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  • Problem with XLSX file on Office 2003 with Compatibility Pack

    - by MadBoy
    I've this machine which has Office 2003 installed with Compatibility Pack. User received one file which she has to work with in XLSX format (file has to stay in that format so options to save it as XLS can be skipped). When she opens the file from Desktop or any other location it gives an error like "Cannot find the file in following location" and in the background it starts Converting XLSX file to XLS. In the end Excel is opened up with some random file name X000008.xls (Read Only) which is just 1 to 1 conversion of the XLSX document. However if I go directly to Excel and use File / Open and try to open the XLSX file no error or conversion is done. The file is writable and can be saved in XLSX format. The file name is simple like This_file something.XLSX, I've even tried to remove all spaces but it gave no better results. Anyone has any recommendations? So far I have done: 1. Uninstalled Compatibility Pack and installed it again. Tried opening it without any other updates and the error still pops out. In progress: I am now running all possible updates of office (like 5 of them) which i suppos won't fix anything (as they were applied when I've uninstalled compatibility pack). Next in run will be (not yet done) installing Windows XP SP3. What other things I can do?

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  • Problem booting virtual machine after converting VMDK to VHD

    - by vg1890
    I used the VMWare VCenter Converter Standalone Client to convert a physical drive on my old PC to a virtual drive. The conversion worked fine and I ended up with a valid VMDK file. Next, I wanted to convert the VMDK to a VHD for use with Microsoft Virtual PC, since that's what I use on my new box. I used WinImage for the conversion and that worked fine, too. I can access the files from the virtual drive through WinImage. However, when I create a new virtual machine using Virtual PC and add the existing VHD file, the machine doesn't boot. The initial boot screen flashes with the amount of RAM and then the screen goes black. If I turn off the VM and reboot in safe mode I can see the drivers being loaded until eventually it gets to crcdisk.sys and hangs indefinitely. Any ideas how to fix this? I'm not opposed to starting over from scratch if there's another method to turn my physical machine into a Virtual PC VM. Thanks! EDIT - I should add that the virtual drive is a system boot drive and not a secondary drive. EDIT - I tried booting from the install CD and doing a repair. The result was that the system could not be repaired due to a "driver error."

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  • Simple P2V help from Linux to Windows

    - by Ke.
    I have two OS's installed on different drives in my PC. One linux (Centos 5.4) and one windows 7. Its getting tiresome to constantly have to stop and restart the PC when I want to use either OS. I would very much like to use Windows 7 as my host OS and access my linux OS from within Windows. However, im having trouble deciphering exactly how to do this (many of the articles seem confusing and a bit overkill) From what i have seen its possible to use VMWare converter to convert the physical linux image to a virtual image so that I can use it in windows. As im having problems understanding how this is done, I would really appreciate a step by step guide (for a newbie), or any simple tutorials that you can point me at. Some questions beforehand: 1) My linux image is around 80gb, do i need to take this into consideration? The linux drive is around 180gb in total. All my other drives are NTFS non writeable in linux (as I use them in windows and ntfs is dodgy in linux), so probably not possible to move the image over to my ntfs drives 2) Can I just zip the linux files up somehow and transfer it to windows to create the p2v? 3) Is it possible to do the P2V conversion while I am logged into windows. I can see the actual linux drive loaded in disk manager, but windows doesnt read linux file systems so im confused as to how to access the linux drive if this is possible. 4) Or will i need to do the whole p2v conversion inside linux? Cheers, any help is much appreciated Ke (a confused p2v newbie)

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  • Simple P2V help from Linux to Windows

    - by Ke
    Hi, I have two OS's installed on different drives in my PC. One linux (Centos 5.4) and one windows 7. Its getting tiresome to constantly have to stop and restart the PC when I want to use either OS. I would very much like to use Windows 7 as my host OS and access my linux OS from within Windows. However, im having trouble deciphering exactly how to do this (many of the articles seem confusing and a bit overkill) From what i have seen its possible to use VMWare converter to convert the physical linux image to a virtual image so that I can use it in windows. As im having problems understanding how this is done, I would really appreciate a step by step guide (for a newbie), or any simple tutorials that you can point me at. Some questions beforehand: 1) My linux image is around 80gb, do i need to take this into consideration? The linux drive is around 180gb in total. All my other drives are NTFS non writeable in linux (as I use them in windows and ntfs is dodgy in linux), so probably not possible to move the image over to my ntfs drives 2) Can I just zip the linux files up somehow and transfer it to windows to create the p2v? 3) Is it possible to do the P2V conversion while I am logged into windows. I can see the actual linux drive loaded in disk manager, but windows doesnt read linux file systems so im confused as to how to access the linux drive if this is possible. 4) Or will i need to do the whole p2v conversion inside linux? Cheers, any help is much appreciated Ke (a confused p2v newbie)

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  • Is ffmpeg incorrectly interpreting .aif files?

