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  • Libgdx change color of Texture at runtime [on hold]

    - by Springrbua
    i allready asked this on Stackoverflow, but i think this question may belong here. In a Libgdx game i have some Animations for my Player. All the Frames for this Animation are inside a TextureAtlas. The Player Textures show a human, with a white T-Shirt. The T-Shirt is the only white part of the Player. Now i want to be able to replace the white color with red for Player1, with green for Player2 and so on. How can i do that, without loosing the advantage of the TextureAtlas (Texture switching)? Ofc 1 way would be to store 4 versions of every Frame, for 4 different Players (colors). But there are games out there, where you can fully customize the Player, give him a blue hat, red pants and pink shirts and so on. How can this be done? Thanks a lot! EDIT: The question on Stackoverflow

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  • Stumbling Through: Visual Studio 2010 (Part III)

    The last post ended with us just getting started on stumbling into text template file customization, a task that required a Visual Studio extension (Tangible T4 Editor) to even have a chance at completing.  Despite the benefits of the Tangible T4 Editor, I still had a hard time putting together a solid text template that would be easy to explain.  This is mostly due to the way the files allow you to mix code (encapsulated in <# #>) with straight-up text to generate.  It is effective to be sure, but not very readable.  Nevertheless, I will try and explain what was accomplished in my custom tt file, though the details of which are not really the point of this article (my way of saying dont criticize my crappy code, and certainly dont use it in any somewhat real application.  You may become dumber just by looking at this code.  You have been warned really the footnote I should put at the end of all of my blog posts). To begin with, there were two basic requirements that I needed the code generator to satisfy:  Reading one to many entity framework files, and using the entities that were found to write one to many class files.  Thankfully, using the Entity Object Generator as a starting point gave us an example on how to do exactly that by using the MetadataLoader and EntityFrameworkTemplateFileManager you include references to these items and use them like so: // Instantiate an entity framework file reader and file writer MetadataLoader loader = new MetadataLoader(this); EntityFrameworkTemplateFileManager fileManager = EntityFrameworkTemplateFileManager.Create(this); // Load the entity model metadata workspace MetadataWorkspace metadataWorkspace = null; bool allMetadataLoaded =loader.TryLoadAllMetadata("MFL.tt", out metadataWorkspace); EdmItemCollection ItemCollection = (EdmItemCollection)metadataWorkspace.GetItemCollection(DataSpace.CSpace); // Create an IO class to contain the 'get' methods for all entities in the model fileManager.StartNewFile("MFL.IO.gen.cs"); Next, we want to be able to loop through all of the entities found in the model, and then each property for each entity so we can generate classes and methods for each.  The code for that is blissfully simple: // Iterate through each entity in the model foreach (EntityType entity in ItemCollection.GetItems<EntityType>().OrderBy(e => e.Name)) {     // Iterate through each primitive property of the entity     foreach (EdmProperty edmProperty in entity.Properties.Where(p => p.TypeUsage.EdmType is PrimitiveType && p.DeclaringType == entity))     {         // TODO:  Create properties     }     // Iterate through each relationship of the entity     foreach (NavigationProperty navProperty in entity.NavigationProperties.Where(np => np.DeclaringType == entity))     {         // TODO:  Create associations     } } There really isnt anything more advanced than that going on in the text template the only thing I had to blunder through was realizing that if you want the generator to interpret a line of code (such as our iterations above), you need to enclose the code in <# and #> while if you want the generator to interpret the VALUE of code, such as putting the entity name into the class name, you need to enclose the code in <#= and #> like so: public partial class <#=entity.Name#> To make a long story short, I did a lot of repetition of the above to come up with a text template that generates a class for each entity based on its properties, and a set of IO methods for each entity based on its relationships.  The two work together to provide lazy-loading for hierarchical data (such getting Team.Players) so it should be pretty intuitive to use on a front-end.  This text template is available here you can tweak the inputFiles array to load one or many different edmx models and generate the basic xml IO and class files, though it will probably only work correctly in the simplest of cases, like our MFL model described in the previous post.  Additionally, there is no validation, logging or error handling which is something I want to handle later by stumbling through the enterprise library 5.0. The code that gets generated isnt anything special, though using the LINQ to XML feature was something very new and exciting for me I had only worked with XML in the past using the DOM or XML Reader objects along with XPath, and the LINQ to XML model is just so much more elegant and supposedly efficient (something to test later).  For example, the following code was generated to create a Player object for each Player node in the XML:         return from element in GetXmlData(_PlayerDataFile).Descendants("Player")             select new Player             {                 Id = int.Parse(element.Attribute("Id").Value)                 ,ParentName = element.Parent.Name.LocalName                 ,ParentId = long.Parse(element.Parent.Attribute("Id").Value)                 ,Name = element.Attribute("Name").Value                 ,PositionId = int.Parse(element.Attribute("PositionId").Value)             }; It is all done in one line of code, no looping needed.  Even though GetXmlData loads the entire xml file just like the old XML DOM approach would have, it is supposed to be much less resource intensive.  I will definitely put that to the test after we develop a user interface for getting at this data.  Speaking of the data where IS the data?  Weve put together a pretty model and a bunch of code around it, but we dont have any data to speak of.  We can certainly drop to our favorite XML editor and crank out some data, but if it doesnt totally match our model, it will not load correctly.  To help with this, Ive built in a method to generate xml at any given layer in the hierarchy.  So for us to get the closest possible thing to real data, wed need to invoke MFL.IO.GenerateTeamXML and save the results to file.  Doing so should get us something that looks like this: <Team Id="0" Name="0">   <Player Id="0" Name="0" PositionId="0">     <Statistic Id="0" PassYards="0" RushYards="0" Year="0" />   </Player> </Team> Sadly, it is missing the Positions node (havent thought of a way to generate lookup xml yet) and the data itself isnt quite realistic (well, as realistic as MFL data can be anyway).  Lets manually remedy that for now to give us a decent starter set of data.  Note that this is TWO xml files Lookups.xml and Teams.xml: <Lookups Id=0>   <Position Id="0" Name="Quarterback"/>   <Position Id="1" Name="Runningback"/> </Lookups> <Teams Id=0>   <Team Id="0" Name="Chicago">     <Player Id="0" Name="QB Bears" PositionId="0">       <Statistic Id="0" PassYards="4000" RushYards="120" Year="2008" />       <Statistic Id="1" PassYards="4200" RushYards="180" Year="2009" />     </Player>     <Player Id="1" Name="RB Bears" PositionId="1">       <Statistic Id="2" PassYards="0" RushYards="800" Year="2007" />       <Statistic Id="3" PassYards="0" RushYards="1200" Year="2008" />       <Statistic Id="4" PassYards="3" RushYards="1450" Year="2009" />     </Player>   </Team> </Teams> Ok, so we have some data, we have a way to read/write that data and we have a friendly way of representing that data.  Now, what remains is the part that I have been looking forward to the most: present the data to the user and give them the ability to add/update/delete, and doing so in a way that is very intuitive (easy) from a development standpoint.Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • About Leader Board in Javascript (Array) Help Me Please

