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  • Drawing an image in Java, slow as hell on a netbook.

    - by Norswap
    In follow-up to my previous questions (especially this one : http://stackoverflow.com/questions/2684123/java-volatileimage-slower-than-bufferedimage), i have noticed that simply drawing an Image (it doesn't matter if it's buffered or volatile, since the computer has no accelerated memory*, and tests shows it's doesn't change anything), tends to be very long. (*) System.out.println(GraphicsEnvironment.getLocalGraphicsEnvironment() .getDefaultScreenDevice().getAvailableAcceleratedMemory()); --> 0 How long ? For a 500x400 image, about 0.04 seconds. This is only drawing the image on the backbuffer (obtained via buffer strategy). Now considering that world of warcraft runs on that netbook (tough it is quite laggy) and that online java games seems to have no problem whatsoever, this is quite thought provoking. I'm quite certain I didn't miss something obvious, I've searched extensively the web, but nothing will do. So do any of you java whiz have an idea of what obscure problem might be causing this (or maybe it is normal, tough I doubt it) ? PS : As I'm writing this I realized this might be cause by my Linux installation (archlinux) tough I have the correct Intel driver. But my computer normally has "Integrated Intel Graphics Media Accelerator 950", which would mean it should have accelerated video memory somehow. Any ideas about this side of things ?

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  • C# / Silverlight / WPF / Fast rendering lots of circles

    - by Walt W
    I want to render a lot of circles or small graphics within either silverlight or wpf (around 1000-10000) as fast and as frequently as possible. If I have to go to DX or OGL, that's fine, but I'm wondering about doing this within either of those two frameworks first (read: it's OK if an answer is WPF-only or Silverlight-only). Also, if there is a way to access DX through WPF and render on a surface that way, I would be interested in that as well. So, what's the fastest way to draw a load of circles? They can be as plain as necessary, but they do need to have a radius. Currently I'm using DrawingVisual and a DrawingContext.DrawEllipse() command for each circle, then rendering the visual to a RenderTargetBItmap, but it becomes very slow as the number of circles rises. By the way, these circles move every frame, so caching isn't really an option unless you're going to suggest caching the individual circles . . . But their sizes are dynamic, so I'm not sure that's a great approach.

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  • Can I access views when drawn in the drawRect method?

    - by GianPac
    When creating the content view of a tableViewCell, I used the drawInRect:withFont, drawAtPoint... and others, inside drawRect: since all I needed was to lay some text. Turns out, part of the text drawn need to be clickable URLs. So I decided to create a UIWebView and insert it into my drawRect. Everything seems to be laid out fine, the problem is that interaction with the UIWebView is not happening. I tried enabling the interaction, did not work. I want to know, since with drawRect: I am drawing to the current graphics context, there is anything I can do to have my subviews interact with the user? here is some of my code I use inside the UITableViewCell class. -(void) drawRect:(CGRect)rect{ NSString *comment = @"something"; [comment drawAtPoint:point forWidth:195 withFont:someFont lineBreakMode:UILineBreakModeMiddleTruncation]; NSString *anotherCommentWithURL = @"this comment has a URL http://twtr.us"; UIWebView *webView = [[UIWebView alloc] initWithFrame:someFrame]; webView.delegate = self; webView.text = anotherCommentWithURL; [self addSubView:webView]; [webView release]; } As I said, the view draws fine, but there is no interaction with the webView from the outside. the URL gets embedded into HTML and should be clickable. It is not. I got it working on another view, but on that one I lay the views. Any ideas?

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  • OpenGL fast texture drawing with vertex buffer objects. Is this the way to do it?

    - by Matthew Mitchell
    Hello. I am making a 2D game with OpenGL. I would like to speed up my texture drawing by using VBOs. Currently I am using the immediate mode. I am generating my own coordinates when I rotate and scale a texture. I also have the functionality of rounding the corners of a texture, using the polygon primitive to draw those. I was thinking, would it be fastest to make a VBO with vertices for the sides of the texture with no offset included so I can then use glViewport, glScale (Or glTranslate? What is the difference and most suitable here?) and glRotate to move the drawing position for my texture. Then I can use the same VBO with no changes to draw the texture each time. I could only change the VBO when I need to add coordinates for the rounded corners. Is that the best way to do this? What things should I look out for while doing it? Is it really fastest to use GL_TRIANGLES instead of GL_QUADS in modern graphics cards? Thank you for any answer.

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  • Using CGContextDrawTiledImage at different zooms causes massive memory growth

    - by Jacques
    I'm working on app an where there's a view in a zoomable UIScrollView. When the user zooms in or out, I redraw the view that's in the UIScrollView to be nice and sharp. That view has a background image that I draw with CGContextDrawTiledImage. I noticed that memory usage grows every time I switch to a new zoom level. It looks like CGContextDrawTiledImage keeps a cache somewhere of the image scaled to different sizes. So, If I go from 1.0 to 1.1x zoom, memory use grows. Going back to 1.0 doesn't cause it to grow, but then going to 1.05 and then 1.2 causes it to grow twice. Back to 1.1 and no growth. Of course, the zoom level is under user control so I don't have control over how many zoom levels happen. Right now my background image is kind of massive (512x512), so this causes memory usage to grow very quickly. It doesn't show up as a memory leak in Instruments, just additional allocations that never get freed. I've tried to find a way to free the cache that appears to be being created, but no luck. It doesn't seem to respond to low memory warnings, for example. I also tried setting the view's backgroundColor to a UIColor created with colorWithPatternImage, but that doesn't work because I'm doing the scaling by changing the graphics context's CTM, not by setting the view's transform. Any ideas on how to keep memory usage from blowing up?

