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  • Models from 3ds max lose their transformations when input into XNA

    - by jacobian
    I am making models in 3ds max. However when I export them to .fbx format and then input them into XNA, they lose their scaling. -It is most likely something to do with not using the transforms from the model correctly, is the following code correct -using xna 3.0 Matrix[] transforms=new Matrix[playerModel.Meshes.Count]; playerModel.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. int count = 0; foreach (ModelMesh mesh in playerModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = transforms[count]* Matrix.CreateScale(scale) * Matrix.CreateRotationX((float)MathHelper.ToRadians(rx)) * Matrix.CreateRotationY((float)MathHelper.ToRadians(ry)) * Matrix.CreateRotationZ((float)MathHelper.ToRadians(rz))* Matrix.CreateTranslation(position); effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } count++; mesh.Draw(); }

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  • How do I find the .max of an attribute value among a group of different Models?

    - by Angela
    Hi, everyone: I am also open to just straight-up refactoring what I'm finding to be pretty repetitive, but to give a baseline of how it's working.... I have for every contact a Campaign, which has_many of three types of Models: Email, Call, and Letter. When an Email (Call or Letter) has been executed for a specific contact, I have a Contact_Email(_or_Call_or_Letter) which belongs to both the Contact and the Model (Email_or_Call_or_Letter). Each Contact_Email for example pairing has a :date_sent attribute. So does each Contact_Call and Contact_Letter. How do I find the latest of all of them? Here is the code I wrote that can find the latest Email and my finding retyping similar code for Call and Letter, but then stuck on how to do a .max on all of them: def last_email(contact) #get campaign the contact belongs to @campaign = Campaign.find_by_id(contact.campaign_id) @last_email = ContactEmail.find(:last, :conditions => "contact_id = #{contact.id}", :order => "date_sent DESC") @last_call = ContactCall.find(:last, :conditions => "contact_id = #{contact.id}", :order => "date_sent DESC") @last_letter = ContactLetter.find(:last, :conditions => "contact_id = #{contact.id}", :order => "date_sent DESC") # how do I get the latest of all of these to display? if @last_sent_email.nil? return "no email sent" else return @last_sent_email.date_sent end end Question 1: With what I have, how can I find effectively @last_event given I can find the last Email, last Call, and last Letter for every contact? Question 2: How can I remove the repetitive code that I have to write for each Model?

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  • Max length of a USB Cable?

    - by Click Ok
    I want to use a very long USB cable to, for example, place a webcam in a different room. The max length that I found was 5 meters. What the max length of a USB cable and... What the max length that I can get using USB extension cables? Thanks in advance!

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  • 3ds Max error dialog: "Instancing not supported for this action"

    - by monsto
    "Instancing not supported for this action” is the dialog I get. My favorite part is that, according to google and yahoo, apparently i am the only person in the history of mankind to experience these words together in this order, let along get this message from Max. Thanks, autodesk, for putting this dialog in special for me! So I’ve created my model (nws) and was setting up a Skin Wrap. Selected "Face Deformation", added the base-skin for weight, checked “weight all points”. . . clicked “convert to skin” and got that dialog. My model doesn’t have a whole lot of elements to it, I had a left and right appendage that came from a base model (skyrim). so, i did a clonecopy of all 3 of my elements, just to be sure nothing was instanced… and VOILA! Same error message. the only other elements are an imported NIF mesh and skeleton. Any idea where this is coming from or how I can make it go away so that I can export my mesh?

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  • cpufreq-selector, cpufreq-info reporting wrong max speed

