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  • Encrypted Windows 7 & Linux Advice Wanted

    - by Miles
    I would like to set up my laptop to dual boot Arch Linux and Windows 7 with file sharing and encryption. Just wanted some advice on going about this because I have not dealt with encryption nor file sharing. I have two 500GB hard drives, and this is my plan: Install Windows 7 across both hard drives Use a live CD to wipe out Windows boot loader and replace with Grub Legacy Use live CD to wipe out second hard drive and re-size the Windows partition located on first hard drive Install Arch Linux along side with Windows 7 on first hard drive, all remaining space goes to home folder as ext2 Install truecrypt and ext2fsd Concerns: Is this the most efficient way to share files between both OSes? Or should I just be using NTFS to store all my data? How would the file permissions work when sharing files between Windows and Linux? Is there a high likley hood of corruption, and what is the ease of backing up files from an encrypted disk? Anything I should look out for, conflict between Grub and Truecrypt? Thank you for any advice, and feel free to post any links you might find useful to me. I am trying to plan this out so I can minimize downtime as I do not want to spend more than a night on this, nor do I want to run into a major problem some time in the future.

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  • (Windows 7) Shared External Drive Permission Issues

    - by connec
    So, say I share my system (C) drive through windows (E.g. properties -> Sharing -> Advanced Sharing -> Share this Folder). I can then access this drive at \\Comp\C on another networked computer - all is well. However, if I insert a removable (USB) disk, say "E", and proceed to share it the same way, when I attempt to access \\Comp\E (either directly or through browsing) I get an error: Windows cannot access \\Comp\E You do not have permission to access \\Comp\E. Contact your network administrator to request access. Now, the permissions (Advanced Sharing -> Permissions) are set with "Everyone" having read access (same as the internal drive), so this doesn't make a lot of sense. Also of note, I have an SSH server on my computer (through Cygwin) and even through SSH (logging in as an administrator user) I cannot access /cygdrive/e (although /cygdrive/c is accessible). As a final note, the drive is of course accessible on the host machine (E:\), and also at \\Comp\E on the host machine.

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  • Is there a PROPRIETARY driver (NVIDIA or ATI) that actually works with 12.10?

    - by DS13
    NOTE: I see many similar topics on this, but I've tried all their suggestions, and nothing has worked. THE MAIN DIFFERENCE SEEMS TO BE: I always get a black screen with a blinking cursor, while others seem to get through the boot-up and see distorted graphics or just their wallpaper. ISSUE: I do a clean install of Ubuntu 12.10. Boots fine with the “nouveau” graphics driver – graphics (even just menus) are very slow, choppy, and distorted. The three other driver options in Ubuntu (official NVIDIA drivers), all result in a variation of the black screen on boot up. There will be NO access to a command line/GUI in anyway what-so-ever (tried every option recommended out there, but the system is unusable at this stage). I can only reinstall, and try different drivers…and I only ever get one shot at it. QUESTIONS: -Does anyone know of a PROPRIETARY driver that will actually work on 12.10 with a NVIDIA or ATI card? -Should I just buy a newer graphics card to put in as a replacement? MORE INFO: This is my second computer, and I’m just trying to get a working install of Ubuntu on it. I don’t want to put much money into it, as I have seen Ubuntu run great on much older/less capable machines. I’ve got a decent'ish Core2Duo Intel processor (2.13Ghz), 2GB of RAM, 320GB hard drive, 32-bit architecture, and there is no other O/S installed. It appears as if the graphics card (NVIDIA Geforce 7350 LE) is holding me back. TRIED SO FAR: -all drivers available in Ubuntu *all fail -manual install of some different NVIDIA drivers *all fail -also tried installing the generic kernel, Nvidia driver doesn't work in 12.10 *no difference -tried installing 12.04 *same results -every method suggested to at least get a command line after switching to a NVIDIA driver *all fail -UPDATE- Re-tried everything above with a new NVIDIA Geforce 210...same results for everything. -UPDATE #2- Re-tried everything above with a new AMD Radeon HD 6450...installed the proprietary driver from Ubuntu's "Software Sources" menu...EVERYTHING NOW WORKS. See "answer" below for summary.

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  • How do I fully share a Hard Drive on my Local Network?

