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  • scorecardresearch dot com: weird tracking pixel

    - by Bobby Jack
    I'm seeing very weird behaviour in relation to this domain and a tracking image. On a specific page on our site, I'm seeing a script that's being added dynamically, apparently via flash (I wasn't even aware that flash could alter the DOM ...) That script is located at: http://scorecardresearch.com/beacon.js When I request that URL, I see a 1x1 gif. Another weird point is that this domain appears to break all the web-based whois tools; entering that domain results in a 1x1 gif. This is even to the extent where, if I enter scorecardresearch.com into the Title as part of this question, GIF code appears just below it! Hence, the "dot" in the title. The only 'unusual' thing on the page is a slideshare 'widget', which is flash-based - that's why I'm concluding that flash is altering the DOM. Anyone know what is going on here? How concerned should I be?

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  • Per Pixel Collision Detection

    - by CJ Cohorst
    Just a quick question, I have this collision detection code: public bool PerPixelCollision(Player player, Game1 dog) { Matrix atob = player.Transform * Matrix.Invert(dog.Transform); Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, atob); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, atob); Vector2 iBPos = Vector2.Transform(Vector2.Zero, atob); for(int deltax = 0; deltax < player.playerTexture.Width; deltax++) { Vector2 bpos = iBPos; for (int deltay = 0; deltay < player.playerTexture.Height; deltay++) { int bx = (int)bpos.X; int by = (int)bpos.Y; if (bx >= 0 && bx < dog.dogTexture.Width && by >= 0 && by < dog.dogTexture.Height) { if (player.TextureData[deltax + deltay * player.playerTexture.Width].A > 150 && dog.TextureData[bx + by * dog.Texture.Width].A > 150) { return true; } } bpos += stepY; } iBPos += stepX; } return false; } What I want to know is where to put in the code where something happens. For example, I want to put in player.playerPosition.X -= 200 just as a test, but I don't know where to put it. I tried putting it under the return true and above it, but under it, it said unreachable code, and above it nothing happened. I also tried putting it by bpos += stepY; but that didn't work either. Where do I put the code? Any help is appreciated. Thanks in advance!

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  • Algorithmically generating neon layers on pixel grid

    - by user190929
    In an attempt at a screensaver I am making, I am a fan of neo-like graphics, which, of course, look great against a black background. As I understand it, neon, graphically speaking, is essentially a gradient of a color, brightest in the center, and gets darker proceeding outward. Although, more accurate is similar, but separating it into tubes and glow. The tubes are mostly white, while the glow is where most of the color is seen. Well... the tubes could also be a light variant of the color, you could say. The glow is darker. Anyhow, my question is, how could you generate such things given an initial pattern of pixels that would be the tubes? For example, let's say I want to make a neon 'H'. I, via the libraries, can attain the rectangles of pixels which represent it, but I want to make it look neonized. How could I algorithmically achieve such an effect given a base tube shape and base color? EDIT: ok, I mistated that. Got a bit distracted. My purpose for this was similar to a neon effect, but not. Sorry about that. What I am looking for is something like this: Start with a pattern of pixels: [!][!][!][!][!][!][!][!] [!][!][O][!][!][!][!][!] [!][!][O][O][!][!][!][!] [!][!][!][!][O][!][!][!] [!][!][!][!][!][!][!][!] How to I find the U pixels? [!][E][E][E][!][!][!][!] [!][E][O][E][E][!][!][!] [!][E][O][O][E][E][!][!] [!][E][E][E][O][E][!][!] [!][!][!][E][E][E][!][!] Sorry if that looks bad.

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  • 2D Pixel/sprite game in unity? [on hold]

    - by acidzombie24
    Hi I'm an absolute newbie in unity. In the past I was told unity is terrible for 2d games so I look away after looking at it for a few days. I don't remember if this was right before unity4 came out or after. I hear unity is fairly good at 2d now. I tried googling for tutorials but I'm doing it wrong. I could not find a good tetris or tic tac toe tutorial. What assets/tutorials do I want for a 2D game? Side question is what tutorials are good if I want to make a fire emblem/advance wars type game (HUD heavy grid base game)

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  • Pixel alignment algorithm

    - by user42325
    I have a set of square blocks, I want to draw them in a window. I am sure the coordinates calculation is correct. But on the screen, some squares' edge overlap with other, some are not. I remember the problem is caused by accuracy of pixels. I remember there's a specific topic related to this kind of problem in 2D image rendering. But I don't remember what exactly it is, and how to solve it. Look at this screenshot. Each block should have a fixed width margin. But in the image, the vertical white line have different width.Though, the horizontal lines looks fine.

