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  • Android - How to prevent the phone screen from turning on when volume or camera key is pressed?

    - by 2Real
    I have an activity that shows up when the phone screen goes to sleep/turns off ie turns black. For some reason, the phone turns on when the volume buttons or the camera buttons are pressed. By turns on, I mean the screen wakes up or comes back from the black screen state. I've tried using dispatchKeyEvent(KeyEvent event) and the buttons are disabled on the activity, but they still wake up the phone.

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  • how to adjust JFrame and JInternal frames with any screen size?

    - by Zakaria Marrah
    I am working on a swing application that starts with JFrame, but all the other frames are included as JInternalFrames, and i am facing some serious screen size problems when i instaled it in different computers, i used the following methode to set the JFrame in full screen Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize(); setBounds(0, 0, screenSize.width, screenSize.height); JFrame.setExtendedState(JFrame.MAXIMIZED_BOTH); but thre is no no difference, i want also to adjust the JInternalFrames with the screen size too. if you have any suggestions, solution please help :D

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  • OpenGL not rendering my images to the screen

    - by Brendan Webster
    for some reason my game isn't showing the image I am rendering to the screen. My engine is state based, and at the beginning I set the logo, but it isn't showing on the screen. Here is my method of doing so first I create one image and assign some values to it's preset values. //create one image instance for the logo background O_File.v_Create_Images(1); //set the atributes of the background //first Image O_File.sImage[0].nImageDepth = -30.0f; O_File.sImage[0].sImageLocation = "image.bmp"; //load the images int O_File.v_Load_Images(); Then I load them with DevIL void C_File_Manager::v_Load_Images() { ilGenImages(1, &image); ilBindImage(image); for(int i = 0;i < sImage.size();i++) { success = ilLoadImage(sImage[i].sImageLocation.c_str()); if (success) { success = ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE); glGenTextures(1, &image); glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 4, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); //asign values to the width and height of the image if they are already not assigned if(sImage[i].nImageHeight == 0) sImage[i].nImageHeight = ilGetInteger(IL_IMAGE_HEIGHT); if(sImage[i].nImageWidth == 0) sImage[i].nImageWidth = ilGetInteger(IL_IMAGE_WIDTH); std::cout << sImage[i].nImageHeight << std::endl; const std::string word = sImage[i].sImageLocation.c_str(); std::cout << sImage[i].sImageLocation.c_str() << std::endl; ilLoadImage(word.c_str()); ilDeleteImages(1, &image); } } } and then I apply them to the screen void C_File_Manager::v_Apply_Images() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0;i < sImage.size();i++) { //move the image to where it should be on the screen; glTranslatef(sImage[i].nImageX,sImage[i].nImageY,sImage[i].nImageDepth); //rotate image around the 3 axes glRotatef(sImage[i].fImageAngleX,1,0,0); glRotatef(sImage[i].fImageAngleY,0,1,0); glRotatef(sImage[i].fImageAngleZ,0,0,1); //scale the image glScalef(1,1,1); //center the image glTranslatef((sImage[i].nImageWidth/2),(sImage[i].nImageHeight/2),0); //draw the box that will encase the loaded image glBegin(GL_QUADS); //change the color of the loaded image; glColor4f(1,1,1,1); //top left corner of image glNormal3f(0.0,0,0.0); glTexCoord2f (1.0, 0.0); glVertex3f(0,0,sImage[i].nImageDepth); //top right corner of image glNormal3f(1.0,0,0.0); glTexCoord2f (1.0, 1.0); glVertex3f(0,sImage[i].nImageHeight,sImage[i].nImageDepth); //bottom right corner of image glNormal3f(-1.0,0,0.0); glTexCoord2f (0.0, 1.0); glVertex3f(sImage[i].nImageWidth,sImage[i].nImageHeight,sImage[i].nImageDepth); //bottom left corner of image glNormal3f(-1.0,0,0.0); glTexCoord2f(0.0, 0.0); glVertex3f(sImage[i].nImageWidth,0,sImage[i].nImageDepth); glEnd(); } } when I debug there is no errors at all, but yet the images don't show up on the screen, I have positioned the camera at (0,0,-1) and that is where the images should show up. the clipping plane is set 1 to 1000. There is probably some random problem with the code, but I just can't catch it.

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  • Disabling browser print options (headers, footers, margins) from page?

