj = new BranchGroup(); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); //Temp vars for cam movement public Universe(Canvas3D c1, Canvas3D c2, Canvas3D c3, Canvas3D c4, BranchGroup scene) { this.canvas1 = c1; this.canvas2 = c2; this.canvas3 = c3; this.canvas4 = c4; this.scene = scene; // 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. view1 = new View(); view1.addCanvas3D(c1); view1.addCanvas3D(c2); view1.addCanvas3D(c3); view1.addCanvas3D(c4); view1.setPhysicalBody(body); view1.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(); t.set(new Vector3f(0.0f, 0.0f, 2.0f)); ViewPlatform vp = new ViewPlatform(); vpTrans1 = new TransformGroup(t); vpTrans1.addChild(vp); vpRoot.addChild(vpTrans1); vpRoot.addChild(scene); view1.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } } import javax.media.j3d.BranchGroup; import javax.media.j3d.Canvas3D; import javax.media.j3d.Locale; import javax.media.j3d.PhysicalBody; import javax.media.j3d.PhysicalEnvironment; import javax.media.j3d.Transform3D; import javax.media.j3d.TransformGroup; import javax.media.j3d.View; import javax.media.j3d.ViewPlatform; import javax.media.j3d.VirtualUniverse; import javax.vecmath.Vector3f; import com.sun.j3d.utils.picking.PickCanvas; public class Universe { boolean camera = true; Canvas3D canvas1, canvas2, canvas3, canvas4; VirtualUniverse universe; Locale locale; TransformGroup vpTrans1, vpTransRight, vpTransFront, vpTransPers; TransformGroup mouseTransform = null; View view1, view2, view3, view4; BranchGroup scene; PickCanvas pickCanvas1 = null; PickCanvas pickCanvas2 = null; PickCanvas pickCanvas3 = null; PickCanvas pickCanvas4 = null; BranchGroup obj = new BranchGroup(); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); //Temp vars for cam movement public Universe(Canvas3D c1, Canvas3D c2, Canvas3D c3, Canvas3D c4, BranchGroup scene) { this.canvas1 = c1; this.canvas2 = c2; this.canvas3 = c3; this.canvas4 = c4; this.scene = scene; // 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. view1 = new View(); view1.addCanvas3D(c1); view1.addCanvas3D(c2); view1.addCanvas3D(c3); view1.addCanvas3D(c4); view1.setPhysicalBody(body); view1.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(); t.set(new Vector3f(0.0f, 0.0f, 2.0f)); ViewPlatform vp = new ViewPlatform(); vpTrans1 = new TransformGroup(t); vpTrans1.addChild(vp); vpRoot.addChild(vpTrans1); vpRoot.addChild(scene); view1.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } }

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  • Question about Displaying Documents and the CQWP in MOSS 2007

    - by Psycho Bob
    My organization is in the process of converting our intranet over to a SharePoint solution. Part of this intranet will be the movement and organization of all our internal documents. Currently, we have 11 pages of document links, each with its own subheadings. So far I have it set where each document has a custom field called "Page" with a check box list of all the document pages on the intranet site. On each individual page, I have setup a Content Query Web Part that displays the documents that have the corresponding Page value set (i.e. if a document Page value has been checked for "HR" it will appear on the HR page). The goal of this setup is to allow the nontechnical personal who will be responsible for the maintenance of the documents to be able to upload new documents to the documents list and note on which pages they should appear on without having to manually update the pages themselves. The problem that I am having is that I cannot seem to find a good way to sort the documents into their subheadings once they are on the appropriate page. I could create individual check boxes for each page/subheading combination, but this would create a list of approximately 50-75 items. Does anyone have any ideas as to how I could accomplish this, either via CQWP or by different means? Goals/Requirements of Installation Allow Intranet documents to be maintained by nontechnical personnel Display documents on the appropriate pages without user having to edit actual page or web part Denote document page location using user settable document attributes (if possible) Maintain current intranet organization and workflow Use only one document list without subdirectories NOTE: I am aware that this is not the most efficient or elegant way to do things, but these are the requirements I have been given for the project.

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  • Spots appear in a rectangle area on screen, ubuntu gnome 13.04, nvidia driver

    - by frozen-flame
    I am using Ubuntu Gnome 13.04 with nvidia-310 driver installed. My GPU is GeForce GTX650. Strange spots freqently appear on screen, with following traits: Spots are restricted in one or two rectangle areas at any instant. When typing, the pattern of spots change. Possibly increase, or all disappear when one key pressed. Mouse movement also influences. This problem last within one boot. The only way can I get rid of this problem is to reboot. It can be detected as soon as entering desktop if it appears. Simultaneously, the "power off" option is lost in the top-right menu of Gnome3. Never such problem when using windows 7 on the same computer, neither ubuntu with Nouveou driver. Seldomly, half of the screen become black. I googled a lot. Similar conditions are described, but no confirmed solution. Uninstall-r einstall strategy does not work. Any clue solving this will be appeciated.

