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  • box2d resize bodies arround point

    - by philipp
    I have a compound object, consisting of a b2Body, vector-graphics and a list polygons which describe the b2body's shapes. This object has its own transformation matrix to centralize the storage of transformations. So far everything is working quiet fine, even scaling works, but not if i scale around a point. In the initialization phase of the object it is scaled around a point. This happens in this order: transform the main matrix transform the vector graphics and the polygons recreate the b2Body After this function ran, the shapes and all the graphics are exactly where they should be, BUT: after the first steps of the b2World the graphical stuff moves away from the body. When I ran the debugger I found out that the position of the body is 0/0 the red dot shows the center of scaling. the first image shows the basic setup and the second the final position of the graphics. This distance stays constant for the rest of the simulation. If I set the position via myBody.SetPosition( sx, sy ); the whole scenario just plays a bit more distant for the origin. Any Idea how to fix this? EDIT:: I came deeper down to the problem and it lies in the fact that i must not scale the transform matrix for the b2body shapes around the center, but set the b2body's position back to the point after scaling. But how can I calculate that point? EDIT 2 :: I came ever deeper down to it, even solved it, but this is a slow solution and i hope that there is somebody who understands what formula I need. assuming to have a set polygons relative to an origin as basis shapes for a b2body: scaling the whole object around a certain point is done in the following steps: i scale everything around the center except the polygons i create a clone of the polygons matrix i scale this clone around the point i calculate dx, dy as difference of clone.tx - original.tx and clone.ty - original.ty i scale the original polygon matrix NOT around the point i recreate the body i create the fixture i set the position of the body to dx and dy done! So what i an interested in is a formula for dx and dy without cloning matrices, scaling the clone around a point, getting dx and dy and finally scale the vertex matrix.

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  • Store HighRes photos in Database or as File?

    - by David
    I run a site which has a couple of million photos and gets over 1000 photos uploaded each day. Up to now, we haven't kept the original file that was uploaded to conserve on space. However, we are getting to a point that we are starting to see a need to have high-res original versions. I was wondering if its better to store these in the filesystem as an actual file or if its better to store them in a database (ie: mysql). The highres images would be rarely referenced but may be used when someone decides to download it or we decide to use it for rare processes like making a new set of thumbnails sizes/etc.

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  • Result class dependency

    - by Stefano Borini
    I have an object containing the results of a computation. This computation is performed in a function which accepts an input object and returns the result object. The result object has a print method. This print method must print out the results, but in order to perform this operation I need the original input object. I cannot pass the input object at printing because it would violate the signature of the print function. One solution I am using right now is to have the result object hold a pointer to the original input object, but I don't like this dependency between the two, because the input object is mutable. How would you design for such case ?

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • Forking project on Github process

    - by Mike Wills
    There is a project on Github that I mostly like and want to use. There are a few things I want to do differently/remove that doesn't make sense for what I want/need. Also I want to add a few things as well. As I understand it, I should fork the project and I can make whatever changes I want and push back to my fork. From there, I also want to occasionally pull into my fork the changes from the original project so I get the latest bug fixes/features. Am I off-base of how I think it should work? How would bring in the changes from the original project?

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  • How to add a holding page in front of a domain

    - by Jason Bradberry
    I have set up a holding page to announce a new version of a website coming soon. I wanted people to still be able to access the original site, so my approach was to place the holding page in the root folder on the server, and move the original site to a subfolder and link to it from the holding page. However, on testing this setup it appears to have hurt the SEO placing of the website. Is there a better approach to this? I'm a bit stumped as I want both to share the same URL.

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  • Keeping rotation between two objects

    - by user99
    In my XNA game I have two objects that collide. When the first object collides with the other it is able to latch on to it and move it about the world. I am having a problem with the math here (Math isn't my strong point). I currently have the second object latch on to the first and move around with it, but I cannot get it to keep it's original direction. So, if the object is facing up it should keep this direction relative to how it is being rotated with the original item. Any tips on how I could best to achieve this?

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  • "X-Robots-Tag: noindex" on an HTTP 301 response

    - by Peter O.
    I understand that a resource with X-Robots-Tag: noindex forces some search engines, including Google, not to index the resource further. I also understand that an HTTP 301 response causes search engines to use the redirected URL instead of the original URL to refer to the resource. But what happens if both "X-Robots-Tag: noindex" and status code 301 occur on the same response? It's likely that the original URL will no longer be indexed, but will that cause the redirected URL to no longer be indexed too? This possibility is not mentioned in the X-Robots-Tag specification.

