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  • Pointers and collection of pointers in C++. How to properly delete.

    - by Julen
    Hello, This is a newbe question but I have alwasy doubts with pointers in C++. This is the situation. I have a class A which as a collection (a vector actually) of pointers of class B. This same class A has another collection of pointers to class C. Finally the objects of class B have also a collection to pointers to class C which point to the same instances the class A points to. My question is, if I delete a member of class-C-type pointer in class B, what happens to the pointer in class A that points to the deleted instance of class C? How this situation has to be treated? Thanks a lot in advance! Julen.

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  • Boost MultiIndex - objects or pointers (and how to use them?)?

    - by Sarah
    I'm programming an agent-based simulation and have decided that Boost's MultiIndex is probably the most efficient container for my agents. I'm not a professional programmer, and my background is very spotty. I've two questions: Is it better to have the container contain the agents (of class Host) themselves, or is it more efficient for the container to hold Host *? Hosts will sometimes be deleted from memory (that's my plan, anyway... need to read up on new and delete). Hosts' private variables will get updated occasionally, which I hope to do through the modify function in MultiIndex. There will be no other copies of Hosts in the simulation, i.e., they will not be used in any other containers. If I use pointers to Hosts, how do I set up the key extraction properly? My code below doesn't compile. // main.cpp - ATTEMPTED POINTER VERSION ... #include <boost/multi_index_container.hpp> #include <boost/multi_index/hashed_index.hpp> #include <boost/multi_index/member.hpp> #include <boost/multi_index/ordered_index.hpp> #include <boost/multi_index/mem_fun.hpp> #include <boost/tokenizer.hpp> typedef multi_index_container< Host *, indexed_by< // hash by Host::id hashed_unique< BOOST_MULTI_INDEX_MEM_FUN(Host,int,Host::getID) > // arg errors here > // end indexed_by > HostContainer; ... int main() { ... HostContainer testHosts; Host * newHostPtr; newHostPtr = new Host( t, DOB, idCtr, 0, currentEvents ); testHosts.insert( newHostPtr ); ... } I can't find a precisely analogous example in the Boost documentation, and my knowledge of C++ syntax is still very weak. The code does appear to work when I replace all the pointer references with the class objects themselves. As best I can read it, the Boost documentation (see summary table at bottom) implies I should be able to use member functions with pointer elements.

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  • Get vertex colors from fbx (OpenGL, FBX SDK)

    - by instancedName
    I'm kinda stuck with this one. I managed to get vertex positions, indices, normals, but I don't quite understand how te get vertex colors. I need them to fill my buffer. I tried funcion mesh-GetElementVertexColorCount() and then to iterate trough all of them, but it returns zero. I alse tried to get layer, and then use layer-GetVertexColors(), but it returns NULL pointer. Can anyone help me with this one?

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  • No desktop icons after upgrade to 11.10

    - by anjanesh
    I just upgraded from 11.04 to 11.10 and after restart it showed the login screen. After login, only the desktop background shows with ubuntu 11.10 text at the bottom-left corner. Did my GNOME stop working ? My mouse pointer moves though, so its not a system crash. These are my h/w specs : Ubuntu 11.04 x86_64 • Intel Core 2 Quad Q6600 2.4GHz 8MB cache 1066MHz Intel MoBo DG33 8GB DDR2 RAM @ 800MHz • 1GB 8600 GT nVidia Graphics Card • Dell SP2309W • LG Flatron L222WS

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  • Installation failure

    - by Peter Kelson
    I have just downloaded Ubuntu and burned an installation DVD. I used it to install Ubuntu on a PC running Windows XP choosing the option to run Ubuntu alongside Windows. I chose to install the additional updates after initial installation. When I choose Ubuntu from the menu displayed on boot-up I get a purple and yellow screen which is completely blank except for the functioning mouse pointer. I would be grateful for suggestions on how to fix this.

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  • "Aero snap"-animation not working correctly on the right side of the screen [closed]

    - by Niklas
    When using the "aero snap"-feature on the right side of screen the animation doesn't fill up the complete screen height, Only if the mouse pointer is at the very top of the right side of screen. Otherwise the animation box moves vertically as the mouse is moved along the edge of the screen, this does not happen on the other sides of the screen. I thought about submitting a bug but the bug program advised me to ask here first.

