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  • Higher Performance With Spritesheets Than With Rotating Using C# and XNA 4.0?

    - by Manuel Maier
    I would like to know what the performance difference is between using multiple sprites in one file (sprite sheets) to draw a game-character being able to face in 4 directions and using one sprite per file but rotating that character to my needs. I am aware that the sprite sheet method restricts the character to only be able to look into predefined directions, whereas the rotation method would give the character the freedom of "looking everywhere". Here's an example of what I am doing: Single Sprite Method Assuming I have a 64x64 texture that points north. So I do the following if I wanted it to point east: spriteBatch.Draw( _sampleTexture, new Rectangle(200, 100, 64, 64), null, Color.White, (float)(Math.PI / 2), Vector2.Zero, SpriteEffects.None, 0); Multiple Sprite Method Now I got a sprite sheet (128x128) where the top-left 64x64 section contains a sprite pointing north, top-right 64x64 section points east, and so forth. And to make it point east, i do the following: spriteBatch.Draw( _sampleSpritesheet, new Rectangle(400, 100, 64, 64), new Rectangle(64, 0, 64, 64), Color.White); So which of these methods is using less CPU-time and what are the pro's and con's? Is .NET/XNA optimizing this in any way (e.g. it notices that the same call was done last frame and then just uses an already rendered/rotated image thats still in memory)?

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  • How to make the internal subwoofer work on an Asus G73JW?

    - by CodyLoco
    I have an Asus G73JW laptop which has an internal subwoofer built-in. Currently, the system detects the internal speakers as a 2.0 system (or I can change do 4.0 is the only other option). I found a bug report here: https://bugs.launchpad.net/ubuntu/+source/alsa-driver/+bug/673051 which discusses the bug and according to them a fix was sent upstream back at the end of 2010. I would have thought this would have made it into 12.04 but I guess not? I tried following the link given at the very bottom to install the latest ALSA drivers, here: https://wiki.ubuntu.com/Audio/InstallingLinuxAlsaDriverModules however I keep running into an error when trying to install: sudo apt-get install linux-alsa-driver-modules-$(uname -r) Reading package lists... Done Building dependency tree Reading state information... Done E: Unable to locate package linux-alsa-driver-modules-3.2.0-24-generic E: Couldn't find any package by regex 'linux-alsa-driver-modules-3.2.0-24-generic' I believe I have added the repository correctly: sudo add-apt-repository ppa:ubuntu-audio-dev/ppa [sudo] password for codyloco: You are about to add the following PPA to your system: This PPA will be used to provide testing versions of packages for supported Ubuntu releases. More info: https://launchpad.net/~ubuntu-audio-dev/+archive/ppa Press [ENTER] to continue or ctrl-c to cancel adding it Executing: gpg --ignore-time-conflict --no-options --no-default-keyring --secret-keyring /tmp/tmp.7apgZoNrqK --trustdb-name /etc/apt/trustdb.gpg --keyring /etc/apt/trusted.gpg --primary-keyring /etc/apt/trusted.gpg --keyserver hkp://keyserver.ubuntu.com:80/ --recv 4E9F485BF943EF0EABA10B5BD225991A72B194E5 gpg: requesting key 72B194E5 from hkp server keyserver.ubuntu.com gpg: key 72B194E5: public key "Launchpad Ubuntu Audio Dev team PPA" imported gpg: Total number processed: 1 gpg: imported: 1 (RSA: 1) And I also ran an update as well (followed the instructions on the fix above). Any ideas?

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  • GLSL custom interpolation filter

    - by Cyan
    I'm currently building a fragment shader which is using several textures to render the final pixel color. The textures are not really textures, they are in fact "input data" to be used in the formula to generate the final color. The problem I've got is that the texture are getting bi-linear-filtered, and therefore the input data as well. This results in many unwanted side-effects, especially when final rendered texture is "zoomed" compared to original resolution. Removing the side effect is a complex task, and only result in "average" rendering. I was thinking : well, all my problems seems to come from the "default" bi-linear filtering on these input data. I can't move to GL_NEAREST either, since it would create "blocky" rendering. So i guess the better way to proceed is to be fully in charge of the interpolation. For this to work, i would need the input data at their "natural" resolution (so that means 4 samples), and a relative position between the sampled points. Is that possible, and if yes, how ? [EDIT] Since i started this question, i found this internet entry, which seems to (mostly) answer my needs. http://www.gamerendering.com/2008/10/05/bilinear-interpolation/ One aspect of the solution worry me though : the dimensions of the texture must be provided in an argument. It seems there is no way to "find this information transparently". Adding an argument into the rendering pipeline is unwelcomed though, since it's not under my responsibility, and translates into adding complexity for others.

