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  • Overlapping labels in Qt fridge magnets example

    - by bullettime
    I want to modify the fridge magnets example provided with Qt in a way that when I drag a label and drop it over another, it will push the label beneath the dragged label to the side, so they will never overlap one another. I've seen how collision is detected in the colliding mice example, where it uses a QGraphicsScene to draw the QGraphicsItem mice on, and scene()-collidingItems(this) to see which mice are colliding. The problem is that the fridge magnets example uses a class that inherits QWidget in place of QGraphicsScene, so there's no collidingItems() method to check when we have a collision. How do I go about doing that?

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  • Dynamically creating a member ID card as pdf using PHP?

    - by aefxx
    I need to code a PHP script that would let me generate a pdf file which displays a member ID card (something like a credit card used to identify oneself) at a certain resolution. Let me explain: I do have the basic blueprint of the card in png file format. The script needs to drop in a member's name and birthday along with a serial. So far, no problem - there are plenty of good working PHP libraries out there. My problem is to ensure that the resulting pdf (the generated image of the card, to be precise) meets a certain resolution (preferably 300dpi), so that printing it would look right. Any ideas? EDIT I solved it using the TCPDF library which lets you scale images at a certain resolution. Get it here: http://www.tecnick.com/public/code/cp_dpage.php?aiocp_dp=tcpdf

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  • Mac OS date command - getting higher temporal resolution

    - by Mark
    Hey all, I am trying to use the date command in Terminal on multiple Mac OS X machines that are synced via NTP to synchronize some code in a program. Essentially I am running a program... MyProgram with arguments[date] I can get date to give me the seconds since the Unix epoch with the %M specifier. When I try to use %N to get nanosecond resolution, date just returns N. Is there anyway to get date to give me finer then second resolution? I wouldn't even mind passing two arguments such as (date +%M):arg2 And then converting units in the program. Many thanks in advance! %N specifier listed here: http://en.wikipedia.org/wiki/Date_(Unix)

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  • Mac OS date command - getting higher resolution time

    - by Mark
    Hey all, I am trying to use the date command in Terminal on multiple Mac OS X machines that are synced via NTP to synchronize some code in a program. Essentially I am running a program... MyProgram with arguments[date] I can get date to give me the seconds since the Unix epoch with the %M specifier. When I try to use %N to get nanosecond resolution, date just returns N. Is there anyway to get date to give me finer then second resolution? I wouldn't even mind passing two arguments such as (date +%M):arg2 And then converting units in the program. Many thanks in advance! %N specifier listed here: http://en.wikipedia.org/wiki/Date_(Unix)

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  • compiler warning on (ambiguous) method resolution with named parameters

    - by FireSnake
    One question regarding whether the following code should yield a compiler warning or not (it doesn't). It declares two methods of the same name/return type, one has an additional named/optional parameter with default value. NOTE: technically the resolution isn't ambiguous, because the rules clearly state that the first method will get called. See here, Overload resolution, third bullet point. This behavior is also intuitive to me, no question. public void Foo(int arg) { ... } public void Foo(int arg, bool bar = true) { ...} Foo(42); // shouldn't this give a compiler warning? I think a compiler warning would be kind of intuitive here. Though the code technically is clean (whether it is a sound design is a different question:)).

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  • How can I detect collisions between two images in c#?

    - by Shane Callanan
    hope you can help me out with this one. I'm new to c# so am very inexperienced. But basically I'm trying to make a game in which certain objects fall from the sky. Some objects like feathers take a while to drop, while metal balls will drop faster. You start off with a certain amount of cash and can buy weapons of your choice to place on the ground below. Now I've never done anything to do with collisions before, so simple answers will be of much help! Here are some of the collisions that will be in the game: (Not sure if different types of collisions are coded differently) -Collision between bullets and falling objects -Collision between falling objects and the ground (which is inanimate) -Collisions between falling objects and a certain radius around another object (for example, if a weapon gives off a radiation beam starting from its centre) -Collisions between rotating objects (rotating blade) and falling objects If someone could help me with this, it would be much appreciated!