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  • Pythagoras tree with g2d

    - by owca
    I'm trying to build my first fractal (Pythagoras Tree): in Java using Graphics2D. Here's what I have now : import java.awt.*; import java.awt.geom.*; import javax.swing.*; import java.util.Scanner; public class Main { public static void main(String[] args) { int i=0; Scanner scanner = new Scanner(System.in); System.out.println("Give amount of steps: "); i = scanner.nextInt(); new Pitagoras(i); } } class Pitagoras extends JFrame { private int powt, counter; public Pitagoras(int i) { super("Pythagoras Tree."); setSize(1000, 1000); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setVisible(true); powt = i; } private void paintIt(Graphics2D g) { double p1=450, p2=800, size=200; for (int i = 0; i < powt; i++) { if (i == 0) { g.drawRect((int)p1, (int)p2, (int)size, (int)size); counter++; } else{ if( i%2 == 0){ //here I must draw two squares } else{ //here I must draw right triangle } } } } @Override public void paint(Graphics graph) { Graphics2D g = (Graphics2D)graph; paintIt(g); } So basically I set number of steps, and then draw first square (p1, p2 and size). Then if step is odd I need to build right triangle on the top of square. If step is even I need to build two squares on free sides of the triangle. What method should I choose now for drawing both triangle and squares ? I was thinking about drawing triangle with simple lines transforming them with AffineTransform but I'm not sure if it's doable and it doesn't solve drawing squares.

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  • How to implement a grapher in C#

    - by iansinke
    So I'm writing a graphing calculator. So far I have a semi-functional grapher, however, I'm having a hard time getting a good balance between accurate graphs and smooth looking curves. The current implementation (semi-pseudo-code) looks something like this: for (float i = GraphXMin; i <= GraphXMax; i++) { PointF P = new PointF(i, EvaluateFunction(Function, i) ListOfPoints.Add(P) } Graphics.DrawCurve(ListOfPoints) The problem with this is since it only adds a point at every integer value, graphs end up distorted when their turning points don't fall on integers (e.g. sin(x)^2). I tried incrementing i by something smaller (like 0.1), which works, but the graph looks very rough. I am using C# and GDI+. I have SmoothingMethod set to AntiAlias, so that's not the problem, as you can see from the first graph. Is there some sort of issue with drawing curves with a lot of points? Should the points perhaps be positioned exactly on pixels? I'm sure some of you have worked on something very similar before, so any suggestions? While you're at it, do you have any suggestions for graphing functions with asymptotes? e.g. 1/x^2 P.S. I'm not looking for a library that does all this - I want to write it myself.

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  • Quality questionnaire php mysql graphipcs

    - by Marcelo
    Hi, i'm making a questionnaire about a service quality, its contains the options (poor, regular, good, very good). It's contains 6 questions (radio button) and a suggestion box (textbox). In the table of the database i created 6 rows for questions, 1 for suggestion and 1 for date (a friend of mine tole me to use this but i didn't get why). q1) I'm going to atribute a value form 1 to 4 to the radio buttons options, and i'd like to sum every answer for each question, and then divide by the numbers of user that answered that question and give the mean. how am i supposed to to that? I'd also like generate reports of the month, of the year. q2) not only about the questionnaire but for registration too. I need all the fields to be completed, no blank options, if he don't complete all of fields it'll not be submitted and there will be a warning message to the user. q3) about the field type, i'd like it to be the same class that is in the database, i'm having a "problem". Ex: Name(varchar) : 1234(int), in the field 'name' of the table of the database 1234 will be shown as name, and i don't want this, i want only the type that i declared in the construction of the table. q4) i'd also like to know if it's possible to create pizza graphics, about the percentage of each question, is this possible? q5) I'm using phpmyadmin and some of my id's are auto_increment, but 'cause of my tests they at a high number, i'd like to restart to 0 the ids number, is this possible? Thanks for the attention.

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  • Is there a way to capture a bitmap from a WPF window using native C++?

    - by Mike Caron
    Imagine a document window in a MDI application which contains a child WPF window, say a sidebar for example. How can one get a bitmap containing both the WPF pixels AND the GDI (non-wpf) pixels? I've discovered that when making my thumbnail preview for the Win7 taskbar app icon hover, I get black in the parts of the preview where the WPF pixels should be. My current method simply grabs a bitmap capture of the document window. Then I get a DC for the preview, make a memory DC from it and select my bitmap into it. Then I do some size adjustments and bitblt the memory dc to the real dc. I'm guessing that the BitBlt operation doesn't take into account the fact that the WPF pixels are hardware accelerated and therefore need to be grabbed from the graphics hardware. All the stuff in GDI is managed just fine, though and when there's no WPF child windows, the preview image looks fine. I'm wondering if it's at all possible to grab a bitmap of the WPF window from native C++. Then I can blt that onto the black area of the previous preview.

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  • java.awt -- when java outputs an image to my monitor (screen), where is the file that is output to the monitor card?

    - by user1405870
    Suppose that I am drawing a set of images using java graphics objects. Suppose that I java is outputting these images to my monitor. Where is the file or files that are sent to the monitor card (the graphical representation files). How can I take this file and save it to disk, or how can I take this file and write it to an array, or how can I take these files and combine the results of their output (to the monitor) into a single file for saving? I don't want to use a screen shot feature, I want to be able to redirect (xor capture also) the output to the monitor to some sort of byte-stream. I note that monitors are much better than semaphores, when you are talking about display capabilities; I don't need a counter example. I might not be asking the correct question. It might be that I want to capture the file while it is still in User Space, before it is put into 'Device Space'. I would like to try and capture the byte stream so that I can convert it to MPEG-4 format. I either need a streaming output from the MPEG-4 converter, coming from the streaming input, or else, I need to take static images at discrete times and convert the images. What format will the output from User Space be in? What format will the Device Space output be in? Try to keep speculation to a minimum. http://docs.oracle.com/javame/config/cdc/opt-pkgs/api/jsr927/index.html I guess that Java has made a means of displaying AWT objects on a television screen. Thank you. Ryan Zoerner

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  • How do I make a jumping dolphin rotate realistically?