    - by marue
    Being on an Ubuntu 10.04 server i installed the ffmpeg packages with apt. ffmpeg is working afterwards, and doing as it should. Almost. For testing purposes i uploaded a few audiofiles. One of them, an aif file, is not being correctly interpreted. While on my workhorse (Mac SnowLeopard) ffmpeg tells the format as Stream #0.0: Audio: pcm_s24be, 44100 Hz, 2 channels, s32, 2116 kb/s my Ubuntu server says it is: Stream #0.0: Audio: pcm_s24be, 44100 Hz, stereo, s16, 2116 kb/s which is the wrong bitdepth. Ubuntu then fails to convert the file with the error message [pcm_s24be @ 0xcd4b580]invalid PCM packet Error while decoding stream #0.0 which certainly is not true. The file is perfectly valid. Are there any know issues for ffmpeg interpreting the aif format? How can i find out which version of the aif-codec ffmpeg is using? Any ideas how to approach this issue? ffprobe output: FFprobe version SVN-r20090707, Copyright (c) 2007-2009 Stefano Sabatini libavutil 49.15. 0 / 49.15. 0 libavcodec 52.20. 0 / 52.20. 1 libavformat 52.31. 0 / 52.31. 0 built on Jan 20 2010 00:13:01, gcc: 4.4.3 20100116 (prerelease) Input #0, aiff, from 'testfile.aif': Duration: 00:00:04.00, start: 0.000000, bitrate: 2117 kb/s Stream #0.0: Audio: pcm_s24be, 44100 Hz, stereo, s16, 2116 kb/s update 2: Forcing the conversion with -sample_fmt s32 doesn't change anything. Strange thing is: Even without using -sample_fmt s32 i just realized that the conversion is working and creates valid audiofiles. There just is the error message from above.

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  • (Win7) Gets stuck with ~1% CPU. Especially with multithreading

    - by meow
    Windows 7 32 bit, up to date, Intel i7 860. (For some reason the company runs 32bit Windows everywhere.) I tried to update all motherboard drivers etc. as far as possible. I have a performance issue with a machine which appears in connection with multithreading (or so I think). As an example (and where I most often see it, but it appears on other programs as well): ProteoWizard is a file conversion tool for mass spectrometry files. I can add a list of files and it will attempt to process up to 8 files in parallel (quadcore x 2 threads/core). If I choose 1 to 6 files, I start the process and it goes straight through. If I have =7 files in the queue, conversion goes to ~20%, then gets stuck for 15 seconds, then continues again, always in "chunks" of a few % before getting stuck again. During the time the process is stuck, CPU is at 1%. RAM is not limiting, it is maybe at 70% or so and not going up. I don't get the same problem on other, even slower machines. The computer gets also stuck at 1% CPU doing nothing on other occasions, but for multithreading it is most frequent. Where should I look for the problem?

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  • How to change password on RAR archive w/o modifying arch. files attributes (modified/created)?

    - by Larry78
    How do I change the password of an .RAR archive, without changing the date/time attributes of the files in the archive? Unfortunately you can't directly change the password of the archive with WinRAR, you have to extract the files, and then make a new archive with the new password. So the created/modified attributes of the files in the archive get changed. I know you can manually change the attributes of a file with available utilities - but there are hundreds of files in the archive, each with unique attributes, so it would take a very long time to "fix" each file before re-archiving it. I'm using WinRAR 3.51, the last free version. Windows XP Pro SP3. Update: I don't care if the output is a .RAR file or a ZIP file IZArc4.1 will convert the RAR to a ZIP, and it keeps the dates. The problem is it compresses the file - there isn't a "store" option, and setting the default to store in the main configuration doesn't effect conversions. The RAR contains uncompressed files. None of these other archiving programs will even do a conversion. A couple claim to, or try to, but the errors returned indicate a very lousy application. So far I've tried PeaZip, 7-Zip, FilZip, TugZip, SimplyZipSE, QuickZip, and WinShrink (from downloads.cnet.com). WinRAR gives the error "skipping encryped archive" when I try the conversion. It asks for the password first, and I know it's right, as I opened the archive, and I can read/view all the files in it. It works on non-encrypted files.