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  • Looking for an array (vs linked list) hashtable implementation in C

    - by kingusiu
    hi, I'm looking for a hashtable implementation in C that stores its objects in (twodimensional) arrays rather than linked lists. i.e. if a collision happens, the object that is causing the collision will be stored in the next free row index rather than pushed to the head and first element of a linked list. plus, the objects themselves must be copied to the hashtable, rather than referenced by pointers. (the objects do not live for the whole lifetime of the program but the table does). I know that such an implementation might have serious efficiency drawbacks and is not the "standard way of hashing" but as I work on a very special system-architecture i need those characteristics. thanks

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  • Getting problem in collision detection in Java Game

    - by chetans
    Hi I am developing Spaceship Game in which i am getting problem in collision detection of moving images Game has a spaceship and number of asteroids(obstacles) i want to detect the collision between them How can i do this?`package Game; import java.applet.Applet; import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Image; import java.awt.MediaTracker; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.net.MalformedURLException; import java.net.URL; public class ThreadInApplet extends Applet implements KeyListener { private static final long serialVersionUID = 1L; Image[] asteroidImage; Image spaceshipImage; int[] XPosObst,YPosObst; int numberOfObstacles=0,XPosOfSpaceship,YPosOfSpaceship; int spaceButtnCntr=0,noOfObstaclesLevel=20; boolean gameStart=false,collideUp=false,collideDown=false,collideLeft=false,collideRight=false; private Image offScreenImage; private Dimension offScreenSize,d; private Graphics offScreenGraphics; int speedObstacles=1; String spaceshipImagePath="images/spaceship.png",obstacleImagepath="images/asteroid.png"; String buttonToStart="Press Space to start"; public void init() { try { asteroidImage=new Image[noOfObstaclesLevel]; XPosObst=new int[noOfObstaclesLevel]; YPosObst=new int[noOfObstaclesLevel]; XPosOfSpaceship=getWidth()/2-35; YPosOfSpaceship=getHeight()-100; spaceshipImage=getImage(new URL(getCodeBase(),spaceshipImagePath)); for(int i=0;i<noOfObstaclesLevel;i++) { asteroidImage[i]=getImage(new URL(getCodeBase(),obstacleImagepath)); XPosObst[i]=(int) (Math.random()*700); YPosObst[i]=0; } MediaTracker tracker = new MediaTracker (this); for(int i=0;i<noOfObstaclesLevel;i++) { tracker.addImage (asteroidImage[i], 0); } } catch (MalformedURLException e) { e.printStackTrace(); } setBackground(Color.black); addKeyListener(this); } public void paint(Graphics g) { g.setColor(Color.white); if(gameStart==false) { g.drawString(buttonToStart, (getWidth()/2)-60, getHeight()/2); } g.drawString("HEADfitted Solutions Pvt.Ltd.", (getWidth()/2)-80, getHeight()-20); for(int n=0;n<numberOfObstacles;n++) { if(n>0) g.drawImage(asteroidImage[n],XPosObst[n],YPosObst[n],this); } g.drawImage(spaceshipImage,XPosOfSpaceship,YPosOfSpaceship,this); } @SuppressWarnings("deprecation") public void update(Graphics g) { d = size(); if((offScreenImage == null) || (d.width != offScreenSize.width) || (d.height != offScreenSize.height)) { offScreenImage = createImage(d.width, d.height); offScreenSize = d; offScreenGraphics = offScreenImage.getGraphics(); } offScreenGraphics.clearRect(0, 0, d.width, d.height); paint(offScreenGraphics); g.drawImage(offScreenImage, 0, 