    - by Anthony
    I have seen this question asked in a couple of different ways on SO and several other websites, but most of them are either too specific or out-of-date. I'm hoping someone can provide a definitive answer here without pandering to speculation. Is there a way, either with CSS or javascript, to change the default printer settings when someone prints within their browser? And of course by "prints from their browser" I mean some form of HTML, not PDF or some other plug-in reliant mime-type. Please note: If some browsers offer this and others don't (or if you only know how to do it for some browsers) I welcome browser-specific solutions. Similarly, if you know of a mainstream browser that has specific restrictions against EVER doing this, that is also helpful, but some fairly up-to-date documentation would be appreciated. (simply saying "that goes against XYZ's security policy" isn't very convincing when XYZ has made significant changes in said policy in the last three years). Finally, when I say "change default print settings" I don't mean forever, just for my page, and I am referring specifically to print margins, headers, and footers. I am very aware that CSS offers the option of changing the page orientation as well as the page margins. One of the many struggles is with Firefox. If I set the page margins to 1 inch, it ADDS this to the half inch it already puts into place. I very much want to reduce the usage of PDFs on my client's site, but the infringement on presentation (as well as the lack of reliability) are their main concern.

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ 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() 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 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y 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") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y 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 update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • The JRockit Book is Now in Print!

    - by Marcus Hirt
    Yes. I know. It’s been in print for some days already, but I haven’t found time to write about it until now. The book is a good guide for JVM’s in general, and for JRockit in particular. If you’ve ever wondered how the innards of the Java Virtual Machine works, or how to use the JRockit Mission Control to hunt down problems in your Java applications, this book is for you. The book is written for intermediate to advanced Java Developers. These are the chapters: Getting Started Adaptive Code Generation Adaptive Memory Management Threads and Synchronization Benchmarking and Tuning JRockit Mission Control The Management Console The Runtime Analyzer The Flight Recorder The Memory Leak Detector JRCMD Using the JRockit Management APIs JRockit Virtual Edition Appendix A: Bibliography Appendix B: Glossary Index The book is 588 pages long. For more information about the book, see the book page at Packt.

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  • How to print a web page that contains flash

    - by Richard
    I am using the chromium browser to display the following web page: http://www.primaryworksheets.co.uk/multiws/multi23.html I want to print off this maths worksheet for my son, but all I ever get out of my printer is a blank page. The web page appears to be produced using flash. I have been to the software centre and re-installed the flash plugin, but that did not help. I don't seem to have problems printing anything else. Firefox isn't any better. Can anyone tell me what else I might try? I'm using '11.04'. Thanks, Richard

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • hplip tries to print from photo tray

    - by James Bradbury
    I have hplip-3.14.4 with an HP Photosmart b210a and recently it has stopped printing properly. The issue is that it tries to print from the photo tray (which we don't use). I've tried setting this manually via the Settings page, but it makes no difference. My wife has the same issue (also using Ubuntu 12.04). EDIT: I've just set the printer up in Windows 7 and it works. So this is not a hardware fault and likely due to hplip or some Ubuntu software issue. Rolling back the driver to 3.13.8 does not make any difference. What else can I try

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  • Can not print after upgrading from 12.x to 14.04

