Search Results

Search found 54159 results on 2167 pages for 'system drawing color'.

Page 454/2167 | < Previous Page | 450 451 452 453 454 455 456 457 458 459 460 461  | Next Page >

  • How do you track bugs in your personal projects?

    - by bedwyr
    I'm trying to decide if I need to reassess my defect-tracking process for my home-grown projects. For the last several years, I really just track defects using TODO tags in the code, and keeping track of them in a specific view (I use Eclipse, which has a decent tagging system). Unfortunately, I'm starting to wonder if this system is unsustainable. The defects I find are typically associated with a snippet of code I'm working on; bugs which are not immediately understood tend to be forgotten, or ignored. I wrote an application for my wife which has had a severe defect for almost 9 months, and I keep forgetting to fix it. What mechanism do you use to track defects in your personal projects? Do you have a specific system, or a process for prioritizing and managing them?

    Read the article

  • USB gets disabled when i boot in linux (ubuntu 3.5.7)

    - by Gaurav Vyas
    I have connected USB keyboard & mouse to core i7 intel processor.When i boot my system in ubuntu with kernel 3.2.21 it runs properly i.e usb keyboard & usb mouse works satisfactorily. ISSUE When i boot my system in linux(ubuntu 3.5.7) USB keyboard & usb Mouse stops working.i have to boot my system by pressing "e" and then "Enter" i.e it directly links with the hardware.Mouse doesnt get power i.e LED under my optical mouse doesnt glow. kindly help me.

    Read the article

  • How do I unlock a user account?

    - by John Kotrla
    I've been to system settings and to User Accounts. My account is the only one on the system and I have previously been able to UnLock the screen so that I could set my account to login without password prompt. That didn't make any effect on the system. I still have to enter a password to log in, but now I can't unlock the User Accounts dialog to make any changes at all. What do I need to reset? note how the unlock box in the upper right hand corner isn't available for selection...

    Read the article

  • Who should map physical keys to abstract keys?

    - by Paul Manta
    How do you bridge the gap between the library's low-level event system and your engine's high-level event system? (I'm not necessarily talking about key events, but also about quit events.) At the top level of my event system, I send out KeyPressedEvents, KeyRelesedEvents and others of this kind. These high-level events only contain the abstract values of the keys (they don't say that Space way pressed, but that the JumpKey was pressed, for example). Whose responsibility should it be to map the "JumpKey" to an actual key on the keyboard?

    Read the article

  • Canonical links for huge websites

    - by Florin
    Let's say I have 5 products that are identical but the product code, the product color specifications and the product image. The title, meta and description are identical (by the way the color is in a select form). I made 4 products link canonical to the 1 that is the master based on many factors. If the master becomes inactive or without a stock one product from the other 4 will become the new master and the rest will become canonical to it. The question is if that by becomeing master from canonical will the site suffer a penalty from Google or it will work just fine? What will Google think about this strategy?

    Read the article

  • Installing software on an offline Ubuntu server

    - by Muhammad Gelbana
    Assuming that I have a server with Ubuntu server newly installed on it. I was thinking of installing the very same version on Virtual Box (Or any other virtualization software), connect it to the internet and use apt-get to only download the packages for upgrading the system and the new software such as (tomcat7, openjdk6-default-headless..etc). Then copy the downloaded packages from the archive folder to the offline server's archive folder through a USB stick. So now the virtual system won't actually be upgraded nor have any new software installed. But would running the very same apt-get commands on the offline system without the download directive -d be executed without issues ? *EDIT:*This needs to be as simple as possible because I'll have to write a guide for our client to do this on his own and so it won't be acceptable to require deep Linux knowledge to do this.

    Read the article

  • How to increase the bus factor and specialize at the same time?

    - by bizso09
    In agile pair programming it is recommended to switch pairs every now and then so as to increase the bus factor of the team. That means, most people in the team should work on different parts of the system at different times so that everyone has an understanding of it. Now it is impssible that everyone has an expert level of understanding of each part of the system. That's because people are urged to specialize in one area of expertise. If you are an expert database admin, what's the point of working on the user interface of the system when you switch pairs? You will not be able to do such a high quality job as someone who has extensive experience in UI design. How can you increase the bus factor and make sure that you have specialization in your team?

