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  • How to autohide Unity 2D?

    - by ph1b
    In the regular Unity 3D, I used Compiz Config Manager where I could config the Unity-Plugin to autohide the left start-bar and not to show it when moving my mouse to the left. So it was perfect for using Docky. But with Unity 2D the Unity settings don't have any effect. How can I completely hide the start-panel and just have it shown when pressing the windows-key? With the following: dconf write /com/canonical/unity-2d/launcher/hide-mode 1 dconf write /com/canonical/unity-2d/launcher/use-strut false it still opens the bar when going with my mouse to the left.

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  • Computer-controlled Lights and Music Synced into Christmas Rock Spectacular

    - by Jason Fitzpatrick
    This spectacular computer controlled and synchronized lighting display combines thousands of feet of LED lighting, multiple controllers, and a rock medley to great effect. The above display started life as the personal Christmas light display of Sioux Falls, ND resident Joe Noe. When Noe moved, he donated his display to a local mall in order to preserve the tradition of people stopping by to see it and making donations to the Make-A-Wish foundation. The local mall, Western Mall, expanded the display and added in even more LEDs and controllers. The end result is an impressive display synced to a Christmas rock medley by UK musician Richard Campbell. [via Mashable] Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Slowdowns while using Firefox

    - by aneal
    I have Windows 7 and Natty installed on my computer. There is no problem on Windows 7's side, but whenever I log into Natty, it slows down while using Firefox 4. I tried it in normal mode using Unity and classic mode. However, the result is the same: it slows down e.g. when I scroll, it takes time to get effect, and also when I click other tabs, it takes time to active them. Moreover I cannot type properly, due to the lag. I don't know what the problem is?

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  • always purge on remove in package

    - by Jeroen
    Is there a way I can set my package to always automatically include a --purge whenever a user does a regular apt-get remove mypackage ? The reason is that I have some config files in /etc that should really be removed when the binaries are removed, otherwise it can lead to weird behavior. However I still want to treat them as conf files, i.e. make sure apt does not just wipe them on every upgrade of the package. But they should be removed when the package is uninstalled. Currently I am manually deleting the /etc conf files in my postrm script. However I just found out that this has a unfortunate side effect: if the user uninstalls and then later re-installs the package, the conf files won't be reinstalled, because apt thinks that they are still there. So is there a way I can manually trigger a full 'purge' in my postrm, such that apt knows that the conf files are gone?

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  • problem with loading in .FBX meshes in DirectX 10