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  • GLSL per pixel lighting with custom light type

    - by Justin
    Ok, I am having a big problem here. I just got into GLSL yesterday, so the code will be terrible, I'm sure. Basically, I am attempting to make a light that can be passed into the fragment shader (for learning purposes). I have four input values: one for the position of the light, one for the color, one for the distance it can travel, and one for the intensity. I want to find the distance between the light and the fragment, then calculate the color from there. The code I have gives me a simply gorgeous ring of light that get's twisted and widened as the matrix is modified. I love the results, but it is not even close to what I am after. I want the light to be moved with all of the vertices, so it is always in the same place in relation to the objects. I can easily take it from there, but getting that to work seems to be impossible with my current structure. Can somebody give me a few pointers (pun not intended)? Vertex shader: attribute vec4 position; attribute vec4 color; attribute vec2 textureCoordinates; varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; void main() { vec4 ECposition = gl_ModelViewMatrix * gl_Vertex; vec3 tnorm = normalize(vec3 (gl_NormalMatrix * gl_Normal)); fposition = ftransform(); gl_Position = fposition; gl_TexCoord[0] = gl_MultiTexCoord0; fposition = ECposition; lightPosition = vec4(0.0, 0.0, 5.0, 0.0) * gl_ModelViewMatrix * gl_Vertex; lightDistance = 5.0; lightIntensity = 1.0; lightColor = vec4(0.2, 0.2, 0.2, 1.0); } Fragment shader: varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; uniform sampler2D texture; void main() { float l_distance = sqrt((gl_FragCoord.x * lightPosition.x) + (gl_FragCoord.y * lightPosition.y) + (gl_FragCoord.z * lightPosition.z)); float l_value = lightIntensity / (l_distance / lightDistance); vec4 l_color = vec4(l_value * lightColor.r, l_value * lightColor.g, l_value * lightColor.b, l_value * lightColor.a); vec4 color; color = texture2D(texture, gl_TexCoord[0].st); gl_FragColor = l_color * color; //gl_FragColor = fposition; }

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  • Calculate random points (pixel) within a circle (image)

    - by DMills
    I have an image that contains a circles at a specific location, and of a specific diameter. What I need to do is to be able to calculate random points within the circle, and then manipulate said the pixels they correlate to. I have the following code already: private Point CalculatePoint() { var angle = _random.NextDouble() * ( Math.PI * 2 ); var x = _originX + ( _radius * Math.Cos( angle ) ); var y = _originY + ( _radius * Math.Sin( angle ) ); return new Point( ( int )x, ( int )y ); } And that works fine for finding all the points at the circumference of the circle, but I need all points from anywhere in the circle. If this doesn't make sense let me know and I will do my best to clarify.

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  • Silverlight Pixel Shader resource "not found"; what should the URI be?

    - by Grank
    So I've written and compiled an HLSL pixel shader with Shazzam, placed the resulting .ps file in my project, and am trying to instantiate it. No matter what URI I put, Blend tells me that the resource can't be found whenever I try to view any xaml designer, and Visual Studio just shows me a blank page, both in design view and if I try to run the application. This is a Silverlight 4 SketchFlow project, in Blend 4 RC and Visual Studio 2010. I've tried both Resource and EmbeddedResource as the Build Action for the .ps file, neither make any difference (I'm pretty sure it's supposed to be set to Resource). I've tried the following URI formats: "ShaderFileName.ps" "/ShaderFileName.ps" "AssemblyName;component/ShaderFileName.ps" "/AssemblyName;component/ShaderFileName.ps" I also tried moving the shader file from the Screens assembly to the root assembly (that's how SketchFlow projects are created) and that didn't help either. Anyone have any thoughts?

