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  • LaTeX: Default font(s) for greek letters?

    - by Marco
    I'm a programmer but new to (La)TeX. As far as I can tell, neither the Computer Modern nor Latin Modern fonts have glyphs for the full greek alphabet. I installed (OS X) a Latin Modern font that came with TeX Live (lmroman10-regular.otf). As you can see in the attached image, the lowercase greek letters (and nabla) are displayed (TextEdit) using some default font. Also shown in the image is LaTeXiT displaying pretty lowercase greek letters that seem to be Latin-Modern-Italic-ish. So what font(s) are used by LaTeX for greek (and math symbols)? Where would I find them in the TeX fonts directory? Image: http://imgur.com/dvyyB.png

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  • What do the square brackets in LaTeX logs mean?

    - by stefan-majewsky
    I'm currently working on a parser that reads complete LaTeX logs. Most of the log format is, though weird, easy to figure out, but these square brackets are puzzling me. Here's an example from near the end of one of my logs: Overfull \hbox (10.88788pt too wide) in paragraph at lines 40--40 []$[]$ [] [102]) [103] Kapitel 14. (./Thermo-141-GrenzenFundamentalpostulat.tex [104 ]) (./Thermo-142-Mastergleichung.tex [105]) (./Thermo-143-HTheorem.tex [106pdfTeX warning (ext4): destination with the same identifier (name{equation.14.3.3}) ha s been already used, duplicate ignored Can anybody give me a hint what these square brackets mean? I can't see any structure in them. I have the suspicion that lines 2/3 above are some kind of ASCII art representing the box layout, though I know too less about badboxes to justify this or identify the meaning of the single characters. Then, the "[104" etc. seem to correspond to the page numbers, but I am still not seeing the reason why there is sometimes something inbetween the square brackets (like the pdfTeX warning above), and sometimes not.

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  • How can I install a package without installing some dependencies?

    - by Alex
    I'm trying to install the package LaTeXila, and the output looks like this: $ sudo apt-get install latexila --no-install-recommends Reading package lists... Done Building dependency tree Reading state information... Done The following extra packages will be installed: latexila-data latexmk luatex tex-common texlive-base texlive-binaries texlive-common texlive-doc-base texlive-latex-base Suggested packages: rubber texlive-latex-extra debhelper Recommended packages: texlive texlive-latex-recommended texlive-luatex lmodern texlive-latex-base-doc The following NEW packages will be installed: latexila latexila-data latexmk luatex tex-common texlive-base texlive-binaries texlive-common texlive-doc-base texlive-latex-base 0 upgraded, 10 newly installed, 0 to remove and 0 not upgraded. Need to get 29.3 MB of archives. After this operation, 74.5 MB of additional disk space will be used. Do you want to continue [Y/n]? I don't want to install the texlive packages. I've installed texlive manually from http://www.tug.org/texlive/. Any suggestions?

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  • 2D metaball liquid effect - how to feed output of one rendering pass as input to another shader