    - by GingerLee
    I have 4 computers connected to a router (DD-WRT) My main PC is Windows 7 (Home Premium). This machine has 2 Hard Disks: HD1 is used for my OS and the other (HD2) is used to store files. My 3 other machines are 1. Ubuntu Destop that I use to learn about linux, 2. A Mac OSX laptop, and 3. A netbook running windows 7. How do I easily share HD2 with my other machines? I would like all my machines to have full access & permissions to HD2 however I would like to RESTRICT access to only PCs that are connected to my router (either via LAN and WiFi) --- btw, I know this is not very secure due to WiFi vulnerability , however, I currently MAC address restrict WiFi connections my router. Extra Info: I have already tried to use the Windows Folder Sharing feature: i.e. I right click over the icon of HD2, and click on the Sharing Tab, but in sub-window labeled "Network File and Folder Sharing", the "Share" button is grayed out. I can click on "Advanced Shared" but that just takes me to a screen in which I have to set certain permissions. What is not clear to me is: How do I set a criteria that shares HD2 with all computer connected to my router?

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  • Can't Log Into Ubuntu 12.04

    - by Razick
    Yesterday, after turning on Ubuntu, I logged into a Gnome session. A few minutes later, I tried switching to Unity for a change. Unfortunately, the background and my desktop icons loaded, but the system bar and launcher failed to load even after several minutes. Unity had always worked fine for me. I then tried the guest account, and it worked fine on both Unity and Gnome. However, the problem with my account got worse; I couldn't log into any desktop at all anymore. I would type in my password and press enter and it would just sit there doing nothing. The computer no longer responded in any way, so I had to hold the power button and reboot. The same problem happened repeatedly. Earlier today, I tried to get on again. I found that I hadthe same problem, when I tried to log in, the computer no longer locked up, but instead flashed a black screen with theconsole output and what seemed to be an error message before returning to the log in screen. It was to quick for me to read, about 1/4-1/2 second. I'd really appreciate some help as I have some important files that are not backed up yet. I can't transfer the files to a new account, or even make a new account because I tried taking the password off my account so now I can't authenticate from the guest to perform root functions. I'd really appreciate some help as I have some important files that are not backed up yet. Thanks.

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  • Kubuntu never gets to the login screen

    - by searchfgold6789
    I am not sure if Xorg is using the right device... The system in question is an A4-1400 CPU with built-in Radeon Graphics. I added a PCIe Radeon HD 5750, and changed the BIOS so it would use that card automatically. Now it appears that I can see output from the TV plugged into the HDMI port, and boot into recovery mode, but cannot get to a desktop - X doesn't start. It just freezes at the Kubuntu splash screen. I have no idea how to get X to use the proper graphics card. I pasted the Xorg.log to http://paste.ubuntu.com/6261137/. And the Xorg.conf generated by aticonfig --initial is at http://paste.ubuntu.com/6261161/ Also, see lspci and lshw -c display outputs. I can provide more information, but something does tell me X is not using the right graphics card and I've no idea where to begin how to fix it... I faced a similar issue before with another distribution but found no information anywhere on how to make X use a specific graphics card. Or maybe it's not that simple.

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  • Shared External Drive Permission Issues

    - by connec
    So, say I share my system (C) drive through windows (E.g. properties -> Sharing -> Advanced Sharing -> Share this Folder). I can then access this drive at \\Comp\C on another networked computer - all is well. However, if I insert a removable (USB) disk, say "E", and proceed to share it the same way, when I attempt to access \\Comp\E (either directly or through browsing) I get an error: Windows cannot access \\Comp\E You do not have permission to access \\Comp\E. Contact your network administrator to request access. Now, the permissions (Advanced Sharing -> Permissions) are set with "Everyone" having read access (same as the internal drive), so this doesn't make a lot of sense. Also of note, I have an SSH server on my computer (through Cygwin) and even through SSH (logging in as an administrator user) I cannot access /cygdrive/e (although /cygdrive/c is accessible). As a final note, the drive is of course accessible on the host machine (E:\), and also at \\Comp\E on the host machine.