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  • OpenGL ES 2/3 vs OpenGL 3 (and 4)

    - by Martin Perry
    I have migrated my code from OpenGL ES 2/3 to OpenGL 3 (I added bunch of defines and abstract classes to encapsulate both versions, so I have both in one project and compile only one or another). All I need to change was context initialization and glClearDepth. I dont have any errors. This was kind of strange to me. Even shaders are working correctly (some of them are GL ES 3 - with #version 300 es in their header) Is this a kind of good solution, or should I rewrite something more, before I start adding another functionality like geometry shaders, performance tools etc ?

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  • Collision detection with curves

    - by paldepind
    I'm working on a 2D game in which I would like to do collision detection between a moving circle and some kind of static curves (maybe Bezier curves). Currently my game features only straight lines as the static geometry and I'm doing the collision detection by calculating the distance from the circle to the lines, and projecting the circle out of the line in case the distance is less than the circles radius. How can I do this kind of collision detection in a relative straightforward way? I know for instance that Box2D features collision detection with Bezier curves. I don't need a full featured collision detection mechanism, just something that can do what I've described.

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  • gpgpu vs. physX for physics simulation

    - by notabene
    Hello First theoretical question. What is better (faster)? Develop your own gpgpu techniques for physics simulation (cloth, fluids, colisions...) or to use PhysX? (If i say develop i mean implement existing algorithms like navier-strokes...) I don't care about what will take more time to develop. What will be faster for end user? As i understand that physx are accelerated through PPU units in gpu, does it mean that physical simulation can run in paralel with rastarization? Are PPUs different units than unified shader units used as vertex/geometry/pixel/gpgpu shader units? And little non-theoretical question: Is physx able to do sofisticated simulation equal to lets say Autodesk's Maya fluid solver? Are there any c++ gpu accelerated physics frameworks to try? (I am interested in both physx and gpgpu, commercial engines are ok too).

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  • OpenGL and atlas

    - by user30088
    I'm trying to draw element from a texture atlas with OpenGL ES 2. Currently, I'm drawing my elements using something like that in the shader: uniform mat4 uCamera; uniform mat4 uModel; attribute vec4 aPosition; attribute vec4 aColor; attribute vec2 aTextCoord; uniform vec2 offset; uniform vec2 scale; varying lowp vec4 vColor; varying lowp vec2 vUV; void main() { vUV = offset + aTextCoord * scale; gl_Position = (uCamera * uModel) * aPosition; vColor = aColor; } For each elements to draw I send his offset and scale to the shader. The problem with this method: I can't rotate the element but it's not a problem for now. I would like to know, what is better for performance: Send uniforms like that for each element on every frames Update quad geometry (uvs) for each element Thanks!

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  • How to control in the vertex shader where pixel ends up in the renderTarget?

    - by cubrman
    What if I have an arbitrary renderTarget, that is smaller than the screen (say it is 1x1 pixel) and I want to make sure in the VertexShaderFunction that all my pixels end up exactly in that 1 pixel region? No matter what I do, they all seem to get culled at some point, though GraphicDevise.Clear() works OK. Where is the top left corner of the renderTarget Vertex-shader-vise? I tried output.Position = (0,0,0,0)/(0,0,0,1)/(1,1,1,1)/(-0.5,0.5,0,1) NOTHING works! Fullscreen quad is not an option 'cause I actually need to process geometry in the shaders to get the results I need.

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  • Direct3D9 application won't write to depth buffer

    - by DeadMG
    I've got an application written in D3D9 which will not write any values to the depth buffer, resulting in incorrect values for the depth test. Things I've checked so far: D3DRS_ZENABLE, set to TRUE D3DRS_ZWRITEENABLE, set to TRUE D3DRS_ZFUNC, set to D3DCMP_LESSEQUAL The depth buffer is definitely bound to the pipeline at the relevant time The depth buffer was correctly cleared before use. I've used PIX to confirm that all of these things occurred as expected. For example, if I clear the depth buffer to 0 instead of 1, then correctly nothing is drawn, and PIX confirms that all the pixels failed the depth test. But I've also used PIX to confirm that my submitted geometry does not write to the depth buffer and so is not correctly rendered. Any other suggestions?