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  • How can I go about learning to write a shader

    - by Donutz
    So here's the background: I'm writing a game, just for my own amusement and education really. I've already come to the conclusion that XNA was the way to go for graphics, I've bought a couple of books, I've gotten basic game graphics going, and that's great. Now I'm starting to get a little in-depth and I'm starting to need to do stuff not covered in my (beginner) books. In particular, I need to display a sprite using a mask. Actually, what I need to do is display a generic sprite with a different color for each player. After banging around on the web, it seems the way to go is to have a color texture (one for each player) which I display using the mask, then display the generic part of the sprite. This has to be done dynamically, i.e. at runtime because there are too many sprites to keep in memory if I try to generate all the permutations at startup. So, I need to use a shader. Fine. I've downloaded a sample shader program, and managed to hit it with a hammer until it does something close enough to what I want so that I know I'm on the right track. And here, we come to my problem... I have no friggin' clue what I'm doing. While there are a lot of samples and such about shaders, no one ever actually explains what's going on. For instance, I can't find any real docs on Tex2D. I feel like the guys in Zoolander poking at the computer. So, my question (yes, I have a question) -- where is a good URL or what is a good book to take me from dumskie to reasonably competent to write a basic shader?

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  • Domain model integration using JSON capable DTOs

    - by g-makulik
    I'm a bit confused about architectural choices for the java/web-applications world. The background is I have a system with certain hardware components (that introduce system immanent active behavior) and a configuration database for system meta and HW-components configuration data (these are even usually self contained, since the HW-components persist configuration data anyway). For realization of the configuration/status data exchange protocol with the HW-components we have chosen the Google Protobuf format, which works well for the directly wired communication with these components. Now we want to develop an abstract model (domain model) for those HW-components and I have the feeling that a plain Java class model would fit best for this (c++ implementation seems to have too much implementation/integration overhead with viable language-bridge interfaces). Google Protobuf message definitions could still serve well to describe DTO objects used to interact with a domain model API. But integrating Google Protobuf messages client side for e.g. data binding in the current view doesn't seem to be a good choice. I'm thinking about some extra serialization features, e.g. for JSON based data exchange with the views/controllers. Most lightweight solutions seem to involve a python based presentation layer using JSON based data transfer (I'm at least not sure to be fully informed about this). Is there some lightweight (applicable for a limited ARM Linux platform) framework available, supporting such architecture to realize a web-application?

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  • Step by Step: Remove/Sideline Preinstalled Windows 8, Install Ubuntu

    - by user207562
    I want Ubuntu as my primary/only operating system. Computer came with presumptive Pre-Installed Windows 8.(touch screen) Help. New Dell Inspiron 15r. Cannot install Ubuntu 12.04-03 or LTS. I need/request step by step instructions to remove Windows 8 or sideline Windows 8. (ie) BIOS settings I need to know: What to have; What settings; When to apply; Boot manager settings. UEFI. Etc. This should be easy, but I am mired in the Herpes that is Microsoft. I end up having a presumed dual boot that will not access Ubuntu. (ie) Step 1: Turn on computer. Step 2: F# to change ... to ... at Dell prompt... I want to use Ubuntu as my primary operating system or my only operating system.

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  • How to maintain a demo version of an application?

    - by O.O
    I need to be able to demo our production application to prospective clients. The way I have it setup today is simple. The demo application is an exact duplicate of the production system, except that the data in the database is obfuscated to protect our current clients' data. This works great because it doesn't require any application changes. Boss dropped a potential BOMBSHELL today and said that the demo system needs to contain a special link and that ONLY shows up on demo. He went on to explain that in the future there may be much bigger differences between the demo and production apps (e.g. an entire area of functionality). What do I do now? Some things I have thought about doing: Maintain a different branch in subversion specific to the demo system Create an installation package that has the changes for demo, then revert and build a production installation package Modularize the application (no idea how) Say: "Screw you! I will not do it!" (LOL) Use some sort of conditional logic in the app to determine if it is a demo or a production app. E.g. (if the URL contains 'demo' then show else hide). If you haven't guessed by now, this is a web application Anyways, I have no experience in this scenario as to which one is better or if none of these are any good. Anyone have an answer, strategy, something!?