    Read the article

  • YouTube Video: EPM Channel

    - by p.anda
    In the past we have mentioned one of the available videos on the YouTube channel.  Did you know several more are available!  These short videos are provided via the Enterprise Performance Management (EPM) Information Development team. Oracle EPM Channel The available videos cover various products and topics and some of interest include: Resolving Certification Issues for EPM System Products Choosing a Deployment Path for Your Oracle EPM System Installation (11.1.2.2) Using OTN Documentation to Deploy EPM Products (11.1.2.2) Oracle HFCM - Account Reconciliation Manager module (11.1.2.2) Project Financial Planning - New Projects Feature (11.1.2.2) Introduction to ERP Integrator (11.1.2.2) Calculation Manager - Debug Feature (11.1.2.2)  Ensure to Subscribe to the "Oracle EPM Webcast" channel to keep up to-date with any new videos when they are released for EPM System products and modules.

    Read the article

  • Wubi 12.04 boot error message

    - by Leandro
    Im having a boot problem with my Wubi 12.04 system. When Ubuntu starts to boot up, a message will appear in my screen and it's something like: T#s..... does not exist Sorry, I couldn't read all the message. Then another message pop-out after Ubuntu loading screen this time the message is this: Gave up waiting for root device. Common problems: -Boot args (cat /proc/cmdline) -check rootdelay= (did the system wait long enough?) -check root= (did the system wait for the right device?) -missing module (cat /proc/module: ls /dev) ALERT! /dev/disk/by/by_uuid/EODC2345DC231576 does not exist. Dropping to a shell

    Read the article

  • eSTEP TechCast: Oracle Solaris 11 Express

    - by user797911
    Get an insight on how Oracle Solaris 11 Express has raised the bar on the innovation introduced in Oracle Solaris 10. Learn about the new integrated features such as: network based package management tools improvements to built-in virtualization new virtualised network architecture security enhancements file system evolution  Learn how Oracle Solaris 11 Express provides greatly decreased planned system downtime, performs a completely safe system upgrade, achieves an unprecedented level of flexibility for application consolidation, and provides the highest levels of security in your datacenter. Date and time: Thursday, 7. July 2011, 13:00 - 14:00 CEST Speaker: Joost Pronk van Hoogeveen Target audience: Tech Presales Webcast Coordinates: You will find the coordinates in the eSTEP portal under the Events tab. Use your email-adress and PIN: eSTEP_2011 to get access. We are happy to get your comments and feedback.

    Read the article

  • Mount to /dev/sdb1 without password

    - by Jarmo
    I am unable to mount a USB drive (or SD card) to my system without root access. When I plug in a USB drive, it is visible in the left column of Nautilus, but when I click on it to open it, I receive the error message Unable to mount 2.1 GB Filesystem Error mounting: mount exited with exit code 1: helper failed with: mount: only root can mount /dev/sdb1 on /media/sdb1 I am able to mount the drive using sudo mount -w /dev/sdb1, but this causes problems for operations such as creating startup discs, which requires unmounting and remounting the drive. I suspect this problem may be caused by the fact that when I upgraded from 11.10 to 12.04, I had an SD card plugged in. This caused the system to stall during later startups, as it could not find this drive. I remedied this by editing a line of /etc/fstab to read /dev/sdb1 /media/sdb1 vfat noauto 0 0 However, I am dual booting Ubuntu with Windows XP, and I have no problem mounting the C: drive of the Windows system without root access, so I feel that this is a problem related to the mount point rather than mounting in general.

    Read the article

  • Can an object oriented program be seen as a Finite State Machine?

    - by Peretz
    This might be a philosophical/fundamental question, but I just want to clarify it. In my understanding a Finite State Machine is a way of modeling a system in which the system's output will not only depend on the current inputs, but also the current state of the system. Additionally, as the name suggests it, a finite state machine can be segmented in a finite N number of states with its respective state and behavior. If this is correct, shouldn't every single object with data and function members be a state in our object oriented model, making any object oriented design a finite state machine? If that is not the interpretation of a FSM in object design, what exactly people mean when they implement a FSM in software? am I missing something? Thanks

    Read the article

  • The practical cost of swapping effects

    - by sebf
    Hello, I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

    Read the article

  • Unwanted application starts automatically when I login

    - by Bakhtiyor
    When I log in to my Ubuntu system several applications that I added to startup list (by using System-Preferences-StartUp Application) start automatically. Last times I am seeing that among those startup applications there is also another one called "Konqueror" (which is a browser and browse me automatically http://unix.stackexchange.com/users/4458/bakhtiyor) which starts automatically. But I didn't add this application to startup list. I looked for every place that I knew to see why it was loading automatically but I could not find it. Could anybody help me to find out how that application is starting up automatically when a session starts please? Note that I don't have root permission in my system, because it is in my working place. I am using Ubuntu Desktop and GNOME. Thank you.