0, null); } public void keyReleased(KeyEvent arg0){} public void keyTyped(KeyEvent arg0) {} Thread mainThread=new Thread() { synchronized public void run () { try { //System.out.println("in main thread"); if (gameStart==true) { moveObstacles.start(); if(collide()==false) { createObsThread.start(); } } } catch (Exception e) { e.printStackTrace(); } } }; Thread createObsThread=new Thread() { synchronized public void run () { if (spaceButtnCntr==1) { if (collide()==false) { for(int g=0;g<noOfObstaclesLevel;g++) { try { sleep(1000); } catch (InterruptedException e) { e.printStackTrace(); } numberOfObstacles++; } } } } }; Thread moveObstacles=new Thread() // Moving Obstacle images downwards after every 10 ms { synchronized public void run () { while(YPosObst[19]!=600) { if (collide()==false) { //createObsThread.start(); for(int l=0;l } repaint(); try { sleep(10); } catch (InterruptedException e) { e.printStackTrace(); } } } } }; public void keyPressed(KeyEvent e) { if(e.getKeyCode()==32) { gameStart=true; spaceButtnCntr++; if (spaceButtnCntr==1) { mainThread.start(); } } if(gameStart==true) { if(e.getKeyCode()==37 && collideLeft==false)//Spaceship movement left { new Thread () { synchronized public void run () { XPosOfSpaceship-=10; repaint(); } }.start(); } if(e.getKeyCode()==38 && collideUp==false)//Spaceship movement up { new Thread () { synchronized public void run () { YPosOfSpaceship-=10; repaint(); } }.start(); } if(e.getKeyCode()==39 && collideRight==false)//Spaceship movement right { new Thread () { synchronized public void run () { XPosOfSpaceship+=10; repaint(); } }.start(); } if(e.getKeyCode()==40 && collideDown==false)//Spaceship movement down { new Thread () { synchronized public void run () { YPosOfSpaceship+=10; repaint(); } }.start(); } } } /*public boolean collide() { int x0, y0, w0, h0, x2, y2, w2, h2; x0=XPosOfSpaceship; y0=YPosOfSpaceship; h0=spaceshipImage.getHeight(null); w0=spaceshipImage.getWidth(null); for(int i=0;i<20;i++) { x2=XPosObst[i]; y2=YPosObst[i]; h2=asteroidImage[i].getHeight(null); w2=asteroidImage[i].getWidth(null); if ((x0 > (x2 + w2)) || ((x0 + w0) < x2)) return false; System.out.println(x2+" "+y2+" "+h2+" "+w2); if ((y0 > (y2 + h2)) || ((y0 + h0) < y2)) return false; } return true; }*/ public boolean collide() { int x1,y1,x2,y2,x3,y3,x4,y4; //coordinates of obstacles int a1,b1,a2,b2,a3,b3,a4,b4; //coordinates of spaceship a1 =XPosOfSpaceship; b1=YPosOfSpaceship; a2=a1+spaceshipImage.getWidth(this); b2=b1; a3=a1; b3=b1+spaceshipImage.getHeight(this); a4=a2; b4=b3; for(int a=0;a if(x1>=a1 && x1<=a2 && x1<=b3 && x1>=b1) return (true); if(x2>=a1 && x2<=a2 && x2<=b3 && x2>=b1) return(true); //********checking asteroid touch spaceship from up direction******** if(y3==b1 && x4>=a1 && x4<=a2) { collideUp = true; return(true); } if(y3==b1 && x3>=a1 && x3<=a2) { collideUp = true; return(true); } //********checking asteroid touch spaceship from left direction****** if(x2==a1 && y4>=b1 && y4<=b3) { collideLeft=true; return(true); } if(x2==a1 && y2>=b1 && y2<=b3) { collideLeft=true; return(true); } //********checking asteroid touch spaceship from right direction***** if(x1==a2 && y3>=b2 && y3<=b4) { collideRight=true; return(true); } if(x1==a2 && y1>=b2 && y1<=b4) { collideRight=true; return(true); } //********checking asteroid touch spaceship from down direction***** if(y1==b3 && x2>=a3 && x2<=a4) { collideDown=true; return(true); } if(y1==b3 && x1>=a3 && x1<=a4) { collideDown=true; return(true); } else { collideUp=false; collideDown=false; collideLeft=false; collideRight=false; } } return(false); } } `

