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  • Android Evolution Marches On [Wallpaper]

    - by Asian Angel
    A newer, stronger Droid cometh… Note: The original size of the comic image is 1996*402 pixels, but it can be easily resized and placed on a white background to best fit your monitor’s resolution. Original image comes in .png format with a transparent background. Robot Evolution [Manu Cornet - Bonkers World Blog] Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus?

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  • How do you keep code with continuations/callbacks readable?

    - by Heinzi
    Summary: Are there some well-established best-practice patterns that I can follow to keep my code readable in spite of using asynchronous code and callbacks? I'm using a JavaScript library that does a lot of stuff asynchronously and heavily relies on callbacks. It seems that writing a simple "load A, load B, ..." method becomes quite complicated and hard to follow using this pattern. Let me give a (contrived) example. Let's say I want to load a bunch of images (asynchronously) from a remote web server. In C#/async, I'd write something like this: disableStartButton(); foreach (myData in myRepository) { var result = await LoadImageAsync("http://my/server/GetImage?" + myData.Id); if (result.Success) { myData.Image = result.Data; } else { write("error loading Image " + myData.Id); return; } } write("success"); enableStartButton(); The code layout follows the "flow of events": First, the start button is disabled, then the images are loaded (await ensures that the UI stays responsive) and then the start button is enabled again. In JavaScript, using callbacks, I came up with this: disableStartButton(); var count = myRepository.length; function loadImage(i) { if (i >= count) { write("success"); enableStartButton(); return; } myData = myRepository[i]; LoadImageAsync("http://my/server/GetImage?" + myData.Id, function(success, data) { if (success) { myData.Image = data; } else { write("error loading image " + myData.Id); return; } loadImage(i+1); } ); } loadImage(0); I think the drawbacks are obvious: I had to rework the loop into a recursive call, the code that's supposed to be executed in the end is somewhere in the middle of the function, the code starting the download (loadImage(0)) is at the very bottom, and it's generally much harder to read and follow. It's ugly and I don't like it. I'm sure that I'm not the first one to encounter this problem, so my question is: Are there some well-established best-practice patterns that I can follow to keep my code readable in spite of using asynchronous code and callbacks?

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  • Implementing camera for 2d side scroller game ?

    - by Mr.Gando
    Hello, I'm implementing a 2D side scroller for iOS (using C/C++ with OpenGL) (beat'em up style like double dragon/final fight ). My scenes are composed of one cyclical background image ( the end of the image connects perfectly with the beginning ). This is to produce a cyclical scroll effect. I was wondering how could I implement a camera that follows my player movement ? ( Resources / Links are greatly appreciated with explanations :) )

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  • Single and Double Jump with single button.

    - by Asad
    I want to make Single Jump on Single Tap and Double Jump on Double Tap. My problem is that if I make double Tap on ground then it’s fine but if I make first Tap on ground and second Tap in Air then Player gain more height then usual As in image 1. I want to Make my jump like in Image 2, No matter from which point user gives second Tap, player Always get a specific height. I Used both Impulse and Linear velocity to make Jump but my problem did not solved.

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  • Announcing: Improvements to the Windows Azure Portal