    - by Guye Incognito
    I'm attempting to make a shader for unity3d web project. I want to implement something like in the great answer by DMGregory in this question. in order to achieve a final look something like this.. Its metaballs with specular and shading. The steps to make this shader are. 1. Convert the feathered blobs into a heightmap. 2. Generate a normalmap from the heightmap 3. Feed the normal map and height map into a standard unity shader, for instance transparent parallax specular. I pretty much have all the pieces I need assembled but I am new to shaders and need help putting them together I can generate a heightmap from the blobs using some fragment shader code I wrote (I'm just using the red channel here cus i dont know if you can access the brightness) half4 frag (v2f i) : COLOR{ half4 texcol,finalColor; texcol = tex2D (_MainTex, i.uv); finalColor=_MyColor; if(texcol.r<_botmcut) { finalColor.r= 0; } else if((texcol.r>_topcut)) { finalColor.r= 0; } else { float r = _topcut-_botmcut; float xpos = _topcut - texcol.r; finalColor.r= (_botmcut + sqrt((xpos*xpos)-(r*r)))/_constant; } return finalColor; } turns these blobs.. into this heightmap Also I've found some CG code that generates a normal map from a height map. The bit of code that makes the normal map from finite differences is here void surf (Input IN, inout SurfaceOutput o) { o.Albedo = fixed3(0.5); float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); float me = tex2D(_HeightMap,IN.uv_MainTex).x; float n = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y+1.0/_HeightmapDimY)).x; float s = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y-1.0/_HeightmapDimY)).x; float e = tex2D(_HeightMap,float2(IN.uv_MainTex.x-1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float w = tex2D(_HeightMap,float2(IN.uv_MainTex.x+1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float3 norm = normal; float3 temp = norm; //a temporary vector that is not parallel to norm if(norm.x==1) temp.y+=0.5; else temp.x+=0.5; //form a basis with norm being one of the axes: float3 perp1 = normalize(cross(norm,temp)); float3 perp2 = normalize(cross(norm,perp1)); //use the basis to move the normal in its own space by the offset float3 normalOffset = -_HeightmapStrength * ( ( (n-me) - (s-me) ) * perp1 + ( ( e - me ) - ( w - me ) ) * perp2 ); norm += normalOffset; norm = normalize(norm); o.Normal = norm; } Also here is the built-in transparent parallax specular shader for unity. Shader "Transparent/Parallax Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _ParallaxMap ("Heightmap (A)", 2D) = "black" {} } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 600 CGPROGRAM #pragma surface surf BlinnPhong alpha #pragma exclude_renderers flash sampler2D _MainTex; sampler2D _BumpMap; sampler2D _ParallaxMap; fixed4 _Color; half _Shininess; float _Parallax; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float3 viewDir; }; void surf (Input IN, inout SurfaceOutput o) { half h = tex2D (_ParallaxMap, IN.uv_BumpMap).w; float2 offset = ParallaxOffset (h, _Parallax, IN.viewDir); IN.uv_MainTex += offset; IN.uv_BumpMap += offset; fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Transparent/Bumped Specular" }

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  • Ubuntu 12.10 TexLive 2012: Latex file would not compile

    - by Indian
    I wrote a long report with chapters using TexLiVE 2009. When I move to 12.10, the system had upgraded to Texlive 2012. However, I found that some fonts were not working, whereas they were a part of the distribution (Texlive). Therefore, I uninstalled the whole thing (TexLive) and then reinstalled. Compilation command pdflatex myreport.tex I now have the following error while compiling: This is pdfTeX, Version 3.1415926-2.4-1.40.13 (TeX Live 2012/Debian) \write18 enabled kpathsea: Running mktexfmt pdflatex.fmt I can't find the format file 'pdflatex.fmt'! How do I solve this issue?

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  • Login crash loop

    - by dawmail333
    After about the second/third batch of updates on a fresh install of Ubuntu 12.04, I end up getting stuck in an infinite login loop: I enter my password, screen goes black and shows me the end of the initialisation messages (including things like CUPS initialising), and then the greeter reappears. Kicker is, as I'm using gnome-shell, I just decided to uninstall LightDM, ubuntu-desktop and unity-greeter, using GDM as my manager, and the problem still happens in exactly the same manner. I'm lost even as to where to start looking - Xorg logs, LightDM logs (before I removed it), syslog and dmesg logs have held no unusual information at all. I have a TeX assignment due next week, and reinstalling Ubuntu every time I want to work on it is not going to work (nor is using TeX on Windows ;). Anything else I should try?

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  • Black Screen: How to set Projection/View Matrix

