Search Results

Search found 4708 results on 189 pages for 'dot matrix'.

Page 52/189 | < Previous Page | 48 49 50 51 52 53 54 55 56 57 58 59  | Next Page >

  • How to distort the desktop screen

    - by HaifengWang
    Hi friends, I want to change the shape of the desktop screen, so what are displayed on the desktop will be distorted at the same time. And the user can still operate the PC with the mouse on the distorted desktop(Run the applications, Open the "My Computer" and so on). I think I must get the projection matrix of the screen coordinate at first. Then transform the matrix, and map the desktop buffer image to the distorted mesh. Are there any interfaces which can modify the shape of the desktop screen in OpenGL or DirectX? Would you please give me some tip on it. Thank you very much in advance. Please refer to the picture from http://oi53.tinypic.com/bhewdx.jpg BR, Haifeng Addition1: I'm sorry! Maybe I didn't express clearly what I want to implement. What I want to implement is to modify the shape of the screen. So we can distort the shapes of all the applications which are run on Windows at the same time. For example that the window of "My Computer" will be distorted with the distortion of the desktop screen. And we can still operate the PC with mouse from the distorted desktop(Click the shortcut to run a program). Addition2: The projection matrix is just my assume. There isn't any desktop projection matrix by which the desktop surface is projected to the screen. What I want to implement is to change the shape of the desktop, as the same with mapping the desktop to an 3D mesh. But the user can still operate the OS on the distorted desktop(Click the shortcut to run a program, open the ie to surf the internet). Addition3: The shapes of all the programs run on the OS are changed with the distortion of the screen. It's realtime. The user can still operate the OS on the distorted screen as usually. Maybe we can intercept or override the GPU itself to implement the effect. I'm investigating GDI, I think I can find some clue for that. The first step is to find how to show the desktop on the screen.

    Read the article

  • What happens if I give more inputs in estimateRigidTransform or getAffineTransform?

    - by user3531608
    I am using estimateRigidTransform with about two vectors of 100 points and is working FINE. But somehow getAffineTransform doesn't work. I know that findHomography finds the best matrix using RANSAC and getPerspectiveTransform needs only 4 points. My question is what happens if I give more inputs in estimateRigidTransform or getAffineTransform? Does it take only 4 points from input matrix? Or do some kind of RANSAC?

    Read the article

  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

    Read the article

  • Is it OK for the top level domain .FM not to provide the whois server? [closed]

    - by Igor
    just a question in the title Is it OK for the top level domain .FM not to provide the whois server? Are there any other TLD that behaves in the same manner? The question came out of the whois command answer $ whois dot.fm This TLD has no whois server, but you can access the whois database at http://www.dot.fm/whois.html EDIT Sorry for the "OK" in the question, yes it is quite vague. We're desiring to acquire the domain name in *.fm and my worry was about to be more suspected for the antispam filters and other services relying on the DNS and so. Is this observation have sense or not?

    Read the article

  • Word 2003: Bullet style renamed; is there some way to reverse this?

    - by Margaret
    I have a machine that seems to have had its bullet style permanently changed - I previously was creating a document which had a question/answer format, where the answers were bullet points, so I created a style for them. The problem is, it seems to have stuck. If you click the "Bullet" button, the paragraph is formatted in the style. I've tried deleting the style in Normal.dot, and even deleting the Normal.dot file in the entirely - neither seems to fix the problem. Anyone have any other bright ideas on how to fix it?

    Read the article

  • How do I stop CRM from asking for admin credentials when printing report

    - by Ac0ua
    Problem: When printing a report in CRM, I am asked by the UAC for admin credentials. There is a long URL: https://(crm_hostname)/reserved.ReportViewerWebcontrol.axd?ReportSession=(ID)ControlID=(ID)Culture=1333&UICulture=1033&ReportStack=1&OpType=PrintCab Info: There are three users that have the issue laied out here. They are not admins of any kind. It looks like it is asking for permission to allow SQL Server Reporting Services 2008 to run. When I put my credentials in, it just brings up the Print dialog box (this is fine, just stop asking for credentials). I know this might sound silly but I downloaded and installed "SQL Server Reporting Services 2008" hopping my credentials would give permission right from the beginning. Giving the users local admin, I was told is not an option. Note: I did post this on community (dot) dynamics (dot) com but, they are not a very active website. Thanks for any help even if it just points me in the right direction!