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  • Microsoft Arc Mouse OS X

    - by meepz
    I recently bought a new Mac Book Pro with Mountain Lion 10.8 on it. The only portable mouse I have is my Microsoft Arc Mouse. I wanted to use it with the laptop so I installed the IntelliPoint 8.2 for Mac from Microsofts website. According to their website, this driver is for OS X 10.4-10.7. Now I thought that wouldnt be too much of an issue but unfortunately for me, the driver installs fine and the mouse is detected but I get no movement and when I click the buttons nothing happens. I took the mouse with me on a business trip to EU and before I left I checked if the mouse worked with my desktop which is running Windows 7 and it worked without any hiccups. I'm not too sure where the OS differs from 10.7 to 10.8. I found an article online but it doesn't pertain to my mouse, although it could be of assistance. I have tried my version of their adjustment but I am not too knowledgable on low level hardware/software modifications so I may have done it wrong. heres the link: http://refluxions.wordpress.com/2008/08/18/mac-os-x-mouse-madnessfixed/ I get the following details when I check mouse info in the IntelliPoint preferences pane: The following Microsoft mouse devices are currently connected to your Macintosh driven by the Intellipoint software. Arc Mouse Vendor name: Microsoft Product name: Microsoft AE 2.4GHz Transceiver 5.0 Vendor ID: 045E Product ID: 074F Device version: 0140 if anyone has any suggestions on how to fix this it would be greatly appreciated! I love the mouse and im here in EU for another two weeks. Thanks

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  • VIM with iA Writer type formatting?

    - by Ambidex
    I've been Googling for a while now. I would like to have iA Writer-like (or a bit like StackExchange) formatting in Vim. Since I love the way it formats my texts, but I'm constantly pressing "w" to skip words because my experience with Vim. I would love to be able to have the same smart formatting in Vim. I did found a nice Vim plugin for getting Vim to toggle to big and clean font: https://github.com/honza/writer.vim But this still does not enable me to use the formatting: # Header 1 ## Header 2 *underline* **strong** etc... Besides all this above, I would not mind to have Vim like shortcuts in my iA writer app if it would not be possible to implement iA formatting in Vim. Edit: After a while of even more searching, I found out this type of formatting is called Markdown. I am starting to think there isn't really a good way to directly edit a Markdown file in Vim, because Vim is not able to make things display like that? I would really like to be able to use the movement shortcuts in combination of the nice formatting of Markdown and how it is displayed in iA Writer.

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  • Scroll wheel causes browsers + Windows explorer to go back

    - by KaptajnKold
    I use Windows 7 on a VirtualBox VM on a Mac. Lately, when I'm using any browser (IE9, Chrome or FireFox or even Windows Explorer), use of the scroll wheel followed by any movement of the mouse cursor causes the browser to go back. Very annoying. This happens when I use the scroll wheel on a USB connected mouse (brand/model unknown, since I don't have it in front of me as I write this) or when I use two-finger scrolling on the trackpad when no mouse is connected. When I connect from my VM to a remote Windows box (Windows Server 2008), I experience the same problem. I have tried rebooting the VM to no avail. I am not sure when the problem started exactly. It may or may not have been after I connected the USB mouse for the first time, but trying to unplug it and then rebooting didn't help. I have tried to google for a solution, but all I've found are people who accidentally pressed the shift key while scrolling, which will cause the browser to go backward or forward in the browser history. This however is not the problem I'm having. To be clear, in my case the browser only goes back when I move the mouse after I've used the scroll wheel. I'm at my wits end :(

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  • How to play 24 fps video smoothly on a 60Hz display?