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  • How is precedence determined in C pointers?

    - by ankur.trapasiya
    I've come across two pointer declarations that I'm having trouble understanding. My understanding of precedence rules goes something like this: Operator Precedence Associativity (), [ ] 1 Left to Right *, identifier 2 Right to Left Data type 3 But even given this, I can't seem to figure out how to evaluate the following examples correctly: First example float * (* (*ptr)(int))(double **,char c) My evaluation: *(ptr) (int) *(*ptr)(int) *(*(*ptr)(int)) Then, double ** char c Second example unsigned **( * (*ptr) [5] ) (char const *,int *) *(ptr) [5] *(*ptr)[5] *(*(*ptr)[5]) **(*(*ptr)[5]) How should I read them?

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  • Designing for an algorithm that reports progress

    - by Stefano Borini
    I have an iterative algorithm and I want to print the progress. However, I may also want it not to print any information, or to print it in a different way, or do other logic. In an object oriented language, I would perform the following solutions: Solution 1: virtual method have the algorithm class MyAlgoClass which implements the algo. The class also implements a virtual reportIteration(iterInfo) method which is empty and can be reimplemented. Subclass the MyAlgoClass and override reportIteration so that it does what it needs to do. This solution allows you to carry additional information (for example, the file unit) in the reimplemented class. I don't like this method because it clumps together two functionalities that may be unrelated, but in GUI apps it may be ok. Solution 2: observer pattern the algorithm class has a register(Observer) method, keeps a list of the registered observers and takes care of calling notify() on each of them. Observer::notify() needs a way to get the information from the Subject, so it either has two parameters, one with the Subject and the other with the data the Subject may pass, or just the Subject and the Observer is now in charge of querying it to fetch the relevant information. Solution 3: callbacks I tend to see the callback method as a lightweight observer. Instead of passing an object, you pass a callback, which may be a plain function, but also an instance method in those languages that allow it (for example, in python you can because passing an instance method will remain bound to the instance). C++ however does not allow it, because if you pass a pointer to an instance method, this will not be defined. Please correct me on this regard, my C++ is quite old. The problem with callbacks is that generally you have to pass them together with the data you want the callback to be invoked with. Callbacks don't store state, so you have to pass both the callback and the state to the Subject in order to find it at callback execution, together with any additional data the Subject may provide about the event is reporting. Question My question is relative to the fact that I need to implement the opening problem in a language that is not object oriented, namely Fortran 95, and I am fighting with my usual reasoning which is based on python assumptions and style. I think that in Fortran the concept is similar to C, with the additional trouble that in C you can store a function pointer, while in Fortran 95 you can only pass it around. Do you have any comments, suggestions, tips, and quirks on this regard (in C, C++, Fortran and python, but also in any other language, so to have a comparison of language features that can be exploited on this regard) on how to design for an algorithm that must report progress to some external entity, using state from both the algorithm and the external entity ?

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  • I see no LOBs!