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  • SQL Azure maximum database size rises from 10GB to 50GB in June

    - by Eric Nelson
    At Mix we announced that we will be offering a new 50gb size option in June. If you would like to become an early adopter of this new size option before generally available, send an email to [email protected]  and it will auto-reply with instructions to fill out a survey to nominate your application that requires greater than 10gb of storage. Other announcements included: MARS in April: Execute multiple batches in a single connection Spatial Data in June: Geography and geometry types SQL Azure Labs: SQL Azure Labs provides a place where you can access incubations and early preview bits for products and enhancements to SQL Azure. Currently OData Service for SQL Azure. Related Links: SQL Azure Announcements at MIX http://ukazure.ning.com

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  • Create edges in Blender

    - by Mikey
    I've worked with 3DS Max in Uni and am trying to learn Blender. My problem is I know a lot of simple techniques from 3DS max that I'm having trouble translating into Blender. So my question is: Say I have a poly in the middle of a mesh and I want to split it in two. Simply adding an edge between two edges. This would cause a two 5gons either side. It's a simple technique I use every now and then when I want to modify geometry. It's called "Edge connect" in 3DS Max. In Blender the only edge connect method I can find is to create edge loops, not helpful when aiming at low poly iPhone games. Is there an equivalent in blender?

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  • Omni-directional shadow mapping

    - by gridzbi
    What is a good/the best way to fill a cube map with depth values that are going to give me the least amount of trouble with floating point imprecision? To get up and running I'm just writing the raw depth to the buffer, as you can imagine it's pretty terrible - I need to to improve it, but I'm not sure how. A few tutorials on directional lights divide the depth by W and store the Z/W value in the cube map - How would I perform the depth comparison in my shadow mapping step? The nvidia article here http://http.developer.nvidia.com/GPUGems/gpugems_ch12.html appears to do something completely different and use the dot of the light vector, presumably to counter the depth precision worsening over distance? He also scales the geometry so that it fits into the range -.5 +.5 - The article looks a bit dated, though - is this technique still reasonable? Shader code http://pastebin.com/kNBzX4xU Screenshot http://imgur.com/54wFI

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  • FFmpeg not recording audio during screen capture

    - by King
    I'm using the script below to run FFmpeg on Ubuntu 10.10. I followed these instructions to install FFmpeg & x264. While ffmpeg does capture the screen it does not capture the mic audio. I've checked that the mic works via "System Preferences". Anyone have any ideas on what the problem(s) could be and suggestions on how to resolve this issue? Thanks. ffmpeg -f alsa -ac 2 -i hw:0,0 -f x11grab -r 30 -s $(xwininfo -root | grep 'geometry' | awk '{print $2;}') -i :0.0 -acodec pcm_s16le -vcodec libx264 -vpre lossless_ultrafast -threads 0 -y screen-capture.mkv

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  • Add autorandr before kdm starts

    - by Serge Tarkovski
    I want to add autorandr before kdm starts. Autorandr works well within KDE, however, in kdm I still have ugly 1024x768 resolution when my external monitor is connected. I tried adding autorandr --change to /etc/kde4/kdm/Xsetup: #! /bin/sh # Xsetup - run as root before the login dialog appears #xconsole -geometry 480x130-0-0 -notify -verbose -fn fixed -exitOnFail -file /dev/xconsole & /sbin/initctl -q emit login-session-start DISPLAY_MANAGER=kdm /usr/local/bin/autorandr --change >> /tmp/autorandr echo "Xsetup finished" >> /tmp/xsetup-finished A debug message in /tmp/xsetup-finished appears correctly. /tmp/autorandr is empty (so it seems autorandr runs without errors). I also tried to move autorandr --change line before /sbin/initctl -q emit login-session-start DISPLAY_MANAGER=kdm with no effect. P.S. Of course, autorandr profiles I created under KDE session, are in my home folder, but Xsetup script runs under root, so I created a symlink from my ~/.autorandr to /root/.autorandr.

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  • Ray Tracing Shadows in deferred rendering

    - by Grieverheart
    Recently I have programmed a raytracer for fun and found it beutifully simple how shadows are created compared to a rasterizer. Now, I couldn't help but I think if it would be possible to implement somthing similar for ray tracing of shadows in a deferred renderer. The way I though this could work is after drawing to the gbuffer, in a separate pass and for each pixel to calculate rays to the lights and draw them as lines of unique color together with the geometry (with color 0). The lines will be cut-off if there is occlusion and this fact could be used in a fragment shader to calculate which rays are occluded. I guess there must be something I'm missing, for example I'm not sure how the fragment shader could save the occlusion results for each ray so that they are available for pixel at the ray's origin. Has this method been tried before, is it possible to implement it as I described and if yes what would be the drawbacks in performance of calculating shadows this way?

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  • How does an Engine like Source process entities?