    - by N0xus
    I'm trying to load in meshes into DirectX 10. I've created a bunch of classes that handle it and allow me to call in a mesh with only a single line of code in my main game class. How ever, when I run the program this is what renders: In the debug output window the following errors keep appearing: D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ] D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (POSITION,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] The thing is, I've no idea how to fix this. The code I'm using does work and I've simply brought all of that code into a new project of mine. There are no build errors and this only appears when the game is running The .fx file is as follows: float4x4 matWorld; float4x4 matView; float4x4 matProjection; struct VS_INPUT { float4 Pos:POSITION; float2 TexCoord:TEXCOORD; }; struct PS_INPUT { float4 Pos:SV_POSITION; float2 TexCoord:TEXCOORD; }; Texture2D diffuseTexture; SamplerState diffuseSampler { Filter = MIN_MAG_MIP_POINT; AddressU = WRAP; AddressV = WRAP; }; // // Vertex Shader // PS_INPUT VS( VS_INPUT input ) { PS_INPUT output=(PS_INPUT)0; float4x4 viewProjection=mul(matView,matProjection); float4x4 worldViewProjection=mul(matWorld,viewProjection); output.Pos=mul(input.Pos,worldViewProjection); output.TexCoord=input.TexCoord; return output; } // // Pixel Shader // float4 PS(PS_INPUT input ) : SV_Target { return diffuseTexture.Sample(diffuseSampler,input.TexCoord); //return float4(1.0f,1.0f,1.0f,1.0f); } RasterizerState NoCulling { FILLMODE=SOLID; CULLMODE=NONE; }; technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetRasterizerState(NoCulling); } } In my game, the .fx file and model are called and set as follows: Loading in shader file //Set the shader flags - BMD DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3D10_SHADER_DEBUG; #endif ID3D10Blob * pErrorBuffer=NULL; if( FAILED( D3DX10CreateEffectFromFile( TEXT("TransformedTexture.fx" ), NULL, NULL, "fx_4_0", dwShaderFlags, 0, md3dDevice, NULL, NULL, &m_pEffect, &pErrorBuffer, NULL ) ) ) { char * pErrorStr = ( char* )pErrorBuffer->GetBufferPointer(); //If the creation of the Effect fails then a message box will be shown MessageBoxA( NULL, pErrorStr, "Error", MB_OK ); return false; } //Get the technique called Render from the effect, we need this for rendering later on m_pTechnique=m_pEffect->GetTechniqueByName("Render"); //Number of elements in the layout UINT numElements = TexturedLitVertex::layoutSize; //Get the Pass description, we need this to bind the vertex to the pipeline D3D10_PASS_DESC PassDesc; m_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ); //Create Input layout to describe the incoming buffer to the input assembler if (FAILED(md3dDevice->CreateInputLayout( TexturedLitVertex::layout, numElements,PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &m_pVertexLayout ) ) ) { return false; } model loading: m_pTestRenderable=new CRenderable(); //m_pTestRenderable->create<TexturedVertex>(md3dDevice,8,6,vertices,indices); m_pModelLoader = new CModelLoader(); m_pTestRenderable = m_pModelLoader->loadModelFromFile( md3dDevice,"armoredrecon.fbx" ); m_pGameObjectTest = new CGameObject(); m_pGameObjectTest->setRenderable( m_pTestRenderable ); // Set primitive topology, how are we going to interpet the vertices in the vertex buffer md3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); if ( FAILED( D3DX10CreateShaderResourceViewFromFile( md3dDevice, TEXT( "armoredrecon_diff.png" ), NULL, NULL, &m_pTextureShaderResource, NULL ) ) ) { MessageBox( NULL, TEXT( "Can't load Texture" ), TEXT( "Error" ), MB_OK ); return false; } m_pDiffuseTextureVariable = m_pEffect->GetVariableByName( "diffuseTexture" )->AsShaderResource(); m_pDiffuseTextureVariable->SetResource( m_pTextureShaderResource ); Finally, the draw function code: //All drawing will occur between the clear and present m_pViewMatrixVariable->SetMatrix( ( float* )m_matView ); m_pWorldMatrixVariable->SetMatrix( ( float* )m_pGameObjectTest->getWorld() ); //Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex UINT stride = m_pTestRenderable->getStride(); //The offset from start of the buffer to where our vertices are located UINT offset = m_pTestRenderable->getOffset(); ID3D10Buffer * pVB=m_pTestRenderable->getVB(); //Bind the vertex buffer to input assembler stage - md3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset ); md3dDevice->IASetIndexBuffer( m_pTestRenderable->getIB(), DXGI_FORMAT_R32_UINT, 0 ); //Get the Description of the technique, we need this in order to loop through each pass in the technique D3D10_TECHNIQUE_DESC techDesc; m_pTechnique->GetDesc( &techDesc ); //Loop through the passes in the technique for( UINT p = 0; p < techDesc.Passes; ++p ) { //Get a pass at current index and apply it m_pTechnique->GetPassByIndex( p )->Apply( 0 ); //Draw call md3dDevice->DrawIndexed(m_pTestRenderable->getNumOfIndices(),0,0); //m_pD3D10Device->Draw(m_pTestRenderable->getNumOfVerts(),0); } Is there anything I've clearly done wrong or are missing? Spent 2 weeks trying to workout what on earth I've done wrong to no avail. Any insight a fresh pair eyes could give on this would be great.

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  • Entity Type specific updates in entity component system

    - by Nathan
    I am currently familiarizing myself with the entity component paradigm. For an example, take a collision system, that detects if entities collide and if they do let them explode. So the collision system has to test collision based on the position component and then set the state of those entities to exploding. But what if the "effect" (setting the state to exploding) is different for different entities? For example, a ship fades out while for an asteroid a particle system must be created. Since entities and components are only data, this must happen in some system. The collision system could do it, but then it must switch over the entity type, which in my opinion is a cumbersome and difficult to extend solution. So how do I trigger "entity type dependend" updates on an entity?