    - by Johnny
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. At the moment, my dolphin rotates a little weird. But I want that it rotates like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation += 0.01f; VelocityY += 40f; } else { rotation -= 0.01f; VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { rotation -= 0.01f; VelocityY += -10f; } else { rotation += 0.01f; VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } } I changed my code a little. But I still have some trouble with the rotation. Here's the entire code. The dolphin looks at the wrong direction if I press the left or right key. For example, it looks down if I press the left key. What is wrong with the rotation? At the beginning, the dolphin looks at the left side, but after I pressed a key it just looks down or up. I deleted the "rotation += 0.01f;" lines in the code. Is that correct? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); Vector2 prevPos; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } rotation = (float)Math.Atan2(Position.X - prevPos.X, Position.Y - prevPos.Y); prevPos = Position; // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { VelocityY += 40f; } else { VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { VelocityY += -10f; } else { VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • How to better create stacked bar graphs with multiple variables from ggplot2?

    - by deoksu
    I often have to make stacked barplots to compare variables, and because I do all my stats in R, I prefer to do all my graphics in R with ggplot2. I would like to learn how to do two things: First, I would like to be able to add proper percentage tick marks for each variable rather than tick marks by count. Counts would be confusing, which is why I take out the axis labels completely. Second, there must be a simpler way to reorganize my data to make this happen. It seems like the sort of thing I should be able to do natively in ggplot2 with plyR, but the documentation for plyR is not very clear (and I have read both the ggplot2 book and the online plyR documentation. My best graph looks like this, the code to create it follows: the R code I use to get it is the following: library(epicalc) ### recode the variables to factors ### recode(c(int_newcoun, int_newneigh, int_neweur, int_newusa, int_neweco, int_newit, int_newen, int_newsp, int_newhr, int_newlit, int_newent, int_newrel, int_newhth, int_bapo, int_wopo, int_eupo, int_educ), c(1,2,3,4,5,6,7,8,9, NA), c('Very Interested','Somewhat Interested','Not Very Interested','Not At All interested',NA,NA,NA,NA,NA,NA)) ### Combine recoded variables to a common vector Interest1<-c(int_newcoun, int_newneigh, int_neweur, int_newusa, int_neweco, int_newit, int_newen, int_newsp, int_newhr, int_newlit, int_newent, int_newrel, int_newhth, int_bapo, int_wopo, int_eupo, int_educ) ### Create a second vector to label the first vector by original variable ### a1<-rep("News about Bangladesh", length(int_newcoun)) a2<-rep("Neighboring Countries", length(int_newneigh)) [...] a17<-rep("Education", length(int_educ)) Interest2<-c(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14, a15, a16, a17) ### Create a Weighting vector of the proper length ### Interest.weight<-rep(weight, 17) ### Make and save a new data frame from the three vectors ### Interest.df<-cbind(Interest1, Interest2, Interest.weight) Interest.df<-as.data.frame(Interest.df) write.csv(Interest.df, 'C:\\Documents and Settings\\[name]\\Desktop\\Sweave\\InterestBangladesh.csv') ### Sort the factor levels to display properly ### Interest.df$Interest1<-relevel(Interest$Interest1, ref='Not Very Interested') Interest.df$Interest1<-relevel(Interest$Interest1, ref='Somewhat Interested') Interest.df$Interest1<-relevel(Interest$Interest1, ref='Very Interested') Interest.df$Interest2<-relevel(Interest$Interest2, ref='News about Bangladesh') Interest.df$Interest2<-relevel(Interest$Interest2, ref='Education') [...] Interest.df$Interest2<-relevel(Interest$Interest2, ref='European Politics') detach(Interest) attach(Interest) ### Finally create the graph in ggplot2 ### library(ggplot2) p<-ggplot(Interest, aes(Interest2, ..count..)) p<-p+geom_bar((aes(weight=Interest.weight, fill=Interest1))) p<-p+coord_flip() p<-p+scale_y_continuous("", breaks=NA) p<-p+scale_fill_manual(value = rev(brewer.pal(5, "Purples"))) p update_labels(p, list(fill='', x='', y='')) I'd very much appreciate any tips, tricks or hints. Thanks.

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  • Java Hardware Acceleration