    - by user318889
    After upgrading from V12.04 to V14.04 I am not able to print. I am using an HP LaserJet 400 M451dn. The printer troubleshooter told me that there is no solution to the problem. This is the output of the advanced diagnositc output. (Due to limited space I cut the output!) Can anybody tell me what is going wrong. I am using the printer via USB ? Page 1 (Scheduler not running?): {'cups_connection_failure': False} Page 2 (Is local server publishing?): {'local_server_exporting_printers': False} Page 3 (Choose printer): {'cups_dest': , 'cups_instance': None, 'cups_queue': u'HP-LaserJet-400-color-M451dn', 'cups_queue_listed': True} Page 4 (Check printer sanity): {'cups_device_uri_scheme': u'hp', 'cups_printer_dict': {'device-uri': u'hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670', 'printer-info': u'Hewlett-Packard HP LaserJet 400 color M451dn', 'printer-is-shared': True, 'printer-location': u'Pinatubo', 'printer-make-and-model': u'HP LJ 300-400 color M351-M451 Postscript (recommended)', 'printer-state': 4, 'printer-state-message': u'', 'printer-state-reasons': [u'none'], 'printer-type': 8556636, 'printer-uri-supported': u'ipp://localhost:631/printers/HP-LaserJet-400-color-M451dn'}, 'cups_printer_remote': False, 'hplip_output': (['', '\x1b[01mHP Linux Imaging and Printing System (ver. 3.14.6)\x1b[0m', '\x1b[01mDevice Information Utility ver. 5.2\x1b[0m', '', 'Copyright (c) 2001-13 Hewlett-Packard Development Company, LP', 'This software comes with ABSOLUTELY NO WARRANTY.', 'This is free software, and you are welcome to distribute it', 'under certain conditions. See COPYING file for more details.', '', '', '\x1b[01mhp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670\x1b[0m', '', '\x1b[01mDevice Parameters (dynamic data):\x1b[0m', '\x1b[01m Parameter Value(s) \x1b[0m', ' ---------------------------- ----------------------------------------------------------', ' back-end hp ', " cups-printers ['HP-LaserJet-400-color-M451dn'] ", ' cups-uri hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670 ', ' dev-file ', ' device-state -1 ', ' device-uri hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670 ', ' deviceid ', ' error-state 101 ', ' host ', ' is-hp True ', ' panel 0 ', ' panel-line1 ', ' panel-line2 ', ' port 1 ', ' serial CNFF308670 ', ' status-code 5002 ', ' status-desc ', '\x1b[01m', 'Model Parameters (static data):\x1b[0m', '\x1b[01m Parameter Value(s) \x1b[0m', ' ---------------------------- ----------------------------------------------------------', ' align-type 0 ', ' clean-type 0 ', ' color-cal-type 0 ', ' copy-type 0 ', ' embedded-server-type 0 ', ' fax-type 0 ', ' fw-download False ', ' icon hp_color_laserjet_cp2025.png ', ' io-mfp-mode 1 ', ' io-mode 1 ', ' io-support 6 ', ' job-storage 0 ', ' linefeed-cal-type 0 ', ' model HP_LaserJet_400_color_M451dn ', ' model-ui HP LaserJet 400 Color m451dn ', ' model1 HP LaserJet 400 Color M451dn ', ' monitor-type 0 ', ' panel-check-type 0 ', ' pcard-type 0 ', ' plugin 0 ', ' plugin-reason 0 ', ' power-settings 0 ', ' ppd-name lj_300_400_color_m351_m451 ', ' pq-diag-type 0 ', ' r-type 0 ', ' r0-agent1-kind 4 ', ' r0-agent1-sku CE410A/CE410X ', ' r0-agent1-type 1 ', ' r0-agent2-kind 4 ', ' r0-agent2-sku CE411A ', ' r0-agent2-type 4 ', ' r0-agent3-kind 4 ', ' r0-agent3-sku CE413A ', ' r0-agent3-type 5 ', ' r0-agent4-kind 4 ', ' r0-agent4-sku CE412A ', ' r0-agent4-type 6 ', ' scan-src 0 ', ' scan-type 0 ', ' status-battery-check 0 ', ' status-dynamic-counters 0 ', ' status-type 3 ', ' support-released True ', ' support-subtype 2202411 ', ' support-type 2 ', ' support-ver 3.12.2 ', " tech-class ['Postscript'] ", " tech-subclass ['Normal'] ", ' tech-type 4 ', ' usb-pid 3882 ', ' usb-vid 1008 ', ' wifi-config 0 ', '\x1b[01m', 'Status History (most recent first):\x1b[0m', '\x1b[01m Date/Time Code Status Description User Job ID \x1b[0m', ' -------------------- ----- ---------------------------------------- -------- --------', ' 08/21/14 00:07:25 5012 Device communication error richard 0 ', ' 08/20/14 13:42:44 500 Started a print job richard 4214 ', '', '', 'Done.', ''], ['\x1b[35;01mwarning: No display found.\x1b[0m', '\x1b[31;01merror: hp-info -u/--gui requires Qt4 GUI support. Entering interactive mode.\x1b[0m', '\x1b[31;01merror: Unable to communicate with device (code=12): hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670\x1b[0m', '\x1b[31;01merror: Error opening device (Device not found).\x1b[0m', ''], 0), 'is_cups_class': False, 'local_cups_queue_attributes': {'charset-configured': u'utf-8', 'charset-supported': [u'us-ascii', u'utf-8'], 'color-supported': True, 'compression-supported': [u'none', u'gzip'], 'copies-default': 1, 'copies-supported': (1, 9999), 'cups-version': u'1.7.2', 'device-uri': u'hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670', 'document-format-default': u'application/octet-stream', 'document-format-supported': [u'application/octet-stream', u'application/pdf', u'application/postscript', u'application/vnd.adobe-reader-postscript', u'application/vnd.cups-command', u'application/vnd.cups-pdf', u'application/vnd.cups-pdf-banner', u'application/vnd.cups-postscript', u'application/vnd.cups-raw', u'application/vnd.samsung-ps', u'application/x-cshell', u'application/x-csource', u'application/x-perl', u'application/x-shell', u'image/gif', u'image/jpeg', u'image/png', u'image/tiff', u'image/urf', u'image/x-bitmap', u'image/x-photocd', u'image/x-portable-anymap', u'image/x-portable-bitmap', u'image/x-portable-graymap', u'image/x-portable-pixmap', u'image/x-sgi-rgb', u'image/x-sun-raster', u'image/x-xbitmap', u'image/x-xpixmap', u'image/x-xwindowdump', u'text/css', u'text/html', u'text/plain'], 'finishings-default': 3, 'finishings-supported': [3], 'generated-natural-language-supported': [u'en-us'], 'ipp-versions-supported': [u'1.0', u'1.1', u'2.0', u'2.1'], 'ippget-event-life': 15, 'job-creation-attributes-supported': [u'copies', u'finishings', u'ipp-attribute-fidelity', u'job-hold-until', u'job-name', u'job-priority', u'job-sheets', u'media', u'media-col', u'multiple-document-handling', u'number-up', u'output-bin', u'orientation-requested', u'page-ranges', u'print-color-mode', u'print-quality', u'printer-resolution', u'sides'], 'job-hold-until-default': u'no-hold', 'job-hold-until-supported': [u'no-hold', u'indefinite', u'day-time', u'evening', u'night', u'second-shift', u'third-shift', u'weekend'], 'job-ids-supported': True, 'job-k-limit': 0, 'job-k-octets-supported': (0, 470914416), 'job-page-limit': 0, 'job-priority-default': 50, 'job-priority-supported': [100], 'job-quota-period': 0, 'job-settable-attributes-supported': [u'copies', u'finishings', u'job-hold-until', u'job-name', u'job-priority', u'media', u'media-col', u'multiple-document-handling', u'number-up', u'output-bin', u'orientation-requested', u'page-ranges', u'print-color-mode', u'print-quality', u'printer-resolution', u'sides'], 'job-sheets-default': (u'none', u'none'), 'job-sheets-supported': [u'none', u'classified', u'confidential', u'form', u'secret', u'standard', u'topsecret', u'unclassified'], 'jpeg-k-octets-supported': (0, 470914416), 'jpeg-x-dimension-supported': (0, 65535), 'jpeg-y-dimension-supported': (1, 65535), 'marker-change-time': 0, 'media-bottom-margin-supported': [423], 'media-col-default': u'(unknown IPP value tag 0x34)', 'media-col-supported': [u'media-bottom-margin', u'media-left-margin', u'media-right-margin', u'media-size', u'media-source', u'media-top-margin', u'media-type'], 'media-default': u'iso_a4_210x297mm', 'media-left-margin-supported': [423], 'media-right-margin-supported': [423],