    Read the article

  • Word 2007 "Out of Memory or Disk Space" Error on launch.

    - by Adam
    Word 2007 is installed on a Vista Home Premium machine and whenever it starts up it opens what appears to be a dynamic installer to do something and then throws up the "Out of Memory or Disk Space" error. Word 2007 never completes starting up. Reinstalling Word hasn't helped and if I can avoid reinstalling Windows until Windows 7 is released and get Word working in the mean time, that would be ideal. I've been looking around for a solution, once of which seemed to point to a problem with the user account. I created a second user on the machine and Word still had the same problem. The other solution that seems possible is a corrupted normal.dot/normal.dotm file. However, even in the location it should be, I can't seem to find it. Am I going in the right direction with this? Is there another solution I haven't come across that will fix this? If it is possible that renaming normal.dot/normal.dotm how can I find it?

    Read the article

  • Thunderbird segmentation fault problem

    - by Dariusz Górecki
    Hey all, my thunderbird crashes few seconds after it boots up regardless of in safe mode or normal, here is a strace log: http://pastebin.com/tccfYwcD I've searched google, ubuntu forums, and mozilla bug tracker about this problem, but any of found answers did not helped me :/ I've tried: nscd daemon install solutions posted earlier fresh clean instal of ubuntu 10.10 (32b) and thunderbird 3.1.7 from repos on a VM - problem still exists removed all thunderbrid related dot files and dot dirs, and setup profile from beginning Remove thunderbird and related stuff with apt purge, and install tb from official .deb package None of these steps helps me, tb still crashes with segmentation fault :/ I use gmail IMAP account, I've searched and found few other tips on google, but with no success. I've even tried to remove mails from web gui, that came after first notice of problem, still no luck. I'm not using any network fs, and not sharing this account with anyone, and I do not use filesystem or home encryption either just clean install :/ If You guys need some more info for this let me know. TB: 3.1.7 from repos and official package Ubuntu 32bit 10.10 with medibuntu repos, fully updated

    Read the article

  • Word 2007 "Out of Memory or Disk Space" Error on launch

    - by Adam
    Word 2007 is installed on a Vista Home Premium machine and whenever it starts up it opens what appears to be a dynamic installer to do something and then throws up the "Out of Memory or Disk Space" error. Word 2007 never completes starting up. Reinstalling Word hasn't helped and if I can avoid reinstalling Windows until Windows 7 is released and get Word working in the mean time, that would be ideal. I've been looking around for a solution, once of which seemed to point to a problem with the user account. I created a second user on the machine and Word still had the same problem. The other solution that seems possible is a corrupted normal.dot/normal.dotm file. However, even in the location it should be, I can't seem to find it. Am I going in the right direction with this? Is there another solution I haven't come across that will fix this? If it is possible that renaming normal.dot/normal.dotm how can I find it?

    Read the article

  • Trying to install PHP 5.2 on IIS/Win 2008 - Error 500

    - by Razor
    I have a fresh install of IIS 7 - I just added Web Platform Installer, and PHP 5.2 thru that. However, when trying to access to a simple test.php file (just has phpinfo() in it), I get the following list of errors: • IIS was not able to access the web.config file for the Web site or application. This can occur if the NTFS permissions are set incorrectly. • IIS was not able to process configuration for the Web site or application. • The authenticated user does not have permission to use this DLL. • The request is mapped to a managed handler but the .NET Extensibility Feature is not installed. The domain was created with dot net panel, but I don't think that has to do with this problem, unless maybe it uses a specific user? Maybe I need to add php thruough dot net panel? Any idea of what I'm doing wrong here?

    Read the article

  • How to "paint" the data layer of a CD using a CD drive?