    - by raulcorrales
    Hi to all. I need help with a score table for my game. -1- I have 4 variables: var Player1Score= 44; var Player2Score= 12; var Player3Score= 45; var Player4Score= 26; --2-- i make a Array: var MyArray=[Player1Score,Player2Score,Player3Score,Player4Score]; --3-- sort the array: MyArray.Sort(); --4-- Print: ----------HIGHSCORES---------- 45 44 26 12 MY QUESTION IS: HOW I CAN PRINT THE NAME OF THE PLAYERS IN ORDER¿? LIKE THIS: ----------HIGHSCORES---------- PLAYER 3 45 PLAYER 1 44 PLAYER 4 26 PLAYER 2 12 THANKS IN ADVANCE. GREETINGS

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  • rigidbody2d.Addforce( ) behaves wieirdly unity 4.3 [on hold]

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

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  • Store scores for players and produce a high score list

    - by zrvan
    This question is derived from an interview question that I got for a job I was declined. I have asked for code review for my solution at the dedicated Stack Exchange site. But I hope this question is sufficiently rephrased and asked with a different motivation not to be a duplicate of the other question. Consider the following scenario: You should store player scores in the server back end of a game. The server is written in Java. Every score should be registered, that is, one player may have any number of scores for any number of levels. A high score list should be produced with the fifteen top scores for a given level, but only one score per user (to the effect that even if player X has the two highest scores for level Y, only the first position is counted and player Z has the second place). No information should be persisted and only Java 1.7+ standard libraries should be used. No third party libraries or frameworks are acceptable. With the number of players as the primary factor, what would be the best data structure in terms of scalability and concurrency? How would you access the structure to register a single score given a level and a player id? How would you access the structure to compile the high score list?

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  • Moving sprite from one vector to the other

    - by user2002495
    I'm developing a game where enemy can shoot bullets towards the player. I'm using 2 vector that is normalized later to determine where the bullets will go. Here is the code where enemy shoots: private void UpdateCommonBullet(GameTime gt) { foreach (CommonEnemyBullet ceb in bulletList) { ceb.pos += ceb.direction * 1.5f * (float)gt.ElapsedGameTime.TotalSeconds; if (ceb.pos.Y >= 600) ceb.hasFired = false; } for (int i = 0; i < bulletList.Count; i++) { if (!bulletList[i].hasFired) { bulletList.RemoveAt(i); i--; } } } And here is where i get the direction (in the constructor of the bullet): direction = Global.currentPos - this.pos; direction.Normalize(); Global.currentPos is a Vector2 where currently player is located, and is updated eveytime the player moves. This all works fine except that the bullet won't go to player's location. Instead, it tends goes to the "far right" of the player's position. I think it might be the problem where the bullet (this.pos in the direction) is created (at the position of the enemy). But I found no solution of it, please help me.

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  • Python + QT + Gstreamer

    - by Ptterb
    Hi everyone, I'm working with PyQt and trying to get video from a webcam to play within a QT widget. I've found tutorials for C and Qt, and for python and gtk, but NOTHING for this combo of pyQt and gstreamer. Anybody get this working? This plays the video fine, but in a separate window: self.gcam = gst.parse_launch('v4l2src device=/dev/video0 ! autovideosink') self.gcam.set_state(gst.STATE_PLAYING) what I need is to get the overlay working so it's displayed within a widget on my GUI. Thanks, Gurus of the internet! ok, so I've gotten a lot farther, but still in need of some help. I'm actually writing this for Maemo, but the following code works fine on my linux laptop: class Vid: def __init__(self, windowId): self.player = gst.Pipeline("player") self.source = gst.element_factory_make("v4l2src", "vsource") self.sink = gst.element_factory_make("autovideosink", "outsink") self.source.set_property("device", "/dev/video0") self.scaler = gst.element_factory_make("videoscale", "vscale") self.window_id = None self.windowId = windowId self.player.add(self.source, self.scaler, self.sink) gst.element_link_many(self.source,self.scaler, self.sink) bus = self.player.get_bus() bus.add_signal_watch() bus.enable_sync_message_emission() bus.connect("message", self.on_message) bus.connect("sync-message::element", self.on_sync_message) def on_message(self, bus, message): t = message.type if t == gst.MESSAGE_EOS: self.player.set_state(gst.STATE_NULL) elif t == gst.MESSAGE_ERROR: err, debug = message.parse_error() print "Error: %s" % err, debug self.player.set_state(gst.STATE_NULL) def on_sync_message(self, bus, message): if message.structure is None: return message_name = message.structure.get_name() if message_name == "prepare-xwindow-id": win_id = self.windowId assert win_id imagesink = message.src imagesink.set_property("force-aspect-ratio", True) imagesink.set_xwindow_id(win_id) def startPrev(self): self.player.set_state(gst.STATE_PLAYING) print "should be playing" vidStream = Vid(wId) vidStream.startPrev() where wId is the window id of the widget im trying to get to display the output in. When I run this on the N900, the screen goes black and blinks. Any ideas? I'm dying here!