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  • Can't print on my brand new Canon Pixma MP495

    - by Jean Ludovic Vandal
    I just purchased a Canon Pixma MP495. It was working perfect, except for the scanner. It won't install the driver for the scanner. Anyway, I was printing using the new printer. After a while, it started saying that the printing job was sent to the printer and then that the print job was completed. But, nothing came out of the printer. I uninstalled the driver and installed it over again. Nothing. Can somebody help me out. Can't work without a printer. Thanks in advance.

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  • Is it possible to print to a Brother MFC-490CW that is conected to a LAN

    - by Johan Poelsma
    I have a Brother MFC-490CW printer that is connected to my LAN (wireless) and on which I can print with fine from Windows. From Ubuntu however, it does not seem to be possible. I downloaded and installed cups and lpd drivers from the Brother site and installed them. I get a Brother printer that says it is connected via USB. If I search for a network printer, my printer is shown. If I select it and select the correct driver, I can submit test pages. These pages are however not printed. What could be wrong. Should it really be that much harder then it is on Windows?

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  • Can't print, CUPS package corrupted and hangs on re-install

    - by Little Bobby Tables
    When I upgraded to Ubuntu 10.4 (Maverick), the upgrade process got stuck on the post-installation of the CUPS package. I had to kill processes and run several forced updates before I could finally get regular updated. Ever since I can't print - The printed file gets messed up and crashes the printer. I also can't re-install CUPS, as each time the installation hangs and I have to kill it before it completes. I tried to find a workaround for this problem, but in vain. Does anyone know how to bypass this? Or at least why can the post-installation hang, and how to re-install a problematic package? Some system specs and other hints: Dell D630 laptop running Ubuntu 10.4, Gnome desktop, standard LAN network, printing to an LPD server. Everything worked fine on 9.10. Also, the printed files themselves are not corrupted. The problem does not seem to be Evince-specific, but common to all printouts.