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  • Blending textures together, texture fade over / fade in

    - by Deukalion
    What is the best way to render a texture overlapping effect? Like in this example: I want either the grass to fade in to the snow texture, or the other way around. No rough edges. Somehow make them blend over. So the grass has a bit of snow or the snow has a bit of grass How is this possible during runtime? If that's possible. I don't render this by using the SpriteBatch, since the ground isn't rectangles (they can be moved). This is the way I render each shape (each one of those squares): // LoadTexture // Apply EffectPass device.DrawUserIndexedPrimitives<VertexPositionNormalTexture> ( PrimitiveType.TriangleList, render.Item.Points, // Array of VertexPositionNormalTexture 0, render.Item.Points.Length, render.Item.Indexes, // Array of int indexes (triangulation) 0, render.Item.Indexes.Length / 3, VertexPositionNormalTexture.VertexDeclaration );

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  • Apache URL Rewrite

    - by sgtbeano
    I'm trying and failing to get a URL rewrite working, firstly I'm doing it in the vhost declaration, is that right? What I'm trying to do is take any URL which has; view.php?id=[a 1 or multidigit number] and rewrite it to view.php?id=[number]&section=1 Any help would be greatly appreciated, thanks for looking. Okay, so I tried the suggestion below (thanks for that) and now have this in my vhost file but still no effect; NameVirtualHost *:80 <VirtualHost *:80> ServerAdmin ######## DocumentRoot "########" ServerName ######## ErrorLog "logs\########.log <Directory "########"> DirectoryIndex index.php index.html AcceptPathInfo on Order allow,deny Allow from All </Directory> <Location /> RewriteEngine on RewriteRule ^/view.php?id=([0-9]*)$ /view.php?id=$1&section=1 [R] </Location> </VirtualHost> Any more suggestions? Thanks again

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  • Do immutable objects and DDD go together?

    - by SnOrfus
    Consider a system that uses DDD (as well: any system that uses an ORM). The point of any system realistically, in nearly every use case, will be to manipulate those domain objects. Otherwise there's no real effect or purpose. Modifying an immutable object will cause it to generate a new record after the object is persisted which creates massive bloat in the datasource (unless you delete previous records after modifications). I can see the benefit of using immutable objects, but in this sense, I can't ever see a useful case for using immutable objects. Is this wrong?

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  • How do walls affect lighting?

    - by Milkboat
    I have been trying to implement a simple form of lighting in my 2D game. In the screenshot, I don't think it looks very good, kind of just plastered over the top of the map. How would the wall effect how the lighting is displayed? Just looking for tips on how to make my lighting look a bit better. Right now I gave each tile a light value and I change that depending on if there is a light source near by. I don't take in account if there are any objects near by. Screenshot:

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  • Entity Component System, weapon

    - by Heorhiy
    I'm new to game programming and currently trying to understand Entity Component System design by implementing simple 2d game. By ECS I mean design, described here for example In my game I have different kind of weapons: automatic, gun, grenade, etc... Each type of weapon has it's own affect area (gun shots along the straight line and grenade explodes and covers some spherical area) , damage impact, visual effect and bullet amount, delay between shots. So I don't completely understand how to implement weapons. Should weapon be an Entity or it should be a component? And how the player should pick up a weapon, switch between different types of weapons and etc.

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  • Is there a grey-area with Copyright infringement?

    - by Z.O
    Currently a student, I'm trying to put together a game for iOS. From everywhere I've read, it seems any game's sound and art are apart of their IP and covered under their Copyright. That being said, say I wanted to use the coin sound effect from the original Mario (less than 1s long and used sparsely)... would anyone really care? Having no experience with this, I'm just wondering if cases like this are treated like "Ya you're driving slightly over the speed limit, but nobody cares" or as "you stole that car". Thanks for any insight anyone may be able to provide.

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  • EV SSL Certificates - does anyone care?

    - by pygorex1
    Is any one aware of any data or studies from an impartial source that show the impact of EV SSL certificates on customer behavior? I've been unable to find any such studies. If an EV SSL certificate increases sales on a web store front by even a few points, I can see the value. Aside from data targeted at EV SSL it may be possible to guess at customer behavior based on user interaction with regular SSL certificates. Are users even aware of SSL security? Does regular SSL have any proven effect on web store front sales? Note, that I'm not asking about the necessity of good encryption - I'm asking about a potential customer's perception of security & trust.