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  • How to define a collection in a POCO in Entity Framework 4?

    - by Stef
    Lets say I've a Team class which contains 0 or more Players. The Player class is easy: public class Player { public long Id { get; set; } public string Name { get; set; } public Team Team { get; set; } } But whats the best to define the Team class? Option 1 public class Team { public long Id { get; set; } public string Name { get; set; } public ICollection<Player> Players { get; set; } } Option 2: public class Team { public Team() { Players = new Collection<Player>(); } public long Id { get; set; } public string Name { get; set; } public ICollection<Player> Players { get; set; } } Option 3: public class Team { public long Id { get; set; } public string Name { get; set; } public IQueryable<Player> Players { get; set; } } Option 4: public class Team { public long Id { get; set; } public string Name { get; set; } public ObjectSet<Player> Players { get; set; } }

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  • erlang design of a card game [closed]

    - by user601836
    I would like to discuss with you a possible implementation for a card game in erlang. The only full example I found online is OpenPoker. I would like to create one myself, so here is the implementation I have in mind: A gen_server to represent a deck: when started creates a deck of cards (shuffled). And stores it in its state. provides an handle_call (draw_card) A gen_server to represent the chat room. Stores in its state the registered name of a player process (e.g. player1, player2, luke etc etc). Exports handle_cast to join the chat (executed by default when somebody joins successfully the game) and one to broadcast a chat message to all users by calling an handle_cast on the gen_server representing a player. a gen_fsm to represent a game instance. Has two states (wait_join, and turn). Exports join/1 to join the game, play_card/2 and send_msg/2. One parameter is the pid of the player process. a gen_server to represent the player. Exports only start_link/1 where the parameter is the name to use to register the process (inside the init I call join method of gen_fsm). Has different handle_calls (e.g. get_hand, draw_card) and handle_casts (e.g. play_card, deliver_msg, and send_msg) A gen_server to represent the main process. Exports (join_game/1 which calls player:start_link/1, send_msg/2 to call player's send_msg, play_card/3 to call player's play_card). What do you think of this architecture? Thanks in advance

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  • Find and replace certain part of value (jquery)

    - by Hakan
    This might be a little complicated. See code below. When image is clicked I want to change "MY-ID-NUMBER" in "value" and "src" of object. But I want the other information to remain. When link is clicked I want to restore "value" and "src" so I can use the same function for next image that is clicked. Is it possible? Please help! My HTML: <img height="186" width="134" alt="4988" src="i123.jpg"> <img height="186" width="134" alt="4567" src="i124.jpg"> <a class="restore-to-default" href="#">DVD</a> <div class="tdt"> <object width="960" height="540"><param name="movie" value="http://www.domain.com/v3.4/player.swf?file=http://se.player-feed.domain.com/cinema/MY-ID-NUMBER/123-1/><param name="wmode" value="transparent" /><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><embed id="player" name="player" type="application/x-shockwave-flash" src="http://www.player.domain.com/v3.4/player.swf?file=http://se.player-feed.domain.com/cinema/MY-ID-NUMBER/123-1/&display_title=over&menu=true&enable_link=true&default_quality=xxlarge&controlbar=over&autostart=true&backcolor=000000&frontcolor=ffffff&share=0&repeat=always&displayclick=play&volume=80&linktarget=_blank" width="960" height="540"allowFullScreen="true" allowScriptAccess="always"></embed></object> My jquery: $('img').click(function(){ var alt = $(this).attr("alt"); $('.tdt object').val("alt", alt); // Some how change "MY-ID-NUMBER" into the "alt-value" of image }); $('a').click(function(){ //restore to "MY-ID-NUMBER" }); Thanks!

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  • Reading JSON with Javascript/jQuery

    - by Josephine
    I'm building a game in javascript/html5 and I'm trying to build a database of locked doors in a maze that can be loaded from and overwritten to throughout gameplay. I've found a large number of tutorials online, but nothing is working. I was wondering if someone could look at what I'm trying and let me know what I'm doing wrong. My JSON file looks like this: { "doors": [ {"left":true, "right":false, "bottom":false}, {"left":false, "right":false, "bottom":false}, {"right":false, "bottom":false, "top":false}, {"left":false, "right":false, "top":false} ] } I want to build the HTML page so that when a player collides with a door it checks if its locked or not like: if (player.x < leftDoor.x + leftDoor.width && player.x + player.width > leftDoor.x && player.y < leftDoor.y + leftDoor.height && player.y + player.height > leftDoor.y) { if(doors[0].left == true) alert("door is locked"); else window.location = ( "2.html?p1="); } However I'm having trouble reading from the JSON file itself. I've tried things like: function loadJson() { $(document).ready(function() { $.getJSON('info.json', function(doors) { alert(doors[0].left); }); }); } But nothing happens, and I need to be able to access the information in the HTML as well. I'd rather use jQuery, but I'm not opposed to straight JS if it works. I've been trying to do this for ages and I'm getting absolutely no where. If someone could help that would be amazing. Thanks!

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  • Cryptography for P2P card game

    - by zephyr
    I'm considering writing a computer adaptation of a semi-popular card game. I'd like to make it function without a central server, and I'm trying to come up with a scheme that will make cheating impossible without having to trust the client. The basic problem as I see it is that each player has a several piles of cards (draw deck, current hand and discard deck). It must be impossible for either player to alter the composition of these piles except when allowed by the game rules (ie drawing or discarding cards), nor should players be able to know what is in their or their oppponent's piles. I feel like there should be some way to use something like public-key cryptography to accomplish this, but I keep finding holes in my schemes. Can anyone suggest a protocol or point me to some resources on this topic? [Edit] Ok, so I've been thinking about this a bit more, and here's an idea I've come up with. If you can poke any holes in it please let me know. At shuffle time, a player has a stack of cards whose value is known to them. They take these values, concatenate a random salt to each, then hash them. They record the salts, and pass the hashes to their opponent. The opponent concatenates a salt of their own, hashes again, then shuffles the hashes and passes the deck back to the original player. I believe at this point, the deck has been randomized and neither player can have any knowledge of the values. However, when a card is drawn, the opponent can reveal their salt, allowing the first player to determine what the original value is, and when the card is played the player reveals their own salt, allowing the opponent to verify the card value.