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  • Why is the remove function not working for hashmaps? [migrated]

    - by John Marston
    I am working on a simple project that obtains data from an input file, gets what it needs and prints it to a file. I am basically getting word frequency so each key is a string and the value is its frequency in the document. The problem however, is that I need to print out these values to a file in descending order of frequency. After making my hashmap, this is the part of my program that sorts it and writes it to a file. //Hashmap I create Map<String, Integer> map = new ConcurrentHashMap<String, Integer>(); //function to sort hashmap while (map.isEmpty() == false){ for (Entry<String, Integer> entry: map.entrySet()){ if (entry.getValue() > valueMax){ max = entry.getKey(); System.out.println("max: " + max); valueMax = entry.getValue(); System.out.println("value: " + valueMax); } } map.remove(max); out.write(max + "\t" + valueMax + "\n"); System.out.println(max + "\t" + valueMax); } When I run this i get: t 9 t 9 t 9 t 9 t 9 .... so it appears the remove function is not working as it keeps getting the same value. I'm thinking i have an issue with a scope rule or I just don't understand hashmaps very well. If anyone knows of a better way to sort a hashmap and print it, I would welcome a suggestion. thanks

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  • Grub not loading after Windows 8 Install

    - by RazorXsr
    My system was configured to dual boot Ubuntu 12.04.1 LTS and Windows 7. Today I got my hands on the MSDN release of Windows 8 and I installed it over my Windows 7. Now the computer just boots to Windows 8 directly without loading the GRUB screen. So I followed the steps as suggested in: https://help.ubuntu.com/community/RecoveringUbuntuAfterInstallingWindows. Running this command: ls -l /dev/disk/by-label/ gives the following output: total 0 lrwxrwxrwx 1 root root 10 Sep 11 07:51 Entertainment -> ../../sda2 lrwxrwxrwx 1 root root 10 Sep 11 02:45 PENDRIVE -> ../../sdb1 Also fdisk -l command gives this as the output: Disk /dev/sda: 320.1 GB, 320072933376 bytes 255 heads, 63 sectors/track, 38913 cylinders, total 625142448 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x1246aa23 Device Boot Start End Blocks Id System /dev/sda1 * 2048 319582199 159790076 7 HPFS/NTFS/exFAT /dev/sda2 319582208 602906623 141662208 7 HPFS/NTFS/exFAT /dev/sda3 602908672 625135615 11113472 83 Linux Disk /dev/sdb: 1939 MB, 1939865600 bytes 64 heads, 63 sectors/track, 939 cylinders, total 3788800 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0xc3072e18 Device Boot Start End Blocks Id System /dev/sdb1 * 2248 3788799 1893276 c W95 FAT32 (LBA) So I assume that I have to run this: sudo grub-install /dev/sda3 to get GRUB up and running. But I am getting this error: /usr/sbin/grub-probe: error: cannot find a device for /boot/grub (is /dev mounted?). Can anyone please guide me in the right direction? The current Ubuntu installation is far too customized to my needs to lose it to a boot manager issue! Any help is much appreciated!

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  • How can I get rid of the motd message "*** /dev/sdb1 will be checked for errors at next reboot ***"? [duplicate]

    - by kmm
    This question already has an answer here: Persistent “disk will be checked…” in the message of the day (motd) even after reboot 3 answers My motd persistently has: *** /dev/sdb1 will be checked for errors at next reboot *** The problem is that I don't have /dev/sdb1 on my system. I only have /dev/sdb2 (mouted as /) and /dev/sda1 which mounts to /media/backup. I delete that line from /etc/motd, but it reappears after reboot. Here's my df output: Filesystem Size Used Avail Use% Mounted on /dev/sdb2 73G 3.7G 66G 6% / udev 490M 4.0K 490M 1% /dev tmpfs 200M 760K 199M 1% /run none 5.0M 0 5.0M 0% /run/lock none 498M 0 498M 0% /run/shm /dev/sda1 1.9T 429G 1.4T 25% /media/backup Update Here is the output of sudo fdisk -l Disk /dev/sda: 2000.4 GB, 2000398934016 bytes 255 heads, 63 sectors/track, 243201 cylinders, total 3907029168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0003dfc2 Device Boot Start End Blocks Id System /dev/sda1 63 3907024064 1953512001 83 Linux Disk /dev/sdb: 80.0 GB, 80026361856 bytes 255 heads, 63 sectors/track, 9729 cylinders, total 156301488 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00049068 Device Boot Start End Blocks Id System /dev/sdb1 152301568 156301311 1999872 82 Linux swap / Solaris /dev/sdb2 * 2048 152301567 76149760 83 Linux Partition table entries are not in disk order I guess /dev/sdb1 is my swap space.