    - by ScottGu
    Earlier today we released a number of enhancements to the new Windows Azure Management Portal.  These new capabilities include: Service Bus Management and Monitoring Support for Managing Co-administrators Import/Export support for SQL Databases Virtual Machine Experience Enhancements Improved Cloud Service Status Notifications Media Services Monitoring Support Storage Container Creation and Access Control Support All of these improvements are now live in production and available to start using immediately.  Below are more details on them: Service Bus Management and Monitoring The new Windows Azure Management Portal now supports Service Bus management and monitoring. Service Bus provides rich messaging infrastructure that can sit between applications (or between cloud and on-premise environments) and allow them to communicate in a loosely coupled way for improved scale and resiliency. With the new Service Bus experience, you can now create and manage Service Bus Namespaces, Queues, Topics, Relays and Subscriptions. You can also get rich monitoring for Service Bus Queues, Topics and Subscriptions. To create a Service Bus namespace, you can now select the “Service Bus” tab in the Windows Azure portal and then simply select the CREATE command: Doing so will bring up a new “Create a Namespace” dialog that allows you to name and create a new Service Bus Namespace: Once created, you can obtain security credentials associated with the Namespace via the ACCESS KEY command. This gives you the ability to obtain the connection string associated with the service namespace. You can copy and paste these values into any application that requires these credentials: It is also now easy to create Service Bus Queues and Topics via the NEW experience in the portal drawer.  Simply click the NEW command and navigate to the “App Services” category to create a new Service Bus entity: Once you provision a new Queue or Topic it can be managed in the portal.  Clicking on a namespace will display all queues and topics within it: Clicking on an item in the list will allow you to drill down into a dashboard view that allows you to monitor the activity and traffic within it, as well as perform operations on it. For example, below is a view of an “orders” queue – note how we now surface both the incoming and outgoing message flow rate, as well as the total queue length and queue size: To monitor pub/sub subscriptions you can use the ADD METRICS command within a topic and select a specific subscription to monitor. Support for Managing Co-Administrators You can now add co-administrators for your Windows Azure subscription using the new Windows Azure Portal. This allows you to share management of your Windows Azure services with other users. Subscription co-administrators share the same administrative rights and permissions that service administrator have - except a co-administrator cannot change or view billing details about the account, nor remove the service administrator from a subscription. In the SETTINGS section, click on the ADMINISTRATORS tab, and select the ADD button to add a co-administrator to your subscription: To add a co-administrator, you specify the email address for a Microsoft account (formerly Windows Live ID) or an organizational account, and choose the subscription you want to add them to: You can later update the subscriptions that the co-administrator has access to by clicking on the EDIT button, and then select or deselect the subscriptions to which they belong. Import/Export Support for SQL Databases The Windows Azure administration portal now supports importing and exporting SQL Databases to/from Blob Storage.  Databases can be imported/exported to blob storage using the same BACPAC file format that is supported with SQL Server 2012.  Among other benefits, this makes it easy to copy and migrate databases between on-premise and cloud environments. SQL Databases now have an EXPORT command in the bottom drawer that when pressed will prompt you to save your database to a Windows Azure storage container: The UI allows you to choose an existing storage account or create a new one, as well as the name of the BACPAC file to persist in blob storage: You can also now import and create a new SQL Database by using the NEW command.  This will prompt you to select the storage container and file to import the database from: The Windows Azure Portal enables you to monitor the progress of import and export operations. If you choose to log out of the portal, you can come back later and check on the status of all of the operations in the new history tab of the SQL Database server – this shows your entire import and export history and the status (success/fail) of each: Enhancements to the Virtual Machine Experience One of the common pain-points we have heard from customers using the preview of our new Virtual Machine support has been the inability to delete the associated VHDs when a VM instance (or VM drive) gets deleted. Prior to today’s release the VHDs would continue to be in your storage account and accumulate storage charges. You can now navigate to the Disks tab within the Virtual Machine extension, select a VM disk to delete, and click the DELETE DISK command: When you click the DELETE DISK button you have the option to delete the disk + associated .VHD file (completely clearing it from storage).  Alternatively you can delete the disk but still retain a .VHD copy of it in storage. Improved Cloud Service Status Notifications The Windows Azure portal now exposes more information of the health status of role instances.  If any of the instances are in a non-running state, the status at the top of the dashboard will summarize the status (and update automatically as the role health changes): Clicking the instance hyperlink within this status summary view will navigate you to a detailed role instance view, and allow you to get more detailed health status of each of the instances.  The portal has been updated to provide more specific status information within this detailed view – giving you better visibility into the health of your app: Monitoring Support for Media Services Windows Azure Media Services allows you to create media processing jobs (for example: encoding media files) in your Windows Azure Media Services account. In the Windows Azure Portal, you can now monitor the number of encoding jobs that are queued up for processing as well as active, failed and queued tasks for encoding jobs. On your media services account dashboard, you can visualize the monitoring data for last 6 hours, 24 hours or 7 days. Storage Container Creation and Access Control Support You can now create Windows Azure Storage storage containers from within the Windows Azure Portal.  After selecting a storage account, you can navigate to the CONTAINERS tab and click the ADD CONTAINER command: This will display a dialog that lets you name the new container and control access to it: You can also update the access setting as well as container metadata of existing containers by selecting one and then using the new EDIT CONTAINER command: This will then bring up the edit container dialog that allows you to change and save its settings: In addition to creating and editing containers, you can click on them within the portal to drill-in and view blobs within them.  Summary The above features are all now live in production and available to use immediately.  If you don’t already have a Windows Azure account, you can sign-up for a free trial and start using them today.  Visit the Windows Azure Developer Center to learn more about how to build apps with it. We’ll have even more new features and enhancements coming later this month – including support for the recent Windows Server 2012 and .NET 4.5 releases (we will enable new web and worker role images with Windows Server 2012 and .NET 4.5, and support .NET 4.5 with Websites).  Keep an eye out on my blog for details as these new features become available. Hope this helps, Scott P.S. In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu