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  • Ubuntu samba file and print server

    - by Gerd
    I am using an old Dell desktop PC as a samba file and print server for a Windows 7 network. The version of Unbuntu I am running is 12.04 which seems to big for the RAM and disk space I have available. Unbuntu 12.04 runs very very slow, the printing over the home network works at a quite acceptable speed. I have two problems: SLOW Ubuntu and I cannot update samba. The update manager tells me "update failed". So my two questions: Is there anything I can remove from the standard 12.04 installation to make Ubuntu run faster and should I uninstall and the reinstall samba to overcome the "update failed" problem? I hesitate, as printing and file serving works somehow and I don't want to loose that. I know I should give you more information to give me answers. But what would you need to know? I am not a natural Linux user. Windows 7 is still my home. Thanks in advance, Gerd

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  • How to get back to Lock Screen from Password screen in Microsoft Surface?

    - by GaTechThomas
    Similar to question, Can I bring the lock screen back after dismissing it? ('go back a screen' from password entry) How do I go back to the Lock Screen once I've gone to the password screen in Microsoft Surface tablet? This is a different mechanism from using the referenced question in that no physical keyboard is available. Alternately, can the timout on the password screen be shortened?

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  • Why every change in Asus UX50v causes screen resolution get lost?

    - by Kaveh Shahbazian
    Why every change in Asus UX50v causes screen resolution get lost? Installing a new application, connecting to another wireless network, change some settings, ... causes this problem. For example after installing an application, UX50v needs to restart. And when it got restarted, resolution would be set to 640x480(or 600x800) and Hibernate and Sleep options are disappeared from shutdown menu! (I have other problems with this Asus UX50v crap too - like I can't update windows 7 because it crashes on Asus UX50v crap - but this one is absolutely ridiculous and stupid!)

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  • HDMI video connection cuts top and bottom borders of screen