    Read the article

  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

    Read the article

  • XNA shield effect with a Primative sphere problem

    - by Sparky41
    I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png I currently got this: http://i.imgur.com/Jdin7.png (The red likes are a simple texture a black background with a red cross in it, for testing purposes: http://i.imgur.com/ODtzk.png where the smaller cross in the middle shows the contact point) This sphere is drawn via a primitive (DrawIndexedPrimitives) This is how i calculate the pieces of the sphere using a class i've called Sphere (this class is based off the code here: http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d) public class Sphere { // During the process of constructing a primitive model, vertex // and index data is stored on the CPU in these managed lists. List vertices = new List(); List indices = new List(); // Once all the geometry has been specified, the InitializePrimitive // method copies the vertex and index data into these buffers, which // store it on the GPU ready for efficient rendering. VertexBuffer vertexBuffer; IndexBuffer indexBuffer; BasicEffect basicEffect; public Vector3 position = Vector3.Zero; public Matrix RotationMatrix = Matrix.Identity; public Texture2D texture; /// <summary> /// Constructs a new sphere primitive, /// with the specified size and tessellation level. /// </summary> public Sphere(float diameter, int tessellation, Texture2D text, float up, float down, float portstar, float frontback) { texture = text; if (tessellation < 3) throw new ArgumentOutOfRangeException("tessellation"); int verticalSegments = tessellation; int horizontalSegments = tessellation * 2; float radius = diameter / 2; // Start with a single vertex at the bottom of the sphere. AddVertex(Vector3.Down * ((radius / up) + 1), Vector3.Down, Vector2.Zero);//bottom position5 // Create rings of vertices at progressively higher latitudes. for (int i = 0; i < verticalSegments - 1; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude / up);//(up)5 float dxz = (float)Math.Cos(latitude); // Create a single ring of vertices at this latitude. for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)(Math.Cos(longitude) * dxz) / portstar;//port and starboard (right)2 float dz = (float)(Math.Sin(longitude) * dxz) * frontback;//front and back1.4 Vector3 normal = new Vector3(dx, dy, dz); AddVertex(normal * radius, normal, new Vector2(j, i)); } } // Finish with a single vertex at the top of the sphere. AddVertex(Vector3.Up * ((radius / down) + 1), Vector3.Up, Vector2.One);//top position5 // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; AddIndex(1 + i * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(CurrentVertex - 1); AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); AddIndex(CurrentVertex - 2 - i); } //InitializePrimitive(graphicsDevice); } /// <summary> /// Adds a new vertex to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddVertex(Vector3 position, Vector3 normal, Vector2 texturecoordinate) { vertices.Add(new VertexPositionNormal(position, normal, texturecoordinate)); } /// <summary> /// Adds a new index to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); indices.Add((ushort)index); } /// <summary> /// Queries the index of the current vertex. This starts at /// zero, and increments every time AddVertex is called. /// </summary> protected int CurrentVertex { get { return vertices.Count; } } public void InitializePrimitive(GraphicsDevice graphicsDevice) { // Create a vertex declaration, describing the format of our vertex data. // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormal), vertices.Count, BufferUsage.None); vertexBuffer.SetData(vertices.ToArray()); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), indices.Count, BufferUsage.None); indexBuffer.SetData(indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. basicEffect = new BasicEffect(graphicsDevice); //basicEffect.EnableDefaultLighting(); } /// <summary> /// Draws the primitive model, using the specified effect. Unlike the other /// Draw overload where you just specify the world/view/projection matrices /// and color, this method does not set any renderstates, so you must make /// sure all states are set to sensible values before you call it. /// </summary> public void Draw(Effect effect) { GraphicsDevice graphicsDevice = effect.GraphicsDevice; // Set our vertex declaration, vertex buffer, and index buffer. graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.Indices = indexBuffer; graphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass effectPass in effect.CurrentTechnique.Passes) { effectPass.Apply(); int primitiveCount = indices.Count / 3; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Count, 0, primitiveCount); } graphicsDevice.BlendState = BlendState.Opaque; } /// <summary> /// Draws the primitive model, using a BasicEffect shader with default /// lighting. Unlike the other Draw overload where you specify a custom /// effect, this method sets important renderstates to sensible values /// for 3D model rendering, so you do not need to set these states before /// you call it. /// </summary> public void Draw(Camera camera, Color color) { // Set BasicEffect parameters. basicEffect.World = GetWorld(); basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.DiffuseColor = color.ToVector3(); basicEffect.TextureEnabled = true; basicEffect.Texture = texture; GraphicsDevice device = basicEffect.GraphicsDevice; device.DepthStencilState = DepthStencilState.Default; if (color.A < 255) { // Set renderstates for alpha blended rendering. device.BlendState = BlendState.AlphaBlend; } else { // Set renderstates for opaque rendering. device.BlendState = BlendState.Opaque; } // Draw the model, using BasicEffect. Draw(basicEffect); } public virtual Matrix GetWorld() { return /*world */ Matrix.CreateScale(1f) * RotationMatrix * Matrix.CreateTranslation(position); } } public struct VertexPositionNormal : IVertexType { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; /// <summary> /// Constructor. /// </summary> public VertexPositionNormal(Vector3 position, Vector3 normal, Vector2 textCoor) { Position = position; Normal = normal; TextureCoordinate = textCoor; } /// <summary> /// A VertexDeclaration object, which contains information about the vertex /// elements contained within this struct. /// </summary> public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) ); VertexDeclaration IVertexType.VertexDeclaration { get { return VertexPositionNormal.VertexDeclaration; } } } A simple call to the class to initialise it. The Draw method is called in the master draw method in the Gamecomponent. My current thoughts on this are: The direction of the weapon hitting the ship is used to get the middle position for the texture Wrap a texture around the drawn sphere based on this point of contact Problem is i'm not sure how to do this. Can anyone help or if you have a better idea please tell me i'm open for opinion? :-) Thanks.