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  • AMQP gem specifying a dead letter exchange

    - by JP.
    I've specified a queue on the RabbitMQ server called MyQueue. It is durable and has x-dead-letter-exchange set to MyQueue.DLX. (I also have an exchange called MyExchange bound to that queue, and another exchange called MyQueue.DLX, but I don't believe this is important to the question) If I use ruby's amqp gem to subscribe to those messages I would do it like this: # Doing this before and in a new thread has to do with how my code is structured # shown here in case it has a bearing on the question Thread.new do AMQP.start('amqp://guest:[email protected]:5672') end EventMachine.next_tick do channel = AMQP::Channel.new(AMQP.connection) queue = channel.queue("MyQueue", :durable => true, :'x-dead-letter-exchange' => "MyQueue.DLX") queue.subscribe(:ack => true) do |metadata, payload| p metadata p payload end end If I execute this code with the queues and exchanges already created and bound (as they need to be in my set up) then RabbitMQ throws the following error in its logs: =ERROR REPORT==== 19-Aug-2013::14:25:53 === connection <0.19654.2>, channel 2 - soft error: {amqp_error,precondition_failed, "inequivalent arg 'x-dead-letter-exchange'for queue 'MyQueue' in vhost '/': received none but current is the value 'MyQueue.DLX' of type 'longstr'", 'queue.declare'} Which seems to be saying that I haven't specified the same Dead Letter Exchange as the pre-existing queue - but I believe I have with the queue = ... line. Any ideas?

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  • Maximized MFC window has dead region at the top

    - by John Calsbeek
    I'm trying to make a MFC window fullscreen whenever it is maximized. This window is being used to draw OpenGL content. So far it works fine—it fills the entire screen with the exception of the taskbar—but there's a dead black region at the top of the screen, 62 pixels in height. It's pretty darn close to the height of the Windows 7 taskbar, but it pretty much stays the same regardless of if the taskbar is on autohide or on a different side of the screen. When I get a CWind::OnSize callback, the height that is given is 988, which is 62 pixels short of the actual screen height (1050). I've tried to manually set the window height to 1050 with SetWindowPos, I've tried to give Windows the screen dimensions in CWnd::OnGetMinMaxInfo, and I've tried to give the screen dimensions to glViewport instead of the 988 pixels that I'm being given. None of these seem to work. I'm accomplishing the fullscreening with a call to… ModifyStyle(0, WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_SYSMENU | WS_CAPTION | WS_POPUP, 0); …in the SIZE_MAXIMIZED CWnd::OnSize callback, which works fine, except for this dead region. I don't know if it's an OpenGL thing or a Win32 thing or a MFC thing. The GetClientRect function for my window reports the false 988 height. The same OpenGL rendering code works fine in my Mac OS X build. Curiously enough, I have gotten the dead region to move around a bit when I play with the taskbar (autohiding it, moving it around the screen, etc.). I've gotten the dead area to shrink to about half—not sure if the other half went to the bottom of the window or not.

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  • What could cause a pixel shader to paint outside the lines of the vertex shader output?

    - by Rei Miyasaka
    From what I understand, the pixels that a pixel shader operates on are specified implicitly by the SV_POSITION output (in DirectX) of the vertex shader. What then could cause a pixel shader to render in the middle of nowhere? I used the new Visual Studio 2012 graphics debugger to visualize my vertex and pixel shader output. This is the output from a DrawIndexed() call that draws a cube: The pink part is the rendered output of the pixel shader, which takes the cube on its left as its input. The vertex shader code: cbuffer Buf { float4x4 final; }; struct In { float4 pos:POSITION; float3 norm:NORMAL; float2 texuv:TEXCOORD; }; struct Out { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; Out main(In input) { Out output; output.pos = mul(input.pos, final); output.col = float4(1.0f, 0.5f, 0.5f, 1.0f); output.tex = input.texuv; return output; } And the pixel shader: struct In { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; float4 main(In input) : SV_TARGET { return input.col; } The raster stage is the only thing between the vertex shader and the pixel shader, so my suspicion is that it's some raster stage settings. But the raster stage shouldn't change the shape of the vertex shader output so drastically, should it?