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  • C++, name collision across different namespace

    - by aaa
    hello. I am baffled by the following name collision: namespace mp2 { boost::numeric::ublas::matrix_range<M> slice(M& m, const R1& r1, const R2& r2) { namespace ublas = boost::numeric::ublas; ublas::range r1_(r1.begin(), r1.end()), r2_(r2.begin(), r2.end()); return ublas::matrix_range<M>(m, r1_, r2_); } double energy(const Wavefunction &wf) { const Wavefunction::matrix& C = wf.coefficients(); int No = wf.occupied().size(); foreach (const Basis::MappedShell& P, basis.shells()) { slice(C, range(No), range(P)); the error from g++4.4 is 7 In file included from mp2.cpp:1: 8 /usr/include/boost/numeric/ublas/fwd.hpp: In function âdouble mp2::energy(const Wavefunction&)â: 9 /usr/include/boost/numeric/ublas/fwd.hpp:32: error: âboost::numeric::ublas::sliceâ is not a function, 10 ../../src/mp2/energy.hpp:98: error: conflict with âtemplate<class M, class R1, class R2> boost::numeric::ublas::matrix_range<M> mp2::slice(M&, const R1&, const R2&)â 11 ../../src/mp2/energy.hpp:123: error: in call to âsliceâ 12 /usr/include/boost/numeric/ublas/fwd.hpp:32: error: âboost::numeric::ublas::sliceâ is not a function, 13 ../../src/mp2/energy.hpp:98: error: conflict with âtemplate<class M, class R1, class R2> boost::numeric::ublas::matrix_range<M> mp2::slice(M&, const R1&, const R2&)â 14 ../../src/mp2/energy.hpp:129: error: in call to âsliceâ 15 make: *** [mp2.lo] Error 1 ublas segment is namespace boost { namespace numeric { namespace ublas { typedef basic_slice<> slice; why is slice in ublas collides with slice in mp2? I and fairly certain there is no using namespace ublas in the code and in includes. thank you

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  • Calculating collision for a moving circle, without overlapping the boundaries

    - by Robert Vella
    Let's say I have circle bouncing around inside a rectangular area. At some point this circle will collide with one of the surfaces of the rectangle and reflect back. The usual way I'd do this would be to let the circle overlap that boundary and then reflect the velocity vector. The fact that the circle actually overlaps the boundary isn't usually a problem, nor really noticeable at low velocity. At high velocity it becomes quite clear that the circle is doing something it shouldn't. What I'd like to do is to programmatically take reflection into account and place the circle at it's proper position before displaying it on the screen. This means that I have to calculate the point where it hits the boundary between it's current position and it's future position -- rather than calculating it's new position and then checking if it has hit the boundary. This is a little bit more complicated than the usual circle/rectangle collision problem. I have a vague idea of how I should do it -- basically create a bounding rectangle between the current position and the new position, which brings up a slew of problems of it's own (Since the rectangle is rotated according to the direction of the circle's velocity). However, I'm thinking that this is a common problem, and that a common solution already exists. Is there a common solution to this kind of problem? Perhaps some basic theories which I should look into?

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  • Getting the DirectShow VideoRender filter to respond to MediaType changes on its Input Pin?