    - by dty
    Hi, I've just built a new machine with a Core i5-760 CPU. Max speed is 2.80GHz (turbo mode notwithstanding). I've also done a vanilla install of Ubuntu 10.10. I've added the cpufreq-selector applet to the top panel, and its menus only allow me to select up to 2.39GHz. If I select the "performance" governor, it also shows 2.39GHz. cpufreq-info reports: $ cpufreq-info cpufrequtils 007: cpufreq-info (C) Dominik Brodowski 2004-2009 Report errors and bugs to [email protected], please. analyzing CPU 0: driver: acpi-cpufreq CPUs which run at the same hardware frequency: 0 1 2 3 CPUs which need to have their frequency coordinated by software: 0 maximum transition latency: 10.0 us. hardware limits: 1.20 GHz - 2.39 GHz available frequency steps: 2.39 GHz, 2.26 GHz, 2.13 GHz, 2.00 GHz, 1.86 GHz, 1.73 GHz, 1.60 GHz, 1.46 GHz, 1.33 GHz, 1.20 GHz available cpufreq governors: conservative, ondemand, userspace, powersave, performance current policy: frequency should be within 1.20 GHz and 2.39 GHz. The governor "ondemand" may decide which speed to use within this range. current CPU frequency is 1.20 GHz. cpufreq stats: 2.39 GHz:13.74%, 2.26 GHz:0.09%, 2.13 GHz:0.08%, 2.00 GHz:0.08%, 1.86 GHz:0.07%, 1.73 GHz:0.07%, 1.60 GHz:0.08%, 1.46 GHz:0.08%, 1.33 GHz:0.11%, 1.20 GHz:85.61% (15560) [...CPUs 1-3 elided, but similar...] Any idea how to get Ubuntu and the various tools to recognise this as a 2.80GHz processor? And ideally to report the actual speed when running in turbo mode too, but that's not critical. Edit: I should probably add that the BIOS (& Windows) are quite happy that it's a 2.80GHz CPU. Thanks.

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  • Adding root bone in 3DS Max?

    - by carlturtle
    my animation artist has made me a nice first person pair of arms, animated it, textured it, and given it to me. Then he went on vacation. I am programming my animations, and I am trying to test the model he has given me. Building my project gives me a warning: Multiple skeletons were found in the file. The first skeleton, named "frame l upperarm" has been moved to be a child of the scene root. The other, "frame r upperarm", will be ignored. Fragment identifier "frame r upperarm". Then an error: "Vertex is bound to bone "frame l forearm", but this bone is not present in the skeleton." I realize this means that there are two skeletons, as said in this problem: Importing 3d model with multiple skeletons I have 3DS Max, but I have no idea how to use it, and Google/CGTalk/Plycount turn up nothing relevant on how to add a root bone or combine skeletons. If anyone knows how, it would help me out greatly. Thanks.

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  • /etc/security/limits.conf for setting program limits in Linux

    - by Flavius Akerele
    I have the following inside /etc/security/limits.conf (I have specified root separately because * will not include it.) user2 - core unlimited * - core 0 root - core 0 * - rss 512000 root - rss 512000 * - nproc 100 root - nproc 100 * - maxlogins 1 root - maxlogins 1 I run a program as user2 (./programname) but /proc/3498/limits says cores are disabled: Limit Soft Limit Hard Limit Units Max cpu time unlimited unlimited seconds Max file size unlimited unlimited bytes Max data size unlimited unlimited bytes Max stack size 8388608 unlimited bytes Max core file size 0 0 bytes Max resident set 524288000 524288000 bytes Max processes 100 100 processes Max open files 1024 1024 files Max locked memory 65536 65536 bytes Max address space unlimited unlimited bytes Max file locks unlimited unlimited locks Max pending signals 14001 14001 signals Max msgqueue size 819200 819200 bytes Max nice priority 0 0 Max realtime priority 0 0 Max realtime timeout unlimited unlimited us Both ulimit -Sa and ulimit -Ha output that cores are disabled: core file size (blocks, -c) 0 data seg size (kbytes, -d) unlimited scheduling priority (-e) 0 file size (blocks, -f) unlimited pending signals (-i) 14001 max locked memory (kbytes, -l) 64 max memory size (kbytes, -m) 512000 open files (-n) 1024 pipe size (512 bytes, -p) 8 POSIX message queues (bytes, -q) 819200 real-time priority (-r) 0 stack size (kbytes, -s) unlimited cpu time (seconds, -t) unlimited max user processes (-u) 100 virtual memory (kbytes, -v) unlimited file locks (-x) unlimited Why are cores disabled ?