    - by Jens
    I am looking for software to "paint" geometric shapes, dots or lines on the data layer of a writable CD (or DVD) using a standard drive. These do not have to be visible to the naked eye; I'd try to abuse the small dot size on the CD for some scientific measurements. I am aware of the "LightScribe" feature of some drives and that is not what I am looking for. Most of the software available is of course limited to write music or data, on does not offer the low-level "place a dot at this radius, this angle"-functionality. Is there something out there for me?

    Read the article

  • How to add entries to combobox in Word XP

    - by Kris C
    I'm trying to follow the following instructions to add a combobox to a form and add some values to it for the user to pick: http://office.microsoft.com/en-gb/help/create-forms-that-users-complete-in-word-HP005230270.aspx I've created a .dot and then dragged a combobox onto the document. When I double-click on it though, it opens up the VBA editor. Do I have to add the items programatically as per the following question How do I add a combobox in Word? or is it possible to do this using the UI? The other question/answer refers to creating a form. Is there a step I've missed between creating a .dot to then create a form somehow before adding form elements to it? Right clicking gives the following menu options: Cut Copy Paste properties View code Combo Box Object - Edit or Convert Format Control Hyperlink Choosing edit allows me to type some text onto the visible part of the control, but doesn't allow me to add multiple options Right-clicking and selecting properties opens the following:

    Read the article

  • Performing a silent install of JDeveloper

    - by draikes
    Installing JDeveloper Now that you have downloaded the latest version of JDeveloper from: the Oracle technology network, you are almost ready to install it. The problem is that the GUI installer is not as accessible as it could be. However, there is an alternative called a silent install. To perform a silent install, follow these steps: Download the silent.xml file into the same folder as the JDeveloper installer. You can customize the silent.xml file by setting the folder where JDeveloper will be installed, and by setting the location where you have a 1.6 jdk installed with the accessbridge already configured. The defaults are: JDeveloper wil lbe installed at c:\jdev a jdk is installed at c:\jdk\1.6.0_25 (see instructions in the top of the silent.xml file). Open a command window and navigate to the folder where the JDeveloper installer and silent.xml files are located. Run the following command: jdevstudio11120install.exe -mode=silent -silent_xml=silent.xml -log=install.log Note: this assumes that you are installing JDeveloper 11.1.2.0.0. Change the above command to match the installer package you have. This command will start by extracting the archive then the oracle installer will launch, but you just have to wait until the command prompt returns and voila it will be installed. To run JDeveloper: Now you can use windows explorer to navigate to the %JDEV_HOME% as specified in the silent.xml file (c:\jdev unless you changed it)and drill down to: jdeveloper\jdev\bin and now you have a couple of choices. If you have a 32-bit jdk configured with the accessbridge, then run jdevw.exe, however, if you have a 64-bit jdk copnfigured with the accessbridge, you should run jdev64w.exe. For instructiosn on setting up Accessbridge 2.0.1, see my earlier post. Disclaimer: As always if something doesn't quite go as planned, and you have a problem, please feel free to contact me via email at: don dot raikes at oracle dot com.

    Read the article

  • DotNetQuiz 2011 on BeyondRelational.com- Want to be quiz master or participant?

    - by Jalpesh P. Vadgama
    Test your knowledge with 31 Reputed persons (MVPS and bloggers) will ask question on each day of January and you need to give reply on that. You can win cool stuff.My friend Jacob Sebastian organizing this event on his site Beyondrelational.com to sharpen your dot net related knowledge. This Dot NET Quiz is a platform to verify your understanding of Microsoft .NET Technologies and enhance your skills around it. This is a general quiz which covers most of the .NET technology areas. Want to be Quiz Master? Also if you are well known blogger or Microsoft MVP then you can be Quiz master on the dotnetquiz 2011. Following are requirements to be quiz master on beyondrelational.com. I am also a quiz master on beyondrelational.com and Quiz master eligibility: You will be eligible to nominate yourself to become a quiz master if one of the following condition satisfies: You are a Microsoft MVP You are a Former Microsoft MVP You are a recognized blogger You are a recognized web master running one or more technology websites You are an active participant of one or more technical forums You are a consultant with considerable exposure to your technology area You believe that you can be a good Quiz Master and got a passion for that   Selection Process: Once you submit your nomination, the Quiz team will evaluate the details and will inform you the status of your submission. This usually takes a few weeks. Quiz Master's Responsibilities: Once you become a Quiz Master for a specific quiz, you are requested to take the following responsibilities. Moderate the discussion thread after your question is published Answer any clarification about your question that people ask in the forum Review the answers and help us to award grades to the participants For more information Please visit following page on beyondrelational.com http://beyondrelational.com/quiz/nominations/0/new.aspx Hope you liked it. Stay tuned!!!