    - by Jonathan Websdale
    Below is the code extract from my decoder transform filter which takes in data from my source filter which is taking RTP network data from an IP camera. The source filter, decode filter can dynamically respond to changes in the camera image dimensions since I need to handle resolution changes in the decode library. I've used the 'ReceiveConnection' method as described in the DirectShow help, passing the new MediaType data in the next sample. However, I can't get the Video Mixing Renderer to accept the resolution changes dynamically even though the renderer will render the different resolution if the graph is stopped and restarted. Can anyone point out what I need to do to get the renderer to handle dynamic resolution changes? HRESULT CDecoder::Receive(IMediaSample* pIn) { //Input data does not necessarily correspond one-to-one //with output frames, so we must override Receive instead //of Transform. HRESULT hr = S_OK; //Deliver input to library long cBytes = pIn->GetActualDataLength(); BYTE* pSrc; pIn->GetPointer(&pSrc); try { hr = m_codec.Decode(pSrc, cBytes, (hr == S_OK)?&tStart : NULL); } catch (...) { hr = E_UNEXPECTED; } if (FAILED(hr)) { if (theLog.enabled()){theLog.strm() << "Decoder Error " << hex << hr << dec << " - resetting input"; theLog.write();} //Force reset of decoder m_bReset = true; m_codec.ResetInput(); //We have handled the error -- don't pass upstream or the source may stop. return S_OK; } //Extract and deliver any decoded frames hr = DeliverDecodedFrames(); return hr; } HRESULT CDecoder::DeliverDecodedFrames() { HRESULT hr = S_OK; for (;;) { DecodedFrame frame; bool bFrame = m_codec.GetDecodedFrame(frame); if (!bFrame) { break; } CMediaType mtIn; CMediaType mtOut; GetMediaType( PINDIR_INPUT, &mtIn); GetMediaType( PINDIR_OUTPUT, &mtOut); //Get the output pin's current image resolution VIDEOINFOHEADER* pvi = (VIDEOINFOHEADER*)mtOut.Format(); if( pvi->bmiHeader.biWidth != m_cxInput || pvi->bmiHeader.biHeight != m_cyInput) { HRESULT hr = GetPin(PINDIR_OUTPUT)->GetConnected()->ReceiveConnection(GetPin(PINDIR_OUTPUT), &mtIn); if(SUCCEEDED(hr)) { SetMediaType(PINDIR_OUTPUT, &mtIn); } } IMediaSamplePtr pOut; hr = m_pOutput->GetDeliveryBuffer(&pOut, 0, 0, NULL); if (FAILED(hr)) { break; } AM_MEDIA_TYPE* pmt; if (pOut->GetMediaType(&pmt) == S_OK) { CMediaType mt(*pmt); DeleteMediaType(pmt); SetMediaType(PINDIR_OUTPUT, &mt); pOut->SetMediaType(&mt); } // crop, tramslate and deliver BYTE* pDest; pOut->GetPointer(&pDest); m_pConverter->Convert(frame.Width(), frame.Height(), frame.GetY(), frame.GetU(), frame.GetV(), pDest); pOut->SetActualDataLength(m_pOutput->CurrentMediaType().GetSampleSize()); pOut->SetSyncPoint(true); if (frame.HasTimestamp()) { REFERENCE_TIME tStart = frame.Timestamp(); REFERENCE_TIME tStop = tStart+1; pOut->SetTime(&tStart, &tStop); } m_pOutput->Deliver(pOut); } return hr; }

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  • Software for cutting/resizing/joining videos?

    - by eSKay
    hi! I need a free software for Windows Vista that can split my videos, merge them and resize the resolution. These are the features I need. Features like conversion from one format to another would be useful but not necessary. Any cool small piece of software that comes to mind??

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  • xp mode in Windows 7 - capture mouse?

    - by Mike Blandford
    I'm running Windows 7 but it doesn't quite work right with Starcraft. (Colors are messed up). So I installed Windows XP Mode and I can get it to play starcraft but it changes the resolution to 640x480 and it does not stretch - so it's running in a tiny window in the middle of my screen. (If I resize the VM then the screen either goes blank, or it doesn't resize the contents) Also the mouse isn't captured - the mouse can go inside/outside the virtual pc easily, and it should get stuck on the edges.

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  • Where is the xorg.conf file in Karmic Koala (Ubuntu 9.10) ?