    - by Luis Alvarado
    Ok this is an extension of another problem I had with a VGA connection and an Nvidia Geforce GT 440 card. Here is goes the explanation of this particular problem: I have a Soneview 32' TV. This TV has many connections including VGA (First reason I bought it), HDMI (Second reason but did not have a HDMI cable at that time) and DVI. I have had this TV for little over a month now, actually I had it to celebrate the release of Ubuntu 11.10 and started using it exactly on that date (I know too much fan there but hey, I like geek stuff). I started using it with the VGA cable. After 2 weeks I bought an Nvidia GT440 card. The previous 9500GT was working correctly with no problems whatsoever. I installed the GT440 and the first problem that I encountered using this latest card is mentioned here: Nvidia GT 440 black screen problem when loading lightdm greeter. The solution to this problem was to actually disconnect then connect again the VGA cable. This would result in the screen showing me the lightdm screen for my login. If I did not disconnect then connect the cable I could be there forever thinking that there is no video signal. I got tired of looking for answers that did not work and for solutions that made me literally have to install Ubuntu again. I just went and bought a HDMI cable and changed the VGA one for that one. It worked and I did not have to disconnect/connect the cable but now I have this problem when using any resolution. My normal resolution is 1920x1080 (This TV is 1080HD) so in VGA I could use this resolution with no problem, but on HDMI am getting the borders cut out. Here is a pic: As you can see from the PIC, the Launcher icons only show less than 50% of their witdh. Forget about the top and bottom parts, I can access them with the mouse but I can not visualize them in the screen. It is like it's outside of the TVs view. Basically there is like 20 to 30 pixels gone from all sides. I searched around and came to running xrand --verbose to see what it could detect from the TV. I got this: cyrex@cyrex:~$ xrandr --verbose xrandr: Failed to get size of gamma for output default Screen 0: minimum 320 x 175, current 1920 x 1080, maximum 1920 x 1080 default connected 1920x1080+0+0 (0x164) normal (normal) 0mm x 0mm Identifier: 0x163 Timestamp: 465485 Subpixel: unknown Clones: CRTC: 0 CRTCs: 0 Transform: 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 filter: 1920x1080 (0x164) 103.7MHz *current h: width 1920 start 0 end 0 total 1920 skew 0 clock 54.0KHz v: height 1080 start 0 end 0 total 1080 clock 50.0Hz 1920x1080 (0x165) 105.8MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 55.1KHz v: height 1080 start 0 end 0 total 1080 clock 51.0Hz 1920x1080 (0x166) 107.8MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 56.2KHz v: height 1080 start 0 end 0 total 1080 clock 52.0Hz 1920x1080 (0x167) 109.9MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 57.2KHz v: height 1080 start 0 end 0 total 1080 clock 53.0Hz 1920x1080 (0x168) 112.0MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 58.3KHz v: height 1080 start 0 end 0 total 1080 clock 54.0Hz 1920x1080 (0x169) 114.0MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 59.4KHz v: height 1080 start 0 end 0 total 1080 clock 55.0Hz 1680x1050 (0x16a) 98.8MHz h: width 1680 start 0 end 0 total 1680 skew 0 clock 58.8KHz v: height 1050 start 0 end 0 total 1050 clock 56.0Hz 1680x1050 (0x16b) 100.5MHz h: width 1680 start 0 end 0 total 1680 skew 0 clock 59.9KHz v: height 1050 start 0 end 0 total 1050 clock 57.0Hz 1600x1024 (0x16c) 95.0MHz h: width 1600 start 0 end 0 total 1600 skew 0 clock 59.4KHz v: height 1024 start 0 end 0 total 1024 clock 58.0Hz 1440x900 (0x16d) 76.5MHz h: width 1440 start 0 end 0 total 1440 skew 0 clock 53.1KHz v: height 900 start 0 end 0 total 900 clock 59.0Hz 1360x768 (0x171) 65.8MHz h: width 1360 start 0 end 0 total 1360 skew 0 clock 48.4KHz v: height 768 start 0 end 0 total 768 clock 63.0Hz 1360x768 (0x172) 66.8MHz h: width 1360 start 0 end 0 total 1360 skew 0 clock 49.2KHz v: height 768 start 0 end 0 total 768 clock 64.0Hz 1280x1024 (0x173) 85.2MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 66.6KHz v: height 1024 start 0 end 0 total 1024 clock 65.0Hz 1280x960 (0x176) 83.6MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 65.3KHz v: height 960 start 0 end 0 total 960 clock 68.0Hz 1280x960 (0x177) 84.8MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 66.2KHz v: height 960 start 0 end 0 total 960 clock 69.0Hz 1280x720 (0x178) 64.5MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 50.4KHz v: height 720 start 0 end 0 total 720 clock 70.0Hz 1280x720 (0x179) 65.4MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 51.1KHz v: height 720 start 0 end 0 total 720 clock 71.0Hz 1280x720 (0x17a) 66.4MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 51.8KHz v: height 720 start 0 end 0 total 720 clock 72.0Hz 1152x864 (0x17b) 72.7MHz h: width 1152 start 0 end 0 total 1152 skew 0 clock 63.1KHz v: height 864 start 0 end 0 total 864 clock 73.0Hz 1152x864 (0x17c) 73.7MHz h: width 1152 start 0 end 0 total 1152 skew 0 clock 63.9KHz v: height 864 start 0 end 0 total 864 clock 74.0Hz ....Many Resolutions later... 320x200 (0x1d1) 10.2MHz h: width 320 start 0 end 0 total 320 skew 0 clock 31.8KHz v: height 200 start 0 end 0 total 200 clock 159.0Hz 320x175 (0x1d2) 9.0MHz h: width 320 start 0 end 0 total 320 skew 0 clock 28.0KHz v: height 175 start 0 end 0 total 175 clock 160.0Hz 1920x1080 (0x1dd) 333.8MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 173.9KHz v: height 1080 start 0 end 0 total 1080 clock 161.0Hz If it helps, the Refresh Rate at 1920x1080 is 60. There is a flickering effect at this resolution using HDMI but not VGA which I imagine is related to the borders cut off issue am asking here. I have also done the following but this will only solve the problem on lower resolutions than 1920x1080 or on others TV (My father has a Sony TV where this problem is also solved): NVIDIA WAY Go to Nvidia-Settings and there will be an option that will have more features if a HDMI cable is connected. In the next pic the option is DFP-1 (CNDLCD) but this name changes depending on what device the PC is connected to: Uncheck Force Full GPU Scaling What this will do for resolutions LOWER than 1920x1080 (At least in my case) is solve the flickering problem and fix the borders cut by the monitor. Save to Xorg.conf file the changes made after changing to a resolution acceptable to your eyes. TV WAY If you TV has OSD Menu and this menu has options for scanning the screen resolution or auto adjusting to it, disable them. Specifically the option about SCAN. If you have an option for AV Mode disable it. Basically disable any option that needs to scan and scale the resolution. Test one by one. In the case of my father's TV this did it. In my case, the Nvidia solved it for lower resolutions. NOTE: In the case this is not solved in the next couple of weeks I will add this as the answer but take into consideration that the issue is still active with 1920x1080 resolutions.

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  • Bad Screen Flicker from video recording of recordmydesktop

    - by Tarun
    I have ubuntu 11.10 and I installed recordmydesktop. Video recording from recordmydesktop always result in screen flicker. In recording I see half of the screen moving forward while half would be stuck. I checked the settings and "Frame per Second" is set to 15 One such recording is available here - http://www.youtube.com/watch?v=QafF44m2Ttk&feature=youtu.be I am quite new to Ubuntu and not sure what is wrong.