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  • /etc/security/limits.conf for setting program limits in Linux

    - by Flavius Akerele
    I have the following inside /etc/security/limits.conf (I have specified root separately because * will not include it.) user2 - core unlimited * - core 0 root - core 0 * - rss 512000 root - rss 512000 * - nproc 100 root - nproc 100 * - maxlogins 1 root - maxlogins 1 I run a program as user2 (./programname) but /proc/3498/limits says cores are disabled: Limit Soft Limit Hard Limit Units Max cpu time unlimited unlimited seconds Max file size unlimited unlimited bytes Max data size unlimited unlimited bytes Max stack size 8388608 unlimited bytes Max core file size 0 0 bytes Max resident set 524288000 524288000 bytes Max processes 100 100 processes Max open files 1024 1024 files Max locked memory 65536 65536 bytes Max address space unlimited unlimited bytes Max file locks unlimited unlimited locks Max pending signals 14001 14001 signals Max msgqueue size 819200 819200 bytes Max nice priority 0 0 Max realtime priority 0 0 Max realtime timeout unlimited unlimited us Both ulimit -Sa and ulimit -Ha output that cores are disabled: core file size (blocks, -c) 0 data seg size (kbytes, -d) unlimited scheduling priority (-e) 0 file size (blocks, -f) unlimited pending signals (-i) 14001 max locked memory (kbytes, -l) 64 max memory size (kbytes, -m) 512000 open files (-n) 1024 pipe size (512 bytes, -p) 8 POSIX message queues (bytes, -q) 819200 real-time priority (-r) 0 stack size (kbytes, -s) unlimited cpu time (seconds, -t) unlimited max user processes (-u) 100 virtual memory (kbytes, -v) unlimited file locks (-x) unlimited Why are cores disabled ?

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  • Super Joybox 5 HID 0925:8884 not recognized as joystick in Ubuntu 12.04 LTS