    - by netvope
    I use mpc-hc to play videos on Win7 x64. With the default settings (#1), video playback is great most of the time. But for panning shots, playback is not smooth. I stepped through the video frame by frame and found that the panning movement is smooth (e.g. each frame shifts horizontally by 10 pixels), so the problem is how the 23.976 fps video is interpolated to 60Hz. The judder looks like what would be caused by a "2:3 pulldown", where the frames are played unevenly like: frame 1, 1, 2, 2, 2, 3, 3, 4, 4, 4, etc (#2) Using "optimal renderer settings" (#3) instead of the default disables the Aero theme and causes tearing. Setting my LCD display to 50Hz may have improved the judder slightly (but I can't really tell). My display does not support 24Hz or 48Hz, and forcing them in the Nvidia control panel gives blurry screen. I've tried other video players (VLC and KMPlayer), the ReClock Directshow Filter, video files from different sources (#4), turning on/off DXVA, and a computer with a different GPU, but the judder in the playback is similar. None of them solved the problem. So, how can I play 23.976 or 24 fps video smoothly on a 60Hz display? I think a video player could make the video smoother by doing linear interpolation, such as: 1. 100% frame 1 2. 60% frame 1 + 40% frame 2 3. 20% frame 1 + 80% frame 2 4. 80% frame 2 + 20% frame 3 5. 40% frame 2 + 60% frame 3 6. 100% frame 3 7. 60% frame 3 + 40% frame 4 .. etc Can any existing video player do this? Footnotes: (#1) Video renderer: EVR Custom Pres. (#2) This example converts a 24 fps video into 30 fps (#3) View Renderer settings Reset Reset to optimal renderer settings (#4) The files I have are all H.264 mkv files, but I don't think the file format/encoding matters.

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  • How do I use key combinations on an axis on a joystick in xorg?

    - by valadil
    I'm using xserver-xorg-input-joystick on Debian Stable so I can use a joystick in place of the mouse. I have mouse movement working correctly, but got stuck trying to add functions for some other keys. These work: #Left stick #Pointer Option "MapAxis1" "mode=relative axis=1.5x" Option "MapAxis2" "mode=relative axis=1.5y" #Right stick #Arrow keys Option "MapAxis4" "mode=relative keylow=Left keyhigh=Right" Option "MapAxis5" "mode=relative keylow=Up keyhigh=Down" But when I try to make key combos (so I can navigate windows and screens in xmonad) I have no luck. #dpad #xmonad focus #up/down toggle window. l/r choose screen. Option "MapAxis8" "mode=relative keylow=Super_L,k keyhigh=Super_L,j" Option "MapAxis7" "mode=relative keylow=Super_L,w keyhigh=Super_L,e" I've also tried Super_R, plain old Super, Meta, and mod4mask, and anything else I can think of. These buttons print the letter, but don't appear to hold down the modifying key. The exception to that is shift. If I specify Shift_L or Shift_R, I get a capital letter. xev indicates that modifier keys are being pressed. If I lower Axis8, I get press Super_L, press k, release k, release Super_L. That looks like it should be working. Maybe this is an xmonad problem and not a joystick driver one? I'm also having trouble with getting an axis to use other XF86 keys: # triggers # song selection Option "MapAxis3" "mode=relative keylow=none keyhigh=XF86AudioForward" Option "MapAxis6" "mode=relative keylow=none keyhigh=XF86AudioBack" That does nothing. Any idea why? If it turns out that this isn't something I can do on an axis, but would work with a button, is there a way to treat my joysticks as buttons? Also, if anyone has suggestions for the other 5 buttons I'll have left after mouse buttons are bound, I'm listening.

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  • Where is my problem? The P6X58D Premium Mobo, Windows 7, or other?

    - by Dylan Yaga
    I was having problems with my USB devices for an hour last night, and I am unable to determine the root cause of the problem. The two symptoms are: At seemingly random times (not consistently spaced by time or caused by any detectable event) my USB devices become "detached". Windows will play the USB disconnect sound and then the reconnect sound. The devices disconnected and then reconnected. My USB Keyboard will "stick" on one key for several seconds before processing any other keystroke made. The mouse also does not respond to clicks. I do not lose mouse movement or USB device connectivity. And after a moment of this several beeps will be emitted from the speakers. Hardware Specs: GFX Card: EVGA GeForce GTX 470 Superclocked 1280MB DDR5 PCIe Motherboard: ASUS P6X58D Premium Intel X58 Socket LGA1366 MB Processor: Intel Core i7-920 2.66Ghz 8M LGA1366 CPU Memory: Corsair Dominator 6144MB PC12800 DDR3 Storage: Hitachi 1TB Serial ATA HD 1600MHz 7200/32MB/SATA-3G Cooling: Corsair Hydro H50 CPU Liquid Cooler Case: Corsair Obsidian 800D Full Tower Case Power Supply: Corsair HX1000W 1000W Modular Power Supply Steps I have taken to narrow down the problem: Restarted the computer. - No change Changed USB port the Hub was connected to on the CPU. - No change Removed all devices from USB Hub and connected directly to CPU. - No change Used a different USB keyboard both in USB Hub and directly to CPU. - No change Disconnected and reconnected all cables. - No change Disassembled the Tower and determined if the USB headers were firmly connected. - No change Checked device manager for errors. Checked all USB devices. - Nothing flagged After an hour of frustration trying to narrow down the problem it appeared to disappear. But I am torn between it being a Mobo problem or an OS problem. Is there anything else I can do to narrow down the problem before a reformat and then eventually exchanging the Mobo?