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  • Unable to mount location ubuntu 12.10

    - by Rajesh
    I'm new to Ubuntu. I installed Ubuntu 12.10 replacing windows. Now I'm getting Unable to mount location error while opening the drive. $ cat /etc/fstab # /etc/fstab: static file system information. # # Use 'blkid' to print the universally unique identifier for a # device; this may be used with UUID= as a more robust way to name devices # that works even if disks are added and removed. See fstab(5). # # <file system> <mount point> <type> <options> <dump> <pass> # / was on /dev/sda1 during installation UUID=5fa63194-c19e-4117-95c6-679eb6453d3b / ext4 errors=remount-ro 0 1 # swap was on /dev/sda5 during installation UUID=70f1ec8d-aa45-4de7-a206-747dccd2472b none swap sw 0 0 $ sudo fdisk -l Disk /dev/sda: 500.1 GB, 500107862016 bytes 255 heads, 63 sectors/track, 60801 cylinders, total 976773168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0001f10f Device Boot Start End Blocks Id System /dev/sda1 * 2048 970561535 485279744 83 Linux /dev/sda2 970563582 976771071 3103745 5 Extended /dev/sda5 970563584 976771071 3103744 82 Linux swap / Solaris

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  • When using MVVM, should you create new viewmodels, or swap out the models?

    - by ConditionRacer
    Say I have a viewmodel like this: public class EmployeeViewModel { private EmployeeModel _model; public Color BackgroundColor { get; set; } public Name { get { return _model.Name; } set { _model.Name = value; NotifyPropertyChanged(Name); } } } So this viewmodel binds to a view that displays an employee. The thing to think about is, does this viewmodel represent an employee, or a "displayable" employee. The viewmodel contains some things that are view specific, for instance the background color. There can be many employees, but only one employee view. With this in mind, when changing the displayed employee, does it make sense to create a new EmployeeViewModel and rebind to the view, or simply swap out the EmployeeModel. Is the distinction even important, or is it a matter of style? I've always leaned toward creating new viewmodels, but I am working on a project where the viewmodels are created once and the models are swapped out. I'm not sure how I feel about this, though it seems to work fine.

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  • Which is the way to pass parameters in a drawableGameComponent in XNA 4.0?

    - by cad
    I have a small demo and I want to create a class that draws messages in screen like fps rate. I am reading a XNA book and they comment about GameComponents. I have created a class that inherits DrawableGameComponent public class ScreenMessagesComponent : Microsoft.Xna.Framework.DrawableGameComponent I override some methods like Initialize or LoadContent. But when I want to override draw I have a problem, I would like to pass some parameters to it. Overrided method does not allow me to pass parameters. public override void Draw(GameTime gameTime) { StringBuilder buffer = new StringBuilder(); buffer.AppendFormat("FPS: {0}\n", framesPerSecond); // Where get framesPerSecond from??? spriteBatch.DrawString(spriteFont, buffer.ToString(), fontPos, Color.Yellow); base.Draw(gameTime); } If I create a method with parameters, then I cannot override it and will not be automatically called: public void Draw(SpriteBatch spriteBatch, int framesPerSecond) { StringBuilder buffer = new StringBuilder(); buffer.AppendFormat("FPS: {0}\n", framesPerSecond); spriteBatch.DrawString(spriteFont, buffer.ToString(), fontPos, Color.Yellow); base.Draw(gameTime); } So my questions are: Is there a mechanism to pass parameter to a drawableGameComponent? What is the best practice? In general is a good practice to use GameComponents?

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  • Boot failure on Ubuntu 11.04

    - by B Seven
    I was using my laptop with Ubuntu without problem for a few months. I did not update any software or install any OS updates. This morning when it started, I got error: no such device:.... error: no such disk error: you need to load the kernel first. Press any key to continue... Then takes me back to GRUB menu. Both Ubuntu option and recovery mode option show the same thing (above). What does this mean? How do I fix it? Since I did not install anything new, does it mean the SSD is dying (again)? How to check the SSD to and fix any file system errors? Ubuntu 11.04 EDIT: Just remembered something: when the system was shutting down, it did not turn off. There were a bunch of weird output statements, and I assumed the system had shut down so I turned it off with the power button. Perhaps something got corrupted because of that.