    - by Paul White
    Is it possible to see LOB (large object) logical reads from STATISTICS IO output on a table with no LOB columns? I was asked this question today by someone who had spent a good fraction of their afternoon trying to work out why this was occurring – even going so far as to re-run DBCC CHECKDB to see if any corruption had taken place.  The table in question wasn’t particularly pretty – it had grown somewhat organically over time, with new columns being added every so often as the need arose.  Nevertheless, it remained a simple structure with no LOB columns – no TEXT or IMAGE, no XML, no MAX types – nothing aside from ordinary INT, MONEY, VARCHAR, and DATETIME types.  To add to the air of mystery, not every query that ran against the table would report LOB logical reads – just sometimes – but when it did, the query often took much longer to execute. Ok, enough of the pre-amble.  I can’t reproduce the exact structure here, but the following script creates a table that will serve to demonstrate the effect: IF OBJECT_ID(N'dbo.Test', N'U') IS NOT NULL DROP TABLE dbo.Test GO CREATE TABLE dbo.Test ( row_id NUMERIC IDENTITY NOT NULL,   col01 NVARCHAR(450) NOT NULL, col02 NVARCHAR(450) NOT NULL, col03 NVARCHAR(450) NOT NULL, col04 NVARCHAR(450) NOT NULL, col05 NVARCHAR(450) NOT NULL, col06 NVARCHAR(450) NOT NULL, col07 NVARCHAR(450) NOT NULL, col08 NVARCHAR(450) NOT NULL, col09 NVARCHAR(450) NOT NULL, col10 NVARCHAR(450) NOT NULL, CONSTRAINT [PK dbo.Test row_id] PRIMARY KEY CLUSTERED (row_id) ) ; The next script loads the ten variable-length character columns with one-character strings in the first row, two-character strings in the second row, and so on down to the 450th row: WITH Numbers AS ( -- Generates numbers 1 - 450 inclusive SELECT TOP (450) n = ROW_NUMBER() OVER (ORDER BY (SELECT 0)) FROM master.sys.columns C1, master.sys.columns C2, master.sys.columns C3 ORDER BY n ASC ) INSERT dbo.Test WITH (TABLOCKX) SELECT REPLICATE(N'A', N.n), REPLICATE(N'B', N.n), REPLICATE(N'C', N.n), REPLICATE(N'D', N.n), REPLICATE(N'E', N.n), REPLICATE(N'F', N.n), REPLICATE(N'G', N.n), REPLICATE(N'H', N.n), REPLICATE(N'I', N.n), REPLICATE(N'J', N.n) FROM Numbers AS N ORDER BY N.n ASC ; Once those two scripts have run, the table contains 450 rows and 10 columns of data like this: Most of the time, when we query data from this table, we don’t see any LOB logical reads, for example: -- Find the maximum length of the data in -- column 5 for a range of rows SELECT result = MAX(DATALENGTH(T.col05)) FROM dbo.Test AS T WHERE row_id BETWEEN 50 AND 100 ; But with a different query… -- Read all the data in column 1 SELECT result = MAX(DATALENGTH(T.col01)) FROM dbo.Test AS T ; …suddenly we have 49 LOB logical reads, as well as the ‘normal’ logical reads we would expect. The Explanation If we had tried to create this table in SQL Server 2000, we would have received a warning message to say that future INSERT or UPDATE operations on the table might fail if the resulting row exceeded the in-row storage limit of 8060 bytes.  If we needed to store more data than would fit in an 8060 byte row (including internal overhead) we had to use a LOB column – TEXT, NTEXT, or IMAGE.  These special data types store the large data values in a separate structure, with just a small pointer left in the original row. Row Overflow SQL Server 2005 introduced a feature called row overflow, which allows one or more variable-length columns in a row to move to off-row storage if the data in a particular row would otherwise exceed 8060 bytes.  You no longer receive a warning when creating (or altering) a table that might need more than 8060 bytes of in-row storage; if SQL Server finds that it can no longer fit a variable-length column in a particular row, it will silently move one or more of these columns off the row into a separate allocation unit. Only variable-length columns can be moved in this way (for example the (N)VARCHAR, VARBINARY, and SQL_VARIANT types).  