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  • Move the uploads folder in Wordpress

    - by Victor Hurdugaci
    Currently, my Wordpress' upload folder is located in \wp-content\uploads. Initially there was no structure so all files were put there. After a while it was changed to upload the files in \wp-content\uploads\YEAR\MONTH. Now that folder contains a mix of files (those starting with + are folders) like: +wp-content | +2010 | | +02 | | | File-1 | | | File-2 | | | .. | | | File-n | | +01 | | | File-1 | | | File-2 | | | .. | | | File-n | +2009 | | +12 | | | File-1 | | | File-2 | | | .. | | | File-n | | +11 | | | File-1 | | | File-2 | | | .. | | | File-n | +.. | | | .. | Unstructured-file-1 | Unstructured-file-2 | ... | Unstructured-file-n Based on the dates of the unstructured files, I would like to move them in a structured hierarchy (based on date, move it to a folder \wp-content\uploads\YEAR\MONTH). Now, my questions are: Where do I write and execute a script to the movement (I don't have full access to the server, just to a cPanel and to the Wordpress Admin page)? What must be updated so that the links in posts, that reference the unstructured files, point to the new location of those files? Not fully related to the previous description: is it alright to move the whole uploads folder to another location, like \uploads? PS: Moving the files/updating the database manually is not an option :)

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  • Mouse clicks suddenly stopped working in Ubuntu

    - by DisgruntledGoat
    This is a weird one. For some reason, last night my mouse partially stopped working. Movement is fine, but the mouse buttons don't work. Mainly it's the left button, but occasionally the right click and scroll-wheel fail too. Initially I thought it could be the mouse itself (the left button seemed to get a bit "soft" recently), but I tried another mouse and had the same issue. Both are USB wireless optical mice. The keyboard is working okay 95%, only problem is Alt+Tab doesn't seem to work. Both keys work fine independently. At the time it happened I was using Chrome, I dragged to scrollbar to scroll and when I released the mouse it was still holding scrollbar. I'm using Ubuntu 9.10, I upgraded weeks ago and everything was working fine so I don't think it's related to that. I also hadn't run any updates (I have now just in case something fixed it). But no luck. Any ideas?

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  • Remote mouse pointer not visible in VNC

    - by aef
    I used VNC desktops as a kind of collaboration server, as shared planning and pair programming environment for a long time. Now my latest iteration uses a KVM guest running Fedora 17 "Beefy Miracle", the Cinnamon desktop environment and an X11VNC server. The X11VNC server is automatically started with the desktop environment using the following command: x11vnc -localhost -many -shared -display :0 -bg My problem is that depending on the VNC client, the mouse pointer of the remote system which is shown through VNC is not synchronized to my client. I really need this, so I can see what my partner is doing on the desktop. When using Vinagre 3.2.1 on Ubuntu Oneiric Ocelot (11.10) or Vinagre 2.3.0.3 on Debian Squeeze (6.0) and I don't have my local mouse pointer inside the VNC view, I cannot see the mouse pointer of my remote system, nor its movement. When using TightVNC on Windows 7, I can recognize a mouse pointer trace for very short amounts of time after moving the mouse, but it is not clearly visible. Using UltraVNC on Windows 7 the mouse pointer is clearly visible all the time. With Gnome 2 I never had any problems with remote pointer synchronization, using exactly the same clients. I suspect this could have something to do with Cinnamon's dependency on 3D acceleration. On the other hand, it doesn't change anything to start Cinnamon's fallback environment Cinnamon 2D. Update: Same effect when I use Gnome 3.

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  • How do you notice that the batteries of you wireless mouse are dying out?