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  • help Add Any Application Shortcut in Desktop Context Menu

    - by blackjack
    i got the info here but after adding that i didn't get any shortcut on my desktop contest menu :( pls help me i want it only on my desktop context menu Open regedit and goto: CODEHKEY_CLASSES_ROOT\Directory\Background\shell now under this key create another key with any name and in right-side pane set its value to the label, which you want to show in desktop context menu, like Media Player, Winamp, Firefox, anything else. Now create another key under this newly created key with name command. and in right-side pane set its value to the exact path of application, like: C:\Program Files\Windows Media Player\wmplayer.exe C:\Program Files\Winamp\winamp.exe etc... Thats it. Now you can check your favorite application shortcut in desktop context menu. You can create as many shortcut as you want. Simply create a separate key for all the applications. Following is a ready-made code: CODEWindows Registry Editor Version 5.00 [HKEY_CLASSES_ROOT\Directory\Background\shell\WMP] @="Windows Media Player" [HKEY_CLASSES_ROOT\Directory\Background\shell\WMP\command] @="C:\Program Files\Windows Media Player\wmplayer.exe" Just change the label and path to ur desired application and save with the name "vishal.reg" (including the quotes) and run it. U can also set the application shortcut to show only when u press key by adding "Extended" String value in right-side pane of the newly created key: CODEWindows Registry Editor Version 5.00 [HKEY_CLASSES_ROOT\Directory\Background\shell\WMP] @="Windows Media Player" "Extended"="" [HKEY_CLASSES_ROOT\Directory\Background\shell\WMP\command] @="C:\Program Files\Windows Media Player\wmplayer.exe"

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  • How do you setup the Audio plugin for Flowplayer?

    - by codeninja
    I'm having a bit of trouble getting the Audio player to work. Basically I want to initiate an mp3 player doing something like this <a href="path-to-my-audio.mp3" id="player" ></a> and then use the $f() call to initate the player. I've followed the instructions here (http://flowplayer.org/plugins/streaming/audio.html) This doesnt seem to be work and I'm not sure what's wrong because I'm able to play videos in this way. Thanks for your help!

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  • why is this rails association loading individually after an eager load?

    - by codeman73
    I'm trying to avoid the N+1 queries problem with eager loading, but it's not working. The associated models are still being loaded individually. Here are the relevant ActiveRecords and their relationships: class Player < ActiveRecord::Base has_one :tableau end Class Tableau < ActiveRecord::Base belongs_to :player has_many :tableau_cards has_many :deck_cards, :through => :tableau_cards end Class TableauCard < ActiveRecord::Base belongs_to :tableau belongs_to :deck_card, :include => :card end class DeckCard < ActiveRecord::Base belongs_to :card has_many :tableaus, :through => :tableau_cards end class Card < ActiveRecord::Base has_many :deck_cards end and the query I'm using is inside this method of Player: def tableau_contains(card_id) self.tableau.tableau_cards = TableauCard.find :all, :include => [ {:deck_card => (:card)}], :conditions => ['tableau_cards.tableau_id = ?', self.tableau.id] contains = false for tableau_card in self.tableau.tableau_cards # my logic here, looking at attributes of the Card model, with # tableau_card.deck_card.card; # individual loads of related Card models related to tableau_card are done here end return contains end Does it have to do with scope? This tableau_contains method is down a few method calls in a larger loop, where I originally tried doing the eager loading because there are several places where these same objects are looped through and examined. Then I eventually tried the code as it is above, with the load just before the loop, and I'm still seeing the individual SELECT queries for Card inside the tableau_cards loop in the log. I can see the eager-loading query with the IN clause just before the tableau_cards loop as well. EDIT: additional info below with the larger, outer loop Here's the larger loop. It is inside an observer on after_save def after_save(pa) @game = Game.find(turn.game_id, :include => :goals) @game.players = Player.find :all, :include => [ {:tableau => (:tableau_cards)}, :player_goals ], :conditions => ['players.game_id =?', @game.id] for player in @game.players player.tableau.tableau_cards = TableauCard.find :all, :include => [ {:deck_card => (:card)}], :conditions => ['tableau_cards.tableau_id = ?', player.tableau.id] if(player.tableau_contains(card)) ... end end end

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  • Sprite not moving when using a function from another class SFML c++

    - by user2892932
    I have a Game.cpp, and I am calling a update function in my Player class. In my player update Function I have it to check for keyboard input, and it seems to work, but whenever I try to call the .move() function, it seems to not work. I get no errors either. I am new to sfml, and decent with c++. Help is appreciated! #include "Player.h" Player::Player(void): vel(0), maxvel(100) { Load("Assets/sss.png",true); } void Player::Update(sf::Sprite& p) { if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) { moveObject(-3,0, p); } if(sf::Keyboard::isKeyPressed(sf::Keyboard::D)) { moveObject(-3,0, p); } } Player::~Player(void) { } This is the GameObject cpp #include "GameObject.h" #include <iostream> GameObject::GameObject(void) { isLoaded = false; } void GameObject::Load(std::string flname, bool isPlayer) { if(!tex.loadFromFile(flname)) { EXIT_FAILURE; } else { if(isPlayer) { if(!tex.loadFromFile(flname, sf::IntRect(0,0,33,33))) { EXIT_FAILURE; } else { std::cout << "Loading image" << "\n"; filename = flname; spr.setTexture(tex); isLoaded = true; } } else { std::cout << "Loading image" << "\n"; filename = flname; spr.setTexture(tex); isLoaded = true; } } } void GameObject::Draw(sf::RenderWindow & window) { if(isLoaded) { window.draw(spr); window.display(); std::cout << "Sprite drew" << "\n"; } } void GameObject::setPos(float x, float y) { if(isLoaded) { spr.setPosition(x,y); } } sf::Vector2f GameObject::GetObjPos() { return spr.getPosition(); } sf::Sprite& GameObject::getSprite() { return spr; } void GameObject::moveObject(float x, float y, sf::Sprite& sp) { sp.move(x, y); } GameObject::~GameObject(void) { }