    - by Tim Evans
    Problem: When using the "Super JoyBox 5" 4 port playstation 2 to USB adapter, the device is not recognized as a joystick. there is no js0 created, but instead another input eventX and mouseX are created in /dev/input. When using the directional buttons (up down left right) on a Playstation 1 controller attached to the device, the mouse cursor moves to the top, bottom, left, and right edges of the screen respectively. Buttons are unresponsive. The joypads attached to the device cannot be used in any games or other programs. Attempted remedies: Creating a symlink from the eventX to js0 does not solve the problem. Addl Info: joydev is loaded and running peroperly according to LSMOD. evtest can be run on the created eventX (sudo evtest /dev/input/event14 in my case) and the buttons and axes all register inputs. Here is a paste of EVTEST's diagnostic and the first couple button events. [code] sudo evtest /dev/input/event14 Input driver version is 1.0.1 Input device ID: bus 0x3 vendor 0x925 product 0x8884 version 0x100 Input device name: "HID 0925:8884" Supported events: Event type 0 (EV_SYN) Event type 1 (EV_KEY) Event code 288 (BTN_TRIGGER) Event code 289 (BTN_THUMB) Event code 290 (BTN_THUMB2) Event code 291 (BTN_TOP) Event code 292 (BTN_TOP2) Event code 293 (BTN_PINKIE) Event code 294 (BTN_BASE) Event code 295 (BTN_BASE2) Event code 296 (BTN_BASE3) Event code 297 (BTN_BASE4) Event code 298 (BTN_BASE5) Event code 299 (BTN_BASE6) Event code 300 (?) Event code 301 (?) Event code 302 (?) Event code 303 (BTN_DEAD) Event code 304 (BTN_A) Event code 305 (BTN_B) Event code 306 (BTN_C) Event code 307 (BTN_X) Event code 308 (BTN_Y) Event code 309 (BTN_Z) Event code 310 (BTN_TL) Event code 311 (BTN_TR) Event code 312 (BTN_TL2) Event code 313 (BTN_TR2) Event code 314 (BTN_SELECT) Event code 315 (BTN_START) Event code 316 (BTN_MODE) Event code 317 (BTN_THUMBL) Event code 318 (BTN_THUMBR) Event code 319 (?) Event code 320 (BTN_TOOL_PEN) Event code 321 (BTN_TOOL_RUBBER) Event code 322 (BTN_TOOL_BRUSH) Event code 323 (BTN_TOOL_PENCIL) Event code 324 (BTN_TOOL_AIRBRUSH) Event code 325 (BTN_TOOL_FINGER) Event code 326 (BTN_TOOL_MOUSE) Event code 327 (BTN_TOOL_LENS) Event code 328 (?) Event code 329 (?) Event code 330 (BTN_TOUCH) Event code 331 (BTN_STYLUS) Event code 332 (BTN_STYLUS2) Event code 333 (BTN_TOOL_DOUBLETAP) Event code 334 (BTN_TOOL_TRIPLETAP) Event code 335 (BTN_TOOL_QUADTAP) Event type 3 (EV_ABS) Event code 0 (ABS_X) Value 127 Min 0 Max 255 Flat 15 Event code 1 (ABS_Y) Value 127 Min 0 Max 255 Flat 15 Event code 2 (ABS_Z) Value 127 Min 0 Max 255 Flat 15 Event code 3 (ABS_RX) Value 127 Min 0 Max 255 Flat 15 Event code 4 (ABS_RY) Value 127 Min 0 Max 255 Flat 15 Event code 5 (ABS_RZ) Value 127 Min 0 Max 255 Flat 15 Event code 6 (ABS_THROTTLE) Value 127 Min 0 Max 255 Flat 15 Event code 7 (ABS_RUDDER) Value 127 Min 0 Max 255 Flat 15 Event code 8 (ABS_WHEEL) Value 127 Min 0 Max 255 Flat 15 Event code 9 (ABS_GAS) Value 127 Min 0 Max 255 Flat 15 Event code 10 (ABS_BRAKE) Value 127 Min 0 Max 255 Flat 15 Event code 11 (?) Value 127 Min 0 Max 255 Flat 15 Event code 12 (?) Value 127 Min 0 Max 255 Flat 15 Event code 13 (?) Value 127 Min 0 Max 255 Flat 15 Event code 14 (?) Value 127 Min 0 Max 255 Flat 15 Event code 15 (?) Value 127 Min 0 Max 255 Flat 15 Event code 16 (ABS_HAT0X) Value 0 Min -1 Max 1 Event code 17 (ABS_HAT0Y) Value 0 Min -1 Max 1 Event code 18 (ABS_HAT1X) Value 0 Min -1 Max 1 Event code 19 (ABS_HAT1Y) Value 0 Min -1 Max 1 Event code 20 (ABS_HAT2X) Value 0 Min -1 Max 1 Event code 21 (ABS_HAT2Y) Value 0 Min -1 Max 1 Event code 22 (ABS_HAT3X) Value 0 Min -1 Max 1 Event code 23 (ABS_HAT3Y) Value 0 Min -1 Max 1 Event type 4 (EV_MSC) Event code 4 (MSC_SCAN) Testing ... (interrupt to exit) Event: time 1351223176.126127, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90001 Event: time 1351223176.126130, type 1 (EV_KEY), code 288 (BTN_TRIGGER), value 1 Event: time 1351223176.126166, -------------- SYN_REPORT ------------ Event: time 1351223178.238127, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90001 Event: time 1351223178.238130, type 1 (EV_KEY), code 288 (BTN_TRIGGER), value 0 Event: time 1351223178.238167, -------------- SYN_REPORT ------------ Event: time 1351223180.422127, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90002 Event: time 1351223180.422129, type 1 (EV_KEY), code 289 (BTN_THUMB), value 1 Event: time 1351223180.422163, -------------- SYN_REPORT ------------ Event: time 1351223181.558099, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90002 Event: time 1351223181.558102, type 1 (EV_KEY), code 289 (BTN_THUMB), value 0 Event: time 1351223181.558137, -------------- SYN_REPORT ------------ Event: time 1351223182.486137, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90003 Event: time 1351223182.486140, type 1 (EV_KEY), code 290 (BTN_THUMB2), value 1 Event: time 1351223182.486172, -------------- SYN_REPORT ------------ Event: time 1351223183.302130, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90003 Event: time 1351223183.302132, type 1 (EV_KEY), code 290 (BTN_THUMB2), value 0 Event: time 1351223183.302165, -------------- SYN_REPORT ------------ Event: time 1351223184.030133, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90004 Event: time 1351223184.030136, type 1 (EV_KEY), code 291 (BTN_TOP), value 1 Event: time 1351223184.030166, -------------- SYN_REPORT ------------ Event: time 1351223184.558135, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90004 Event: time 1351223184.558138, type 1 (EV_KEY), code 291 (BTN_TOP), value 0 Event: time 1351223184.558168, -------------- SYN_REPORT ------------ [/code] The directional buttons on the pad are being identified as HAT0Y and HAT0X axes, thats zero, not the letter O. Aparently, this device used to work flawlessly on kernel 2.4.x systems, and even as late as ubunto 10.04. Perhaps the Joydev rules for identifying joypads has changed? Currently, this kind of bug is affecting a few different type of controller adapters, but since this is the one that i PERSONALLY have (and has been driving me my own special brand of crazy), its the one im documenting. What i think should be happening instead: The device should be registering js0 through js3, one for each port, or JS0 that will handle all of the connected devices with different numbered axes for each connected joypad. Either way, it should work as a joystick and stop controlling the mouse cursor. Please help!