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  • Getting Greyscale pixel value from RGB colourspace in Java using BufferedImage

    - by Andrew Bolster
    Anyone know of a simple way of converting the RGBint value returned from <BufferedImage> getRGB(i,j) into a greyscale value? I was going to simply average the RGB values by breaking them up using this; int alpha = (pixel >> 24) & 0xff; int red = (pixel >> 16) & 0xff; int green = (pixel >> 8) & 0xff; int blue = (pixel) & 0xff; and then average red,green,blue. But i feel like for such a simple operation I must be missing something...

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  • iPhone: CMYK Supported Pixel Formats woes

    - by user219393
    I am trying to create a image sized 1X1 in CMYK color space. as first step I am creating bitmapContext as CGColorSpaceRef cmykcolorSpace = CGColorSpaceCreateDeviceCMYK(); CGContextRef currentcontext = CGBitmapContextCreate(NULL, 1, 1, 8, //bitsPerComponent 4, // bytesPerRow cmykcolorSpace, kCGImageAlphaNone ); No matter what the combination for bitsPerComponent(8,16 or 32) for supported CMYK, there's always same error Unsupported pixel description - 4 components, 8 bits-per-component, 32 bits-per-pixel Any help is appreicated. These are the supported pixel formats 32 bpp, 8 bpc, kCGImageAlphaNone 64 bpp, 16 bpc, kCGImageAlphaNone 128 bpp, 32 bpc, kCGImageAlphaNone | kCGBitmapFloatComponents

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  • Create a buffered image from rgb pixel values

    - by Jeff Storey
    I have an integer array of RGB pixels that looks something like: pixels[0] = <rgb-value of pixel(0,0)> pixels[1] = <rgb-value of pixel(1,0)> pixels[2] = <rgb-value of pixel(2,0)> pixels[3] = <rgb-value of pixel(0,1)> ...etc... And I'm trying to create a BufferedImage from it. I tried the following: BufferedImage img = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB); img.getRaster().setPixels(0, 0, width, height, pixels); But the resulting image has problems with the color bands. The image is unclear and there are diagonal and horizontal lines through it. What is the proper way to initialize the image with the rgb values? thanks, Jeff

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  • Drawing single pixel in Quartz

    - by wwrob
    I have an array of CGPoints, and I'd like to fill the whole screen with colours, the colour of each pixel depending on the total distance to each of the points in the array. The natural way to do this is to, for each pixel, compute the total distance, and turn that into a colour. Questions follow: 1) How can I colour a single pixel in Quartz? I've been thinking of making 1 by 1 rectangles. 2) Are there better, more efficient ways to achieve this effect?

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  • httpd dead but subsys locked

    - by McShark
    Hello, I modified today max_execution_time in php.ini, when I restarted the server, I get this error : Stopping httpd: [FAILED] Starting httpd: (98)Address already in use: make_sock: could not bind to address [::]:80 (98)Address already in use: make_sock: could not bind to address 0.0.0.0:80 no listening sockets available, shutting down Unable to open logs I killed httpd proc : killall httpd, and started it fine, but the I can't open any web site on the server. service httpd status OUTPUT : httpd dead but subsys locked I removed httpd file from /var/lock/subsys/ :S Same problem. Please Help!

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  • Freezing a dead(ish) laptop battery...

    - by Wesley
    I have a Compaq CQ50-215CA laptop with a battery that does not properly hold charge. Vista's battery meter does not read the remaining charge left; the laptop will randomly shut down at ~60% and sometimes the meter goes back up to 100% before shutting down without warning. So, does freezing a dead-ish laptop battery somehow repair it and allow it to hold charge again?

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  • Cannot access the EC2 server - permissions problems, ssh is dead

    - by user1494072
    One of our developers worked on a beta server and accidentally changed the permissions of the whole system (chmod /) to root. Due to that, services are unable to access files, and we can't ssh to the machine (permission denied on the key) (UPDATE: ssh is dead after reboot, probably can't start). Does Amazon has an option to browse files / physically access the machine? Any other creative solution?

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  • How to set TextureFilter to Point to make example Bloom filter work?