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  • How to use Twitter4j With JSF2 for Login? [on hold]

    - by subodh
    I am trying to do login with Twitter and using Twitter4j for that and wrote this code In JSF <h:commandButton id="twitterbutton" value="Sign up with Twitter" action="#{twitterLoginBean.redirectTwitterLogin}" immediate="true" styleClass="twitterbutton"/> In ManagedBean public String redirectTwitterLogin() throws ServletException, IOException, TwitterException { HttpServletRequest request = (HttpServletRequest) FacesContext .getCurrentInstance().getExternalContext().getRequest(); HttpServletResponse response = (HttpServletResponse) FacesContext .getCurrentInstance().getExternalContext().getResponse(); Twitter twitter = TwitterFactory.getSingleton(); twitter.setOAuthConsumer(apiKey, apiSecret); RequestToken requestToken = twitter.getOAuthRequestToken(); if (requestToken != null) { AccessToken accessToken = null; BufferedReader br = new BufferedReader(new InputStreamReader( System.in)); while (null == accessToken) { try { String pin = br.readLine(); accessToken = twitter .getOAuthAccessToken(requestToken, pin); } catch (TwitterException te) { System.out .println("Failed to get access token, caused by: " + te.getMessage()); System.out.println("Retry input PIN"); } } request.setAttribute(IS_AUTHENTICATED, true); if (accessToken != null) { LOGGER.debug("We have a valid oauth token! Make the facebook request"); doApiCall(twitter, request, response); return null; } } else { LOGGER.debug("We don't have auth code yet, fetching the Authorization URL..."); String authorizationUrl = requestToken.getAuthorizationURL(); LOGGER.debug("Redirecting to the Authorization URL: {}", authorizationUrl); request.setAttribute(IS_AUTHENTICATED, false); redirect(authorizationUrl, response); return null; } return null; } In above code i want first Login window of twitter will show and then again same method will call and after user will login i can show user information userId,Handel,location etc. Redirect private void redirect(String url, HttpServletResponse response) throws IOException { String urlWithSessionID = response.encodeRedirectURL(url); response.sendRedirect(urlWithSessionID); } But this code is not working Can anyone tell better Solution for this ?

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  • The very beggining research for web developing

    - by stckxchng
    It is a general question to ask what would be the easiest way to start a website, however every one need a little boost up at the begging. There are content management systems, or admin panels, or some people have developed their own systems and many more diffirent things people use at the very beggining. Among others my way was looking for a very lightweight cms and develop a system on to it, unfortunately I couldn't find a good system to develop on, for example I decided to develop on snewscms (the lightest weight cms) but it is really hard to manage since it is not developed with object oriented programming standarts and I thought it would be a mistake to continue developing on to such a system. On the other hand starting to code from the core would be weak about security, and using a massive cms like joomla or drupal will not be good since there will be many things that are unused and moreover I will not feel well when I don't know what I am controlling since it is not easy to know every part of them. What I am asking is what would you do if you had lost all the files you are currently using today, where would you start from? What tool would you use? Or is there a lightweight and well coded tool to get start with?

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  • Drupal site Instant Messaging [migrated]

    - by pthurmond
    I am trying to find a module or a standalone solution that I can turn into a module that will allow me to have an instant messaging system like Facebook does on a Drupal site that I am working on. I have never setup a chat system before. My particular requirements are rather stringent. It needs to be a solution where we host the chatting server (if one is needed separate from the website itself). It must use the site's login state (can't use an external system at all, that means no GTalk, Yahoo IM, or AIM). It also must be able to handle up to 1,000 users at any given time. I have looked through the Drupal community and I tried the DXMPP module, but it requires Jquery UI 1.8 and that doesn't work with all of the other things that my site uses (such as Homebox). We do have a Jabber server already setup and ready to go. Does anyone have any thoughts or options here? Thanks! EDIT: We are using Drupal 6.