    - by Freezerburn
    I have been spending some time looking into the hardware acceleration features of Java, and I am still a bit confused as none of the sites that I found online directly and clearly answered some of the questions I have. So here are the questions I have for hardware acceleration in Java: 1) In Eclipse version 3.6.0, with the most recent Java update for Mac OS X (1.6u10 I think), is hardware acceleration enabled by default? I read somewhere that someCanvas.getGraphicsConfiguration().getBufferCapabilities().isPageFlipping() is supposed to give an indication of whether or not hardware acceleration is enabled, and my program reports back true when that is run on my main Canvas instance for drawing to. If my hardware acceleration is not enabled now, or by default, what would I have to do to enable it? 2) I have seen a couple articles here and there about the difference between a BufferedImage and VolatileImage, mainly saying that VolatileImage is the hardware accelerated image and is stored in VRAM for fast copy-from operations. However, I have also found some instances where BufferedImage is said to be hardware accelerated as well. Is BufferedImage hardware accelerated as well in my environment? What would be the advantage of using a VolatileImage if both types are hardware accelerated? My main assumption for the advantage of having a VolatileImage in the case of both having acceleration is that VolatileImage is able to detect when its VRAM has been dumped. But if BufferedImage also support acceleration now, would it not have the same kind of detection built into it as well, just hidden from the user, in case that the memory is dumped? 3) Is there any advantage to using someGraphicsConfiguration.getCompatibleImage/getCompatibleVolatileImage() as opposed to ImageIO.read() In a tutorial I have been reading for some general concepts about setting up the rendering window properly (tutorial) it uses the getCompatibleImage method, which I believe returns a BufferedImage, to get their "hardware accelerated" images for fast drawing, which ties into question 2 about if it is hardware accelerated. 4) This is less hardware acceleration, but it is something I have been curious about: do I need to order which graphics get drawn? I know that when using OpenGL via C/C++ it is best to make sure that the same graphic is drawn in all the locations it needs to be drawn at once to reduce the number of times the current texture needs to be switch. From what I have read, it seems as if Java will take care of this for me and make sure things are drawn in the most optimal fashion, but again, nothing has ever said anything like this clearly. 5) What AWT/Swing classes support hardware acceleration, and which ones should be used? I am currently using a class that extends JFrame to create a window, and adding a Canvas to it from which I create a BufferStrategy. Is this good practice, or is there some other type of way I should be implementing this? Thank you very much for your time, and I hope I provided clear questions and enough information for you to answer my several questions.

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  • How do I destruct data associated with an object after the object no longer exists?

    - by Phineas
    I'm creating a class (say, C) that associates data (say, D) with an object (say, O). When O is destructed, O will notify C that it soon will no longer exist :( ... Later, when C feels it is the right time, C will let go of what belonged to O, namely D. If D can be any type of object, what's the best way for C to be able to execute "delete D;"? And what if D is an array of objects? My solution is to have D derive from a base class that C has knowledge of. When the time comes, C calls delete on a pointer to the base class. I've also considered storing void pointers and calling delete, but I found out that's undefined behavior and doesn't call D's destructor. I considered that templates could be a novel solution, but I couldn't work that idea out. Here's what I have so far for C, minus some details: // This class is C in the above description. There may be many instances of C. class Context { public: // D will inherit from this class class Data { public: virtual ~Data() {} }; Context(); ~Context(); // Associates an owner (O) with its data (D) void add(const void* owner, Data* data); // O calls this when he knows its the end (O's destructor). // All instances of C are now aware that O is gone and its time to get rid // of all associated instances of D. static void purge (const void* owner); // This is called periodically in the application. It checks whether // O has called purge, and calls "delete D;" void refresh(); // Side note: sometimes O needs access to D Data *get (const void *owner); private: // Used for mapping owners (O) to data (D) std::map _data; }; // Here's an example of O class Mesh { public: ~Mesh() { Context::purge(this); } void init(Context& c) const { Data* data = new Data; // GL initialization here c.add(this, new Data); } void render(Context& c) const { Data* data = c.get(this); } private: // And here's an example of D struct Data : public Context::Data { ~Data() { glDeleteBuffers(1, &vbo); glDeleteTextures(1, &texture); } GLint vbo; GLint texture; }; }; P.S. If you're familiar with computer graphics and VR, I'm creating a class that separates an object's per-context data (e.g. OpenGL VBO IDs) from its per-application data (e.g. an array of vertices) and frees the per-context data at the appropriate time (when the matching rendering context is current).

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  • Spinning a circle in J2ME using a Canvas.

    - by JohnQPublic
    Hello all! I have a problem where I need to make a multi-colored wheel spin using a Canvas in J2ME. What I need to do is have the user increase the speed of the spin or slow the spin of the wheel. I have it mostly worked out (I think) but can't think of a way for the wheel to spin without causing my cellphone to crash. Here is what I have so far, it's close but not exactly what I need. class MyCanvas extends Canvas{ //wedgeOne/Two/Three define where this particular section of circle begins to be drawn from int wedgeOne; int wedgeTwo; int wedgeThree; int spinSpeed; MyCanvas(){ wedgeOne = 0; wedgeTwo = 120; wedgeThree = 240; spinSpeed = 0; } //Using the paint method to public void paint(Graphics g){ //Redraw the circle with the current wedge series. g.setColor(255,0,0); g.fillArc(getWidth()/2, getHeight()/2, 100, 100, wedgeOne, 120); g.setColor(0,255,0); g.fillArc(getWidth()/2, getHeight()/2, 100, 100, wedgeTwo, 120); g.setColor(0,0,255); g.fillArc(getWidth()/2, getHeight()/2, 100, 100, wedgeThree, 120); } protected void keyPressed(int keyCode){ switch (keyCode){ //When the 6 button is pressed, the wheel spins forward 5 degrees. case KEY_NUM6: wedgeOne += 5; wedgeTwo += 5; wedgeThree += 5; repaint(); break; //When the 4 button is pressed, the wheel spins backwards 5 degrees. case KEY_NUM4: wedgeOne -= 5; wedgeTwo -= 5; wedgeThree -= 5; repaint(); } } I have tried using a redraw() method that adds the spinSpeed to each of the wedge values while(spinSpeed0) and calls the repaint() method after the addition, but it causes a crash and lockup (I assume due to an infinite loop). Does anyone have any tips or ideas how I could automate the spin so you do not have the press the button every time you want it to spin? (P.S - I have been lurking for a while, but this is my first post. If it's too general or asking for too much info (sorry if it is) and I either remove it or fix it. Thank you!)