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  • Will having many timers affect my game performance?

    - by iQue
    I'm making a game for android, and earlier today I was trying to add some cool stuff to my game. The problem is this thing needs like 5 timers. I build my timers like this: timer += deltaTime; if(timer >= 2.0f){ doStuff; timer -= 2.0f; } // this timers gets stuff done every 2 secs Will having to many timers like this, getting checked every frame, screw up my games performance? The effect I wanted to add was a crosshair every 2 sec, then remove it after 2 sec and do a timed animation. So an array of crosshairs dependent on a bunch of timers to be exact. This caused my game to shut down when used, so thats why Im wondering if using that many timers causes my game to flip out.

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  • How to write reusable code in node.js

    - by lortabac
    I am trying to understand how to design node.js applications, but it seems there is something I can't grasp about asynchronous programming. Let's say my application needs to access a database. In a synchronous environment I would implement a data access class with a read() method, returning an associative array. In node.js, because code is executed asynchronously, this method can't return a value, so, after execution, it will have to "do" something as a side effect. It will then contain some code which does something else than just reading data. Let's suppose I want to call this method multiple times, each time with a different success callback. Since the callback is included in the method itself, I can't find a clean way to do this without either duplicating the method or specifying all possible callbacks in a long switch statement. What is the proper way to handle this problem? Am I approaching it the wrong way?

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  • Can't make the Multimedia keys work in LXDE

    - by Uri Herrera
    I've tried to edit the configuration file in ~/.config/openbox/lxde-rc.xml however the changes don't take effect, i still can't use the keys. The LXDE wiki shows that after finding that my keyboard sends the correct standardized keyboard events i should go and edit the file to my liking, the keyboard does send the correct events and the keys are properly identified yet nothing happens. Since LXDE doesn't come with a sound preferences option i have installed xfce4-mixer. I too have a netbook running Lubuntu and it's media keys are working fine, i don't know if what i installed has had something to do here?. I also installed xfce4-volumed volume keys daemon from synaptic but to no avail, still nothing. How can i make the multimedia keys of my keyboard work in LXDE with xfce4-mixer Edit: Here is my lxde-rc.xml file

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  • Xubuntu 12.04: How to get Emacs keybindings?

    - by Marius Hofert
    I work with Xubuntu 12.04 on a MacBook Air. There are various posts about how to use Emacs' keybindings under gnome (see, for example, Enabling Emacs Keybind on Google Chrome, reverting from emacs keybindings in chrome, or http://www.fettesps.com/ubuntu-emacs-keybindings/). I installed gconf-editor and replaced "Greybird" by "Emacs" in desktop - gnome - interface - gtk_theme. This change did not seem to have an effect, though. How can I get Emacs keybindings under Xubuntu? [C-s for "search" and C-y for "paste" in google chrome, for example]

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  • How can I break out of ssh when it locks?

    - by Wayne Werner
    Hi, I frequently ssh into my box at home from school, but usually when I change classes and my computer suspends, the pipe will be broken. However, ssh simply locks up - ^c, ^z and ^d have no effect. It's annoying to have to restart my terminal, and even more annoying to have to close and re-create a new screen window. So my question, is there an easy way to make ssh die properly (i.e. when the pipe fails "normally" it will exit with a message about a broken pipe)? Or do I have to figure out what the PID is and manually kill it? Thanks!

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  • APT wedged by kernel version mismatch

    - by Leopd
    Apt is seemingly unable to do anything useful for me, repeatedly giving messages of this form: dpkg: dependency problems prevent configuration of linux-server: linux-server depends on linux-image-server (= 3.2.0.37.44); however: Version of linux-image-server on system is 3.2.0.37.45. linux-server depends on linux-headers-server (= 3.2.0.37.44); however: Version of linux-headers-server on system is 3.2.0.37.45. dpkg: error processing linux-server (--configure): dependency problems - leaving unconfigured This is basically the same problem as I cannot install any package (linux-image-server, linux-server dependencies errors) which got closed Duplicate to an answer that is totally useless for this situation. None of the advice in that very generic answer about dependencies helps. Explicitly: sudo apt-get clean sudo apt-get autoclean sudo apt-get update all have no not effect. While sudo apt-get -f install sudo dpkg --configure -a sudo apt-get -u dist-upgrade sudo apt-get -o Debug::pkgProblemResolver=yes dist-upgrade all give some form of the error message above.