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  • Problems with ATI propietary driver in Ubuntu 12.10, window trail and screen does not update

    - by crystallero
    I have problems with the Ati propietary driver (fglrx). I have an iMac (mid 2011) with a Radeon HD 6900M [1002:6720]. I did not have any problem under Ubuntu 12.04, but since I updated to 12.10, I get some annoying graphic corruption. The worst one is that sometimes the screen does not update with the new information. It happens a lot when I change between tabs in Chrome or Sublime Text. It usually gets updated when I scroll the page. Sometimes, when I type, I have to wait a little bit to view the new characters. And I get trails when I move windows too (like a part of the window). After a while, the trail disappears. I tried to install fglrx, fglrx-updates and the new beta driver downloaded from Ati (12.11 Beta 11/16/2012), with no luck. It happens the same with all of them. I tried to mess with Compiz config, but it didn't fix anything. The open source driver does not suffer this problem, but I need the performance of the propietary driver . Do you have clue? Thanks.

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  • How to switch users without entering password, part II

    - by torbengb
    I've got Ubuntu 9.10 with a user account for my wife, and one for myself. "Wake-from-screensaver" should result in "choose user" without having to enter any password. I know how to do that in Windows, but I'm not good with Linux (yet). Part of this was answered in this question which helped me get past the login screen without passwords (after booting, and after choosing "switch user"), but once the screensaver kicks in and I wake it up again, the system does not present the "choose user" screen. Instead, it either turns off the screensaver and presents the desktop of the most recent user, or (if the screensaver is set to lock the screen) prompt for the user's password (which can be handily surpassed by clicking the "switch user" button and choosing the same user again). So, the login ("choose user") screen has been dealt with. How do I make the (any) screensaver return to the login screen at wake, rather than to the current user's desktop? Windows can do this, I'm sure Linux can too - but how?

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  • Screen scraping C application without using OCR or DOM?

    - by Mrgreen
    We have a legacy system that is essentially a glorified telnet interface. We cannot use an alternative telnet client program to connect to the system since there are special features built into the client software they have provided us. I want to be able to screen scrape from this program, however that's proving very difficult. I have tried using WindowSpy and Spy++ to check the window text and it comes up blank. It's a custom C program written by the vendor (they have even disabled selecting text). I'm really looking for a free option and something I may perhaps be able to use in conjuction with a scripting language. It seems the only ways to grab text is directly from the Windows GDI or from memory, but that seems a little extreme. Can anyone recommend any software/DLLs that might be able to accomplish this? I'd be extremely appreciative.

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  • Detecting Screen Resolution to load alternative CSS a good idea?

    - by jdln
    Im working with a graphic designer who constantly wants to make websites larger than the 960 pixels i recommend. I can do a certain amount with liquid layouts but id really love to be able to load different CSS for larger resolutions. I googled it and found the link below, but im worried that I havnt heard more about this. Is this is a reliable method? Im concerned as I would have thought that more people would want to do this. http://www.ilovecolors.com.ar/detect-screen-size-css-style/ Thanks

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  • ScrollBall press events while screen is off on an Android device.

    - by stolksdorf
    I'm writing a quick music player for myself on my Nexus One and really want to add the feature of being able to switch to the next song without removing it from it's case, ie. by pressing the scrollball through the sleeve. I've scoured many resources and... Haven't found a decently easy way to listen to key press events while the screen is off. Can't seem to even get scrollball press events to work. I've tried using a broadcastreciever listening for the Dpad_center intent, but it doesn't seem to function properly. I'm not looking for someone to write the code for me, but if you have successfully done either of these things, any insight on techniques or resources would be amazing. Thanks in advance!

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  • Problem with room/screen/menu controller in python game: old rooms are not removed from memory