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  • How should VertexBuffers be used with Multiple Monitors in DirectX 9

    - by Joshua C
    I am currently using DirectX 9 on a machine with two GPUs and three monitors. I am currently trying to draw a triangle on each monitor using vertexbuffers; A directx helloworld with multiple monitors if you will. I am familiar with some DirectX coding, but new to multiple monitor DirectX coding. I may be going about this the wrong way, so please do correct me if I'm doing something wrong. I have created a Direct3D Device for each enumerated adapter sharing the same Form handle. This allows me to successfully use all three monitors in full-screen mode. For Each Adapter In Direct3D.Adapters Dim PresentParameters As New PresentParameters 'Setup PresentParameters PresentParameters.Windowed = False PresentParameters.DeviceWindowHandle = MainForm.Handle Dim Device as New Device(Direct3D, Adapter.Adapter, DeviceType.Hardware, PresentParameters.DeviceWindowHandle, CreateFlags.HardwareVertexProcessing, PresentParameters) Device.SetRenderState(RenderState.Lighting, False) Devices.Add(Device) Next I can also draw text to each device successfully using a different Font for each Device. When I render a triangle using a different VertexBuffer for each Device, only two monitors display the triangle. One of the two monitors on the same GPU, and the monitor on it's own GPU display properly. VertexBuffer = New VertexBuffer(Device, 4 * Marshal.SizeOf(GetType(ColoredVertex)), Usage.WriteOnly, VertexFormat.None, Pool.Managed) Dim Verts = VertexBuffer.Lock(0, 0, LockFlags.None) Verts.WriteRange({ New ColoredVertex(-.5, -.5, 1, ForeColor), New ColoredVertex(0, .5, 1, ForeColor), New ColoredVertex(.5, -.5, 1, ForeColor) }) VertexBuffer.Unlock() VertexDeclaration = New VertexDeclaration(Device, { New VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0), New VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }) Render Code: Device.SetStreamSource(0, VertexBuffer, 0, Marshal.SizeOf(GetType(ColoredVertex))) Device.VertexDeclaration = VertexDeclaration Device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1) I have to assume the fact that they share the same physical card comes into play. Should I use multiple buffers on the same card, and if so, how? Or what is the way I should access the VertexBuffer across Devices? Another thought I had was the non working monitor acts like there are no lights. Is turning off lighting on each device on the same card causing issues somehow?

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  • Data model for unlockable card collection

    - by Karlos Zafra
    My game has a collection of cards (about 64) that are unlocked (one by one) provided that 4 items are collected/gained in the game. Right now the deck of cards is modeled with a plist file, like this: <plist> <dict> <key>card1</key> <dict> <key>available</key> <true/> <key>series</key> <integer>1</integer> <key>model</key> <integer>1</integer> <key>color</key> <integer>1</integer> </dict> <key>card2</key> <dict> <key>available</key> <false/> <key>series</key> <integer>1</integer> <key>model</key> <integer>1</integer> <key>color</key> <integer>2</integer> </dict> The value for the key named "available" marks if the item is locked or not. Right now I have to include the data for the items collected by the user, but including that inside the plist looks like too much hassle. What kind of structure should be more suitable for this? How do you manage a collection of unlockable items like this?

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  • Replacement for Picasa [closed]

    - by January
    Possible Duplicate: What is the best alternative to Picasa? I use Picasa not because it is a great photo manager -- it's not, the manager is "sort of OK" for my taste. However, it combines a passable photo manager with a good "quick and dirty" image editor. It has the basic functions like cropping, resizing, contrast and color adjustment, and the one great feature -- "I'm feeling lucky" button, that works in 90% of the cases. Also, from time to time, I use one or two of the effects (like saturation or sharpening). GIMP is great and I use it on a regular basis, but in most cases I just want to go quickly through the photographs of my kids birthday and make them more presentable without much fuss. I'm looking for a native, open source replacement, something that would not miss the editing capabilities of Picasa and would allow me to quickly go through a collection of photographs and make basic edits. A function similar to "I'm feeling lucky" (automatic adjustment of contrast, color and brightness) would be most welcome. EDIT: Yes, I have already tried a number of alternatives, if it is necessary I can produce a detailed list here, along with the problems I found. I'm posting that question because I hope to see a new name.