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  • Create a Color Picker, similar to Photoshop's, using Javascript and HTML Canvas

    - by André Alçada Padez
    I am not at all versed in Computer Graphics and am in need of creating a color picker as a javascript tool to embed in an HTML page. First, and looking at Photoshop's one, i thought of the RGB palette as a three-dimensional matrix. My first attempt envolved: <script type="text/javascript"> var rgCanvas = document.createElement('canvas'); rgCanvas.width = 256; rgCanvas.height = 256; rgCanvas.style.border = '3px solid black'; for (g = 0; g < 256; g++){ for (r = 0; r < 256; r++){ var context = rgCanvas.getContext('2d'); context.beginPath(); context.moveTo(r,g); context.strokeStyle = 'rgb(' + r + ', ' + g + ', 0)'; context.lineTo(r+1,g+1); context.stroke(); context.closePath(); } } var bCanvas = document.createElement('canvas'); bCanvas.width = 20; bCanvas.height = 256; bCanvas.style.border = '3px solid black'; for (b = 0; b < 256; b++){ var context = bCanvas.getContext('2d'); context.beginPath(); context.moveTo(0,b); context.strokeStyle = 'rgb(' + 0 + ', ' + 0 + ', ' + b + ')'; context.lineTo(20, b); context.stroke(); context.closePath(); } document.body.appendChild(rgCanvas); document.body.appendChild(bCanvas); </script> this results in something like My thought is this is too linear, comparing to the ones i see in Photoshop and on the web. I would like to know the logic behind the color mapping in a picker like this: I don't really need the algorythms itself, i'm mainly trying to understand the logic. Thanks

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  • Why did the old 3D games have "jittery" graphics?

    - by dreta
    I've been playing MediEvil lately and it got me wondering, what causes some of the old 3D games have "flowing" graphics when moving? It's present in games like Final Fantasy VII, MediEvil, i remember Dungeon Keeper 2 having the same thing in zoom mode, however f.e. Quake 2 didn't have this "issue" and it's just as old. The resolution doesn't seem to be the problem, everything is rendered perfectly fine when you stand still. So is the game refreshing slowly or it's something to do with buffering?

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  • The Loser In Our Windows vs. Linux Tests: Intel Graphics

    <b>Phoronix:</b> "We are still working on the first part of our Windows 7 vs. Ubuntu 10.04 LTS benchmarks that are set to be published early next week, but so far there is one easy conclusion to draw from the completed tests: Intel's Linux graphics driver is still no match to the Intel Windows driver."

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  • How to resolve CGDirectDisplayID changing issues on newer multi-GPU Apple laptops in Core Foundation

    - by Dave Gallagher
    In Mac OS X, every display gets a unique CGDirectDisplayID number assigned to it. You can use CGGetActiveDisplayList() or [NSScreen screens] to access them, among others. Per Apple's docs: A display ID can persist across processes and system reboot, and typically remains constant as long as certain display parameters do not change. On newer mid-2010 MacBook Pro's, Apple started using auto-switching Intel/nVidia graphics. Laptops have two GPU's, a low-powered Intel, and a high-powered nVidia. Previous dual-GPU laptops (2009 models) didn't have auto-GPU switching, and required the user to make a settings change, logoff, and then logon again to make a GPU switch occur. Even older systems only had one GPU. There's an issue with the mid-2010 models where CGDirectDisplayID's don't remain the same when a display switches from one GPU to the next. For example: Laptop powers on. Built-In LCD Screen is driven by Intel chipset. Display ID: 30002 External Display is plugged in. Built-In LCD Screen switches to nVidia chipset. It's display ID changes: 30004 External Display is driven by nVidia chipset. ...at this point, the Intel chipset is dormant... User unplugs External Display. Built-In LCD Screen switches back to Intel chipset. It's display ID changes back to original: 30002 My question is, how can I match an old display ID to a new display ID when they alter due to a GPU change? Thought about: I've noticed that the display ID only changes by 2, but I don't have enough test Mac's available to determine if this is common to all new MacBook Pro's, or just mine. Kind of a kludge if "just check for display ID's which are +/-2 from one another" works, anyway. Tried: CGDisplayRegisterReconfigurationCallback(), which notifies before-and-after when displays are going to change, has no matching logic. Putting something like this inside a method registered with it doesn't work: // Run before display settings change: CGDirectDisplayID directDisplayID = ...; io_service_t servicePort = CGDisplayIOServicePort(directDisplayID); CFDictionaryRef oldInfoDict = IODisplayCreateInfoDictionary(servicePort, kIODisplayMatchingInfo); // ...display settings change... // Run after display settings change: CGDirectDisplayID directDisplayID = ...; io_service_t servicePort = CGDisplayIOServicePort(directDisplayID); CFDictionaryRef newInfoDict = IODisplayCreateInfoDictionary(servicePort, kIODisplayMatchingInfo); BOOL match = IODisplayMatchDictionaries(oldInfoDict, newInfoDict, 0); if (match) NSLog(@"Displays are a match"); else NSLog(@"Displays are not a match"); What's happening above is I'm caching oldInfoDict before display settings change, letting them change, and then comparing it to newInfoDict by using IODisplayMatchDictionaries(), which will say either "yes, both displays are the same!" or "no, both displays are not the same." Unfortunately, it does not return YES if GPU's have changed for a monitor. Example of the dictionary's it's comparing: // oldInfoDict (Display ID: 30002) oldInfoDict: { DisplayProductID = 40144; DisplayVendorID = 1552; IODisplayLocation = "IOService:/AppleACPIPlatformExpert/PCI0@0/AppleACPIPCI/IGPU@2/AppleIntelFramebuffer/display0/AppleBacklightDisplay"; } // newInfoDict (Display ID: 30004) newInfoDict: { DisplayProductID = 40144; DisplayVendorID = 1552; IODisplayLocation = "IOService:/AppleACPIPlatformExpert/PCI0@0/AppleACPIPCI/P0P2@1/IOPCI2PCIBridge/GFX0@0/NVDA,Display-A@0/NVDA/display0/AppleBacklightDisplay"; } As you can see, the IODisplayLocation key changes when GPU's are switched, hence IODisplayMatchDictionaries() doesn't work. I can, theoretically, compared just the DisplayProductID and DisplayVendorID keys, but I'm writing end-user software, and am worried of a situation where users have two or more identical monitors plugged in. Any help is greatly appreciated! :)

