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  • Get Absolute Position of element within the window in wpf

    - by BrandonS
    I would like to get the absolute position of an element in relation to the window/root element when it is double clicked. The element's relative position within it's parent is all I can seem to get to, and what I'm trying to get to is the point relative to the window. I've seen solutions of how to get a the point of an element on the screen, but not in the window.

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  • C# - opening process and changing window position

    - by bartq
    I want to open from c# an application (standalone flashplayer) and set it position to (0,0) on the screen. How can I do this? So far I've managed to open flashplayer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Diagnostics; namespace swflauncher { class Program { static void Main(string[] args) { Process flash = new Process(); flash.StartInfo.WindowStyle = ProcessWindowStyle.Normal; flash.StartInfo.FileName = "D:\\development\\flex4\\runtimes\\player\\10\\win\\FlashPlayer.exe"; flash.Start(); } } }

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  • Jquery on new Window objects?

    - by Poku
    Hey, Is it possible to use jQuery on a new Window javascript object? Example: win = new Window(); jQuery(win).ready(function(){ do jQuery stuff on the new window here?? }); Is something like this possible?

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  • How to prevent windows from being resized?

    - by endolith
    Adobe Audition is really stupid in that when you change the size of the window, and then change it back to the original size, all the frame positions are lost and you have to tediously reposition them by hand. I'd like to make it completely impossible to ever resize the window, just keep it maximized at all times. If I accidentally click "Restore" or drag the title bar, it should either ignore it, or move around the screen while staying the same size. Is there any way to do this?

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  • How to move windows that open up offscreen?

    - by Matthew Scharley
    I have a dual monitor setup, and I recently played around with the positioning settings, and some of my single window applications do the favour of preserving where they were last closed, and opening in the same position later. Unfortuanately, that now places them out of the viewable area of my screens! Is there some way to force a particular window into the viewable area? If it matters at all, this is on Windows XP 32b.

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  • Is it possible to prevent windows in Mac OS from opening below the bottom edge of the screen?

    - by user31262
    When opening a new window in finder, the new window will go below the screen. This is not a big deal, but when using macvim or terminal it can be annoying since your command prompt is now hidden. Firefox seems to be smarter, it never overlaps below the screen. Same deal for the right hand side of the screen, windows often open with their right edge cut off. Is there any way to prevent this?

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  • Moving a game in windowed mode that can't be dragged by the title bar.

    - by ccat
    I have Fallout Collection and I am trying to run it windowed because of the low resolution. When I change the mode to windowed via the .ini file, however, it boots the game window shoved into the upper left corner of my screen. I can't click the title bar of the window because it just clicks back into the game program. So how can I move it to the center of my screen? I am using Windows 7 professional 64-bit.

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  • Replacing “if”s with your own number system

    - by Michael Williamson
    During our second code retreat at Red Gate, the restriction for one of the sessions was disallowing the use of if statements. That includes other constructs that have the same effect, such as switch statements or loops that will only be executed zero or one times. The idea is to encourage use of polymorphism instead, and see just how far it can be used to get rid of “if”s. The main place where people struggled to get rid of numbers from their implementation of Conway’s Game of Life was the piece of code that decides whether a cell is live or dead in the next generation. For instance, for a cell that’s currently live, the code might look something like this: if (numberOfNeighbours == 2 || numberOfNeighbours == 3) { return CellState.LIVE; } else { return CellState.DEAD; } The problem is that we need to change behaviour depending on the number of neighbours each cell has, but polymorphism only allows us to switch behaviour based on the type of a value. It follows that the solution is to make different numbers have different types: public interface IConwayNumber { IConwayNumber Increment(); CellState LiveCellNextGeneration(); } public class Zero : IConwayNumber { public IConwayNumber Increment() { return new One(); } public CellState LiveCellNextGeneration() { return CellState.DEAD; } } public class One : IConwayNumber { public IConwayNumber Increment() { return new Two(); } public CellState LiveCellNextGeneration() { return CellState.LIVE; } } public class Two : IConwayNumber { public IConwayNumber Increment() { return new ThreeOrMore(); } public CellState LiveCellNextGeneration() { return CellState.LIVE; } } public class ThreeOrMore : IConwayNumber { public IConwayNumber Increment() { return this; } public CellState LiveCellNextGeneration() { return CellState.DEAD; } } In the code that counts the number of neighbours, we use our new number system by starting with Zero and incrementing when we find a neighbour. To choose the next state of the cell, rather than inspecting the number of neighbours, we ask the number of neighbours for the next state directly: return numberOfNeighbours.LiveCellNextGeneration(); And now we have no “if”s! If C# had double-dispatch, or if we used the visitor pattern, we could move the logic for choosing the next cell out of the number classes, which might feel a bit more natural. I suspect that reimplementing the natural numbers is still going to feel about the same amount of crazy though.