    Read the article

  • MDX Studio download #mdx #ssas

    - by Marco Russo (SQLBI)
    Short version: the latest available version of MDX Studio can be downloaded from http://www.sqlbi.com/tools/mdx-studio/ Long version: Last week Stacia Misner twitted that the online version of MDX Studio was no longer available. It was hosted on http://mdx.mosha.com. It was a sad news, and it is also not good that nobody is maintaining the desktop version of MDX Studio. The latest release is the 0.4.14 and as I am writing it is still available on a SkyDrive link provided by Mosha Pasumansky, who wrote MDX Studio. Mosha does not work in Microsoft now and the entire BI community hopes that somebody will continue its work on this product. Unfortunately, it cannot be published on CodePlex because of some IP restrictions. Only bad news? Well, I hope no. The first good news is that MDX Studio also works with Analysis Services 2012 in Multidimensional mode. The second news is that, after having checked that we can do that, we created a web page on SQLBI web site to download the latest available release of MDX Studio. I hope it will be necessary to update it in the future, by now it is just a way to simplify the finding and download of this precious tool, and to grant that it will not disappear in case the current SkyDrive using to host the download would be discontinued, like it happened to the MDX Studio online version. Now a question to the BI Community: I know that there was some content available regarding tutorial on MDX Studio. I’d like to gather it and to put all in a single place. If you have such content, please contact me directly writing to marco (dot) russo (at) sqlbi [dot] com. Thanks!

    Read the article

  • NetBeans Podcast #61

    - by TinuA
    Download mp3: 39 minutes – 31.6 MB Subscribe to the NetBeans Podcast on iTunes NetBeans Community News with Geertjan and Tinu What's NEW? The Smarter and NOW FASTER NetBeans IDE 7.2 available since July. Is it faster for you too? Tell us about it on Twitter! (#netbeans) NetBeans Community Day at JavaOne is BACK!!! Join the NetBeans team in San Francisco on Sunday, September 30th for a full day of sessions about how various Java EE, JavaFX, and NetBeans Platform experts are using NetBeans in the real-world. NetBeans Community Day is just the start of the fun at JavaOne 2012, check out the full listing of ALL NetBeans-related sessions at the conference. NetBeans Governance Board elections are around the corner. Nominate yourself or someone who you think can represent the interest of the NetBeans Community. Email us at nbpodcast at netbeans dot org to get on the ballot in September. Community Interview: Çagatay Çivici, PrimeFaces Çagatay Çivici is the lead architect and founder of PrimeFaces , the popular JSF component library. Find out what the project is about, its inception, how to create PrimeFaces-based application inside NetBeans IDE, and more. Learn more about PrimeFaces at NetBeans Community Day at JavaOne 2012. Dig deeper into PrimeFaces at JavaOne 2012: CON6139 - Lessons Learned in Building Enterprise and Desktop Applications with the NetBeans IDE Community Interview: Timon Veenstra, Agrosense Timon Veenstra is the architect behind Agrosense , an open-source farm management system built on the NetBeans Platform. Find out how Agrosense helps farms run more efficiently and productively, and why NetBeans is the platform of choice for Timon and the Agrosense team. Catch a demo of Agrosense at NetBeans Community Day at JavaOne 2012. API Design with Jarda Tulach Geertjan has been using the Lookup API incorrectly; Jarda sets him on the right path. *Have ideas for NetBeans Podcast topics? Send them to nbpodcast at netbeans dot org. *Subscribe to the official NetBeans page on Facebook! Check us out as well on Twitter, YouTube, and Google+.