    - by Lisa
    I have a Windows Phone 8 C#/XAML with DirectX component project. I'm rendering some particles, but each particle is a rectangle versus a square (as I've set the vertices to be positions equally offset from each other). I used an Identity matrix in the view and projection matrix. I decided to add the windows aspect ratio to prevent the rectangles. But now I get a black screen. None of the particles are rendered now. I don't know what's wrong with my matrices. Can anyone see the problem? These are the default matrices in Microsoft's project example. View Matrix: XMVECTOR eye = XMVectorSet(0.0f, 0.7f, 1.5f, 0.0f); XMVECTOR at = XMVectorSet(0.0f, -0.1f, 0.0f, 0.0f); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up))); Projection Matrix: void CubeRenderer::CreateWindowSizeDependentResources() { Direct3DBase::CreateWindowSizeDependentResources(); float aspectRatio = m_windowBounds.Width / m_windowBounds.Height; float fovAngleY = 70.0f * XM_PI / 180.0f; if (aspectRatio < 1.0f) { fovAngleY /= aspectRatio; } XMStoreFloat4x4(&m_constantBufferData.projection, XMMatrixTranspose(XMMatrixPerspectiveFovRH(fovAngleY, aspectRatio, 0.01f, 100.0f))); } I've tried modifying them to use cocos2dx's WP8 example. XMMATRIX identityMatrix = XMMatrixIdentity(); float fovy = 60.0f; float aspect = m_windowBounds.Width / m_windowBounds.Height; float zNear = 0.1f; float zFar = 100.0f; float xmin, xmax, ymin, ymax; ymax = zNear * tanf(fovy * XM_PI / 360); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; XMMATRIX tmpMatrix = XMMatrixPerspectiveOffCenterRH(xmin, xmax, ymin, ymax, zNear, zFar); XMMATRIX projectionMatrix = XMMatrixMultiply(tmpMatrix, identityMatrix); // View Matrix float fEyeX = m_windowBounds.Width * 0.5f; float fEyeY = m_windowBounds.Height * 0.5f; float fEyeZ = m_windowBounds.Height / 1.1566f; float fLookAtX = m_windowBounds.Width * 0.5f; float fLookAtY = m_windowBounds.Height * 0.5f; float fLookAtZ = 0.0f; float fUpX = 0.0f; float fUpY = 1.0f; float fUpZ = 0.0f; XMMATRIX tmpMatrix2 = XMMatrixLookAtRH(XMVectorSet(fEyeX,fEyeY,fEyeZ,0.f), XMVectorSet(fLookAtX,fLookAtY,fLookAtZ,0.f), XMVectorSet(fUpX,fUpY,fUpZ,0.f)); XMMATRIX viewMatrix = XMMatrixMultiply(tmpMatrix2, identityMatrix); XMStoreFloat4x4(&m_constantBufferData.view, viewMatrix); Vertex Shader cbuffer ModelViewProjectionConstantBuffer : register(b0) { //matrix model; matrix view; matrix projection; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; PixelInputType main(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; //===================================== // TODO: ADDED for testing input.position.z = 0.0f; //===================================== // Calculate the position of the vertex against the world, view, and projection matrices. //output.position = mul(input.position, model); output.position = mul(input.position, view); output.position = mul(output.position, projection); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Store the particle color for the pixel shader. output.color = input.color; return output; } Before I render the shader, I set the view/projection matrices into the constant buffer void ParticleRenderer::SetShaderParameters() { ViewProjectionConstantBuffer* dataPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; DX::ThrowIfFailed(m_d3dContext->Map(m_constantBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)); dataPtr = (ViewProjectionConstantBuffer*)mappedResource.pData; dataPtr->view = m_constantBufferData.view; dataPtr->projection = m_constantBufferData.projection; m_d3dContext->Unmap(m_constantBuffer.Get(), 0); // Now set the constant buffer in the vertex shader with the updated values. m_d3dContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf() ); // Set shader texture resource in the pixel shader. m_d3dContext->PSSetShaderResources(0, 1, &m_textureView); } Nothing, black screen... I tried so many different look at, eye, and up vectors. I tried transposing the matrices. I've set the particle center position to always be (0, 0, 0), I tried different positions too, just to make sure they're not being rendered offscreen.

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  • How can I calibrate my printer using the LaTeX test page?

    - by Chris
    I am trying to print a LaTeX compiled document but my printer doesn't print the top part. It seems that the top part is outside of the printing range. To debug this problem I have printed the LaTeX test page (/usr/share/texmf-texlive/tex/latex/base/testpage.tex) and it turns out that my printer is placing the content about 4.5mm closer to the top of the page than it should. How can I calibrate my printer/driver so that it will place the content where it is supposed to go? I am using an HP OfficetJet 7300 printer with hplip.

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  • How are typical users expected to read the documentation in /usr/share/doc?

    - by ændrük
    I only recently learned that there is a huge pile of documentation in /usr/share/doc. How on earth is a typical user supposed to find out about that? It seems like much of it is gzipped, and inaccessible with administrative privileges: $ gunzip examples/letter.tex.gz gzip: examples/letter.tex: Permission denied Are users expected to duplicate each item in their home directory just to read it, or is there a less tedious solution? This arrangement hardly seems conducive to regular browsing. How do normal people read this documentation?