Fixed-length columns (like INTEGER and DATETIME for example) never move into ‘row overflow’ storage.  The decision to move a column off-row is done on a row-by-row basis – so data in a particular column might be stored in-row for some table records, and off-row for others. In general, if SQL Server finds that it needs to move a column into row-overflow storage, it moves the largest variable-length column record for that row.  Note that in the case of an UPDATE statement that results in the 8060 byte limit being exceeded, it might not be the column that grew that is moved! Sneaky LOBs Anyway, that’s all very interesting but I don’t want to get too carried away with the intricacies of row-overflow storage internals.  The point is that it is now possible to define a table with non-LOB columns that will silently exceed the old row-size limit and result in ordinary variable-length columns being moved to off-row storage.  Adding new columns to a table, expanding an existing column definition, or simply storing more data in a column than you used to – all these things can result in one or more variable-length columns being moved off the row. Note that row-overflow storage is logically quite different from old-style LOB and new-style MAX data type storage – individual variable-length columns are still limited to 8000 bytes each – you can just have more of them now.  Having said that, the physical mechanisms involved are very similar to full LOB storage – a column moved to row-overflow leaves a 24-byte pointer record in the row, and the ‘separate storage’ I have been talking about is structured very similarly to both old-style LOBs and new-style MAX types.  The disadvantages are also the same: when SQL Server needs a row-overflow column value it needs to follow the in-row pointer a navigate another chain of pages, just like retrieving a traditional LOB. And Finally… In the example script presented above, the rows with row_id values from 402 to 450 inclusive all exceed the total in-row storage limit of 8060 bytes.  A SELECT that references a column in one of those rows that has moved to off-row storage will incur one or more lob logical reads as the storage engine locates the data.  The results on your system might vary slightly depending on your settings, of course; but in my tests only column 1 in rows 402-450 moved off-row.  You might like to play around with the script – updating columns, changing data type lengths, and so on – to see the effect on lob logical reads and which columns get moved when.  You might even see row-overflow columns moving back in-row if they are updated to be smaller (hint: reduce the size of a column entry by at least 1000 bytes if you hope to see this). Be aware that SQL Server will not warn you when it moves ‘ordinary’ variable-length columns into overflow storage, and it can have dramatic effects on performance.  It makes more sense than ever to choose column data types sensibly.  If you make every column a VARCHAR(8000) or NVARCHAR(4000), and someone stores data that results in a row needing more than 8060 bytes, SQL Server might turn some of your column data into pseudo-LOBs – all without saying a word. Finally, some people make a distinction between ordinary LOBs (those that can hold up to 2GB of data) and the LOB-like structures created by row-overflow (where columns are still limited to 8000 bytes) by referring to row-overflow LOBs as SLOBs.  I find that quite appealing, but the ‘S’ stands for ‘small’, which makes expanding the whole acronym a little daft-sounding…small large objects anyone? © Paul White 2011 email: [email protected] twitter: @SQL_Kiwi