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  • mysql update where some field is max

    - by Syom
    The table videos has the following fields: id | average | name How can i write the query, to update the name of video, which have the max average, or the second by size average!!! i can do that with two queries, by selecting the max(average) from the table, and then update the name, where ite average equal to max or to second value, but i want to do that in one query. i think the query must look like this UPDATE videos SET name = 'something' WHERE average = MAX(average) Any suggestions?

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  • Parametrizing max value of a jQuery ui slider

    - by Gandalf StormCrow
    I'm trying to create this slider http://jqueryui.com/demos/slider/#rangemax Is it possible to parametrize the max value? For ex: $("#slider-range-max").slider({ range: "max", min: 1, max: maxValue, value: 2, slide: function(event, ui) { $("#amount").val(ui.value); } }); Is it possible to pass maxValue value, when I click on something? After its been initialized? Not on document ready function, but even after that?

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  • Parameterizing max value of a jQuery ui slider

    - by Gandalf StormCrow
    I'm trying to create this slider http://jqueryui.com/demos/slider/#rangemax Is it possible to parametrize the max value? For ex: $("#slider-range-max").slider({ range: "max", min: 1, max: maxValue, value: 2, slide: function(event, ui) { $("#amount").val(ui.value); } }); Is it possible to pass maxValue value, when I click on something? After its been initialized? Not on document ready function, but even after that?

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  • How to access Excel Max Column value?

    - by Phsika
    i try to create table from excel rows. however; excel columns : column1 has max 200 character row column2 has max 300 character row column3 has max 500 character row So i need to create sql create MyTable column3 nvarchar(500) according to Excel Max Character.

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  • how to use sort function the same way as max or min in mathematica

    - by Qiang Li
    Please take a look at the following code: Sort[{1, y, x}, Greater] Max[{1, x, y}] x = 1 y = 2 Sort[{1, y, x}, Greater] Max[{1, x, y}] It is interesting to note that the first Sort always produce a definite result while the first Max does not, even when Greater is specified. Note I have not given any numerical values for x and y. Why is this and how can I have a Sort function behave the same way as the Max (or Min) function? Thanks!

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  • Fluid CSS: float column with overflow

    - by Ates Goral
    I'm using a fluid layout in the new theme that I'm working on for my blog. I often blog about code and include <pre> blocks within the posts. The float: left column for the content area has a max-width so that the column stops at a certain maximum width and can also be shrunk: +----------+ +------+ | text | | text | | | | | | | | | | | | | | | | | | | | | +----------+ +------+ max shrunk What I want is for the <pre> elements to be wider than the text column so that I can fit 80-character-wrapped code without horizontal scroll bars. But I want the <pre> elements to overflow from the content area, without affecting its fluidity: +----------+ +------+ | text | | text | | | | | +----------+--+ +------+------+ | code | | code | +----------+--+ +------+------+ | | | | +----------+ +------+ max shrunk But, max-width stops being fluid once I insert the overhanging <pre> in there: the width of the column remains at the specified max-width even when I shrink the browser beyond that width. I've played around with a bare-minimum scenario to reproduce the problem and noticed that doing either of the following brings back the fluidity: Remove the <pre> (doh...) Remove the float: left The workaround I'm currently using is to insert the <pre> elements into "breaks" in the post column, so that the widths of the post segments and the <pre> segments are managed mutually exclusively: +----------+ +------+ | text | | text | +----------+ +------+ +-------------+ +-------------+ | code | | code | +-------------+ +-------------+ +----------+ +------+ +----------+ +------+ max shrunk But this forces me to insert additional closing and opening <div> elements into the post text which I'd rather keep semantically pristine. Admittedly, I don't have a full grasp of how the box model works with floats with overflowing content, so I don't understand why the combination of float: left on the container and the <pre> inside it cripple the max-width of the container. I'm observing the same problem on Firefox/Chrome/Safari/Opera. IE6 (the crazy one) seems happy all the time. This also doesn't seem dependent on quirks/standards mode.