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  • DNS and Wildcard CNAME

    - by Thomas Chapman
    Whenever I attempt to make a record for *.schneiderdonnelly.com.au and CNAME it, I get two errors: You can't mix CNAME/MX records together using the same hostname. Domain root's cannot be CNAME's, however you can web-forward this record to www.schneiderdonnelly.com.au instead for the same effect. I've read it's possible so why can't I make it work? I donated $5 to be a premium member and I've been trying to make it work for yonks. http://i.stack.imgur.com/D9Ui5.jpg This is how I want it to appear. The last record. I am prepared to swap DNS providers as long as they're free.

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  • How can I fade something to clear instead of white?

    - by Raven Dreamer
    I've got an XNA game which essentially has "floating combat text": short-lived messages that display for a fraction of a second and then disappear. I've recently added a gradual "fade-away" effect, like so: public void Update() { color.A -= 10; position.X += 3; if (color.A <= 10) isDead = true; } Where color is the Color int the message displays as. This works as expected, however, it fades the messages to white, which is very noticeable on my indigo background. Is there some way to fade it to transparent, rather than white? Lerp-ing towards the background color isn't an option, as there's a possibility there will be something between the text and the background, which would simply be the inverse of the current problem.

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  • GLSL Bokeh using Quads and Textures

    - by Notoriousaur
    I'm trying to create a depth of field effect with bokeh sprites in GLSL. Specifically, what i would like to do is, for each pixel: See if the pixel is out of the focal range If it is, draw a quad and apply a texture to provide a bokeh sprite. This kind of implementation is seen in the Unreal Engine and by Matt Pettineo, however, both implementations are in DX11 and I'm using OpenGL. I'm a bit stuck on the drawing a quad and applying a texture bit. Does anyone know how I can do this, or provide any relevant links as to how I can do this? Thanks

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  • How to get quality sprite sheet generation with rotations

    - by BenMaddox
    I'm working on a game that uses sprite sheets with rotation for animations. While the effect is pretty good, the quality of the rotations is somewhat lacking. I exported a flash animation to png sequence and then used a C# app to do matrix based rotations (System.Drawing.Drawing2D.Matrix). Unfortunately, there are several places where the image gets clipped. What would you suggest for a way to get high quality rotations from either flash or the exported PNGs? A circle should fit within the same image boundaries. I don't mind a new program that I must write or an existing program I must download/buy.

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  • What package do I need to build a Qt 5 & CMake application?

    - by Kevin Reid
    I'm trying to build sdrangelove, which wants Qt 5 and uses CMake for its build system, on Ubuntu 13.10. What package do I need to install to give it the file it's asking for here? There are a lot of *qt5* packages, and I've tried installing the promising looking ones to no effect. All the discussions I've found either have things working fine or are talking about writing CMake build rules rather than executing them. I don't have a lot of experience with the organization of Debian/Ubuntu packaging. CMake Error at CMakeLists.txt:14 (find_package): By not providing "FindQt5Core.cmake" in CMAKE_MODULE_PATH this project has asked CMake to find a package configuration file provided by "Qt5Core", but CMake did not find one. Could not find a package configuration file provided by "Qt5Core" (requested version 5.0) with any of the following names: Qt5CoreConfig.cmake qt5core-config.cmake Add the installation prefix of "Qt5Core" to CMAKE_PREFIX_PATH or set "Qt5Core_DIR" to a directory containing one of the above files. If "Qt5Core" provides a separate development package or SDK, be sure it has been installed.

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  • Putting (WordPress) tags in <footer> tag, good for SEO or not?

    - by BlackEagle
    I am using tags for my posts on my WordPress site. The content of my post is set in <article> tags, which is fine and now, I want to put the author link and tags in a <footer> tag, but I don't know if this is good for SEO reasons. I know that Googlebots are putting less weight if they see links in a footer, but will this effect my tag pages? Is there any harm? I would love to read a good explanation on this.

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