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  • How to create Executable Jar

    - by Siddharth
    When I try to create a jar file i found the following error, so please someone help me to out of this. Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: img/black_ring.png at com.badlogic.gdx.graphics.Pixmap.(Pixmap.java:137) at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:55) at com.badlogic.gdx.graphics.Texture.load(Texture.java:175) at com.badlogic.gdx.graphics.Texture.create(Texture.java:159) at com.badlogic.gdx.graphics.Texture.(Texture.java:133) at com.badlogic.gdx.graphics.Texture.(Texture.java:122) at com.badlogic.runningball.UserBall.(UserBall.java:19) at com.badlogic.runningball.GameScreen.(GameScreen.java:25) at com.badlogic.runningball.RunningBall.create(RunningBall.java:12) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:126) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: img/black_ring.png (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:108) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:364) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:156) at com.badlogic.gdx.graphics.Pixmap.(Pixmap.java:134) ... 10 more

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  • Window's content disappears when minimized

    - by Carmen Cojocaru
    I have a simple class that draws a line when mouse dragging or a dot when mouse pressing(releasing). When I minimize the application and then restore it, the content of the window disappears except the last dot (pixel). I understand that the method super.paint(g) repaints the background every time the window changes, but the result seems to be the same whether I use it or not. The difference between the two of them is that when I don't use it there's more than a pixel painted on the window, but not all my painting. How can I fix this? Here is the class. package painting; import java.awt.*; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseMotionAdapter; import javax.swing.JFrame; import javax.swing.JPanel; class CustomCanvas extends Canvas{ Point oldLocation= new Point(10, 10); Point location= new Point(10, 10); Dimension dimension = new Dimension(2, 2); CustomCanvas(Dimension dimension){ this.dimension = dimension; this.init(); addListeners(); } private void init(){ oldLocation= new Point(0, 0); location= new Point(0, 0); } public void paintLine(){ if ((location.x!=oldLocation.x) || (location.y!=oldLocation.y)) { repaint(location.x,location.y,1,1); } } private void addListeners(){ addMouseListener(new MouseAdapter(){ @Override public void mousePressed(MouseEvent me){ oldLocation = location; location = new Point(me.getX(), me.getY()); paintLine(); } @Override public void mouseReleased(MouseEvent me){ oldLocation = location; location = new Point(me.getX(), me.getY()); paintLine(); } }); addMouseMotionListener(new MouseMotionAdapter() { @Override public void mouseDragged(MouseEvent me){ oldLocation = location; location = new Point(me.getX(), me.getY()); paintLine(); } }); } @Override public void paint(Graphics g){ super.paint(g); g.setColor(Color.red); g.drawLine(location.x, location.y, oldLocation.x, oldLocation.y); } @Override public Dimension getMinimumSize() { return dimension; } @Override public Dimension getPreferredSize() { return dimension; } } class CustomFrame extends JPanel { JPanel displayPanel = new JPanel(new BorderLayout()); CustomCanvas canvas = new CustomCanvas(new Dimension(200, 200)); public CustomFrame(String titlu) { canvas.setBackground(Color.white); displayPanel.add(canvas, BorderLayout.CENTER); this.add(displayPanel); } } public class CustomCanvasFrame { public static void main(String args[]) { CustomFrame panel = new CustomFrame("Test Paint"); JFrame f = new JFrame(); f.add(panel); f.pack(); SwingConsole.run(f, 700, 700); } }

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  • Using my custom colormap in Java for images