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  • Best Practice for Software Maintenance Console

    - by Ben-G
    I am looking for a list of must-have maintenance/administration features/components/services for enterprise applications. I know following common components: Configuration Cockpit (shows current configuration mistakes/issues) Load-Analysis (shows the current load on different system components) Vitality measures Log File Access System Restart Capability Backup/Restore Capability Are there any widely accepted services/features which are included in any software with a focus on reliablity and maintainability?

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  • Package system broken - E: Sub-process /usr/bin/dpkg returned an error code (1)

    - by delha
    After installing some packages and libraries I have an error on Package Manager, I can't run any update because it says: "The package system is broken If you are using third party repositories then disable them, since they are a common source of problems. Now run the following command in a terminal: apt-get install -f " I've tried to do what it says and it returns me: jara@jara-Aspire-5738:~$ sudo apt-get install -f Reading package lists... Done Building dependency tree Reading state information... Done Correcting dependencies... Done The following packages were automatically installed and are no longer required: libcaca-dev libopencv2.3-bin nite-dev python-bluez ps-engine libslang2-dev python-sphinx ros-electric-geometry-tutorials ros-electric-geometry-visualization python-matplotlib libzzip-dev ros-electric-orocos-kinematics-dynamics ros-electric-physics-ode libbluetooth-dev libaudiofile-dev libassimp2 libnetpbm10-dev ros-electric-laser-pipeline python-epydoc ros-electric-geometry-experimental libasound2-dev evtest python-matplotlib-data libyaml-dev ros-electric-bullet ros-electric-executive-smach ros-electric-documentation libgl2ps0 libncurses5-dev ros-electric-robot-model texlive-fonts-recommended python-lxml libwxgtk2.8-dev daemontools libxxf86vm-dev libqhull-dev libavahi-client-dev ros-electric-geometry libgl2ps-dev libcurl4-openssl-dev assimp-dev libusb-1.0-0-dev libopencv2.3 ros-electric-diagnostics-monitors libsdl1.2-dev libjs-underscore libsdl-image1.2 tipa libusb-dev libtinfo-dev python-tz python-sip libfltk1.1 libesd0 libfreeimage-dev ros-electric-visualization x11proto-xf86vidmode-dev python-docutils libvtk5.6 ros-electric-assimp x11proto-scrnsaver-dev libnetcdf-dev libidn11-dev libeigen3-dev joystick libhdf5-serial-1.8.4 ros-electric-joystick-drivers texlive-fonts-recommended-doc esound-common libesd0-dev tcl8.5-dev ros-electric-multimaster-experimental ros-electric-rx libaudio-dev ros-electric-ros-tutorials libwxbase2.8-dev ros-electric-visualization-common python-sip-dev ros-electric-visualization-tutorials libfltk1.1-dev libpulse-dev libnetpbm10 python-markupsafe openni-dev tk8.5-dev wx2.8-headers freeglut3-dev libavahi-common-dev python-roman python-jinja2 ros-electric-robot-model-visualization libxss-dev libqhull5 libaa1-dev ros-electric-eigen freeglut3 ros-electric-executive-smach-visualization ros-electric-common-tutorials ros-electric-robot-model-tutorials libnetcdf6 libjs-sphinxdoc python-pyparsing libaudiofile0 Use 'apt-get autoremove' to remove them. The following extra packages will be installed: libcv-dev The following NEW packages will be installed libcv-dev 0 upgraded, 1 newly installed, 0 to remove and 4 not upgraded. 2 not fully installed or removed. Need to get 0 B/3,114 kB of archives. After this operation, 11.1 MB of additional disk space will be used. Do you want to continue [Y/n]? y (Reading database ... 261801 files and directories currently installed.) Unpacking libcv-dev (from .../libcv-dev_2.1.0-7build1_amd64.deb) ... dpkg: error processing /var/cache/apt/archives/libcv-dev_2.1.0-7build1_amd64.deb (-- unpack): trying to overwrite '/usr/bin/opencv_haartraining', which is also in package libopencv2.3-bin 2.3.1+svn6514+branch23-12~oneiric dpkg-deb: error: subprocess paste was killed by signal (Broken pipe) Errors were encountered while processing: /var/cache/apt/archives/libcv-dev_2.1.0-7build1_amd64.deb E: Sub-process /usr/bin/dpkg returned an error code (1) I've tried everything people recommend on internet like: sudo apt-get clean sudo apt-get autoremove sudo apt-get update sudo apt-get upgrade sudo apt-get -f install Also I've tried to install the synaptic manager but it doesn't let me install anything.. As you can see nothing works so I'm desperate! I'm using ubuntu 11.10, 64 bits Thanks!!