    - by jfmessier
    I am trying to change this xorg.conf file that I used to modify under Ubuntu 9.04, so it can have the higher resolutions of my monitor. Under 9.04, the monitor was unknown, and I had to key in all resolutions in the file, and although it is found under 9.10, 9.10 does not have the highest resolution that My monitor can sustain. How can I change such setting ? Is xorg.conf moved, or replaced ? Merci :-) JF

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  • Crop display size in linux

    - by TomSW
    My laptop has a slightly damaged lcd - it has a black strip on the right that reduces the working resolution from 1400x1050 to about 1375x1050 - thus hiding part of the right edge of the desktop, windows, or the mouse pointer should it be unwise enough to stray there. Is there a way in linux to crop the monitor output so as to keep the screen inside the working area of the monitor? edit: this is the same question as Limit video output to a section of a display and leave the rest blank

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  • Windows 7 Dell 1545 rotate screen and change wallpaper

    - by bizarrechaos
    I recently bought a second monitor and hooked it to my laptop. I like to put the monitor in portrait mode when coding and i can do this with igfx but i was wondering if there was a way to make a keyboard shortcut that will rotate my display 270 degrees and change my wallpaper to one that fits the 1050 X 1680 portrait resolution, and then have a key that rotates back to normal and resets my wallpaper? I have googled to no avail, I look forward to your answers. Thanks in advance, bizarrechaos

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  • How can I avoid Windows 8.1 resetting my font size?