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  • Hyper-V Virtual Machine Networking issues related to Max Ethernet Frame Size

    - by Goatmale
    I fixed an issue today earlier today but i'm interested in learning WHY it worked. We set up a new Hyper-V virtual machine only to discover that HTTP traffic wasn't working. HTTPS, pings, everything else was working fine. After months of prodding around I took a shot in the dark. On the Hyper-V host server, the physical NIC card had an advanced setting of "Max Ethernet Frame Size" set to 1500. After setting this setting to 1514 the issue was fixed. Alternatively, setting this to 1512 did not solve the issue; 1514 is the magic number. My best guess it that when this setting was set to 1500 it was allowing incoming pings because the data payload was a lot smaller of say, HTTP traffic. As far as HTTPS traffic, I read about something called "Path MTU discovery" which i'm going to assume why is HTTPs traffic was getting through fine, albeit slower. Looking at this post, people agree that 1518 is the max total frame size. Why didn't I need to change this to 1518 instead of 1514 bytes? Why is the default frame size 1500 if that's the max size of the Ethernet payload and not the max size.

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  • 5GHz vs 2.4GHz dual band router, max mbps

    - by Tallboy
    I've done a fair amount of reading before posting this but there are a few things still unclear. I just bought a Netgear WNDR3700 N600. I understand that 5GHz offers more channels, less interference because of more available channels, wont interfere with a microwave and so on, and also has a shorter range. Currently, my router is broadcasting both signals (for my iPhone on 2.4, and my computer on 5) But my question is What is the max speed of 5GHz in mbps? In the router settings, it allows me to set '300mbps', but I keep reading online that the max is 54. Is this true? I noticed when I set up the router the default for 2.4 was set to 300 and the default for 5 was set to 54, so I changed both to 300. Is this fine as well? I don't see why it wouldn't be maxed out for both by default. On the box it says max rate of 300+300 so I assume this is correct, but it's throttled down so the router isn't stressing in case you have something streaming media 24/7 and slowing the internet down too. What is the max range of 5GHz? my apt is 780 square feet, and the router is in the main living room.

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  • Using LINQ to Obtain Max of Columns for Two Dimensional Arrays

    - by Ngu Soon Hui
    Is there anyway to use LINQ to obtain the maximum of each columns for two dimensional arrays? Assume that I have the following: var arrays = new double[5,100](); I want to get the maximum of arrays[0,:], arrays[1,:] .... arrays[4,:]. How to use LINQ to do it? I could have use such method public double GetMax(double[,] arr, int rowIndex) { var colCount = arr.GetLength(1); double max = 0.0; for(int i=0; i<colCount; i++) { max=Math.Max(Math.Abs(arr[rowIndex, i]), max); } return max; } But I would prefer a more succinct ways of doing things.

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  • Ubuntu can't find the correct max resolution with Samsung SyncMaster SA300