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  • What's a good way to programmatically manage a cloneable entity?

    - by bobobobo
    Say you have missiles or rockets that a player can fire. What's a good way to programmatically manage the cloning of a base rocket, for example? I can think of 2 ways to do it: Player has a currently selected weapon (which is an int) When player shoots, the selectedWeapon member is looked at, and the correct instance of rocket is created (with some base parameters) Or Player has a currently selected weapon (which is a pointer, to a "base instance" of the rocket object) When player shoots, the base instance rocket is cloned, transformed, and shot into the game world

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  • How do I patch a kernel bug?

    - by Primož Kralj
    Sometimes I can't boot my laptop - it gets stuck here: Then I have to do a hard-reset and it's fine. I checked the boot logs and this is what I think it's causing it (nevermind the timestamp inconsistencies): [38.377595] BUG: unable to handle kernel NULL pointer dereference at (null) [38.377821] IP: [<ffffffffa01f6d7b>] r600_pcie_gart_tlb_flush+0xeb/0x110 [radeon] [38.378065] PGD 121491067 PUD 121492067 PMD 0 [38.378214] Oops: 0000 [#1] SMP Here is the full log. I found the patches but I have no idea about which to use and how.

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  • Nvidia drivers don't work with mainline kernel

    - by dutchie
    I want to try some of the new features in the btrfs filesystem, and to do that I need to use a newer kernel than is included in Ubuntu 12.04. To do that, I have installed linux-headers-3.4.0-030400_3.4.0-030400.201205210521_all.deb, linux-headers-3.4.0-030400-generic_3.4.0-030400.201205210521_amd64.deb, and linux-image-3.4.0-030400-generic_3.4.0-030400.201205210521_amd64.deb from the mainline kernel download here. However, on rebooting into the 3.4 kernel, my desktop is stuck at a very low resolution and I cannot increase it to the full. This did happen when I first installed, but a simple install of the nvidia-current package got everything working nicely with my GTX570 card. There were appear to be some DKMS errors when I installed the kernel, and they indicated I should look at /var/lib/dkms/nvidia-current/295.40/build/make.log: josh@sirius:~/Downloads$ sudo dpkg -i linux-*.deb Selecting previously unselected package linux-headers-3.4.0-030400. (Reading database ... 309400 files and directories currently installed.) Unpacking linux-headers-3.4.0-030400 (from linux-headers-3.4.0-030400_3.4.0-030400.201205210521_all.deb) ... Selecting previously unselected package linux-headers-3.4.0-030400-generic. Unpacking linux-headers-3.4.0-030400-generic (from linux-headers-3.4.0-030400-generic_3.4.0-030400.201205210521_amd64.deb) ... Selecting previously unselected package linux-image-3.4.0-030400-generic. Unpacking linux-image-3.4.0-030400-generic (from linux-image-3.4.0-030400-generic_3.4.0-030400.201205210521_amd64.deb) ... Done. Setting up linux-headers-3.4.0-030400 (3.4.0-030400.201205210521) ... Setting up linux-headers-3.4.0-030400-generic (3.4.0-030400.201205210521) ... Examining /etc/kernel/header_postinst.d. run-parts: executing /etc/kernel/header_postinst.d/dkms 3.4.0-030400-generic /boot/vmlinuz-3.4.0-030400-generic ERROR (dkms apport): kernel package linux-headers-3.4.0-030400-generic is not supported Error! Bad return status for module build on kernel: 3.4.0-030400-generic (x86_64) Consult /var/lib/dkms/nvidia-current/295.40/build/make.log for more information. Setting up linux-image-3.4.0-030400-generic (3.4.0-030400.201205210521) ... Running depmod. update-initramfs: deferring update (hook will be called later) Examining /etc/kernel/postinst.d. run-parts: executing /etc/kernel/postinst.d/dkms 3.4.0-030400-generic /boot/vmlinuz-3.4.0-030400-generic ERROR (dkms apport): kernel package linux-headers-3.4.0-030400-generic is not supported Error! Bad return status for module build on kernel: 3.4.0-030400-generic (x86_64) Consult /var/lib/dkms/nvidia-current/295.40/build/make.log for more information. run-parts: executing /etc/kernel/postinst.d/initramfs-tools 3.4.0-030400-generic /boot/vmlinuz-3.4.0-030400-generic update-initramfs: Generating /boot/initrd.img-3.4.0-030400-generic run-parts: executing /etc/kernel/postinst.d/pm-utils 3.4.0-030400-generic /boot/vmlinuz-3.4.0-030400-generic run-parts: executing /etc/kernel/postinst.d/update-notifier 3.4.0-030400-generic /boot/vmlinuz-3.4.0-030400-generic run-parts: executing /etc/kernel/postinst.d/zz-update-grub 3.4.0-030400-generic /boot/vmlinuz-3.4.0-030400-generic Generating grub.cfg ... Found linux image: /boot/vmlinuz-3.4.0-030400-generic Found initrd image: /boot/initrd.img-3.4.0-030400-generic Found linux image: /boot/vmlinuz-3.2.0-24-generic Found initrd image: /boot/initrd.img-3.2.0-24-generic Found memtest86+ image: /memtest86+.bin Found Ubuntu 12.04 LTS (12.04) on /dev/sda1 Found Windows 7 (loader) on /dev/sda2 Found Windows 7 (loader) on /dev/sda3 done /var/lib/dkms/nvidia-current/295.40/build/make.log: DKMS make.log for nvidia-current-295.40 for kernel 3.4.0-030400-generic (x86_64) Thu Jun 7 00:58:39 BST 2012 NVIDIA: calling KBUILD... test -e include/generated/autoconf.h -a -e include/config/auto.conf || ( \ echo; \ echo " ERROR: Kernel configuration is invalid."; \ echo " include/generated/autoconf.h or include/config/auto.conf are missing.";\ echo " Run 'make oldconfig && make prepare' on kernel src to fix it."; \ echo; \ /bin/false) mkdir -p /var/lib/dkms/nvidia-current/295.40/build/.tmp_versions ; rm -f /var/lib/dkms/nvidia-current/295.40/build/.tmp_versions/* make -f scripts/Makefile.build obj=/var/lib/dkms/nvidia-current/295.40/build cc -Wp,-MD,/var/lib/dkms/nvidia-current/295.40/build/.nv.o.d -nostdinc -isystem /usr/lib/gcc/x86_64-linux-gnu/4.6/include -I/usr/src/linux-headers-3.4.0-030400-generic/arch/x86/include -Iarch/x86/include/generated -Iinclude -include /usr/src/linux-headers-3.4.0-030400-generic/include/linux/kconfig.h -D__KERNEL__ -Wall -Wundef -Wstrict-prototypes -Wno-trigraphs -fno-strict-aliasing -fno-common -Werror-implicit-function-declaration -Wno-format-security -fno-delete-null-pointer-checks -O2 -m64 -mtune=generic -mno-red-zone -mcmodel=kernel -funit-at-a-time -maccumulate-outgoing-args -fstack-protector -DCONFIG_AS_CFI=1 -DCONFIG_AS_CFI_SIGNAL_FRAME=1 -DCONFIG_AS_CFI_SECTIONS=1 -DCONFIG_AS_FXSAVEQ=1 -pipe -Wno-sign-compare -fno-asynchronous-unwind-tables -mno-sse -mno-mmx -mno-sse2 -mno-3dnow -mno-avx -Wframe-larger-than=1024 -Wno-unused-but-set-variable -fno-omit-frame-pointer -fno-optimize-sibling-calls -pg -Wdeclaration-after-statement -Wno-pointer-sign -fno-strict-overflow -fconserve-stack -DCC_HAVE_ASM_GOTO -I/var/lib/dkms/nvidia-current/295.40/build -Wall -MD -Wsign-compare -Wno-cast-qual -Wno-error -D__KERNEL__ -DMODULE -DNVRM -DNV_VERSION_STRING=\"295.40\" -Wno-unused-function -Wuninitialized -mno-red-zone -mcmodel=kernel -UDEBUG -U_DEBUG -DNDEBUG -DMODULE -D"KBUILD_STR(s)=#s" -D"KBUILD_BASENAME=KBUILD_STR(nv)" -D"KBUILD_MODNAME=KBUILD_STR(nvidia)" -c -o /var/lib/dkms/nvidia-current/295.40/build/.tmp_nv.o /var/lib/dkms/nvidia-current/295.40/build/nv.c In file included from include/linux/kernel.h:19:0, from include/linux/sched.h:55, from include/linux/utsname.h:35, from /var/lib/dkms/nvidia-current/295.40/build/nv-linux.h:38, from /var/lib/dkms/nvidia-current/295.40/build/nv.c:13: include/linux/bitops.h: In function ‘hweight_long’: include/linux/bitops.h:66:41: warning: signed and unsigned type in conditional expression [-Wsign-compare] In file included from /usr/src/linux-headers-3.4.0-030400-generic/arch/x86/include/asm/uaccess.h:577:0, from include/linux/poll.h:14, from /var/lib/dkms/nvidia-current/295.40/build/nv-linux.h:97, from /var/lib/dkms/nvidia-current/295.40/build/nv.c:13: /usr/src/linux-headers-3.4.0-030400-generic/arch/x86/include/asm/uaccess_64.h: In function ‘copy_from_user’: /usr/src/linux-headers-3.4.0-030400-generic/arch/x86/include/asm/uaccess_64.h:53:6: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] In file included from /var/lib/dkms/nvidia-current/295.40/build/nv.c:13:0: /var/lib/dkms/nvidia-current/295.40/build/nv-linux.h: At top level: /var/lib/dkms/nvidia-current/295.40/build/nv-linux.h:114:75: fatal error: asm/system.h: No such file or directory compilation terminated. make[3]: *** [/var/lib/dkms/nvidia-current/295.40/build/nv.o] Error 1 make[2]: *** [_module_/var/lib/dkms/nvidia-current/295.40/build] Error 2 NVIDIA: left KBUILD. nvidia.ko failed to build! make[1]: *** [module] Error 1 make: *** [module] Error 2