    - by Michael Tsang
    I am using Windows 8.1 on my laptop, which has a 15.6" screen with resolution 1366x768. I measured the screen with a ruler and calculated its DPI, which is 101. Therefore, I have set the scaling to 105%. However, when I change to an external monitor, which is a huge one with resolution 1920x1080 and DPI 93, I need to change the scaling to 97% but when I change the DPI back and forth, my font sizes have get resetted. I prefer using font sizes 14 on my title bars, message boxes and icons and font sizes 13 on my palette titles, menus and tooltips. However, as my laptop screen is too small, in order to make my apps fit on screen, I use font sizes 12 on my title bars, message boxes and icons and font sizes 11 on my palette titles, menus and tooltips. I don't know why I can't resize the window to make it larger than my screen in Windows (but it is possible in Kubuntu), therefore, some parts of my apps cannot be shown with my preferred font size. I have tried changing both the DPI and the font size by using .reg files. Before switching to my laptop screen, I apply the following: Windows Registry Editor Version 5.00 [HKEY_CURRENT_USER\Control Panel\Desktop] "LogPixels"=dword:00000065 [HKEY_CURRENT_USER\Control Panel\Desktop\WindowMetrics] "CaptionFont"=hex:ef,ff,ff,ff,00,00,00,00,00,00,00,00,00,00,00,00,bc,02,00,00,\ 00,00,00,01,00,00,05,00,53,00,65,00,67,00,6f,00,65,00,20,00,55,00,49,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 "SmCaptionFont"=hex:f0,ff,ff,ff,00,00,00,00,00,00,00,00,00,00,00,00,bc,02,00,\ 00,00,00,00,01,00,00,05,00,53,00,65,00,67,00,6f,00,65,00,20,00,55,00,49,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 "MenuFont"=hex:f0,ff,ff,ff,00,00,00,00,00,00,00,00,00,00,00,00,90,01,00,00,00,\ 00,00,01,00,00,05,00,53,00,65,00,67,00,6f,00,65,00,20,00,55,00,49,00,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 "StatusFont"=hex:f0,ff,ff,ff,00,00,00,00,00,00,00,00,00,00,00,00,90,01,00,00,\ 00,00,00,01,00,00,05,00,53,00,65,00,67,00,6f,00,65,00,20,00,55,00,49,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 "MessageFont"=hex:ef,ff,ff,ff,00,00,00,00,00,00,00,00,00,00,00,00,90,01,00,00,\ 00,00,00,01,00,00,05,00,53,00,65,00,67,00,6f,00,65,00,20,00,55,00,49,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 "IconFont"=hex:ef,ff,ff,ff,00,00,00,00,00,00,00,00,00,00,00,00,90,01,00,00,00,\ 00,00,01,00,00,05,00,53,00,65,00,67,00,6f,00,65,00,20,00,55,00,49,00,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 "AppliedDPI"=dword:00000065 Before switching to my external display, I apply this: Windows Registry Editor Version 5.00 [HKEY_CURRENT_USER\Control Panel\Desktop] "LogPixels"=dword:0000005d [HKEY_CURRENT_USER\Control Panel\Desktop\WindowMetrics] "CaptionFont"=hex:ed,ff,ff,ff,00,00,00,00,00,00,00,00,00,00,00,00,bc,02,00,00,\ 00,00,00,01,00,00,05,00,53,00,65,00,67,00,6f,00,65,00,20,00,55,00,49,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 "SmCaptionFont"=hex:ee,ff,ff,ff,00,00,00,00,00,00,00,00,00,00,00,00,bc,02,00,\ 00,00,00,00,01,00,00,05,00,53,00,65,00,67,00,6f,00,65,00,20,00,55,00,49,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 "MenuFont"=hex:ef,ff,ff,ff,00,00,00,00,00,00,00,00,00,00,00,00,90,01,00,00,00,\ 00,00,01,00,00,05,00,53,00,65,00,67,00,6f,00,65,00,20,00,55,00,49,00,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 "StatusFont"=hex:ef,ff,ff,ff,00,00,00,00,00,00,00,00,00,00,00,00,90,01,00,00,\ 00,00,00,01,00,00,05,00,53,00,65,00,67,00,6f,00,65,00,20,00,55,00,49,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 "MessageFont"=hex:ed,ff,ff,ff,00,00,00,00,00,00,00,00,00,00,00,00,90,01,00,00,\ 00,00,00,01,00,00,05,00,53,00,65,00,67,00,6f,00,65,00,20,00,55,00,49,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 "IconFont"=hex:ed,ff,ff,ff,00,00,00,00,00,00,00,00,00,00,00,00,90,01,00,00,00,\ 00,00,01,00,00,05,00,53,00,65,00,67,00,6f,00,65,00,20,00,55,00,49,00,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,\ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 "AppliedDPI"=dword:0000005d I expect after applying the file, the DPI settings and the font sizes take effect at the next sign in. However, on my laptop screen, after I applied the file, signed out and in, the DPI setting changed, but the font sizes were resetted to tiny, and I had to apply the same file, signed out and in again to get the correct font size. The situation is even worse on my external monitor. After I applied the file, signed out and in, both the DPI setting and the font sizes were resetted to their default values, which were 96 DPI (the physical DPI as measured by dividing the resolution by the physical size is 93) and font size 9, which is totally unacceptable. How can I write the .reg files such that the settings can be correctly applied with a single sign in?

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  • Best way to export powerpoint slides into pngs with different resoltuions?

    - by Henrik
    I am trying to convert powerpoint slides into a png. I know that there are several ways that allow to do this by allowing for changing the resolution (e.g., within powerpoint by changing the registry, or using pdf printers as proposed here and here). However, always changing the registry is cumbersome and using the pdf printer (bullzip printer and pdfforge) is not working as expected. Does anyone know of easy, free and reliable way to export powerpoint (2010) slides into png pictures while allowing to easily change the resoltuion?

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  • Does the size of monitor Matters ?

    - by Arsheep
    I have a old computer , i want to buy a big LCD now the best i can found is Viewsonic's 24" lcd TFT monitor . So will it run without any problems or i need to upgrade the video cards or something too ? The computer is not that much old it has P4 bord and celeron processor with 128 graphics memory . And in properties it shows i can maximum use 1280 x 1024 resolution. I am noob hardware wise So need help on this stuff. Thanks

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  • Does the size of monitor Matters ?