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  • xelatex Invalid fontname

    - by user176121
    I want to use the openoffice chinese fonts, eg AR PL SungtiL GB, but the xelatex tells me that it is an invalid name (as shown below). It seems like the font name has spaces and so it doesn't recognize it? How should I get around this? (/usr/share/texmf-texlive/tex/latex/base/syntonly.sty)kpathsea: Invalid fontname `AR PL SungtiL GB', contains ' ' I am using the xeCJK package in XeTeX 3.1415926-2.2-0.9995.2 (TeX Live 2009/Debian) on Ubuntu.

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  • Checkout multiple revision of one file in CVS repository

    - by Andrew
    Hi, To checkout I use the following command CVSROOT="/home/projects/stuff/" cvs co mywork with the mywork directory I have text files as well as pictures, i.e., looks something like this - paper.tex - pic1.jpg - pic2.jpg etc. In particular, I am interested in checking out all the version of paper.tex over time. Is there a way how I can check all revisions of this file out at once? Or which command can I use to see when revision have been made to this particular file? many thanks for your help, Andrew

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  • Awk: how to have backclashes in printf?

    - by HH
    Works: awk '{print $$1"\t&\t"$$2"\t\\\\"}' .file > file.tex Does not work, why? awk '{printf %.2f"\t&\t"\.2f"\t\\\\",$$1,$$2}' .file > file.tex Error: awk: {printf %.2f"\t&\t"\.2f"\t\\\\",$1,$2} awk: ^ backslash not last character on line

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  • Checkout multiple revision of one file in SVN repository

    - by Andrew
    Hi, To checkout I use the following command CVSROOT="/home/projects/stuff/" cvs co mywork with the mywork directory I have text files as well as pictures, i.e., looks something like this - paper.tex - pic1.jpg - pic2.jpg etc. In particular, I am interested in checking out all the version of paper.tex over time. Is there a way how I can check all revisions of this file out at once? Or which command can I use to see when revision have been made to this particular file? many thanks for your help, Andrew

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  • convert rst to latex, problem with tables

    - by ace
    hi all, I have some .rst files and I convert them to .tex file using standard sphinx converter. but in some .rst I have tables with special width like: .. list-table:: :widths: 50 50 but resulting .tex always contains tables like: \begin{tabulary}{\textwidth}{|L|L|} so, column width is lost. how can I preserve column width when converting rst to latex?

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  • Awk: error in printf but not in print

    - by HH
    Works: awk '{print $$1"\t&\t"$$2"\t\\\\"}' .file > file.tex Does not work, why? awk '{printf %.2f"\t&\t"\.2f"\t\\\\",$$1,$$2}' .file > file.tex Error: awk: {printf %.2f"\t&\t"\.2f"\t\\\\",$1,$2} awk: ^ backslash not last character on line

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  • How can I tell if AUCTeX is available?

    - by Simon Wright
    I have a package which has various features that depend on AUCTeX. As it stands, it requires hand-configuration: (defvar AucTeX-used nil) (if AucTeX-used (progn (require 'tex-site) (require 'latex)) (require 'latex-mode) (setq TeX-command-list nil)) Is there a way to find out whether AUCTeX is available on the machine, to avoid having to set AucTeX-Used by hand? (I'm using GNU Emacs 23.1.1 for Max OS X).

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  • How do I constrain the SCons Command builder to run only if its dependencies have changed?

    - by saffsd
    I am using the Command builder in scons to specify that a particular script needs to be invoked to produce a particular file. I would like to only run the script if it has been modified since the file was previously generated. The default behaviour of the Command builder seems to be to always run the script. How can I change this? This is my current SConstruct: speed = Command('speed_analysis.tex','','python code/speed.py') report = PDF(target = 'report.pdf', source = 'report.tex') Depends(report, speed)

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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 rollback/undo yum update on fedora after messing the fedora versions