    - by Júlio Souza
    [background information] On the Source engine (and it's antecessor, goldsrc, quake's) the game objects are divided on two types, world and entities. The world is the map geometry and the entities are players, particles, sounds, scores, etc (for the Source Engine). Every entity has a think function, which do all the logic for that entity. So, if everything that needs to be processed comes from a base class with the think function, the game engine could store everything on a list and, on every frame, loop through it and call that function. On a first look, this idea is reasonable, but it can take too much resources, if the game has a lot of entities.. [end of background information] So, how does a engine like Source take care (process, update, draw, etc) of the game objects?

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  • Cool examples of procedural pixel shader effects?

    - by Robert Fraser
    What are some good examples of procedural/screen-space pixel shader effects? No code necessary; just looking for inspiration. In particular, I'm looking for effects that are not dependent on geometry or the rest of the scene (would look okay rendered alone on a quad) and are not image processing (don't require a "base image", though they can incorporate textures). Multi-pass or single-pass is fine. Screenshots or videos would be ideal, but ideas work too. Here are a few examples of what I'm looking for (all from the RenderMonkey samples): PS - I'm aware of this question; I'm not asking for a source of actual shader implementations but instead for some inspirational ideas -- and the ones at the NVIDIA Shader Library mostly require a scene or are image processing effects. EDIT: this is an open-ended question and I wish there was a good way to split the bounty. I'll award the rep to the best answer on the last day.

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  • What's a good data structure solution for a scene manager in XNA?

    - by tunnuz
    Hello, I'm playing with XNA for a game project of myself, I had previous exposure to OpenGL and worked a bit with Ogre, so I'm trying to get the same concepts working on XNA. Specifically I'm trying to add to XNA a scene manager to handle hierarchical transforms, frustum (maybe even occlusion) culling and transparency object sorting. My plan was to build a tree scene manager to handle hierarchical transforms and lighting, and then use an Octree for frustum culling and object sorting. The problem is how to do geometry sorting to support transparencies correctly. I know that sorting is very expensive if done on a per-polygon basis, so expensive that it is not even managed by Ogre. But still images from Ogre look right. Any ideas on how to do it and which data structures to use and their capabilities? I know people around is using: Octrees Kd-trees (someone on GameDev forum said that these are far better than Octrees) BSP (which should handle per-polygon ordering but are very expensive) BVH (but just for frustum and occlusion culling) Thank you Tunnuz

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  • Triangle Strips and Tangent Space Normal Mapping

    - by Koarl
    Short: Do triangle strips and Tangent Space Normal mapping go together? According to quite a lot of tutorials on bump mapping, it seems common practice to derive tangent space matrices in a vertex program and transform the light direction vector(s) to tangent space and then pass them on to a fragment program. However, if one was using triangle strips or index buffers, it is a given that the vertex buffer contains vertices that sit at border edges and would thus require more than one normal to derive tangent space matrices to interpolate between in fragment programs. Is there any reasonable way to not have duplicate vertices in your buffer and still use tangent space normal mapping? Which one do you think is better: Having normal and tangent encoded in the assets and just optimize the geometry handling to alleviate the cost of duplicate vertices or using triangle strips and computing normals/tangents completely at run time? Thinking about it, the more reasonable answer seems to be the first one, but why might my professor still be fussing about triangle strips when it seems so obvious?

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  • Creating models in 3ds max and exporting as .x for XNA

    - by Sweta Dwivedi
    I have created a few models in 3DS max which contains textures, geometry and animations . .however .fbx doesnt really support textures.. So im planning to use .x format.. I have seen a few converters in pandasoft but once i unzip the file and place the .dle file in the plugins folder of 3D max gives an error saying failed to initialize.. Is there any way to convert my .max models into .x format ? ? I dont know blender so that isnt an option. . I'm currently using 3ds max 2013 After adding the .3DS object content importer. . i get the following error:

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  • Hardware instancing for voxel engine

    - by Menno Gouw
    i just did the tutorial on Hardware Instancing from this source: http://www.float4x4.net/index.php/2011/07/hardware-instancing-for-pc-in-xna-4-with-textures/. Somewhere between 900.000 and 1.000.000 draw calls for the cube i get this error "XNA Framework HiDef profile supports a maximum VertexBuffer size of 67108863." while still running smoothly on 900k. That is slightly less then 100x100x100 which are a exactly a million. Now i have seen voxel engines with very "tiny" voxels, you easily get to 1.000.000 cubes in view with rough terrain and a decent far plane. Obviously i can optimize a lot in the geometry buffer method, like rendering only visible faces of a cube or using larger faces covering multiple cubes if the area is flat. But is a vertex buffer of roughly 67mb the max i can work with or can i create multiple?

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