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  • How to merge two test into one RSpec

    - by thefonso
    Both the last two test work individually...but when both are set to run (non pending) I get problems. question: can I create a test that merges the two into one? How would this look?(yes, I am new to rspec) require_relative '../spec_helper' # the universe is vast and infinite....and...it is empty describe "tic tac toe game" do context "the game class" do before (:each) do player_h = Player.new("X") player_c = Player.new("O") @game = Game.new(player_h, player_c) end it "method drawgrid must return a 3x3 game grid" do @game.drawgrid.should eq("\na #{$thegrid[:a1]}|#{$thegrid[:a2]}|#{$thegrid[:a3]} \n----------\nb #{$thegrid[:b1]}|#{$thegrid[:b2]}|#{$thegrid[:b3]} \n----------\nc #{$thegrid[:c1]}|#{$thegrid[:c2]}|#{$thegrid[:c3]} \n----------\n 1 2 3 \n") @game.drawgrid end #FIXME - last two test here - how to merge into one? it "play method must display 3x3 game grid" do STDOUT.should_receive(:puts).and_return("\na #{$thegrid[:a1]}|#{$thegrid[:a2]}|#{$thegrid[:a3]} \n----------\nb #{$thegrid[:b1]}|#{$thegrid[:b2]}|#{$thegrid[:b3]} \n----------\nc #{$thegrid[:c1]}|#{$thegrid[:c2]}|#{$thegrid[:c3]} \n----------\n 1 2 3 \n").with("computer move") @game.play end it "play method must display 3x3 game grid" do STDOUT.should_receive(:puts).with("computer move") @game.play end end end just for info here is the code containing the play method require_relative "player" # #Just a Tic Tac Toe game class class Game #create players def initialize(player_h, player_c) #bring into existence the board and the players @player_h = player_h @player_c = player_c #value hash for the grid lives here $thegrid = { :a1=>" ", :a2=>" ", :a3=>" ", :b1=>" ", :b2=>" ", :b3=>" ", :c1=>" ", :c2=>" ", :c3=>" " } #make a global var for drawgrid which is used by external player class $gamegrid = drawgrid end #display grid on console def drawgrid board = "\n" board << "a #{$thegrid[:a1]}|#{$thegrid[:a2]}|#{$thegrid[:a3]} \n" board << "----------\n" board << "b #{$thegrid[:b1]}|#{$thegrid[:b2]}|#{$thegrid[:b3]} \n" board << "----------\n" board << "c #{$thegrid[:c1]}|#{$thegrid[:c2]}|#{$thegrid[:c3]} \n" board << "----------\n" board << " 1 2 3 \n" return board end #start the game def play #draw the board puts drawgrid #external call to player class @player = @player_c.move_computer("O") end end player_h = Player.new("X") player_c = Player.new("O") game = Game.new(player_h, player_c) game.play

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  • Problem displaying contents of a class in Java

    - by LuckySlevin
    My problem is i have a class and in it there is a list of elements of another class. public class Branch { private ArrayList<Player> players = new ArrayList<Player>(); String brName; public Branch() {} public void setBr(String brName){this.brName = brName;} public String getBr(){return brName;} public ArrayList<Player> getPlayers() { return players; } public void setPlayers(ArrayList<Player> players) { this.players =new ArrayList<Player>(players); } } public class Player { private String name; private String pos; private Integer salary; private Integer number; public Player(String name, String pos, Integer salary, Integer number) { this.name = name; this.pos = pos; this.salary = salary; this.number = number; } public Player(){} public String getName() { return name; } public String getPos() { return pos; } public Integer getSalary() { return salary; } public Integer getNumber() { return number; } public void setName(String name) { this.name = name; } public void setPos(String pos) { this.pos = pos; } public void setSalary(Integer salary) { this.salary = salary; } public void setNumber(Integer number) { this.number = number; } } My problem is to print the players of a Branch with their name,pos,salary,number. For this i tried this simply : String p1,p2; int a1,a2; p1 = input.readLine(); p2 = input.readLine(); a1 = Integer.parseInt(input.readLine()); a2 = Integer.parseInt(input.readLine()); players[0].setName(p1); players[0].setPos(p2); players[0].setSalary(a1); players[0].setNumber(a2); ptmp.add(players[0]); myBranch[0].setPlayers(ptmp); System.out.println(myBranch[0].brName + " " + myBranch[0].getPlayers()); I wrote this just to try how to display. I created an array of Players, and Branches so they already defined. The problem is getPlayers() doesn't give me any result. What is the way to do this?

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  • Flickering Image in Java?