    - by misteryes
    I want to install texlive on my fedora 16 laptop with the following procedure: # yum remove tex-* texlive-* # cat > /etc/yum.repos.d/texlive.repo <<EOF [texlive] name=texlive baseurl=http://jnovy.fedorapeople.org/texlive/2012/packages.f17/ enabled=1 gpgcheck=0 EOF # yum update; # yum install texlive after yum update, I notice that my laptop is fedora 16, while I used 2012/packages.fc17/ so I modify /etc/yum.repos.d/texlive.repo to use 2011/packages.fc16 and do yum update again however, there are many errors [root@kitty esolve]# yum update Loaded plugins: auto-update-debuginfo, langpacks, presto, refresh-packagekit http://repos.fedorapeople.org/repos/leigh123linux/cinnamon/fedora-16/x86_64/repodata/repomd.xml: [Errno 14] HTTP Error 404 - Not Found : http://repos.fedorapeople.org/repos/leigh123linux/cinnamon/fedora-16/x86_64/repodata/repomd.xml Trying other mirror. Setting up Update Process Resolving Dependencies --> Running transaction check ---> Package dvipng.x86_64 0:1.14-1.fc15 will be obsoleted ---> Package kpathsea.x86_64 0:2007-66.fc16 will be obsoleted --> Processing Dependency: libkpathsea.so.4()(64bit) for package: evince-dvi-3.2.1-2.fc16.x86_64 ---> Package mkvtoolnix.x86_64 0:5.8.0-1 will be updated ---> Package mkvtoolnix.x86_64 0:6.3.0-1 will be an update ---> Package nautilus-dropbox.x86_64 0:1.4.0-1.fc10 will be updated ---> Package nautilus-dropbox.x86_64 0:1.6.0-1.fc10 will be an update ---> Package texlive-dvipng-bin.x86_64 2:svn26509.0-19.20130317_r29408.fc17 will be obsoleting --> Processing Dependency: texlive-kpathsea-lib = 2:2012-19.20130317_r29408.fc17 for package: 2:texlive-dvipng-bin-svn26509.0-19.20130317_r29408.fc17.x86_64 --> Processing Dependency: texlive-base for package: 2:texlive-dvipng-bin-svn26509.0-19.20130317_r29408.fc17.x86_64 --> Processing Dependency: tex-dvipng for package: 2:texlive-dvipng-bin-svn26509.0-19.20130317_r29408.fc17.x86_64 --> Processing Dependency: libpng15.so.15()(64bit) for package: 2:texlive-dvipng-bin-svn26509.0-19.20130317_r29408.fc17.x86_64 --> Processing Dependency: libkpathsea.so.6()(64bit) for package: 2:texlive-dvipng-bin-svn26509.0-19.20130317_r29408.fc17.x86_64 ---> Package texlive-kpathsea.noarch 2:svn28792.0-19.fc17 will be obsoleting --> Processing Dependency: texlive-kpathsea-bin for package: 2:texlive-kpathsea-svn28792.0-19.fc17.noarch --> Running transaction check ---> Package kpathsea.x86_64 0:2007-66.fc16 will be obsoleted --> Processing Dependency: libkpathsea.so.4()(64bit) for package: evince-dvi-3.2.1-2.fc16.x86_64 ---> Package texlive-base.noarch 2:2012-19.20130317_r29408.fc17 will be installed ---> Package texlive-dvipng.noarch 2:svn26689.1.14-19.fc17 will be installed ---> Package texlive-dvipng-bin.x86_64 2:svn26509.0-19.20130317_r29408.fc17 will be obsoleting --> Processing Dependency: libpng15.so.15()(64bit) for package: 2:texlive-dvipng-bin-svn26509.0-19.20130317_r29408.fc17.x86_64 ---> Package texlive-kpathsea-bin.x86_64 2:svn27347.0-19.20130317_r29408.fc17 will be installed ---> Package texlive-kpathsea-lib.x86_64 2:2012-19.20130317_r29408.fc17 will be installed --> Finished Dependency Resolution Error: Package: evince-dvi-3.2.1-2.fc16.x86_64 (@fedora) Requires: libkpathsea.so.4()(64bit) Removing: kpathsea-2007-66.fc16.x86_64 (@so-updates) libkpathsea.so.4()(64bit) Obsoleted By: 2:texlive-kpathsea-svn28792.0-19.fc17.noarch (texlive) Not found Error: Package: 2:texlive-dvipng-bin-svn26509.0-19.20130317_r29408.fc17.x86_64 (texlive) Requires: libpng15.so.15()(64bit) You could try using --skip-broken to work around the problem You could try running: rpm -Va --nofiles --nodigest and when I do yum install texlive, it simply tries to install the f17 version, which failed. what Can I do to install f16 version? how can I undo yum update with 2012/packages.f17/ I tried yum history, and for today's history, I only have Loaded plugins: auto-update-debuginfo, langpacks, presto, refresh-packagekit ID | Login user | Date and time | Action(s) | Altered ------------------------------------------------------------------------------- 124 | esolve ... <esolve> | 2013-09-12 18:35 | Erase | 24 123 | root <root> | 2013-08-23 11:08 | Update | 1 122 | root <root> | 2013-08-21 14:13 | Update | 1 < 121 | esolve ... <esolve> | 2013-05-31 15:36 | Install | 1 > 120 | root <root> | 2013-05-29 15:13 | Install | 1 < 119 | root <root> | 2013-04-18 13:13 | Update | 1 >< which seems not related to yum update the history results: 1003 yum update 1004 vim 1005 vim /etc/yum.repos.d/texlive.repo 1006 yum update 1007 yum install texlive 1008 vim /etc/yum.repos.d/texlive.repo 1009 clear 1010 yum history 1011 yum history list 1012 vim 1013 vim /etc/yum.repos.d/texlive.repo 1014 yum history list 1015 history also I tried yum history undo 124 but it failed! [root@kitty esolve]# yum history undo 124 Loaded plugins: auto-update-debuginfo, langpacks, presto, refresh-packagekit http://repos.fedorapeople.org/repos/leigh123linux/cinnamon/fedora-16/x86_64/repodata/repomd.xml: [Errno 14] HTTP Error 404 - Not Found : http://repos.fedorapeople.org/repos/leigh123linux/cinnamon/fedora-16/x86_64/repodata/repomd.xml Trying other mirror. Undoing transaction 124, from Thu Sep 12 18:35:31 2013 Erase R-2.14.1-1.fc16.x86_64 ? Erase R-core-2.14.1-1.fc16.x86_64 ? Erase R-devel-2.14.1-1.fc16.x86_64 ? Erase a2ps-4.14-12.fc15.x86_64 ? Erase docbook-utils-pdf-0.6.14-29.fc16.noarch ? Erase html2ps-1.0-0.7.b7.fc15.noarch ? Erase jadetex-3.13-10.fc15.noarch ? Erase kile-2.1.1-1.fc16.x86_64 ? Erase linuxdoc-tools-0.9.66-9.fc15.x86_64 ? Erase tetex-dvipost-1.1-12.fc15.x86_64 ? Erase tex-cm-lgc-0.5-18.fc15.noarch ? Erase tex-preview-11.86-6.fc16.noarch ? Erase texinfo-tex-4.13a-15.fc15.x86_64 ? Erase texlive-2007-66.fc16.x86_64 ? Erase texlive-dvips-2007-66.fc16.x86_64 ? Erase texlive-latex-2007-66.fc16.x86_64 ? Erase texlive-texmf-2007-40.fc16.noarch ? Erase texlive-texmf-dvips-2007-40.fc16.noarch ? Erase texlive-texmf-fonts-2007-40.fc16.noarch ? Erase texlive-texmf-latex-2007-40.fc16.noarch ? Erase texlive-utils-2007-66.fc16.x86_64 ? Erase texmaker-1:3.2.2-1.fc16.x86_64 ? Erase texmf-RR-Inria-4.11-inria.0.noarch ? Erase xdvik-22.84.14-9.fc15.x86_64 ? Error: No package(s) available to install