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  • Clone an Azure VM using Powershell

    - by jamiet
    In a few months time I will, in association with Technitrain, be running a training course entitled Introduction to SQL Server Data Tools. I am currently working on putting together some hands-on lab material for the course delegates and have decided that in order to save time in asking people to install software during the course I am simply going to prepare a virtual machine (VM) containing all the software and lab material for each delegate to use. Given that I am an MSDN subscriber it makes sense to use Windows Azure to host those VMs given that it will be close to, if not completely, free to do so. What I don’t want to do however is separately build a VM for each delegate, I would much rather build one VM and clone it for each delegate. I’ve spent a bit of time figuring out how to do this using Powershell and in this blog post I am sharing a script that will: Prompt for some information (Azure credentials, Azure subscription name, VM name, username & password, etc…) Create a VM on Azure using that information Prompt you to sysprep the VM and image it (this part can’t be done with Powershell so has to be done manually, a link to instructions is provided in the script output) Create three new VMs based on the image Remove those three VMs Simply download the script and execute it within Powershell, assuming you have an Azure account it should take about 20minutes to execute (spinning up VMs and shutting the down isn’t instantaneous). If you experience any issues please do let me know. There are additional notes below. Hope this is useful! @Jamiet  Notes: Obviously there isn’t a lot of point in creating some new VMs and then instantly deleting them. However, this demo script does provide everything you need should you want to do any of these operations in isolation. The names of the three VMs that get created will be suffixed with 001, 002, 003 but you can edit the script to call them whatever you like. The script doesn’t totally clean up after itself. If you specify a service name & storage account name that don’t already exist then it will create them however it won’t remove them when everything is complete. The created image file will also not be deleted. Removing these items can be done by visiting http://manage.windowsazure.com. When creating the image, ensure you use the correct name (the script output tells you what name to use): Here are some screenshots taken from running the script: When the third and final VM gets removed you are asked to confirm via this dialog: Select ‘Yes’

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  • Java - 2d Array Tile Map Collision

    - by Corey
    How would I go about making certain tiles in my array collide with my player? Like say I want every number 2 in the array to collide. I am reading my array from a txt file if that matters and I am using the slick2d library. Here is my code if needed. public class Tiles { Image[] tiles = new Image[3]; int[][] map = new int[500][500]; Image grass, dirt, mound; SpriteSheet tileSheet; int tileWidth = 32; int tileHeight = 32; public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.txt")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); y=y+1; } //System.out.println(""); x=x+1; y = 0; } in.close(); } public void update() { } public void render(GameContainer gc) { for(int x = 0; x < 50; x++) { for(int y = 0; y < 50; y ++) { int textureIndex = map[y][x]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } } I tried something like this, but I it doesn't ever "collide". X and y are my player position. if (tiles.map[(int)x/32][(int)y/32] == 2) { System.out.println("Collided"); }

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  • Create USB installer from the command line?

    - by j-g-faustus
    I'm trying to create a bootable USB image to install Ubuntu on a new computer. I have done this before following the "create USB drive" instructions for Ubuntu desktop, but I don't have an Ubuntu desktop available. How can I do the same using only the command line? Things I've tried: Create bootable USB on Mac OS X following the ubuntu.com "create USB drive" instructions for Mac: Doesn't boot. usb-creator: According to apt-cache search usb-creator and Wikipedia usb-creator only exists as a graphical tool. "Create manually" instructions at help.ubuntu.com: None of the files and directories described (e.g. casper, filesystem.manifest, menu.lst) exist in the ISO image, and I don't know what has replaced them. unetbootin scripting: Requires X server (graphics support) to run, even when fully scripted. (The command sudo unetbootin lang=en method=diskimage isofile=~/ubuntu-10.10-server-amd64.iso installtype=USB targetdrive=/dev/sdg1 autoinstall=yes gives an error message unetbootin: cannot connect to X server.) Update Also tried GRUB fiddling: Merging information from pendrivelinux.com a related question on the Linux Stackexchange and a grub configuration example I was able to get halfway there - it booted from USB, displayed the grub menu and started the installation, but installation did not complete. For reference, this is the closest I got: sudo su # mount USB pen mount /dev/sd[X]1 /media/usb # install GRUB grub-install --force --no-floppy --root-directory=/media/usb /dev/sd[X] # copy ISO image to USB cp ~/ubuntu-10.10-server-amd64.iso /media/usb # mount ISO image, copy existing grub.cfg mount ~/ubuntu-10.10-server-amd64.iso /media/iso/ -o loop cp /media/iso/boot/grub/grub.cfg /media/usb/boot/grub/ I then edited /media/usb/boot/grub.cfg to add an .iso loopback, example grub entry: menuentry "Install Ubuntu Server" { set gfxpayload=keep loopback loop /ubuntu-10.10-server-amd64.iso linux (loop)/install/vmlinuz file=(loop)/preseed/ubuntu-server.seed iso-scan/filename=/ubuntu-10.10-server-amd64.iso quiet -- initrd (loop)/install/initrd.gz } When booting from USB, this would give me the Grub boot menu and start the installer, but the installer gave up after a couple of screens complaining that it couldn't find the CD-ROM drive. (Naturally, as the box I'm installing on doesn't have an optical drive.) I resolved this particular issue by giving up and doing the "create USB drive" routine using the Ubuntu Live desktop CD (on a computer that does have an optical drive), then the USB install works. But I expect that there is some way to do this from the command line of an Ubuntu system without X server and without an optical drive, so the question still stands. Does anyone know how?