    - by Noah Cagle
    OK so I am coding a game right now to prepair for Ludum Dare SharkJam, and I am using a new method for programming, because the last method I had crashes my PC, so this one should work. Well it does work and all, better too, but the images that I put in it flicker. Here is the whole main class (where the images are drawn) package me.NoahCagle.watermaze; import java.awt.Color; import java.awt.Graphics; import java.awt.Image; import java.awt.image.BufferedImage; import javax.swing.JFrame; import me.NoahCagle.watermaze.entity.EntityShark; import me.NoahCagle.watermaze.entity.Player; import me.NoahCagle.watermaze.input.Keys; import me.NoahCagle.watermaze.map.Map; public class Game extends JFrame { private static final long serialVersionUID = 1L; Map map = new Map(0, 0); Player player = new Player(50, 30); static EntityShark shark = new EntityShark(400, 400); public Image dbImage; public Game() { setSize(800, 600); setDefaultCloseOperation(EXIT_ON_CLOSE); setLocationRelativeTo(null); setVisible(true); setTitle("Water Maze"); setResizable(false); setBackground(Color.blue); addKeyListener(new Keys()); } public static void main(String[] args) { new Game(); Thread s = new Thread(shark); s.start(); } public void paint(Graphics g) { dbImage = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB); g.drawImage(dbImage, map.x, map.y, null); g.drawImage(player.player, player.x, player.y, this); g.drawImage(shark.shark, shark.x, shark.y, this); repaint(); } } What this code does for me is makes the Images work correctly, just flickering, alot. Can anyone help me with my issue? EDIT: I think it has something to do with where I call the repaint method in the paint method, so look there.

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  • Can I delete libc-bin?