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  • Indicator menu require long press to open

    - by thor
    I am using 11.10 on my laptop and have a following issue: If I single click on items in notification area (or indicators), like messaging menu, sound menu, calendar, a menu appears and disappears as soon as mouse button is released. I need to do a long press then move pointer to menu area to be able to select items in it. Any clues to fix it? P.S. This is a fresh install but my home folder (thus settings) were restored from previous Ubuntu installation.

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  • Ubuntu 12.04 freeze on Ctrl+ALT+F1

    - by user93800
    I have Radeon card connected over HDMI to my TV. To resolve bug with HDMI-sound, I switch between virtual terminal and GNOME desktop each time the TV is switched on with CTRL+ALT+F1 and after console appear with CTRL+ALT+F7. It's ugly, but its worked for me. Since yesterday I got system freezes on CTRL+ALT+F1 - no reaction on keyboard, mouse pointer disappear at all, GNOME desktop still displayed. Probably has nothing to do with HDMI. Any suggestion how to resolve it?

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  • Much ado about NULL: Exploiting a kernel NULL dereference

    <b>Ksplice:</b> "We think that it&#8217;s important for developers and system administrators to be more knowledgeable about the attacks that black hats regularly use to take control of systems, and so, today, we&#8217;re going to start from where we left off and go all the way to a working exploit for a NULL pointer dereference in a toy kernel module."

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  • Handy Generic JQuery Functions

    - by Steve Wilkes
    I was a bit of a late-comer to the JQuery party, but now I've been using it for a while it's given me a host of options for adding extra flair to the client side of my applications. Here's a few generic JQuery functions I've written which can be used to add some neat little features to a page. Just call any of them from a document ready function. Apply JQuery Themeroller Styles to all Page Buttons   The JQuery Themeroller is a great tool for creating a theme for a site based on colours and styles for particular page elements. The JQuery.UI library then provides a set of functions which allow you to apply styles to page elements. This function applies a JQuery Themeroller style to all the buttons on a page - as well as any elements which have a button class applied to them - and then makes the mouse pointer turn into a cursor when you mouse over them: function addCursorPointerToButtons() {     $("button, input[type='submit'], input[type='button'], .button") .button().css("cursor", "pointer"); } Automatically Remove the Default Value from a Select Box   Required drop-down select boxes often have a default option which reads 'Please select...' (or something like that), but once someone has selected a value, there's no need to retain that. This function removes the default option from any select boxes on the page which have a data-val-remove-default attribute once one of the non-default options has been chosen: function removeDefaultSelectOptionOnSelect() {     $("select[data-val-remove-default='']").change(function () {         var sel = $(this);         if (sel.val() != "") { sel.children("option[value='']:first").remove(); }     }); } Automatically add a Required Label and Stars to a Form   It's pretty standard to have a little * next to required form field elements. This function adds the text * Required to the top of the first form on the page, and adds *s to any element within the form with the class editor-label and a data-val-required attribute: function addRequiredFieldLabels() {     var elements = $(".editor-label[data-val-required='']");     if (!elements.length) { return; }     var requiredString = "<div class='editor-required-key'>* Required</div>";     var prependString = "<span class='editor-required-label'> * </span>"; var firstFormOnThePage = $("form:first");     if (!firstFormOnThePage.children('div.editor-required-key').length) {         firstFormOnThePage.prepend(requiredString);     }     elements.each(function (index, value) { var formElement = $(this);         if (!formElement.children('span.editor-required-label').length) {             formElement.prepend(prependString);         }     }); } I hope those come in handy :)

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  • twin view on gnome when monitor is unplugged

    - by james t
    i have a macbook pro which is often connected to a monitor, twin view on gnome works pretty well, but a problem arises when i disconnect the monitor, any window that resided on that workspace is no longer available. another issue is when i start my computer when a monitor is not present, because xorg.conf file has the monitor configuration in it, my mouse pointer often disappears in the other monitor's virtual space, as if it is currently plugged, osx deals with this issue elegantly by refreshing the display every time a plug in/out occurs, is there anything similar that can be done in linux ?

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  • Problem Loading a DLL (4 replies)

    I'm having some issues now that I can't see what I'm doing wrong. I'm Pinvoking a non WindowsAPI DLL (I mean, not a dll provided on windows). Pinvoking LoadLibrary, I can get a IntPtr to any WindowsAPI DLL, but never I can get a pointer to my DLL. The code I'm using is very simple, like this one: [DllImport(&quot;kernel32.dll&quot;, SetLastError true)] public static extern IntPtr LoadLibrary(); static void ...