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  • How To Fix YouTube Re-Buffering On Full Screen Issue

    - by Gopinath
    YouTube has an annoying bug – videos starts re-buffering when we switch to full screen mode from normal mode. On a high speed broadband connection the re-buffering issue may not be annoying much but on a slow broadband connection it annoys hell out of us. When users reported this problem to YouTube, the engineers at YouTube dubbed it as a feature rather than bug!. That is sick and this behaviour shows that they started ignoring the users and their problem. Anyways we got solutions to get around this annoying issue. Root Cause Of The Issue The root cause of the bug is YouTube’s resolution switching mechanism.When the video is loaded in normal model it is buffered and played at 360p, but when the full screen mode is activated YouTube player switches to 480p and starts re-buffering the video. How To Fix The Issue on Google Chrome Browser Fixing this issue on Google Chrome is very simple. All we need to do is to install this Greasemonkey script and it fixes everything for you. How To Fix The Issue on Firefox Browser Fixing this issue on Firefox browser involves an extra step when compared to Chrome browser. To fix the issue Step 1: Install Greasemonkey Addon for Firefox Step 2: Install this script from userscripts.org Done. Firefox will handle the full screen switching smoothly. How To Fix The Issue on Internet Explorer Hufff!! Internet Explorer users are poor users not because they are dumb but because they are using stone age browser. No offense, IE is a pathetic browser and there is no support for Greasemonkey scripts. Anyway lets look at the solution for fixing YouTube issue on IE. To fix the YouTube bug you need to follow the official solution provided by Google and it’s not a friendly one. Step 1: Login to your YouTube account and select the option “I have a slow connection. Never play higher-quality video“. Step 2 – Repeat Always: Make sure that you are always logged into your YouTube account as YouTube need to know your settings before switching the resolution. (Now you know why I called IE as a poor browser). Related: Set the start time of a YouTube Video This article titled,How To Fix YouTube Re-Buffering On Full Screen Issue, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Torchlight Black Screen and doesn't show up

    - by Lelouch Reyiz
    When I open it in full screen I get a black screen that covers whole screen,in windowed mode middle of screen.Here is a video: https://copy.com/fvrGw7QIJ8Z0 Terminal Output: alperen@alperen-Inspiron-N5010 /usr/local/games/Torchlight $ ./Torchlight.bin.x86_64 Creating resource group General Creating resource group Internal Creating resource group Autodetect SceneManagerFactory for type 'DefaultSceneManager' registered. Registering ResourceManager for type Material Registering ResourceManager for type Mesh Registering ResourceManager for type Skeleton MovableObjectFactory for type 'ParticleSystem' registered. OverlayElementFactory for type Panel registered. OverlayElementFactory for type BorderPanel registered. OverlayElementFactory for type TextArea registered. Registering ResourceManager for type Font ArchiveFactory for archive type FileSystem registered. ArchiveFactory for archive type Zip registered. FreeImage version: 3.13.1 This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz DDS codec registering Registering ResourceManager for type HighLevelGpuProgram Registering ResourceManager for type Compositor MovableObjectFactory for type 'Entity' registered. MovableObjectFactory for type 'Light' registered. MovableObjectFactory for type 'BillboardSet' registered. MovableObjectFactory for type 'ManualObject' registered. MovableObjectFactory for type 'BillboardChain' registered. MovableObjectFactory for type 'RibbonTrail' registered. Loading library lib64/OGRE/RenderSystem_GL Installing plugin: GL RenderSystem OpenGL Rendering Subsystem created. Plugin successfully installed Loading library lib64/OGRE/Plugin_ParticleFX Installing plugin: ParticleFX Particle Emitter Type 'Point' registered Particle Emitter Type 'Box' registered Particle Emitter Type 'Ellipsoid' registered Particle Emitter Type 'Cylinder' registered Particle Emitter Type 'Ring' registered Particle Emitter Type 'HollowEllipsoid' registered Particle Affector Type 'LinearForce' registered Particle Affector Type 'ColourFader' registered Particle Affector Type 'ColourFader2' registered Particle Affector Type 'ColourImage' registered Particle Affector Type 'ColourInterpolator' registered Particle Affector Type 'Scaler' registered Particle Affector Type 'Rotator' registered Particle Affector Type 'DirectionRandomiser' registered Particle Affector Type 'DeflectorPlane' registered Plugin successfully installed Loading library lib64/OGRE/Plugin_OctreeSceneManager Installing plugin: Octree & Terrain Scene Manager Plugin successfully installed *-*-* OGRE Initialising *-*-* Version 1.6.5 (Shoggoth) terminate called after throwing an instance of 'std::out_of_range' what(): basic_string::substr Error: signal: 6 ./Torchlight.bin.x86_64(_ZN10LinuxUtils13crash_handlerEi+0x25)[0x17eb6f5] /lib/x86_64-linux-gnu/libc.so.6(+0x37000)[0x7fc647877000] /lib/x86_64-linux-gnu/libc.so.6(gsignal+0x39)[0x7fc647876f89] /lib/x86_64-linux-gnu/libc.so.6(abort+0x148)[0x7fc64787a398] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x155)[0x7fc6481826b5] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x5e836)[0x7fc648180836] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x5e863)[0x7fc648180863] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x5eaa2)[0x7fc648180aa2] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(_ZSt20__throw_out_of_rangePKc+0x67)[0x7fc6481d25d7] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0xbe3d3)[0x7fc6481e03d3] ./Torchlight.bin.x86_64(_ZN11CFileSystem21buildMassiveDataGroupEv+0x453)[0x1617805] ./Torchlight.bin.x86_64(_ZN11CFileSystemC1Eb+0x14be)[0x16145ae] ./Torchlight.bin.x86_64(_ZN22CMasterResourceManagerC1EP9CSettings+0x41a)[0xfe1d0a] ./Torchlight.bin.x86_64(_ZN5CGame5setupEb+0x79a)[0x73ceaa] ./Torchlight.bin.x86_64(_ZN5CGame5beginEPv+0x28d)[0x73b839] ./Torchlight.bin.x86_64(main+0x649)[0x146dbe4] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf5)[0x7fc647861ec5] ./Torchlight.bin.x86_64[0x739ca9]