    - by hkBattousai
    I have a Logitech M705 wireless mouse. I'm first time using a wireless mouse, so I don't have much experience with the hardware features and behavior. It is rated that it runs for 3 years with the same batteries. I think this "3 year" rating is calculated for a very low usage and activity; like 2 hours a day. I'm using it for about 12 hours a day, so I expect it to run out of batteries in a much shorter time in my case. I have been using it for about half a year. Recently (for the last two weeks), it started to make some peculiar behavior when clicking and drafging objects. - When I click something, it sometimes double click it. - When I drag something from one place to another (or selecting some text), it sometimes drops the object in the halfway (when selecting text, the text which had selected up to that time becomes unselected and it starts to select the rest of the text from that moment), but it goes on being in the "left-button-pressed" state. It is like, the pressed button switches to "unpressed" state for a moment, then returns back to the "pressed" state. When one of these faults occur, it occurs several times sequentially. There is no problem in pointer movement, scrolling or right-clicking. Since the batteries last for a very long time for this device, I don't expect it to stop working in an instance. I expect it to give these kind of syndromes of a time period. My question is; Is this how batteries run out for a wireless mouse? Or, is this another kind of hardware/software problem?

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  • Difficult to point-and-click target with Apple Magic Trackpad?

    - by Andrew Swift
    My Magic Trackpad is great for most things involving dragging and gestures, but for simple point-and-click use it is starting to get really annoying. For example, my bank has a numeric code that I need to enter from a visual grid on the screen, by clicking on the six numbers in order. To do this is quite difficult with the Magic Trackpad. Idea 1: it is because when you start dragging on the touchpad, there is a brief delay before the mouse starts to move. The delay might be enough to screw up my anticipation of where the cursor is going to go. Idea 2: it may have to do with the cursor acceleration. If I move it a little, the cursor moves a little. If I move it a lot, it goes much faster. I have tried various settings in the preference pane, and although the cursor does move more or less quickly, it doesn't seem any more or less easy to hit a given target. As I am writing this post, I tried a brief experiment -- I chose a spot on the page (the bracket in the superuser logo) and tried to move the cursor there in one quick movement. It's extremely difficult, even though I've been using Macs and touchpads since 1999. There is something about the behavior of the trackpad that is making it impossible for me to learn how to accurately predict where the cursor will end up. Does anyone else have this problem?

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  • How to play 24 fps video smoothly on a 60Hz display? (or which player supports frame interpolation?)

    - by netvope
    I use mpc-hc to play videos on Win7 x64. With the default settings (#1), video playback is great most of the time. But for panning shots, playback is not smooth. I stepped through the video frame by frame and found that the panning movement is smooth (e.g. each frame shifts horizontally by 10 pixels), so the problem is how the 23.976 fps video is interpolated to 60Hz. The judder looks like what would be caused by a "2:3 pulldown", where the frames are played unevenly like: frame 1, 1, 2, 2, 2, 3, 3, 4, 4, 4, etc (#2) Using "optimal renderer settings" (#3) instead of the default disables the Aero theme and causes tearing. Setting my LCD display to 50Hz may have improved the judder slightly (but I can't really tell). My display does not support 24Hz or 48Hz, and forcing them in the Nvidia control panel gives blurry screen. I've tried other video players (VLC and KMPlayer), the ReClock Directshow Filter, video files from different sources (#4), turning on/off DXVA, and a computer with a different GPU, but the judder in the playback is similar. None of them solved the problem. So, how can I play 23.976 or 24 fps video smoothly on a 60Hz display? I think a video player could make the video smoother by doing linear interpolation, such as: 1. 100% frame 1 2. 60% frame 1 + 40% frame 2 3. 20% frame 1 + 80% frame 2 4. 80% frame 2 + 20% frame 3 5. 40% frame 2 + 60% frame 3 6. 100% frame 3 7. 60% frame 3 + 40% frame 4 .. etc Can any existing video player do this? Footnotes: (#1) Video renderer: EVR Custom Pres. (#2) This example converts a 24 fps video into 30 fps (#3) View Renderer settings Reset Reset to optimal renderer settings (#4) The files I have are all H.264 mkv files, but I don't think the file format/encoding matters.

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  • mouse pointer moving on its own

    - by PA
    After two months of working correctly, I am experiencing an strange and very annoying problem. My mouse pointer is moving on its own. If I move the mouse to the left, as soon as I stop the movement, the pointer runs again to the far right. This makes the mouse totally unusable. The mouse device is an optical USB mouse. It is not a problem with the mouse itself. I have tried with another mouse, same problem. (both mice are OK, I have tried both mice on my laptop, both worked perfectly) Have tried different surfaces, too. Same problem. System is Windows XP Pro SP3. Computer is a desktop PC two months old. I suspected it could be a problem with the mouse driver. But both mice are from different brand, so I suppose they use different drivers. What else can I try? any suggestion?

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