    Read the article

  • Kernel freezes with nvidia optimus and bumblebee on 12.04

    - by piovisqui
    I have a Sony VAIO with Intel i7-3520M and NVIDIA Corporation GK107M [GeForce GT 640M LE]. I installed bumblebee and nvidia drivers. They work almost fine, but the system freezes like in a kernel panic once every day. I can play Dota 2 with primusrun on it with 20-30fps 1080p. But when I do something simple as expanding the KDE calendar widget from the bottom right corner, the system hangs a lot and windows borders get another border. The system freezes in not very intensive graphic tasks, for instance, ALT+TAB with KWin effects or pressing ALT+F2 for poping up the launcher. How can I solve this? Info: I use KDE. Couldn't paste de logs here, check at pastebin: http://pastebin.com/SBet8fRQ

    Read the article

  • How to run Android Applications in Eclipse?

    - by Raahul
    my system is Dell Inspiron 15R (N5010) and i am having trouble becuase of 64 bit system. on running Android Application i am getting error: Error executing aapt. Please check aapt is present at /home/rahul/android-sdks/platform-tools/aapt before this error i was getting adb not found error. i tried to install ia32-libs but can't. i also put my question here (How to install ia32-lib on 64 Bit System?) but nothing helped. please help !!

    Read the article

  • How can I get Ubuntu 12.04 to boot on a Gigabyte 990Fx MB (efi problem?)

    - by Jeffrey
    I am trying to install Ubuntu 12.04 on a home made system with a gigabyte 990Fxa MB. I can make it through the install process. It does not boot. Windows 7 does boot on the same machine. Suse 11.4 boots on the same machine. Suse 12.4 does not boot. I think there may be an issue with the EFI / GPT system. I know very little about these systems. I really expected the machine to boot. What can I do to get the system to boot? Please direct me to a path to trouble shoot this problem. thanks Jeffrey

    Read the article

  • Does Ubuntu run well on an USB HDD?