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  • How do I theme the maximized window buttons with Unity?

    - by Dylan McCall
    I use a custom Gtk theme along with the default Ambiance window controls. Using my theme, the Unity panel shows its very ugly default buttons when my window is maximized. Since I have the same window theme, I am assuming this comes from the Gtk theme. I tried copying and pasting a few things from Ambiance's gtkrc, but nothing has stuck so far. What must a theme author do to gain pretty looking window buttons in Unity's panel?

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  • Unable to acces sound settings

    - by Dumitru Cristian
    I’m unable to access the sound settings in U1404 TT. Before updating to Ubuntu 14.04, with right click and System setting I had access to some settings which allowed me to set different sound levels for different application. Now I'm unable to do that. Click on Sound settings send me to a Setting window where sound settings are not available. Actually, as you can see, my system settings menu is quite reduced (no options for keyboard).

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  • State / Screen management in Entity Component Systems

    - by David Lively
    My entity/component system is happily humming along and, despite some performance concerns I initially had, everything is working fine. However, I've realized that I missed a crucial point when starting this thing: how do you handle different screens? At the moment, I have a GameManager class which owns a component manager and entity manager. When I create an entity, the entity manager assigns it an ID and makes sure it's tracked. When I modify the components that are assigned to an entity. an UpdateEntity method is called, which alerts each of the systems that they may need to add or remove the entity from their respective entity lists. A problem with this is that the collection of entities operated on by each system is determined solely by the individual Systems, typically based on a "required component" filter. (An entity has to have a Renderable component to be rendered, for instance.) In this situation, I can't just keep collections of entities per screen and only Update/Draw those collections. They'd have to either be added and removed depending on their applicability to the current screen, which would cause their associated components to be removed, or enable/disable entities in a group per screen to hide what's not supposed to be visible. These approaches seem like really, really crappy kludges. What's a good way to handle this? A pretty straightforward way that comes to mind is to create a separate GameManager (which in my implementation owns all of the systems, entities, etc.) per screen, which means that everything outside of the device context would be duplicated. That's bothersome because some things are always visible, or I might want to continue to display the game under a translucent menu window. Another option would be to add a "layer" key to the GameManager class, which could be checked against a displayable layer stack held by the game manager. *System.Draw() would be called for each active layer, in the required order as determined by the stack. When the systems request an iterator for their respective entity collections, it would be pre-filtered to a (cached) set of those entities that participate in the active layer. Those collections could be updated from the same UpdateEntity event that's already used to maintain each system's entity collections. Still, kinda feels like a hack. If I've coded myself into a corner, feel free to throw tomatoes as long as they're labeled with a helpful suggestion. Hooray for learning curves.

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  • How do I find out which boot loader I have?

    - by binW
    I know Grub is the one installed by default when installing Ubuntu but I am faced with an embedded system running 9.10 Desktop Edition. Following are the contents of lsb-release file ubuntu@ubuntu-desktop:/boot$ cat /etc/lsb-release DISTRIB_ID=Ubuntu DISTRIB_RELEASE=9.10 DISTRIB_CODENAME=karmic DISTRIB_DESCRIPTION="Ubuntu 9.10" but this system does not have Grub bootloader and I want to find out which one its using. So any ideas?

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  • Is Grub installed when Ubuntu is the only OS installed?

    - by Dennis
    I have a simple question concerning Grub. When Ubuntu it's the only system installed on a machine, Grub doesn't appear when the computer it's turned on, my question is: When Ubuntu is the only system, Grub it's not installed on MBR? I has this doubt when I tried the ASPM command in Grub, to see if it could save some battery on my notebook, and the difference was only 0.4W. I don't even know if it made some effect or it's just a normal oscilation. Thanks.