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  • how to programtically build a grid of interlocking but random sized squares

    - by Mrwolfy
    I want to create a two dimensional layout of rectangular shapes, a grid made up of random sized cubes. The cubed should fit together and have equal padding or margin (space between). Kind of like a comic book layout, or more like the image attached. How could I do this procedurally? Practically, I would probably be using Python and some graphic software to render an image, but I don't know the type of algorithm (or whatnot) I would need to use to generate the randomized grid.

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  • nautilus selected item color

    - by shantanu
    See in the image, selected item "build" colour is black as background colour. How can i change the selected item colour gtk3 theme's nautilus.css script Which section colour need to modify: /* desktop mode */ .nautilus-desktop.nautilus-canvas-item { color: @bg_color; text-shadow: 1 1 alpha (#001B33, 0.8); } .nautilus-desktop.nautilus-canvas-item:active { background-image: none; background-color: alpha (@selected_bg_color, 0.84); border-radius: 4; color: @fg_color; } .nautilus-desktop.nautilus-canvas-item:selected { background-image: none; background-color: alpha (@bg_color, 0.84); border-radius: 4; color: @selected_fg_color; } .nautilus-desktop.nautilus-canvas-item:active, .nautilus-desktop.nautilus-canvas-item:prelight, .nautilus-desktop.nautilus-canvas-item:selected { text-shadow: none; } /* browser window */ NautilusTrashBar.info, NautilusXContentBar.info, NautilusSearchBar.info, NautilusQueryEditor.info { /* this background-color controls the symbolic icon in the entry */ background-color: mix (@fg_color, @base_color, 0.3); border-radius: 0; border-style: solid; border-width: 0 1 1 1; } NautilusSearchBar .entry { } .nautilus-cluebar-label { color: @fg_color; font: bold; } #nautilus-search-button *:active, #nautilus-search-button *:active:prelight { color: @dark_fg_color; } NautilusFloatingBar { background-color: @info_bg_color; border-radius: 3 3 0 0; border-style: solid; border-width: 1; border-color: darker (@info_bg_color); -unico-border-gradient: none; } NautilusFloatingBar .button { -GtkButton-image-spacing: 0; -GtkButton-inner-border: 0; } /* sidebar */ NautilusWindow .sidebar, NautilusWindow .sidebar .view { background-color: @bg_color; color: @fg_color; } NautilusWindow .sidebar .frame { } NautilusWindow > GtkTable > .pane-separator { background-color: @bg_color; border-color: @bg_color; border-width: 0 0 0 0; border-style: solid; }

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  • Windows vista shows ISO file as ZIP!

    - by Nedish
    When I download the ISO file my system shows the file as a zip file and not an ISO. I have tried to burn the file as an image to a DVD but my laptop will not bootup from the CD. Settting in the BIOS are ok so I guess the problem is with the ISO file or the way i burned the CD. I have follwed the instructions on the site for downloading and burning an ISO image to CD so I guess that my problem is with the file association in windows Vista. Any ideas and suggestrions welcome Thanks

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  • add collision detection to sprite?