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  • Install AMDCONFIG on Ubuntu driver

    - by Nick Bailuc
    In 12.04 I used the official driver downloaded from amd.com which came with amdconfig but now in 14.04 the official driver is buggy so I just use the Ubuntu Official Drivers which works even better because they beefed up the original driver. The Ubuntu driver doesnt come with the terminal command amdconfig which allowed me to tweak/overclock my graphics card. How can I install it without having to install the original AMD driver? Additional Information: -I only use x.org drivers becuase it's opensource therefore more stable rather than the proprietary fglrx driver -I do not use procrams like amdoverdrivectrl or atioverclock because they are not as stable and advanced as the terminal command

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  • Optimal Database design regarding functionality of letting user share posts by other users

    - by codecool
    I want to implement functionality which let user share posts by other users similar to what Facebook and Google+ share button and twitter retweet. There are 2 choices: 1) I create duplicate copy of the post and have a column which keeps track of the original post id and makes clear this is a shared post. 2) I have a separate table shared post where I save the post id which is a foreign key to post id in post table. Talking in terms of programming basically I keep pointer to the original post in a separate table and when need to get post posted by user and also shared ones I do a left join on post and shared post table Post(post_id(PK), post_content, posted_by) SharedPost(post_id(FK to Post.post_id), sharing_user, sharedfrom(in case someone shares from non owners profile)) I am in favour of second choice but wanted to know the advice of experts out there? One thing more posts on my webapp will be more on the lines of facebook size not tweet size.

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  • Forking project on Github etiquette

    - by Mike Wills
    There is a project on Github that I mostly like and want to use. There are a few things I want to do differently/remove that doesn't make sense for what I want/need. Also I want to add a few things as well. As I understand it, I should fork the project and I can make whatever changes I want and push back to my fork. From there, I also want to occasionally pull into my fork the changes from the original project so I get the latest bug fixes/features. Am I off-base of how I think it should work? How would bring in the changes from the original project?

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  • Can you recommend a good tutorial on building custom package versions?

    - by Ivan
    After installing Ubuntu 11.04 I was disappointed by the fact there are still Scala 2.7 (when 2.8 is long ago current actual branch) and Mono 2.6 (when pretty a time has passed after 2.8 release). I am not sure I could build all the packages for Mono myself, but I'd like to try making my own custom version of Scala package (and I want my system to accept it not as a different package but a version of the original, so that if I put it into a configured repository, the system will automatically upgrade to it from currently installed original 2.7). Can you recommend a good tutorial on this subject (Ubuntu deb packages building and hacking for beginners)?

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  • Facebook integration in Empathy doesn't work in 12.10

    - by skerit
    The new web apps feature is fun, I've set up everything as it should be, but Empathy still doesn't connect to Facebook. When I go to the "Online-accounts" dialog and open the Empathy options dialog in the Facebook tab this shows up: Identification is blank and can't be edited Alias is blank, but can be edited A notification saying "Go online to edit your personal data" is visible I've tried logging into Facebook using my email address AND my username, both with the same results.

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  • Hacked by our own hosting company!

    - by dazhall
    OK, so our hosting company decided to clone our site and database onto a new serve. Without our knowledge or permission they then edited our code to point to the new database. The old server was left running, still pointing at the original database. The DNS was changed to reflect the new IP address of the server. Obviously during the propagation customers were hitting both the new and old servers, resulting in orders coming in to both databases, sometimes being split between the two. We're now attempting to reconcile the two databases. The question I have is is it still hacking if it was done by your own hosting company?! I'm fairly sure they shouldn't have edited our code! If they had left it as it was the site would have stayed pointed at the original database and we wouldn't be in this mess! I'm thinking that legal advice is need but just wanted to know if anyone had ever come across this situation before?!

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  • Android : Google étend le champs d'application de l'API "Fragments" pour lutter contre la fragmentation de l'OS

    Android : Google étend le champs d'application de l'API Fragments aux versions 1.6 de son OS Pour lutter contre la fragmentation de sa plate-forme mobile Dans la lutte contre la fragmentation d'Android, Google vient d'étendre aux anciennes versions de l'OS, l'API « Fragments » conçue à l'origine pour Android 3.0 (alias Honeycomb). Initialement, Fragments a été conçue pour faciliter la tâche de rendre les anciennes applications compatibles avec les périphériques à écrans plus larges, notamment les tablettes que ciblent ess...

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  • Outline Shader Effect for Orthogonal Geometry in XNA

    - by Griffin
    I just recently started learning the art of shading, but I can't give an outline width to 2D, concave geometry when restrained to a single vertex/pixel shader technique (thanks to XNA). the shape I need to give an outline to has smooth, per-vertex coloring, as well as opacity. The outline, which has smooth, per-vertex coloring, variable width, and opacity cannot interfere with the original shape's colors. A pixel depth border detection algorithm won't work because pixel depth isn't a 3.0 semantic. expanding geometry / redrawing won't work because it interferes with the original shape's colors. I'm wondering if I can do something with the stencil/depth buffer outside of the shader functions since I have access to that through the graphics device. But I don't believe I'm able to manipulate actual values. How might I do this?