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  • LaTex: why partially showing up references?

    - by HH
    The bib.style part may be the problem. If I do not reference to references, do they show up? I have listed all errors below, the file compiles so I don't know whether they are related to partially-showing-up-references. For example, work with many authors gets only one author listed. I want to see references fully, not partially. Headers $ grep bib header.tex \usepackage{natbib} \bibliographystyle{abbrvnat} Errors $ grep -n -A 7 -B 7 Error *.log combined.log-505-! Illegal unit of measure (pt inserted). combined.log-506-<to be read again> combined.log-507- \futurelet combined.log-508-l.353 \hline combined.log-509- combined.log-510-? combined.log-511- combined.log:512:! Package caption Error: cite undefined. combined.log-513- combined.log-514-See the caption package documentation for explanation. combined.log-515-Type H <return> for immediate help. combined.log-516- ... combined.log-517- combined.log-518-l.374 ...n={CPU O(mlog(n))}, cite={topcoder:node}] combined.log-519- -- combined.log-559- [] combined.log-560- combined.log-561-) [10] combined.log-562-\openout2 = `references.aux'. combined.log-563- combined.log-564- (./references.tex combined.log-565- combined.log:566:! LaTeX Error: \include cannot be nested. combined.log-567- combined.log-568-See the LaTeX manual or LaTeX Companion for explanation. combined.log-569-Type H <return> for immediate help. combined.log-570- ... combined.log-571- combined.log-572-l.1 \include{timeUse.tex} Bibs.bib @misc{ Gundersen, author = "G. Gundersen", title = "Data Structures in Java for Matrix Computations", year = "2002" } @book{ Lennart, author = "R. Lennart", title = "Mathematics Handbook for Science and Engineering BETA", year = "2004" }