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  • unity bar not looking as supossed to

    - by Migue Garcia Ortiz
    hi everyone i'm still a newbie on linux ubuntu but there's a problem that's been bugging me and i haven't found an answer yet i recently upgrade from 12.04 to 12.10 and everything was fine but suddenly my pointer stop working and i was able to fix that however the menus on my computer started to look horrible like an old version of windows i'll leave a screenshot and i hope someone can help me thx in advance screenshot so you know what i'm talking about

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • Menus intermittantly take two clicks

    - by heynnema
    Intermittently, when I left-click on the Applications/Places/System menus, the first click does nothing, and it takes a second click to drop the menu. I've also noticed that hiarchial menus sometimes don't show their expanded menus unless I move the mouse pointer away to another menu item, and then come back into the hiarchial menu. And lately, I've even noticed that in some applications, menus are acting the same way. Any ideas? Cheers, Al

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  • Synaptics Touchpad cannot move while pressing a key? V 8.1

    - by Corin
    my Synaptics touchpad refuses to move anytime I am pressing a key on the keyboard. I've looked everywhere on the internet telling me to go to Device Pointer Properties, then Settings, then Pointing, then Sensitivity then mess with Palm Check, but Palm Check isn't there and it isn't anywhere else. Please respond to this as this is pretty frustrating. My touchpad is Synaptics ClickPad V8.1 Would installing an older driver give me a palm check option? If so, where do I install an older one

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  • LibGDX onTouch() method Array and flip method

    - by johnny-b
    How can I add this on my application. i want to use the onTouch() method from the implementation of the InputProcessor to kill the enemies on screen. how do i do that? do i have to do anything to the enemy class? also i am trying to add a Array of enemies and it keeps throwing exceptions or the bullet now is facing LEFT <--- again after I used the flip method in the bullet class. All the code is below so please anyone feel free to have a look thanks. please help Thank you M // This is the bullet class. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; private Rectangle bul; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); setSize(AssetLoader.bullet1.getWidth(), AssetLoader.bullet1.getHeight()); bul = new Rectangle(); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; bul.set(getX(), getY(), getOriginX(), getOriginY()); Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); } public Rectangle getBounds() { return bul; } public Rectangle getBounds1() { return this.getBoundingRectangle(); } } // This is the class where i load all the images from public class AssetLoader { public static Texture texture; public static TextureRegion bg, ball1, ball2; public static Animation bulletAnimation, ballAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bg = new TextureRegion(texture, 80, 421, 395, 30); bg.flip(false, true); ball1 = new TextureRegion(texture, 0, 321, 32, 32); ball1.flip(false, true); ball2 = new TextureRegion(texture, 32, 321, 32, 32); ball2.flip(false, true); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); TextureRegion[] balls = { ball1, ball2 }; ballAnimation = new Animation(0.16f, balls); ballAnimation.setPlayMode(Animation.PlayMode.LOOP); } Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { texture.dispose(); } // This is for the rendering or drawing onto the screen/canvas. public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); batcher.disableBlending(); batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), bullet.getWidth(), bullet.getHeight(), 1.0f, 1.0f, bullet.getRotation()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } //This is the input handler class public class InputHandler implements InputProcessor { private Ball myBall; private Bullet bullet; private GameRenderer aims; // Ask for a reference to the Soldier when InputHandler is created. public InputHandler(Ball ball) { myBall = ball; } @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean keyDown(int keycode) { return false; } @Override public boolean keyUp(int keycode) { return false; } @Override public boolean keyTyped(char character) { return false; } @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean touchDragged(int screenX, int screenY, int pointer) { return false; } @Override public boolean mouseMoved(int screenX, int screenY) { return false; } @Override public boolean scrolled(int amount) { return false; } } i am rendering all graphics in a GameRender class and a gameworld class if you need more info please let me know I am trying to make the array work but keep finding that when an array is initialized then the bullet fips back to the original and ends up being backwards???? and if I create an array I keep getting Exceptions throw??? Thank you for any help given.

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  • File system with chained clusters

    - by Maki Maki
    I'm trying to create school file system with partitions on disks, every partition has its cluster for her representation. typedef unsigned long ClusterNo; const unsigned long ClusterSize = 2048; int x, y ;//x ,y are entries for two-chained lists of clusters if (endOfFile<maxsize// { ... { pointer = KernelFS::searchFreeCluster(partitionPointer->letter) " How can I initialize the beginning for two clusters, their pointers to be 32 bits?

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