    - by Balazs Szikszay
    Question is simple, I need to know because I cant upgrade/install anything, because it always says I have to uninstall/delete it to continue. It also says dont do it, if I dont know what I am doing. EDIT: szikszay@szikszay-Latitude-E5530-non-vPro:~$ sudo apt-get upgrade Reading package lists... Done Building dependency tree Reading state information... Done You might want to run ‘apt-get -f install’ to correct these. The following packages have unmet dependencies. ia32-libs-multiarch:i386 : Depends: libqtcore4:i386 but it is not installed Depends: libqtgui4:i386 but it is not installed Depends: libqt4-dbus:i386 but it is not installed Depends: libqt4-network:i386 but it is not installed Depends: libqt4-opengl:i386 but it is not installed Depends: libqt4-qt3support:i386 but it is not installed Depends: libqt4-script:i386 but it is not installed Depends: libqt4-scripttools:i386 but it is not installed Depends: libqt4-sql:i386 but it is not installed Depends: libqt4-svg:i386 but it is not installed Depends: libqt4-test:i386 but it is not installed Depends: libqt4-xml:i386 but it is not installed Depends: libqt4-xmlpatterns:i386 but it is not installed Depends: libcups2:i386 but it is not installed Depends: libcupsimage2:i386 but it is not installed Depends: libcurl3:i386 but it is not installed Depends: libnss3:i386 but it is not installed Depends: libnspr4:i386 but it is not installed Depends: libssl1.0.0:i386 but it is not installed Recommends: libgl1-mesa-glx:i386 but it is not installed Recommends: libgl1-mesa-dri:i386 but it is not installed lib32ffi6 : Depends: libc6-i386 (= 2.4) but it is not installed lib32gcc1 : Depends: libc6-i386 (= 2.5) but it is not installed lib32nss-mdns : Depends: libc6-i386 (= 2.4) but it is not installed lib32stdc++6 : Depends: libc6-i386 (= 2.4) but it is not installed lib32z1 : Depends: libc6-i386 (= 2.4) but it is not installed libacl1:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libattr1:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libaudio2:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libavahi-client3:i386 : Depends: libc6:i386 (= 2.4) but it is not installed Depends: libdbus-1-3:i386 (= 1.1.1) but it is not installed libavahi-common3:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libcomerr2:i386 : Depends: libc6:i386 (= 2.12) but it is not installed libdb5.1:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libdrm-intel1:i386 : Depends: libc6:i386 (= 2.3.4) but it is not installed libdrm-nouveau1a:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed libdrm-radeon1:i386 : Depends: libc6:i386 (= 2.3.4) but it is not installed libdrm2:i386 : Depends: libc6:i386 (= 2.7) but it is not installed libffi6:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libfontconfig1:i386 : Depends: libc6:i386 (= 2.7) but it is not installed Depends: libexpat1:i386 (= 1.95.8) but it is not installed Depends: libfreetype6:i386 (= 2.2.1) but it is not installed libgcc1:i386 : Depends: libc6:i386 (= 2.2.4) but it is not installed libgcrypt11:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libgdbm3:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed libglib2.0-0:i386 : Depends: libc6:i386 (= 2.9) but it is not installed libgpg-error0:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed libice6:i386 : Depends: libc6:i386 (= 2.11) but it is not installed libidn11:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libjpeg62:i386 : Depends: libc6:i386 (= 2.7) but it is not installed libkeyutils1:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed liblcms1:i386 : Depends: libc6:i386 (= 2.7) but it is not installed libllvm2.9:i386 : Depends: libc6:i386 (= 2.11) but it is not installed libmng1:i386 : Depends: libc6:i386 (= 2.11) but it is not installed libpciaccess0:i386 : Depends: libc6:i386 (= 2.7) but it is not installed libpcre3:i386 : Depends: libc6:i386 (= 2.4) but it is not installed librtmp0:i386 : Depends: libc6:i386 (= 2.7) but it is not installed Depends: libgnutls26:i386 (= 2.9.11-0) but it is not installed libsasl2-2:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libsasl2-modules:i386 : Depends: libc6:i386 (= 2.4) but it is not installed Depends: libssl1.0.0:i386 (= 1.0.0) but it is not installed libselinux1:i386 : Depends: libc6:i386 (= 2.8) but it is not installed libsm6:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libsqlite3-0:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libstdc++6:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libuuid1:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libx11-6:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libxau6:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libxcb1:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libxdamage1:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed libxdmcp6:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libxext6:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libxfixes3:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed libxrender1:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed libxss1:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed libxt6:i386 : Depends: libc6:i386 (= 2.7) but it is not installed libxxf86vm1:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed zlib1g:i386 : Depends: libc6:i386 (= 2.4) but it is not installed E: Unmet dependencies. Try using -f. szikszay@szikszay-Latitude-E5530-non-vPro:~$ sudo apt-get upgrade -f Reading package lists... Done Building dependency tree Reading state information... Done Correcting dependencies... Done The following packages will be REMOVED libc-bin The following NEW packages will be installed libc-bin:i386 libc6:i386 libc6-i386 libcups2:i386 libcupsimage2:i386 libcurl3:i386 libdbus-1-3:i386 libexpat1:i386 libfreetype6:i386 libgl1-mesa-dri:i386 libgl1-mesa-glx:i386 libglapi-mesa:i386 libgnutls26:i386 libgssapi-krb5-2:i386 libk5crypto3:i386 libkrb5-3:i386 libkrb5support0:i386 libldap-2.4-2:i386 libnspr4:i386 libnss3:i386 libpng12-0:i386 libqt4-dbus:i386 libqt4-declarative:i386 libqt4-designer:i386 libqt4-network:i386 libqt4-opengl:i386 libqt4-qt3support:i386 libqt4-script:i386 libqt4-scripttools:i386 libqt4-sql:i386 libqt4-svg:i386 libqt4-test:i386 libqt4-xml:i386 libqt4-xmlpatterns:i386 libqtcore4:i386 libqtgui4:i386 libssl1.0.0:i386 libtasn1-3:i386 libtiff4:i386 libxi6:i386 The following packages have been kept back: ginn libgrip0 linux-headers-generic linux-image-generic unity unity-common xserver-xorg-input-evdev xserver-xorg-input-synaptics The following packages will be upgraded: accountsservice acpi-support acpid aisleriot alsa-utils app-install-data-partner apparmor appmenu-qt apport apport-gtk apt apt-transport-https apt-utils aptdaemon aptdaemon-data apturl apturl-common at-spi2-core bamfdaemon banshee banshee-extension-soundmenu banshee-extension-ubuntuonemusicstore baobab bind9-host binutils bluez bluez-alsa bluez-cups bluez-gstreamer brasero brasero-cdrkit brasero-common brltty bzip2 ca-certificates-java checkbox checkbox-gtk colord command-not-found command-not-found-data compiz compiz-core compiz-gnome compiz-plugins-default compiz-plugins-main-default cups cups-bsd cups-client cups-common cups-ppdc dbus dbus-x11 deja-dup desktop-file-utils dnsutils dpkg ecryptfs-utils empathy empathy-common eog evince evince-common evolution-data-server evolution-data-server-common file-roller firefox firefox-globalmenu firefox-gnome-support firefox-locale-en firefox-locale-hu gbrainy gcalctool gconf2 gconf2-common gedit gedit-common ghostscript