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  • Greasemonkey script for inserting math in gmail

    - by Elazar Leibovich
    I wish an easy way to communicate mathematical equations with gmail. There's a javascript script called AsciiMath, which should translate Tex-like equations into standard mathML. I thought that it would be nice to use this script with GM. I thought that before sending the email, this script would convert all the TeX-like equations in your email to MathML. Thus the reader which is using FF (or IE with MathPlayer installed) would be able to easily read those equations. Ideally, I wish to somehow keep the original TeX-like equations in a plain-text message, so that it would be readable by plain text email clients, such as mutt. Obviously the weakest link here is the client software, which most likely doesn't support MathML. Still if my correspondent is using Firefox and some kind of webmail (which is pretty reasonable) - it should work. My question is, is it possible? Did anyone do that? Do you see any technical problems with this approach (gmail filtering the MathML, client not parsing it correctly etc.)? Any smarter ideas?

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  • How to get pixel information inside a fragment shader?

    - by user697111
    In my fragment shader I can load a texture, then do this: uniform sampler2D tex; void main(void) { vec4 color = texture2D(tex, gl_TexCoord[0].st); gl_FragColor = color; } That sets the current pixel to color value of texture. I can modify these, etc and it works well. But a few questions. How do I tell "which" pixel I am? For example, say I want to set pixel 100,100 (x,y) to red. Everything else to black. How do I do a : "if currentSelf.Position() == (100,100); then color=red; else color=black?" ? I know how to set colors, but how do I get "my" location? Secondly, how do I get values from a neighbor pixel? I tried this: vec4 nextColor = texture2D(tex, gl_TexCoord[1].st); But not clear what it is returning? if I'm pixel 100,100; how do I get the values from 101,100 or 100,101?

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  • OS X mavericks latex issue

    - by Vineet Bafna
    I upgraded to Mavericks and found that pdflatex stopped working. I followed some previous discussions to recreate a link that Mavericks had broken. sudo ln -fs /Library/TeX/Distributions/.DefaultTeX/Contents/Programs/texbin texbin The error message changed to "Permission denied". I tried to change permissions, but it does not work. Please see below. /usr 65: sudo ln -fs /Library/TeX/Distributions/.DefaultTeX/Contents/Programs/texbin texbin /usr 66: ls -l texbin ls: texbin: Permission denied lrwx------ 1 root wheel 63 Aug 21 08:42 texbin /usr 67: chmod 755 texbin /usr 68: ls -l texbin ls: texbin: Permission denied lrwx------ 1 root wheel 63 Aug 21 08:42 texbin /usr 69:

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  • Texture switching with a entity system

    - by GameDev-er
    I'm using thinking of using an entity system in my game. So far I've been using Artemis with success. However, I have a question about texture switching. I read that switching textures too often is bad. So I load all the textures when the game loads like so: import org.newdawn.slick.opengl.TextureLoader; ... public HashMap<String, Texture> Textures; ... Then for each texture I do this: Texture tex = TextureLoader.getTexture("PNG", this.getClass().getResourceAsStream(texturePath)); Textures.put(textureName, tex); Then when drawing entities I do this: drawEntity() { glBindTexture(GL_TEXTURE_2D, Textures.get(entityTexture).getTextureID()); ... } Say I have 50 entities, using 10 different 3D models, each with their own texture. When the drawEntity system runs, it doesn't group by which entities use which texture. So I could be switching textures before drawing each entity! Is there a more efficient way to switch textures between entities? Or is glBindTexture() a good option?

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