    - by Klaus
    I have here a company notebook, and because the HDD is full encrypted, I cannot install an extra partition for another system that I would like to use in my free time. And I really need another system, because this crap Windows here with that much of anti-virus, anti-spyware, anti-whatever on it is so slow and annoying. What can I do? I could use an external USB HDD with another system. Because I would like to handle big files and so on, I don't want to use a USB stick. A USB 2.5 HDD + Ubuntu is what I think the best option. Here are my questions: Do I have to note something? Does Ubuntu run well on an external HDD? Do I have big performance problems (because of the USB HDD)? Should I buy a very fast HDD for much money or it is not that important? Any suggestions?

    Read the article

  • Trying to figure out SDL pixel manipulation?

    - by NoobScratcher
    Hello so I've found code that plots a pixel in an SDL Screen Surface : void putpixels(int x, int y, int color) { unsigned int *ptr = (unsigned int*)Screen->pixels; int lineoffset = y * (Screen->pitch / 4 ); ptr[lineoffset + x ] = color; } But I have no idea what its actually doing here this is my thoughts. You make an unsigned integer to hold the unsigned int version of pixels then you make another integer to hold the line offset and it equals to multiply by pitch which is then divided by 4 ... Now why am I dividing it by 4 and what is the pitch and why do I multiply it?? Why must I change the lineoffset and add it to the x value then equal it to colors? I'm soo confused.. ;/ I found this function here - http://sol.gfxile.net/gp/ch02.html

    Read the article

  • Multiple Document Interfaces in Visual Basic

    What is Multiple Document Interface (MDI)? In most VB.NET applications, it is using a single document interface (SDI). In this type of interface, every window is unique to aother window. But in multiple document interface, it works by having one parent window with child windows under it. See the screenshot below: As you can see, there is one parent window (in gray color) and there are 3 child windows (in blue, violet and orange color). You can have more than 3 child windows depending on your application requirements. But you can only have one parent window. Depending on the design of your MDI...

    Read the article

  • Missing return statement when using .charAt [migrated]

    - by Timothy Butters
    I need to write a code that returns the number of vowels in a word, I keep getting an error in my code asking for a missing return statement. Any solutions please? :3 import java.util.*; public class vowels { public static void main(String[] args) { Scanner input = new Scanner(System.in); System.out.println("Please type your name."); String name = input.nextLine(); System.out.println("Congratulations, your name has "+ countVowels(name) +" vowels."); } public static int countVowels(String str) { int count = 0; for (int i=0; i < str.length(); i++) { // char c = str.charAt(i); if (str.charAt(i) == 'a' || str.charAt(i) == 'e' || str.charAt(i) == 'o' || str.charAt(i) == 'i' || str.charAt(i) == 'u') count = count + 1; } } }

    Read the article

  • Proper way to use a RenderTarget2D to draw multiple textures?

    - by TheBroodian
    In the process of trying to resolve a split screen issue, I've been trying to use a RenderTarget2D to draw a portion of my scene to a Texture2D, and then again to another Texture2D, but the end result of both Texture2D's is coming out the same. Can anybody tell me what I'm doing wrong? Texture2D camera1Render; Texture2D camera2Render; GraphicsDevice.SetRenderTarget(RenderTarget); GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera1, new Location(0, 0), false); camera1Render = RenderTarget; GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera2, new Location(0, 0), false); camera2Render = RenderTarget; SetRenderTarget(null);

    Read the article

  • How do I create a curved line or filled circle or generally a circle using C++/SDL?

    - by NoobScratcher
    Hello I've been trying for ages to make a pixel circle using the putpixel function provided by SDL main website here is that function : void putpixel(int x,int y , int color , SDL_Surface* surface) { unsigned int *ptr = static_cast <unsigned int *> (surface->pixels); int offset = y * (surface->pitch/sizeof(unsigned int)); ptr[offset + x] = color; } and my question is how do I curve a line or create an circle arc of pixels or any other curved shape then a rectangle or singular pixel or line. for example here are some pictures filled pixel circle below enter link description here now my idea was too change the x and y value of the pixel position using + and - to create the curves but in practice didn't provide the correct results what my results are in this is to be able to create a circle that is made out of pixels only nothing else. thank you for anyone who takes the time to read this question thanks! :D

    Read the article

< Previous Page | 450 451 452 453 454 455 456 457 458 459 460 461  | Next Page >