ghostscript-cups ghostscript-x gir1.2-atspi-2.0 gir1.2-gconf-2.0 gir1.2-gnomebluetooth-1.0 gir1.2-gtk-3.0 gir1.2-gtksource-3.0 gir1.2-totem-1.0 gir1.2-unity-4.0 gir1.2-webkit-3.0 gnome-accessibility-themes gnome-bluetooth gnome-control-center gnome-control-center-data gnome-desktop3-data gnome-font-viewer gnome-games-common gnome-icon-theme gnome-keyring gnome-mahjongg gnome-online-accounts gnome-orca gnome-power-manager gnome-screenshot gnome-search-tool gnome-session gnome-session-bin gnome-session-canberra gnome-session-common gnome-settings-daemon gnome-sudoku gnome-system-log gnome-system-monitor gnome-utils-common gnomine gnupg gpgv grub-common grub-pc grub-pc-bin grub2-common gstreamer0.10-gconf gstreamer0.10-plugins-good gstreamer0.10-pulseaudio gvfs gvfs-backends gvfs-bin gvfs-fuse gwibber gwibber-service gwibber-service-facebook gwibber-service-identica gwibber-service-twitter gzip hpijs hplip hplip-cups hplip-data icedtea-6-jre-cacao icedtea-6-jre-jamvm icedtea-netx ifupdown im-switch indicator-datetime indicator-session indicator-sound initramfs-tools initramfs-tools-bin initscripts insserv isc-dhcp-client isc-dhcp-common iso-codes jockey-common jockey-gtk language-pack-en language-pack-en-base language-pack-gnome-en language-pack-gnome-en-base language-pack-gnome-hu language-pack-gnome-hu-base language-pack-hu language-pack-hu-base language-selector-common language-selector-gnome libaccountsservice0 libapt-inst1.3 libapt-pkg4.11 libarchive1 libasound2-plugins libatk-adaptor libatspi2.0-0 libbamf0 libbamf3-0 libbind9-60 libbluetooth3 libbrasero-media3-1 libbrlapi0.5 libbz2-1.0 libc-dev-bin libc6 libc6-dev libcamel-1.2-29 libcanberra-gtk-module libcanberra-gtk0 libcanberra-gtk3-0 libcanberra-gtk3-module libcanberra-pulse libcanberra0 libcolord1 libcups2 libcupscgi1 libcupsdriver1 libcupsimage2 libcupsmime1 libcupsppdc1 libcurl3-gnutls libdbus-1-3 libdbus-glib-1-2 libdecoration0 libdns69 libebackend-1.2-1 libebook1.2-12 libecal1.2-10 libecryptfs0 libedata-book-1.2-11 libedata-cal-1.2-13 libedataserver1.2-15 libedataserverui-3.0-1 libevince3-3 libexif12 libexpat1 libfreetype6 libgail-3-0 libgail-3-common libgck-1-0 libgconf2-4 libgcr-3-1 libgdata-common libgdata13 libgl1-mesa-dri libgl1-mesa-glx libglapi-mesa libglu1-mesa libgnome-bluetooth8 libgnome-control-center1 libgnome-desktop-3-2 libgnutls26 libgoa-1.0-0 libgs9 libgs9-common libgssapi-krb5-2 libgtk-3-0 libgtk-3-bin libgtk-3-common libgtksourceview-3.0-0 libgtksourceview-3.0-common libgudev-1.0-0 libgweather-3-0 libgweather-common libgwibber-gtk2 libgwibber2 libhpmud0 libicu44 libimobiledevice2 libisc62 libisccc60 libisccfg62 libjasper1 libjs-jquery libk5crypto3 libkrb5-3 libkrb5support0 libldap-2.4-2 liblightdm-gobject-1-0 liblwres60 libmetacity-private0 libmission-control-plugins0 libmono-cairo4.0-cil libmono-corlib4.0-cil libmono-csharp4.0-cil libmono-i18n-west4.0-cil libmono-i18n4.0-cil libmono-posix4.0-cil libmono-security4.0-cil libmono-sharpzip4.84-cil libmono-system-configuration4.0-cil libmono-system-core4.0-cil libmono-system-drawing4.0-cil libmono-system-security4.0-cil libmono-system-xml4.0-cil libmono-system4.0-cil libmono-zeroconf1.0-cil libmysqlclient16 libnautilus-extension1 libncurses5 libncursesw5 libnm-glib-vpn1 libnm-glib4 libnm-gtk-common libnm-gtk0 libnm-util2 libnotify0.4-cil libnspr4 libnss3 libnss3-1d libnux-1.0-0 libnux-1.0-common libpam-gnome-keyring libpam-modules libpam-modules-bin libpam-runtime libpam0g libperl5.12 libpng12-0 libpoppler-glib6 libpoppler13 libproxy0 libpulse-mainloop-glib0 libpulse0 libpurple-bin libpurple0 libpython2.7 libqt4-dbus libqt4-declarative libqt4-network libqt4-opengl libqt4-script libqt4-sql libqt4-sql-mysql libqt4-svg libqt4-xml libqt4-xmlpatterns libqtcore4 libqtgui4 libreoffice-base-core libreoffice-calc libreoffice-common libreoffice-core libreoffice-draw libreoffice-emailmerge libreoffice-gnome libreoffice-gtk libreoffice-help-en-gb libreoffice-help-en-us libreoffice-help-hu libreoffice-impress libreoffice-l10n-common libreoffice-l10n-en-gb libreoffice-l10n-en-za libreoffice-l10n-hu libreoffice-math libreoffice-style-human libreoffice-writer libsane-hpaio libsmbclient libsnmp-base libsnmp15 libssl1.0.0 libsyncdaemon-1.0-1 libt1-5 libtasn1-3 libtiff4 libtinfo5 libtotem0 libubuntuone-1.0-1 libubuntuone1.0-cil libudev0 libunity-core-4.0-4 libunity6 libusbmuxd1 libv4l-0 libvorbis0a libvorbisenc2 libvorbisfile3 libwbclient0 libwebkitgtk-1.0-0 libwebkitgtk-1.0-common libwebkitgtk-3.0-0 libwebkitgtk-3.0-common libxi6 libxml2 libxslt1.1 lightdm linux-firmware linux-libc-dev mawk metacity metacity-common mobile-broadband-provider-info modemmanager mono-4.0-gac mono-gac mono-runtime mousetweaks multiarch-support mysql-common nautilus nautilus-data nautilus-sendto-empathy ncurses-base ncurses-bin network-manager network-manager-gnome nux-tools onboard openjdk-6-jre openjdk-6-jre-headless openjdk-6-jre-lib openssl perl perl-base perl-modules poppler-utils pulseaudio pulseaudio-esound-compat pulseaudio-module-bluetooth pulseaudio-module-gconf pulseaudio-module-x11 pulseaudio-utils python-apport python-aptdaemon python-aptdaemon-gtk python-aptdaemon.gtk3widgets python-aptdaemon.gtkwidgets python-brlapi python-crypto python-cups python-cupshelpers python-egenix-mxdatetime python-egenix-mxtools python-gobject python-gobject-cairo python-httplib2 python-keyring python-launchpadlib python-libproxy python-libxml2 python-pam python-papyon python-pkg-resources python-problem-report python-pyatspi2 python-software-properties python-ubuntuone-client python-ubuntuone-storageprotocol python-uno python2.7 python2.7-minimal qdbus samba-common samba-common-bin seahorse shotwell simple-scan smbclient sni-qt software-center software-properties-common software-properties-gtk sudo system-config-printer-common system-config-printer-gnome system-config-printer-udev sysv-rc sysvinit-utils telepathy-indicator telepathy-mission-control-5 thunderbird thunderbird-globalmenu thunderbird-gnome-support thunderbird-locale-en thunderbird-locale-en-gb thunderbird-locale-en-us thunderbird-locale-hu tomboy totem totem-common totem-mozilla totem-plugins transmission-common transmission-gtk ttf-opensymbol tzdata tzdata-java ubuntu-desktop ubuntu-docs ubuntu-minimal ubuntu-sso-client ubuntu-standard ubuntuone-client ubuntuone-client-gnome ubuntuone-couch udev unity-lens-applications unity-services uno-libs3 update-manager update-manager-core update-notifier update-notifier-common upstart ure usbmuxd vim-common vim-tiny vinagre vino whois x11-common xdiagnose xorg xserver-common xserver-xorg xserver-xorg-core xserver-xorg-input-all xserver-xorg-video-all xserver-xorg-video-intel xserver-xorg-video-openchrome xserver-xorg-video-qxl xul-ext-ubufox WARNING: The following essential packages will be removed. This should NOT be done unless you know exactly what you are doing! libc-bin 498 upgraded, 40 newly installed, 1 to remove and 8 not upgraded. 69 not fully installed or removed. Need to get 439 MB of archives. After this operation, 135 MB of additional disk space will be used. You are about to do something potentially harmful To continue type in the phrase ‘Yes, do as I say!’ ?] I tried to upgrade but it gives me an error, when i try to upgrade-f it says i should delete libc-bin. Thanks for the answers btw. EDIT2: it also says this: The package system is broken If you are using third party repositories then disable them, since they are a common source of problems. Now run the following command in a terminal: apt-get install -f

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