    - by xBroak
    bassically im trying to add collision detection to the sprite below, using the following: self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") However it seems that when the collide is triggered it continuously prints 'collide' over and over when instead i want them to simply not be able to walk through the object, any help? def update(self, time_passed): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() global bounds_rect bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead")

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  • Downloading 12.04 Beta today - Does it now have the daily distro updates?

    - by Stephen Myall
    I downloaded the 12.04 Beta 2 on the day of launch and have been testing and sending bug reports. I now want to install it on another machine. My question is do I use the original image I downloaded and apply the daily distro updates through Update manager OR do a download a new image (because it now has the distro updates included). To be clear I am asking does the 12.04 Beta 2 ISO get updated on a daily basis?

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  • Referencing a picture in another DLL in Silverlight and Windows Phone 7

    - by Laurent Bugnion
    This one has burned me a few times, so here is how it works for future reference: Usually, when I add an Image control into a Silverlight application, and the picture it shows is local (as opposed to loaded from the web), I set the picture’s Build Action to Content, and the Copy to Output Directory to Copy if Newer. What the compiler does then is to copy the picture to the bin\Debug folder, and then to pack it into the XAP file. In XAML, the syntax to refer to this local picture is: <Image Source="/Images/mypicture.jpg" Width="100" Height="100" /> And in C#: return new BitmapImage(new Uri( "/Images/mypicture.jpg", UriKind.Relative)); One of the features of Silverlight is to allow referencing content (pictures, resource dictionaries, sound files, movies etc…) located in a DLL directly. This is very handy because just by using the right syntax in the URI, you can do this in XAML directly, for example with: <Image Source="/MyApplication;component/Images/mypicture.jpg" Width="100" Height="100" /> In C#, this becomes: return new BitmapImage(new Uri( "/MyApplication;component/Images/mypicture.jpg", UriKind.Relative)); Side note: This kind of URI is called a pack URI and they have been around since the early days of WPF. There is a good tutorial about pack URIs on MSDN. Even though it refers to WPF, it also applies to Silverlight Side note 2: With the Build Action set to Content, you can rename the XAP file to ZIP, extract all the files, change the picture (but keep the same name), rezip the whole thing and rename again to XAP. This is not possible if the picture is embedded in an assembly! So what’s the catch? Well the catch is that this does not work if you set the Build Action to Content. It’s actually pretty simple to explain: The pack URI above tells the Silverlight runtime to look within an assembly named MyOtherAssembly for a file named MyPicture.jpg in the Images folder. If the file is included as Content, however, it is not in the assembly. Silverlight does not find it, and silently returns nothing. The image is not displayed. And the fix? The fix, for class libraries, is to set the Build Action to Resource. With this, the picture will gets packed into the DLL itself. Of course, this will increase the size of the DLL, and any change to the picture will require recompiling the class library, which is not ideal. But in the cases where you want to distribute pictures (icons etc) together with a plug-in assembly, well, this is a good way to have everything in the same place Happy coding, Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • How do I make custom bootsplash and wallpapers [closed]

    - by joel
    Possible Duplicate: How to customize live Ubuntu CD? I would like to customize my Ubuntu install with my own Wallpaper. I know where to change the wallpapers I copy my wallpaper in /usr/share/wallpapers and then modify the contests/xml file in order to use it but thats about it. how can I also change the following with the same Image: the login image(lightdm) boot screen and shutdown screen(plymouth)

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  • Can anyone tell me how to get the same Gnome desktop environment as the one in the photo?

    - by Elysium
    I have been using gnome fallback for more than a year, but recently I have come across this image: However, when in virtual machine (new copy of ubuntu 12.04) I change to gnome 3 shell, the desktop is not even similar to the one in the photo above. I am wondering if there are others things that I am missing/have to do....to get to the same thing (or similar) that you can see in the image above. NOTE: Here is a screenshot from the virtual machine after I used these commands: sudo add-apt-repository ppa:gnome3-team/gnome3 sudo apt-get update sudo apt-get install gnome-shell

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  • GLSL: Strange light reflections [Solved]

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices?