    Read the article

  • Perth's ADF Community Event now an open invite

    - by Chris Muir
    Yesterday saw the next ADF Community Event in Perth, and as promised we grew from 15 to 25 attendees (which is going to cause a bit of a problem soon if we keep growing as we're going to run out of powerpoints for laptops). This bimonthly enjoyed presentations from Matthew Carrigy from the Dept of Finance WA on the ADF UI Shell, a small presentation from me about how Fusion Apps uses ADF, and a hands on based on programatically extending ADF BC to call external web services.  For Matt, his first presentation to a user group, with two live demos, all kudos to him for making it look smooth (for the record I hate live demos, I always break something) - thank you Matt! We've already lined up our speakers for the next event in November, and will be inviting yet more customers to this event.  However the event will now move to an open invite, so if you'd like your staff to attend please let me know by emailing chris DOT muir AT oracle DOT com. Alternatively I've had a fair few requests now for an "Intro to ADF" 1 day session so I'll consider this soon.  Certainly if you're interested let me know as this will help organize the event earlier rather than later. 

    Read the article

  • Apress "Pro DLR in .NET 4' - ISBN 978-1-430203066-3 - Initial comments

    - by TATWORTH
    The dynamic language runtime (DLR) is a radical development of Dot Net. In some ways it is like the Laser was 40 years, a solution looking for a problem. At the moment the DLR supports languages such as Iron Ruby and Iron Python, together with dynamic extensions for C# and VB.NET. Where DLR will also score is the ability to write your own Dot Net language for specialist areas. So how does this book fare in introducing the DLR? It is a book that will require careful study and perhaps reading several times before fully understanding the subject. You will need to spend time trying out the sample code. So who would I recommend this book to? I recommend it to C# development teams for their library. I recommend it to individuals who not only know C# but have a good history of learning other computer languages. It is not a book that can just be "dipped into", but will require one or more reads from start to finish. This is no reflection on the skill of the author but of the newness of the material.

    Read the article

  • Rails: Law of Demeter Confusion

    - by user2158382
    I am reading a book called Rails AntiPatterns and they talk about using delegation to to avoid breaking the Law of Demeter. Here is their prime example: They believe that calling something like this in the controller is bad (and I agree) @street = @invoice.customer.address.street Their proposed solution is to do the following: class Customer has_one :address belongs_to :invoice def street address.street end end class Invoice has_one :customer def customer_street customer.street end end @street = @invoice.customer_street They are stating that since you only use one dot, you are not breaking the Law of Demeter here. I think this is incorrect, because you are still going through customer to go through address to get the invoice's street. I primarily got this idea from a blog post I read: http://www.dan-manges.com/blog/37 In the blog post the prime example is class Wallet attr_accessor :cash end class Customer has_one :wallet # attribute delegation def cash @wallet.cash end end class Paperboy def collect_money(customer, due_amount) if customer.cash < due_ammount raise InsufficientFundsError else customer.cash -= due_amount @collected_amount += due_amount end end end The blog post states that although there is only one dot customer.cash instead of customer.wallet.cash, this code still violates the Law of Demeter. Now in the Paperboy collect_money method, we don't have two dots, we just have one in "customer.cash". Has this delegation solved our problem? Not at all. If we look at the behavior, a paperboy is still reaching directly into a customer's wallet to get cash out. EDIT I completely understand and agree that this is still a violation and I need to create a method in Wallet called withdraw that handles the payment for me and that I should call that method inside the Customer class. What I don't get is that according to this process, my first example still violates the Law of Demeter because Invoice is still reaching directly into Customer to get the street. Can somebody help me clear the confusion. I have been searching for the past 2 days trying to let this topic sink in, but it is still confusing.