    - by John
    Hi everyone! I've got a question concering a colormapping via index. I tried this code found on http://www.podgoretsky.pri.ee/ftp/Docs/Java/Tricks%20of%20the%20Java%20Programming%20Gurus/ch12.htm // Gradient.java // Imports import java.applet.Applet; import java.awt.; import java.awt.image.; public class Gradient extends Applet { final int colors = 32; final int width = 200; final int height = 200; Image img; public void init() { // Create the color map byte[] rbmap = new byte[colors]; byte[] gmap = new byte[colors]; for (int i = 0; i < colors; i++) gmap[i] = (byte)((i * 255) / (colors - 1)); // Create the color model int bits = (int)Math.ceil(Math.log(colors) / Math.log(2)); IndexColorModel model = new IndexColorModel(bits, colors, rbmap, gmap, rbmap); // Create the pixels int pixels[] = new int[width * height]; int index = 0; for (int y = 0; y < height; y++) for (int x = 0; x < width; x++) pixels[index++] = (x * colors) / width; // Create the image img = createImage(new MemoryImageSource(width, height, model, pixels, 0, width)); } public void paint(Graphics g) { g.drawImage(img, 0, 0, this); } } It worked great but I tried to load a custom image jpeg mapped on my own colormap but it didnt work right. I saw only a bunch of green and blue pixels drawn on a white background. My custom color map method here: public void inintByteArrays() { double[][] c = // basic color map { { 0.0000, 0.0000, 0.5625 }, { 0.0000, 0.0000, 0.6250 }, { 0.0000, 0.0000, 0.6875 }, { 0.0000, 0.0000, 0.6875 }, { 0.0000, 0.0000, 0.7500 }, { 0.0000, 0.0000, 0.8125 }, { 0.0000, 0.0000, 0.8750 }, { 0.0000, 0.0000, 0.9375 }, { 0.0000, 0.0000, 1.0000 }, { 0.0000, 0.0625, 1.0000 }, { 0.0000, 0.1250, 1.0000 }, { 0.0000, 0.1875, 1.0000 }, { 0.0000, 0.2500, 1.0000 }, { 0.0000, 0.3125, 1.0000 }, { 0.0000, 0.3750, 1.0000 }, { 0.0000, 0.4375, 1.0000 }, { 0.0000, 0.5000, 1.0000 }, { 0.0000, 0.5625, 1.0000 }, { 0.0000, 0.6250, 1.0000 }, { 0.0000, 0.6875, 1.0000 }, { 0.0000, 0.7500, 1.0000 }, { 0.0000, 0.8125, 1.0000 }, { 0.0000, 0.8750, 1.0000 }, { 0.0000, 0.9375, 1.0000 }, { 0.0000, 1.0000, 1.0000 }, { 0.0625, 1.0000, 0.9375 }, { 0.1250, 1.0000, 0.8750 }, { 0.1875, 1.0000, 0.8125 }, { 0.2500, 1.0000, 0.7500 }, { 0.3125, 1.0000, 0.6875 }, { 0.3750, 1.0000, 0.6250 }, { 0.4375, 1.0000, 0.5625 }, { 0.5000, 1.0000, 0.5000 }, { 0.5625, 1.0000, 0.4375 }, { 0.6250, 1.0000, 0.3750 }, { 0.6875, 1.0000, 0.3125 }, { 0.7500, 1.0000, 0.2500 }, { 0.8125, 1.0000, 0.1875 }, { 0.8750, 1.0000, 0.1250 }, { 0.9375, 1.0000, 0.0625 }, { 1.0000, 1.0000, 0.0000 }, { 1.0000, 0.9375, 0.0000 }, { 1.0000, 0.8750, 0.0000 }, { 1.0000, 0.8125, 0.0000 }, { 1.0000, 0.7500, 0.0000 }, { 1.0000, 0.6875, 0.0000 }, { 1.0000, 0.6250, 0.0000 }, { 1.0000, 0.5625, 0.0000 }, { 1.0000, 0.5000, 0.0000 }, { 1.0000, 0.4375, 0.0000 }, { 1.0000, 0.3750, 0.0000 }, { 1.0000, 0.3125, 0.0000 }, { 1.0000, 0.2500, 0.0000 }, { 1.0000, 0.1875, 0.0000 }, { 1.0000, 0.1250, 0.0000 }, { 1.0000, 0.0625, 0.0000 }, { 1.0000, 0.0000, 0.0000 }, { 0.9375, 0.0000, 0.0000 }, { 0.8750, 0.0000, 0.0000 }, { 0.8125, 0.0000, 0.0000 }, { 0.7500, 0.0000, 0.0000 }, { 0.6875, 0.0000, 0.0000 }, { 0.6250, 0.0000, 0.0000 }, { 0.5625, 0.0000, 0.0000 }, { 0.5000, 0.0000, 0.0000 } }; for (int i = 0; i < c.length; i++) { for (int j = 0; j < c[i].length; j++) { if (j == 0) r[i] = (byte) ((byte) c[i][j]*255); if (j == 1) g[i] = (byte) ((byte) c[i][j]*255); if (j == 2) b[i] = (byte) ((byte) c[i][j]*255); } } My question is how I can use my colormap for any image I want to load and map in the right way. Thank you very much! Greetings, protein1.

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  • Can my computer run Ubuntu? [duplicate]

    - by Harry B
    This question already has an answer here: How do I find out which version and derivative of Ubuntu is right for my hardware in terms of minimal system requirements? 2 answers Just want to check if my computer can run Ubuntu. It is an old IBM ThinkPad, so here are the basic stats I could find: IBM 28832ZU Processor Intel(R) Celeron(R) M processor 1300MHz Processor Speed 1.27 GHz Memory (RAM) 2048 MB Operating System Microsoft Windows XP Professional Operating System Version 5.1.2600 Intel Extreme Graphics 2M And here is some info pulled from the graphics panel NTEL(R) EXTREME GRAPHICS 2 FOR MOBILE REPORT Report Date: 06/28/2013 Report Time[hr:mm:ss]: 17:53:20 Driver Version: 6.14.10.3943 Operating System: Windows NT* 5.1.2600 Service Pack 2 Default Language: English DirectX* Version: 9.0 Physical Memory: 2038 MB Min. Graphics Memory: 8 MB Max. Graphics Memory: 64 MB Graphics Memory in use: 7 MB Processor: x86 family 6 Model 9 Stepping 5 Processor Speed: 1296 MHZ Device Revision: 2 Output Devices Connected to Graphics Accelerator * Active Notebook Displays:1

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  • Is there an application that can automatically set Graphics Properties when docking?

    - by Ken Liu
    I have a dual display setup with my laptop (Dell, with integrated graphics, WinXP). The problem is that whenever I hook up the laptop to the monitor I have to go to Graphics Properties (Intel Graphics Media Driver for Mobile) and set the display resolution, window position, etc. Note that this screen is different than the built-in one you usually see in WinXP. 1) Is there an app that can save display settings properly so they will come back when I dock again? 2) Barring this, run a script or a macro to automatically set up the display the way I want it. 3) Or, can I write a .Net program that does this for me? Extra points if there is an Open source app that can do this.