    - by Jordan Magnuson
    I'm literally banging my head against a wall here (as in, yes, physically, at my current location, I am damaging my cranium). Basically, I've got a Python/Pygame game with some typical game "rooms", or "screens." EG title screen, high scores screen, and the actual game room. Something bad is happening when I switch between rooms: the old room (and its various items) are not removed from memory, or from my event listener. Not only that, but every time I go back to a certain room, my number of event listeners increases, as well as the RAM being consumed! (So if I go back and forth between the title screen and the "game room", for instance, the number of event listeners and the memory usage just keep going up and up. The main issue is that all the event listeners start to add up and really drain the CPU. I'm new to Python, and don't know if I'm doing something obviously wrong here, or what. I will love you so much if you can help me with this! Below is the relevant source code. Complete source code at http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip MAIN.PY class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() EVENT_MANAGER.PY class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.last_listeners = {} self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def clear(self): del self.listeners[:] #---------------------------------------------------------------------- def post(self, event): # if isinstance(event, MouseButtonLeftEvent): # debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" print 'Number of listeners: ' + str(len(self.listeners)) for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) def notify(self, event): pass #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent) or isinstance(incoming_event, BoardCreationTick): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 2: #Button 2 pos = pygame.mouse.get_pos() ev = MouseButtonRightEvent(pos) elif event.type == pygame.MOUSEBUTTONUP and not self.input_freeze: if event.button == 2: #Button 2 Release pos = pygame.mouse.get_pos() ev = MouseButtonRightReleaseEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) # elif isinstance(event, BoardCreationTick): # #Share some time with other processes, so we don't hog the cpu # pygame.time.wait(5) # # #If this event manager has an associated PGU GUI app, notify it of the event # if self.ev_manager.gui_app: # self.ev_manager.gui_app.event(event) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent(fps=fps)) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False EXAMPLE CLASS USING EVENT MANAGER class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1

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  • Andengine put bullet to pull, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pull public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows: --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 --volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then --c1:setFillColor(10,105,0) --c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I'll try to frame the query better :). Thanks in advance.

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows, --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 -- volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then -- c1:setFillColor(10,105,0) -- c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I ll try to frame the query better :). Thanks in advance.

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  • Rendering Texture Quad to Screen or FBO (OpenGL ES)

    - by Usman.3D
    I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for testing purpose) //Load texture data UIImage *image=[UIImage imageNamed:@"textureImage.png"]; GLuint width = FRAME_WIDTH; GLuint height = FRAME_HEIGHT; //Create context void *imageData = malloc(height * width * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); //Prepare image CGContextClearRect(context, CGRectMake(0, 0, width, height)); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Simple Texture Quad drawing code mentioned here //Bind Texture, Bind render-to-texture FBO and then draw the quad const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; // stop using VBO glBindBuffer(GL_ARRAY_BUFFER, 0); // setup buffer offsets glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); // ensure the proper arrays are enabled glEnableVertexAttribArray(ATTRIB_VERTEX); glEnableVertexAttribArray(ATTRIB_TEXCOORD0); //Bind Texture and render-to-texture FBO. glBindTexture(GL_TEXTURE_2D, GLid); //Actually wanted to render it to render-to-texture FBO, but now testing directly on default FBO. //glBindFramebuffer(GL_FRAMEBUFFER, textureFBO[pixelBuffernum]); // draw glDrawArrays(GL_TRIANGLES, 0, 2*3); What am I doing wrong in this code? P.S. I'm not familiar with shaders yet, so it is difficult for me to make use of them right now.

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  • Toshiba Portege M400 screen rotation not working under Windows 7 x64

    - by Christi
    I have installed Windows 7 on my Toshiba Portege M400. This in itself was relatively tricky.* However, the button utilities aren't quite working for me. One of the buttons tries to launch the Toshiba Assist program, which doesn't appear to be available under Windows 7 for the M400, but this I can live without. More important is that the screen won't rotate as it is supposed to when you hold the "cancel" (X in a circle) button on the bezel. The PC is set to run "C:\Program Files (x860\Toshiba\Toshiba Rotation Utility\phtrot.exe". There is a "trot.exe" file in the same directory (the former appears to be to cause slightly different behaviour when rotation is done by press and hold). Neither of these programs rotates the screen either by using the buttons or from the command line. The screen is rotating normally when switching from tablet to laptop mode, so there does not appear to be an inherent problem with rotation. I'd just like to be able to use the buttons on the side of the screen to change the screen orientation. Windows XP used to have a "setrot" utility to do this, but that seems to have gone in Windows 7 Thanks for your help. *Just in case anyone comes looking for how to do this, you need to extract driver files from http://cdgenp01.csd.toshiba.com/content/support/downloads/util_raid_os2007252a.exe, which does not seem to be listed among the available files for the m400. This executable contains the SATA interface drivers that will need to be loaded by the installer before it can see your hard disk drive. It needs to be unpacked and the files copied to a USB key which they can then be loaded from in the install process. The utilities etc. for installation post windows install are all available from the Toshiba USA support website.