    - by Arsheep
    I have a old computer , i want to buy a big LCD now the best i can found is Viewsonic's 24" lcd TFT monitor . So will it run without any problems or i need to upgrade the video cards or something too ? The computer is not that much old it has P4 bord and celeron processor with 128 graphics memory . And in properties it shows i can maximum use 1280 x 1024 resolution. I am noob hardware wise So need help on this stuff. Thanks

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  • Calculating collision force with AfterCollision/NormalImpulse is unreliable when IgnoreCCD = false?

    - by Michael
    I'm using Farseer Physics Engine 3.3.1 in a very simple XNA 4 test game. (Note: I'm also tagging this Box2D, because Farseer is a direct port of Box2D and I will happily accept Box2D answers that solve this problem.) In this game, I'm creating two bodies. The first body is created using BodyFactory.CreateCircle and BodyType.Dynamic. This body can be moved around using the keyboard (which sets Body.LinearVelocity). The second body is created using BodyFactory.CreateRectangle and BodyType.Static. This body is static and never moves. Then I'm using this code to calculate the force of collision when the two bodies collide: staticBody.FixtureList[0].AfterCollision += new AfterCollisionEventHandler(AfterCollision); protected void AfterCollision(Fixture fixtureA, Fixture fixtureB, Contact contact) { float maxImpulse = 0f; for (int i = 0; i < contact.Manifold.PointCount; i++) maxImpulse = Math.Max(maxImpulse, contact.Manifold.Points[i].NormalImpulse); // maxImpulse should contain the force of the collision } This code works great if both of these bodies are set to IgnoreCCD=true. I can calculate the force of collision between them 100% reliably. Perfect. But here's the problem: If I set the bodies to IgnoreCCD=false, that code becomes wildly unpredictable. AfterCollision is called reliably, but for some reason the NormalImpulse is 0 about 75% of the time, so only about one in four collisions is registered. Worse still, the NormalImpulse seems to be zero for completely random reasons. The dynamic body can collide with the static body 10 times in a row in virtually exactly the same way, and only 2 or 3 of the hits will register with a NormalImpulse greater than zero. Setting IgnoreCCD=true on both bodies instantly solves the problem, but then I lose continuous physics detection. Why is this happening and how can I fix it? Here's a link to a simple XNA 4 solution that demonstrates this problem in action: http://www.mediafire.com/?a1w242q9sna54j4

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  • Whats a good way to do Collision with 2D Rectangles? can someone give me a tip?

    - by Javier
    using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace BreakOut { class Field { public static Field generateField() { List<Block> blocks = new List<Block>(); for (int j = 0; j < BlockType.BLOCK_TYPES.Length; j++) for (int i = 0; i < (Game1.WIDTH / Block.WIDTH); i++) { Block b = new Block(BlockType.BLOCK_TYPES[j], new Vector2(i * Block.WIDTH, (Block.HEIGHT + 2) * j + 5)); blocks.Add(b); } return new Field(blocks); } List<Block> blocks; public Field(List<Block> blocks) { this.blocks = blocks; } public void Update(GameTime gameTime, Ball b) { List<Block> removals = new List<Block>(); foreach (Block o in blocks) { if (o.BoundingBox.Intersects(new Rectangle((int)b.pos.X, (int)b.pos.Y, Ball.WIDTH, Ball.HEIGHT))) //collision with blocks { removals.Add(o); } } foreach(Block o in removals) blocks.Remove(o); //removes the blocks, but i need help hitting one at a time } public void Draw(GameTime gameTime) { foreach (Block b in blocks) b.Draw(gameTime); } } } My problem is that My collision in this sucks. I'm trying to add collision with a ball and hitting against a block and then one of the blocks dissapear. The problem i'm having is: When the ball hits the block, it removes it all in one instance. Please people don't be mean and say mean answers to me, im just in highschool, still a nooby and trying to learn more c#/XNA..

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