    - by Mr Bell
    I have simple app that renders some particles and now I am trying to apply the bloom shader from the xna samplers ( http://create.msdn.com/en-US/education/catalog/sample/bloom ) to it, but I am running into this exception: "XNA Framework HiDef profile requires TextureFilter to be Point when using texture format Vector4." When the BloomComponent tries to end the sprite batch in the DrawFullscreenQuad method: spriteBatch.Begin(0, BlendState.Opaque, SamplerState.PointWrap, null, null, effect); spriteBatch.Draw(texture, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); //<------- Exception thrown here It seems to be related to the pixel shaders that I am using to animate the particle. In a nutshell, I have a texture2d in vector4 format that holds particle positions, and another one for velocities. Here is a snippet from that area: GraphicsDevice.SetRenderTarget(tempRenderTarget); animationEffect.CurrentTechnique = animationEffect.Techniques[technique]; spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointWrap, DepthStencilState.DepthRead, RasterizerState.CullNone, animationEffect); spriteBatch.Draw(randomValues, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); What I comment out the code that calls the particle animation pixel shaders the bloom component runs fine. Is there some state that I need to reset to make the bloom work?

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  • Java single Array best choice for accessing pixels for manipulation?

    - by Petrol
    I am just watching this tutorial https://www.youtube.com/watch?v=HwUnMy_pR6A and the guy (who seems to be pretty competent) is using a single array to store and access the pixels of his to-be-rendered image. I was wondering if this really is the best way to do this. The alternative of Multi-Array does have one pointer more, but Arrays do have an O(1) for accessing each index and calculating the index in a single array seems to take one addition and one multiplication operation per pixel. And if Multi-Arrays really are bad, can't you use something with Hashing to avoid those addition and multiplication operations? EDIT: here is his code... public class Screen { private int width, height; public int[] pixels; public Screen(int width, int height) { this.width = width; this.height = height; // creating array the size of one index/int for every pixel // single array has better performance than multi-array pixels = new int[width * height]; } public void render() { for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { pixels[x + y * width] = 0xff00ff; } } } }

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  • Should a link validator report 302 redirects as broken links?

    - by Kevin Vermeer
    A while ago, sparkfun.com changed their URL structure from /commerce/product_info.php?products_id=9266 to /products/9266 This is nice, right? We don't need to know that it is (or was) a PHP page, and commerce, product_info, and products_id all tell us that we're looking at some products. The latter form seems like a great improvement. However, the change would have broken existing links. So, nicely, they stuck in 302 redirects. Visit http://www.sparkfun.com/commerce/product_info.php?products_id=9266 and your browser will issue GET /commerce/product_info.php?products_id=9266 HTTP/1.1 to which Sparkfun's servers reply HTTP/1.1 302 Found Location: http://www.sparkfun.com/products/9266 This 302 redirect is caught by Stack Exchange's link validator as a broken link. It's not broken it works just fine. Here, try it: http://www.sparkfun.com/commerce/product_info.php?products_id=9266 I understand that a 302 redirect is intended to be a temporary redirect, while a 301 should be used for permanent changes per RFC 2616. That said, Wikipedia and common practice use it as a redirect. Who is in error in this situation? Is this an error in Sparkfun's redirect implementation or in Stack Exchange's URL validator?

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  • Detecting dead proxies

    - by Afnan
    Is it possible to detect which proxy is active which is dead? using c# and a combo box containing list of proxies with port number is there any way we take every proxy one by one and determine as if it was dead or active? Microsoft.Win32.RegistryKey registry = Microsoft.Win32.Registry.CurrentUser.OpenSubKey("Software\\Microsoft\\Windows\\CurrentVersion\\Internet Settings", true); registry.SetValue("ProxyEnable", 1); registry.SetValue("ProxyServer", comboBox1.Text) ;

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  • my WD Mybook wd5000h0032 is DEAD?

    - by Herudae
    Hello, i have a WD Mybook Premium (wd5000h032) it used to work just fine but suddenly i can't access to it. The blue lights turn on but the drive doesn't start, it makes no click, nor any other sound, it just like if it was disconnected from USB, of course my PC doesn't detect it, i've tried with trhee different USB cables two PCs and one laptop and nothing. Is it really dead? how can i recover the information stored there? i think the problem could be the case, if so, could i take out the disk and connect it as an internal drive? or could i buy another case?

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