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  • How can I clone or mirror a site without SEO penalties for duplicate content?

    - by Amanda
    I am a web developer and I want to create clones of the sites I've developed for clients, so that I have an "original copy" on a subdomain of my own website, so that I can showcase my work to new clients. What is the best way to not get my clients original websites penalised for duplicate content? I am planning to have a robots.txt file that disallows all robots, as well as using <link href="http://www.client-canonical-site.com/" rel="canonical" /> in the <head> of the pages. Is that sufficient? Should I use rel=nofollow on all the links as well?

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  • FFMPEG not extracting part of the video

    - by DNA
    I used FFMPEG to extract portion (5 seconds) of a video like this: ffmpeg -ss 00:30:00 -t 00:00:05 -i original.avi cut1.avi and also like this: ffmpeg -ss 1800 -t 5 -i original.avi cut1.avi But what FFMPEG did was create a file starting at 00:30:00 and included the rest of the file instead of just 5 seconds. So instead of having a 5 second video clip, I now have the whole file except the first 30 minutes. What went wrong? I tried this with mencoder as well -- same result. EDIT 1 Strangely, this worked on OS X....

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  • How can I clone or mirror a site without SEO penalties for duplicate content?

    - by Amanda
    I am a web developer and I want to create clones of the sites I've developed for clients, so that I have an "original copy" on a subdomain of my own website, so that I can showcase my work to new clients. What is the best way to not get my clients original websites penalised for duplicate content? I am planning to have a robots.txt file that disallows all robots, as well as using <link href="http://www.client-canonical-site.com/" rel="canonical" /> in the <head> of the pages. Is that sufficient? Should I use rel=nofollow on all the links as well?

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  • Storing documents in DMS

    - by Shaza
    I need your opinions and suggestions about storing documents in a DMS system. I think the DMS should save its own copies of the documents, not their original path on the disk. So, the DMS should have its own space to write on. But what about the way they're stored? Do they have their own extension different from the original one? What about the algorithm that stores them? What about the algorithm that retrieves them? What do you suggest??

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  • Forking a repo on GitHub but allowing new issues on the fork

    - by Tom Swirly
    I have previously forked other people's repos on GitHub, and I have noticed that issues stay with the original repo, and that I can't file issues on the forked repo. I now have the following task. I am working for a small business where development was being done by one of the principals on his personal account. He has amicably left the project, and we would like to migrate that project away from his personal account to a new "role" account on GitHub. I would naturally fork the repo, in order to preserve the code history, but then I'll end up with a repo where we can't file new issues, which is quite undesirable. How can I make a copy of this original repo into our new account, ideally still preserving code history, but be able to file new issues within this new account?

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  • mod_rewrite for clean URL doesn't work

    - by deathlock
    Basically what I want to do is to convert this: http://localhost/jariungu/user_caleg.php?idCaleg2014=3 into this: http://localhost/jariungu/caleg/3 I have managed to make /jariungu/caleg/3 to direct to the original URL (as in, if I open that URL, it directs me to the appropriate page). The problem is, once opened, the URL returns to the original, ugly one in the address bar. This is what I tried. Could someone provide a help? <IfModule mod_rewrite.c> Options +FollowSymlinks RewriteEngine On RewriteBase /jariungu/ RewriteRule ^caleg\/([0-9]+)\/([a-zA-Z]+\s*[0-9]*)/?$ caleg.php?idCaleg2014=$1&namaCaleg=$2 [NC,L] RewriteRule ^caleg\/([0-9]+)/?$ caleg.php?idCaleg2014=$1 [NC,L] </IfModule>

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  • Desktop background will not load after performing aticonfig --adapter=all --ovt=opengl

    - by user1571959
    I am trying to get Eagle to work on ubuntu 14.04 LTS. When I run Eagle and open a schematic the display is not refreshing/redrawing correctly. One solution that I found was to install the flgrx drivers and do the aticonfig command to use opengl... So I did and rebooted. Now when I turn on my laptop I get all the way to the login screen, login, and then nothing happens, it just goes to the background image with no icons or anything... I tried deleting and copying the original xorg.conf file and no results... What do I do other than reinstalling Ubuntu? is there anyway to force the original driver?

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  • Fedora 17 disponible, Beefy Miracle intègre les versions les plus récentes des applications et technologies open source

    Fedora 17 disponible Beefy Miracle intègre les versions les plus récentes des applications et technologies open source Mise à jour du 30/05/2012 Fedora 17 alias « Beefy Miracle » est disponible en version stable. La distribution Linux soutenue par Red Hat, et utilisée comme socle pour RHEL ou CentOS, est principalement centrée autour de l'intégration des applications et technologies les plus récentes de l'écosystème open source, avec un cycle de développement rapide de six mois. Fedora 17 ne déroge pas à cette règle, et propose les derniers outils et technologies pour le développement d'applications, le su...

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