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  • Changing screen saver settings without completely removing gnome-screensaver and installing xscreensaver

    - by Sam
    I am on 11.04 atm. Would like to figure out how to change the settings for screensavers without completely switching to xscreensaver. I read somewhere that it doesn't play as nicely with some of gnome's features like screen locking. I also read some guide that recommended installing xscreensaver and configuring your screen saver settings there and apparently they were supposed to be used by gnome-screensaver as well. But that did not work for me. gnome-screensaver sure sucks

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  • Black screen on login page

    - by Sulliwane
    When I startup my Ubuntu 12.04 installed on a Z77 Pro4 (ASrock motherboard), crucial M4 SSD drive (sata 3), and intel i5 3570k (ivy bridge), I get this black login screen : I also hear the ubuntu login sound "tic toc" but the screen is black, and if I type in some text, only strange characters appears (as you can see on the picture). Do you have any idea ? Thanks. ps : this is an evolution of a previous problem exposed here

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  • 12.04 boots fine, with graphical splash screen, but then Monitor "out of range"

    - by Jim Bednar
    I see dozens of posts from people whose monitors are saying "out of range" under Ubuntu; seems like there are some serious problems in Ubuntu with autodetection of monitor capabilities. :-( But none of the many, many suggestions I found have solved my problem, and right now I can't use anything graphical on this machine! History: I installed Ubuntu 12.04 on my HP Proliant Microserver N40L, which worked reasonably at the default resolution across several reboots. At some point I noticed that the proprietary video driver was not in use, and tried to install one to get better window-drawing speeds, but it failed with some sort of error, and I gave up on that. A few weeks later when I next rebooted, it showed the usual BIOS screen and various boot loading screens (including GRUB), and then the usual purple Ubuntu splash screen with the dots showing that things were loading, but when it finished booting the monitor went black and eventually showed "Out of range" (with no other information). Given that there were several weeks between reboots (it's a server, after all), I've no idea if it was some system update, trying to install the proprietary drivers, or something else that caused the problem. Anyway, the system has booted fine, as I can do Ctrl-Alt-F1 to get a text prompt and can log in there. But Ctrl-Alt-F7 goes back to the out of range error. Some posters said to try Ctrl-Alt-- (minus) to cycle through resolutions until one works, but that didn't have any visible effect. Many, many others said it was a grub problem, which seems unlikely given that grub's screen looks fine, but I tried editing /etc/default/grub to set a particular resolution (trying many of them) and running update-grub, with no apparent effect. Rebooting into failsafe mode works the same as regular mode. Replacing xorg.conf with xorg.conf.failsafe works the same too. I'm at my wits' end! Isn't there anything I can do to convince Ubuntu to choose a mode that the monitor supports? E.g. the one that it is using for the splash screen? I don't need great resolution on this machine, just anything that works!!!!! Help!!!!!! Please!!!!

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