    - by fatmatto
    i decided to install ubuntu also on my desktop PC (Windows has been exorcised from my life) but i am having some problems i didn't have with previous hardware configurations. My display is a Samsung SyncMaster SA300, on windows vista the maximum resolution (1920x1080) worked well, but now, ubuntu (after installing fglrx drivers) tells me that the maximum resolution is 1600x1200 I googled a lot last night, and i found a lot of people solving this (on different displays though) with xrandr. I was not able to do it, because xrandr keep complaining "you goddamn maximum resolution is 1600x1600". What xranrd clean command say is: mattia@fatdesktop:~$ xrandr Screen 0: minimum 320 x 200, current 1600 x 1200, maximum 1600 x 1600 DFP1 disconnected (normal left inverted right x axis y axis) CRT1 disconnected (normal left inverted right x axis y axis) CRT2 connected 1600x1200+0+0 (normal left inverted right x axis y axis) 0mm x 0mm 1600x1200 60.0*+ 1400x1050 60.0 1280x1024 60.0 47.0 43.0 1440x900 59.9 1280x960 60.0 1280x800 60.0 1152x864 60.0 47.0 43.0 1280x768 59.9 56.0 1280x720 60.0 50.0 1024x768 60.0 43.5 800x600 60.3 56.2 47.0 720x576 50.0 720x480 60.0 640x480 60.0 TV disconnected (normal left inverted right x axis y axis) CV disconnected (normal left inverted right x axis y axis) Then according to other internet posts and forums: mattia@fatdesktop:~$ cvt 1920 1080 60 # 1920x1080 59.96 Hz (CVT 2.07M9) hsync: 67.16 kHz; pclk: 173.00 MHz Modeline "1920x1080_60.00" 173.00 1920 2048 2248 2576 1080 1083 1088 1120 -hsync +vsync So now i have to add that modeline mattia@fatdesktop:~$ xrandr --newmode "1920x1080_60.00" 173.00 1920 2048 2248 2576 1080 1083 1088 1120 -hsync +vsync mattia@fatdesktop:~$ xrandr --addmode CRT2 1920x1080_60.00 And here comes the pain: mattia@fatdesktop:~$ xrandr --output CRT2 --mode 1920x1080_60.00 xrandr: **screen cannot be larger than 1600x1600 (desired size 1920x1080)** See? screen cannot be larger than 1600x1600 (desired size 1920x1080) At this point, the 1920x1080 option appears inside the resolution choice menu (the graphical one). But last night, when i tried to select it, my screen went black, and i had to power off the pc. Any clues? am i on the wrong path?

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  • 3Ds Max is exporting model with more normals than vertices

    - by Delta
    I made a simple teapot with the "Create Standard Primitives" option and exported it as a collada file, ended up with this: < float_array id="Teapot001-POSITION-array" count="1590" < float_array id="Teapot001-Normal0-array" count="9216" For what I know there should be only one normal per vertex, am I wrong? What am I supposed to do with that much normals? Just put them on the normal buffer all at once normally?

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  • SQL SERVER Find Max Worker Count using DMV 32 Bit and 64 Bit

    During several recent training courses, I found it very interesting that Worker Thread is not quite known to everyone despite the fact that it is a very important feature. At some point in the discussion, one of the attendees mentioned that we can double the Worker Thread if we double the CPU (add the same [...]...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Max ram for computer 16GB or 8GB

    - by Laptop memory question
    Manufacturer's specifications for my notebook say memory can be extended from 4GB to 8GB. Whereas, running sudo dmidecode suggests the computer can use 16GB as below: Handle 0x0037, DMI type 16, 15 bytes Physical Memory Array Location: System Board Or Motherboard Use: System Memory Error Correction Type: None Maximum Capacity: 16 GB Error Information Handle: Not Provided Number Of Devices: 4 Which one is correct?

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  • how to create java zip archives with a max file size limit [closed]

    - by Marci Casvan
    I need to write an algorithm in java (for an android app) to read a folder containing more folders and each of those containing images and audio files so the structure is this: mainDir/subfolders/myFile1.jpg It must be in java, something like perl script is not an option. It would preferably be for the compressed archive in order to squeeze as many files as possible before mailing the zip. Just a normal zip (no jar). My problem is that I need to limit the size of the archive to 16mb and at runtime, create as many archives as needed to contain all my files from my main mainDir folder. I tried several examples from the net, I read the java documentation, but I can't manage to understand and put it all together the way I need it. Has someone done this before or has a link or an example for me? I resolved the reading of the files with a recursive method but I can't write the logic for the zip creation I'm open for suggestions or better, a working example. EDIT: FileNotFoundException (no such file or directory) this was my initial post at Stack Overflow. I've got an answer to it, but I can't set the size of the ZipEntry and the logic doesn't work and also when extracting the my files from the zip I get the compression method not supported error.

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  • How can i create sprite sheet from 3d model (3D studio max)

    - by OopsUser
    I built simple 3D model of a car, with simple animation in which it's wheels are turning. Now i want to create a sprite sheet, the only way i know how to do it, is to render manually 20 frames from the from, then combine them to a strip manually, then rotate it by 10 degrees, render 20 frames of animation again and combine them to a strip... Is there a way to do it automatically ? With out rotating the scene manually and render it and combining .. it's a lot of work, takes more time then the modelling itself... Thanks

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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