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  • New Version Demonstration VM BIC2g 2013-04 Partner Edition

    - by Mike.Hallett(at)Oracle-BI&EPM
    Normal 0 false false false EN-GB X-NONE X-NONE MicrosoftInternetExplorer4 This Oracle Business Intelligence Linux VM virtual appliance (“BIC2g”) was developed to support Oracle OBI & BI-Apps sales and Oracle partners in product demonstrations, training activities and POC activities. It is available on ftp.oracle.com (see the deployment guide and “BIC2g 2013-04 Partner Edition Readme” pdf from the link below) and is available for OPN member partners. This BIC2g image is based on OBIEE v. 11.1.1.7. with Essbase and Essbase Studio Server started when starting BI. It also contains: Updated BI-Apps Cross Functional Demo (date advanced from 2011 to 2013), including DAC 11.1.1.6.4, Informatica 9.0.1 and is configured for a load against EBS R12. Both the 7.9.6.3 rpd/catalog and the 7.9.6.4 rpd/catalog versions of BI-Apps are provided. Updated integrated Essbase - BI Apps - EBS Demo (date advanced from 2009 to 2013. Re-configured BI Apps Data Sets to remove VPD (simplification) and greatly improved performance. Note that this image is identical to Oracle’s internal BI demonstration image, except that Endeca has been removed pending Endeca latest version availability on OTN. Once it is available on OTN we will provide a replacement that contains Endeca. Some of the screen shots in the “Readme”.pdf shows Endeca, but it is not on this (2013-04) image. The FTP access details and password are shown at the bottom of the page @ BI Solutions Engineering Partner Portal. /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-fareast-language:EN-US;}

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  • How do remove the CD / DVD install as a source for apt-get packages when installing new features?

    - by Andrew
    I'm running a Ubuntu server (9.0.4 'Jaunty') as a VMware image. It's a real pain on the odd occasion I need to install a new package to have to fish out the install CD-ROM, and make it available to the VMware image so I can continue the package install. Is there any way to take the original installation media out of the list of source packages - I'm assuming all packages will be available on the internet. Thanks.

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  • 3.0.0-13-lowlatency-pae, where can I find its source

    - by user643019
    I know for another post that using apt-get source linux-image-$(uname -r) I can get the kernel source, but I'm usign the 3.0.0-13-lowlatency-pae kernel and using the command, I got this message: Picking 'linux-lowlatency' as source package instead of 'linux-image-3.0.0-13-lowlatency-pae' So, I will appreciate any help, hope that someone know where it can be located. Thanks everybody in advance.

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  • WordPress Plugins to Help Make Your Site Responsive

    - by Ravish
    Ultimate Coming Soon Page Ultimate Coming Soon Page plugin allows you quickly and easily set up a coming update page for your website. It has includes some feature like completely customizable with background color and image, add custom CSS and HTML, collect emails, option to stretch background image according to browser etc. WP Orbit Slider [...] Related posts:Responsive WordPress Theme Eleven40 by Studiopress 10 Useful Admin WordPress Plugins 15 Useful SEO Plugins For WordPress

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  • Does 3d modeling software *choice used during asset creation affect performance at runtime

    - by user134143
    Does software used to create 3d assets (for game development specifically) have an impact on the efficiency of the program? In other words, is it possible to reduce the operating footprint of an application merely by utilizing alternative development software during production of 3d assets? If you use two different applications to create a 3 dimensional image of a box, can one of them result in better performance if aspects of the image are identical? I am attempting to get the information I need without causing unnecessary debate over specific software choice.

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  • What am I allowed to do programmatically with pictures that have a Creative Commons "don't modify" license

    - by nist
    I'm working on a project that uses some icons that are under a Creative Commons license (ND) that forbids modification of the picture. What can I do with this icons as a programmer? Can I modify the looks of the image in the program as long as I don't change anything in the file that contains the icon? Have I modified the image if I put a colored transparent layer over it so the color of the icon changes?

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  • How to deal with Character body parts from Design to Cocos2d

    - by Edwin Soho
    I'm trying to figure out the pattern the game developers use together with game designers: See the picture below with the independent parts: Questions: 1) Should I create different image parts from different body parts or keep frame by frame animaton? (I know both can be used, but I'm trying to figure what is commonly used in the industry) 2) If I'm going to generate different image parts from different body parts (which is I thing is more logical) how would I export that to Cocos2d (Vector or Bitmap)?

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  • Remove packages to tranform ubuntu Desktop to Server?

    - by Azendale
    I have a VPS that has Ubuntu 11.10 on it. Unfortunately, only the 11.10 Desktop (not server) image was available as an image to install your VPS with. How can I remove the packages included in the Desktop install, and, if needed, install the packages that only the server install has? I've tried sudo apt-get remove ubuntu-desktop and then sudo apt-get autoremove. Unfortunately, that didn't work: it only removed 'libjudy-debian' (or something like that) which was installed from having 'miredo' installed at one point.

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