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  • How to make Ubuntu recognize an unknown external display (so I can adjust its resolution)?

    - by WagnerAA
    I have a Dell laptop with an external monitor attached (a Samsumg SyncMaster 931c). My laptop display was recognized, and I can adjust its optimum resolution. My external display is still unknown, thus I'm stuck at a lower resolution (1024x768): I tried the "Detect Displays" button, but it didn't work, nothing happens. I recently upgraded from Ubuntu 12.04 to 12.10. Things were working before. I don't know if I can actually change this configuration, or if this is a bug. I searched for an answer here and also in Launchpad's website, but found none. I even tried to install Nvidia drivers, and just messed things up. It seems I wasn't even using nvidia before, as I guessed by looking at my additional drivers configuration: My laptop has an Intel chipset, I guess: $ dpkg --get-selections | grep -i -e nvidia -e intel intel-gpu-tools install libdrm-intel1:amd64 install libdrm-intel1:i386 install nvidia-common install xserver-xorg-video-intel install I don't have an xorg.conf file (I think this is nvidia related, am I right?): $ cat /etc/X11/xorg.conf cat: /etc/X11/xorg.conf: No such file or directory $ ls -l /etc/X11/ total 76 drwxr-xr-x 2 root root 4096 Out 19 23:41 app-defaults drwxr-xr-x 2 root root 4096 Abr 25 2012 cursors -rw-r--r-- 1 root root 18 Abr 25 2012 default-display-manager drwxr-xr-x 4 root root 4096 Abr 25 2012 fonts -rw-r--r-- 1 root root 17394 Dez 3 2009 rgb.txt lrwxrwxrwx 1 root root 13 Mai 1 03:33 X -> /usr/bin/Xorg drwxr-xr-x 3 root root 4096 Out 19 23:41 xinit drwxr-xr-x 2 root root 4096 Jan 23 2012 xkb -rw-r--r-- 1 root root 0 Out 24 08:55 xorg.conf.nvidia-xconfig-original -rwxr-xr-x 1 root root 709 Abr 1 2010 Xreset drwxr-xr-x 2 root root 4096 Out 19 10:08 Xreset.d drwxr-xr-x 2 root root 4096 Out 19 10:08 Xresources -rwxr-xr-x 1 root root 3730 Jan 20 2012 Xsession drwxr-xr-x 2 root root 4096 Out 20 00:11 Xsession.d -rw-r--r-- 1 root root 265 Jul 1 2008 Xsession.options -rw-r--r-- 1 root root 13 Ago 15 06:43 XvMCConfig -rw-r--r-- 1 root root 601 Abr 25 2012 Xwrapper.config Here is some information I gathered by looking at other related posts: $ sudo lshw -C display; lsb_release -a; uname -a *-display:0 description: VGA compatible controller product: Mobile 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 07 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:48 memory:f6800000-f6bfffff memory:d0000000-dfffffff ioport:1800(size=8) *-display:1 UNCLAIMED description: Display controller product: Mobile 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2.1 bus info: pci@0000:00:02.1 version: 07 width: 64 bits clock: 33MHz capabilities: pm bus_master cap_list configuration: latency=0 resources: memory:f6100000-f61fffff LSB Version: core-2.0-amd64:core-2.0-noarch:core-3.0-amd64:core-3.0-noarch:core-3.1-amd64:core-3.1-noarch:core-3.2-amd64:core-3.2-noarch:core-4.0-amd64:core-4.0-noarch:cxx-3.0-amd64:cxx-3.0-noarch:cxx-3.1-amd64:cxx-3.1-noarch:cxx-3.2-amd64:cxx-3.2-noarch:cxx-4.0-amd64:cxx-4.0-noarch:desktop-3.1-amd64:desktop-3.1-noarch:desktop-3.2-amd64:desktop-3.2-noarch:desktop-4.0-amd64:desktop-4.0-noarch:graphics-2.0-amd64:graphics-2.0-noarch:graphics-3.0-amd64:graphics-3.0-noarch:graphics-3.1-amd64:graphics-3.1-noarch:graphics-3.2-amd64:graphics-3.2-noarch:graphics-4.0-amd64:graphics-4.0-noarch:printing-3.2-amd64:printing-3.2-noarch:printing-4.0-amd64:printing-4.0-noarch:qt4-3.1-amd64:qt4-3.1-noarch Distributor ID: Ubuntu Description: Ubuntu 12.10 Release: 12.10 Codename: quantal Linux Batcave 3.5.0-17-generic #28-Ubuntu SMP Tue Oct 9 19:31:23 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux $ xrandr -q Screen 0: minimum 320 x 200, current 2304 x 800, maximum 32767 x 32767 LVDS1 connected 1280x800+0+0 (normal left inverted right x axis y axis) 286mm x 1790mm 1280x800 59.9*+ 1024x768 60.0 800x600 60.3 56.2 640x480 59.9 VGA1 connected 1024x768+1280+32 (normal left inverted right x axis y axis) 0mm x 0mm 1024x768 60.0* 800x600 60.3 56.2 848x480 60.0 640x480 59.9 DP1 disconnected (normal left inverted right x axis y axis) If there's anything else I can do, any other information I can post here, to help me configure this external display, please let me know. If this is actually a bug, I apologize (I know bugs are not allowed here), but I really wasn't sure. And I will promptly file a bug report in Launchpad if that's the case. Thanks a lot in advance. ;)

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