    Read the article

  • How to apply verification and validation on the following example

    - by user970696
    I have been following verification and validation questions here with my colleagues, yet we are unable to see the slight differences, probably caused by language barrier in technical English. An example: Requirement specification User wants to control the lights in 4 rooms by remote command sent from the UI for each room separately. Functional specification The UI will contain 4 checkboxes labelled according to rooms they control. When a checkbox is checked, the signal is sent to corresponding light. A green dot appears next to the checkbox When a checkbox is unchecked, the signal (turn off) is sent to corresponding light. A red dot appears next to the checkbox. Let me start with what I learned here: Verification, according to many great answers here, ensures that product reflects specified requirements - as functional spec is done by a producer based on requirements from customer, this one will be verified for completeness, correctness). Then design document will be checked against functional spec (it should design 4 checkboxes..), and the source code against design (is there a code for 4 checkboxes, functions to send the signals etc. - is it traceable to requirements). Okay, product is built and we need to test it, validate. Here comes our understanding trouble - validation should ensure the product meets requirements for its specific intended use which is basically business requirement (does it work? can I control the lights from the UI?) but testers will definitely work with the functional spec, making sure the checkboxes are there, working, labelled, etc. They are basically checking whether the requirements in functional spec were met in the final product, isn't that verification? (should not be, lets stick to ISO 12207 that only validation is the actual testing)

    Read the article

  • Trouble with SAT style vector projection in C#/XNA

    - by ssb
    Simply put I'm having a hard time working out how to work with XNA's Vector2 types while maintaining spatial considerations. I'm working with separating axis theorem and trying to project vectors onto an arbitrary axis to check if those projections overlap, but the severe lack of XNA-specific help online combined with pseudo code everywhere that omits key parts of the algorithm, googling has left me little help. I'm aware of HOW to project a vector, but the way that I know of doing it involves the two vectors starting from the same point. Particularly here: http://www.metanetsoftware.com/technique/tutorialA.html So let's say I have a simple rectangle, and I store each of its corners in a list of Vector2s. How would I go about projecting that onto an arbitrary axis? The crux of my problem is that taking the dot product of say, a vector2 of (1, 0) and a vector2 of (50, 50) won't get me the dot product I'm looking for.. or will it? Because that (50, 50) won't be the vector of the polygon's vertex but from whatever XNA calculates. It's getting the calculation from the right starting point that's throwing me off. I'm sorry if this is unclear, but my brain is fried from trying to think about this. I need a better understanding of how XNA calculates Vector2s as actual vectors and not just as random points.

    Read the article

  • Law of Demeter confusion [duplicate]

    - by user2158382
    This question already has an answer here: Rails: Law of Demeter Confusion 4 answers I am reading a book called Rails AntiPatterns and they talk about using delegation to to avoid breaking the Law of Demeter. Here is their prime example: They believe that calling something like this in the controller is bad (and I agree) @street = @invoice.customer.address.street Their proposed solution is to do the following: class Customer has_one :address belongs_to :invoice def street address.street end end class Invoice has_one :customer def customer_street customer.street end end @street = @invoice.customer_street They are stating that since you only use one dot, you are not breaking the Law of Demeter here. I think this is incorrect, because you are still going through customer to go through address to get the invoice's street. I primarily got this idea from a blog post I read: http://www.dan-manges.com/blog/37 In the blog post the prime example is class Wallet attr_accessor :cash end class Customer has_one :wallet # attribute delegation def cash @wallet.cash end end class Paperboy def collect_money(customer, due_amount) if customer.cash < due_ammount raise InsufficientFundsError else customer.cash -= due_amount @collected_amount += due_amount end end end The blog post states that although there is only one dot customer.cash instead of customer.wallet.cash, this code still violates the Law of Demeter. Now in the Paperboy collect_money method, we don't have two dots, we just have one in "customer.cash". Has this delegation solved our problem? Not at all. If we look at the behavior, a paperboy is still reaching directly into a customer's wallet to get cash out. Can somebody help me clear the confusion. I have been searching for the past 2 days trying to let this topic sink in, but it is still confusing.

    Read the article

< Previous Page | 48 49 50 51 52 53 54 55 56 57 58 59  | Next Page >