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  • Windows Vista: Screen remains darkened for 30-60 seconds *after* UAC prompt

    - by sf2k
    Fixing someone's Vista computer. Process: I click any program or process that opens a User Account Control prompt. Screen goes dim so you may hit Continue to perform a secure user action. I click Continue Screen goes black for 30 seconds to 1 minute while you wait for the screen to return. In another example I click Cancel and screen still then goes black for 30 seconds to a minute. In that timeframe a chime goes off while you wait. (No chime if it was being cancelled.) Then screen comes back to continue with whatever. Something is occurring after the UAC prompt. Considering everything is practically a UAC acceptance this can get pretty annoying pretty quickly. Laptop has external monitor to regular external plug. Works fine. Laptop also has USB IOGEAR additional external video card. This is problematic but when unplugged same above behaviour occurs. I've ruled out monitor interference since same blackout after the UAC prompt appears with external monitors plugged in or when rebooted with no external monitors. Any suggestions on how to address this problem?

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  • Disable Outlook 2003 splash screen when auto-starting

    - by serhio
    I want to hide the splash screen of Outlook 2003. I currently have it set to auto-start and hide to icon. Every time I start my computer I see the Outlook splash screen which makes me think that it's slowing down the OS to become "operational" after startup. What do I change in settings to not have the splash screen display on startup?

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  • DPMS, keep screen off when lid shut

    - by Evan Teran
    I have a laptop running linux. In my xorg configuration, I have DPMS setup so that the screen automatically turns off during several events. In addition to that I have to the following script tied to ACPI lid open/close events: #!/bin/sh for i in $(pidof X); do CMD=$(ps --no-heading $i) XAUTH="$(echo $CMD | sed -n 's/.*-auth \(.*\)/\1/p')" DISPLAY="$(echo $CMD | sed -n 's/.* \(:[0-9]\) .*/\1/p')" # turn the display off or back on export XAUTHORITY=$XAUTH /usr/bin/xset -display $DISPLAY dpms force $1 done Basically, this script takes one parameter ("on" or "off") then iterates through all of my running X sessions and either turns on or turns off the monitor. Here's my issue. When I close the lid of the laptop, the screen goes off as expected, but if a mouse event occurs (like if something bumps into the table...) then the screen turns back on even though it is closed (I can see the light through the side of the laptop). Is there a way to prevent the screen from turning on during a mouse event if the lid is closed?

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  • Black screen when switching users on HP laptop (running vista)

    - by davepreston
    Vista machine: When I switch users I get a black screen for 30+ seconds. Doesn't seem to matter who is logged in. Delay happens when I click "switch user" but not when I lock the screen and log back in as same user. Specs: Windows Vista 64-bit; HP pavilion dv9710t laptop; 17" screen (best guess is that it has something to do with display settings, not sure)

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  • White lines appear right in the middle of my Dell XPS M1210 screen

    - by ymasood
    My Dell XPSM1210 has developed these weird lines right in the middle of the screen. When I connect an external monitor the lines disappear and the display is fine. I would like to know if this is a problem with the screen panel and if it needs replacement is there a place where I could buy one. This laptop is not under warranty so I'm willing to get the screen replaced. Thanks in advance!

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  • Top/left edges of screen, in Virtualbox, act like bottom/right edges

    - by Ken
    I have Virtualbox running on Windows Vista, and Debian running inside Virtualbox. Everything's running great, for the most part. Everything looks correct. But when I'm in full-screen mode, the top edge seems to act (to the mouse) like it's the bottom edge, and the left edge seems to act like the right edge. For example, if I click in the middle of the desktop and drag left, as if to select some icons, when I hit the very leftmost pixel of the screen, the selection (but not the mouse pointer) jumps to the far right edge of the screen). For the left edge, it's not such a big deal, but not having the top edge is kind of annoying: it means I can't select things from the menu in my top panel by slamming the mouse against the top of the screen. Anyone seen this before? Is there some way to make this work? Thanks!

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