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  • Problem installing Ubuntu 14.04 into a laptop using Windows 8.1

    - by AlexanderFreud
    I have used Ubuntu on my LG laptop for several years. I lately bought an Acer Aspire V5 laptop which included Windows 8.1. I don't have any data on it; I would like to just remove it completely (that horrible Windows 8.1) and install Ubuntu. I tried using a USB device with Ubuntu 14.04 (64bit version) saved on it. I changed the BIOS configuration, putting USB device first on boot order, Windows Boot Manager last. When I try to run with USB device it doesn't work. Messages like these show up: System doesn't have any USB boot option. Please select other boot option in Boot Manager Menu. Windows failed to start. A recent hardware or software change might be the cause. To fix the problem: 1. insert your windows installation disc and restart your computer 2. choose your language settings, and then click "next" 3. click "repair your computer" If you do not have this disk, contact your system administrator manufacturer for assistance File \ubuntu\winboot\wubildr.mbr Status: 0xc000007b Info: the application or operating system couldn't be load...[?] required file is missing or contains errors. Could someone please write step-by-step procedures to install Ubuntu 14.04 after removing Windows 8.1 ? I already have done a second partition on the hard disk just in case.

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  • If and else condition not working properly in xna [closed]

    - by user1090751
    I am developing chess like game and i wanted to show error message if user try to place any player inside the box which is not empty. For example in certain place if there is empty then the object(2d object) is placed else it should show error message. However in my program it is showing message everytime i.e when i place object on empty place then also it is showing error message. Please see the below code: protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here for (int i = 0; i < 25; i++) { MouseState mouseState; mouseDiBack = false; mouseState = Mouse.GetState(); if (new Rectangle(mouseState.X, mouseState.Y, 1, 1).Intersects(rect_arr[i])) { background_color_arr[i] = Color.Red; } else { background_color_arr[i] = Color.White; } if (new Rectangle(mouseState.X, mouseState.Y, 1, 1).Intersects(rect_arr[i]) && (mouseState.LeftButton == ButtonState.Pressed)) { if (boxes[i] != "goat" && boxes[i] != "tiger") { place = i; if (turn == "goat") { boxes[i] = "goat"; turn = "tiger"; } else { boxes[i] = "tiger"; turn = "goat"; } } else { errMsg = "This " + i + " block is not empty to place " + turn + ". Please select empty block!!"; } } } base.Update(gameTime); }

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  • How should a non-IT manager secure the long-term maintenance and development of essential legacy software?

    - by user105977
    I've been hunting for a place to ask this question for quite a while; maybe this is the place, although I'm afraid it's not the kind of "question with an answer" this site would prefer. We are a small, very specialized, benefits administration firm with an extremely useful, robust collection of software, some written in COBOL but most in BASIC. Two full-time consultants have ably maintained and improved this system over more than 30 years. Needless to say they will soon retire. (One of them has been desperate to retire for several years but is loyal to a fault and so hangs on despite her husband's insistence that golf should take priority.) We started down the path of converting to a system developed by one of only three firms in the country that offer the type of software we use. We now feel that although this this firm is theoretically capable of completing the conversion process, they don't have the resources to do so timely, and we have come to believe that they will be unable to offer the kind of service we need to run our business. (There's nothing like being able to set one's own priorities and having the authority to allocate one's resources as one sees fit.) Hardware is not a problem--we are able to emulate very effectively on modern servers. If COBOL and BASIC were modern languages, we'd be willing to take the risk that we could find replacements for our current consultants going forward. It seems like there ought to be a business model for an IT support firm that concentrates on legacy platforms like this and provides the programming and software development talent to support a system like ours, removing from our backs the risks of finding the right programming talent and the job of convincing younger programmers that they can have a productive, rewarding career, in part in an old, non-sexy language like BASIC. Where do I find such firms?

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  • Why is the camera not following the player? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to focus the camera on the player. If the player moves, then the camera doesn't follow the player. The player leaves the screen when I'm moving it. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always in the center of the screen/camera? My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

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  • D20 java engine

    - by javydreamercsw
    I'm trying to incorporate PCGen into my application to avoid recreating the wheel for D20 system. (Are there any other libraries out there?) In other words I would like to use PCGen as a library and do things like: CRUD characters (and all related information) Experience/level managements I don't need the GUI part of it just the information to pass to my application. This is a scenario I can think of: 1. Load available custom classes 2. Create a new Character/NPC 3. Transfer the stats to my system 4. Player keeps playing so I need to update experience 5. Save player in my system and recreate it later. I'm trying to start to create a character from PCClass with no luck. Looking at the code it seems it'll try to load it. I assume load from a file generated from the GUI. Is there a way of bypassing the GUI for all this? I was looking for a tutorial of some sorts without luck. I was able to figure out how to use the dice within PCGen but that's about it. Any ideas?

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