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  • Particle System in XNA - cannot draw particle

    - by Dave Voyles
    I'm trying to implement a simple particle system in my XNA project. I'm going by RB Whitaker's tutorial, and it seems simple enough. I'm trying to draw particles within my menu screen. Below I've included the code which I think is applicable. I'm coming up with one error in my build, and it is stating that I need to create a new instance of the EmitterLocation from the particleEngine. When I hover over particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); it states that particleEngine is returning a null value. What could be causing this? /// <summary> /// Base class for screens that contain a menu of options. The user can /// move up and down to select an entry, or cancel to back out of the screen. /// </summary> abstract class MenuScreen : GameScreen ParticleEngine particleEngine; public void LoadContent(ContentManager content) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } base.LoadContent(); List<Texture2D> textures = new List<Texture2D>(); textures.Add(content.Load<Texture2D>(@"gfx/circle")); textures.Add(content.Load<Texture2D>(@"gfx/star")); textures.Add(content.Load<Texture2D>(@"gfx/diamond")); particleEngine = new ParticleEngine(textures, new Vector2(400, 240)); } public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); // Update each nested MenuEntry object. for (int i = 0; i < menuEntries.Count; i++) { bool isSelected = IsActive && (i == selectedEntry); menuEntries[i].Update(this, isSelected, gameTime); } particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); particleEngine.Update(); } public override void Draw(GameTime gameTime) { // make sure our entries are in the right place before we draw them UpdateMenuEntryLocations(); GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; spriteBatch.Begin(); // Draw stuff logic spriteBatch.End(); particleEngine.Draw(spriteBatch); }

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  • Can I invoke a graphical program to run with a hidden window?

    - by Willi Ballenthin
    I have a program that interprets the input from my mouse and provides multitouch gestures. I wrote it using a game engine, which always creates a window when it runs. I'd like to run this program without seeing the window, so this is the point of the questions: Can invoke a graphical program but have the window hidden? By hidden I mean anything that keeps me from encountering the window on my desktop. So I would accept something like, "open on a different, previously non-existant screen."

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  • TreeView in Winforms and focus problem

    - by Marcus
    Hi, Can anyone please explain to my why the form in the code below gets out of focus when selecting a treenode in the tree? What should happen is that the form/button should get the focus when the tree disappears like the listview example but it doesn't. Code example: using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Text; using System.Windows.Forms; namespace FocusTest { public partial class Form1 : Form { #region Generated /// <summary> /// Required designer variable. /// </summary> private System.ComponentModel.IContainer components = null; /// <summary> /// Clean up any resources being used. /// </summary> /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param> protected override void Dispose(bool disposing) { if (disposing && (components != null)) { components.Dispose(); } base.Dispose(disposing); } #region Windows Form Designer generated code /// <summary> /// Required method for Designer support - do not modify /// the contents of this method with the code editor. /// </summary> private void InitializeComponent() { System.Windows.Forms.ListViewItem listViewItem1 = new System.Windows.Forms.ListViewItem("Item1"); System.Windows.Forms.ListViewItem listViewItem2 = new System.Windows.Forms.ListViewItem("Item2"); System.Windows.Forms.ListViewItem listViewItem3 = new System.Windows.Forms.ListViewItem("Item3"); System.Windows.Forms.TreeNode treeNode1 = new System.Windows.Forms.TreeNode("Node0"); System.Windows.Forms.TreeNode treeNode2 = new System.Windows.Forms.TreeNode("Node1"); System.Windows.Forms.TreeNode treeNode3 = new System.Windows.Forms.TreeNode("Node2"); this.button1 = new System.Windows.Forms.Button(); this.listView1 = new System.Windows.Forms.ListView(); this.button2 = new System.Windows.Forms.Button(); this.treeView1 = new System.Windows.Forms.TreeView(); this.SuspendLayout(); // // button1 // this.button1.Location = new System.Drawing.Point(12, 12); this.button1.Name = "button1"; this.button1.Size = new System.Drawing.Size(75, 23); this.button1.TabIndex = 0; this.button1.Text = "button1"; this.button1.UseVisualStyleBackColor = true; this.button1.Click += new System.EventHandler(this.button1_Click); // // listView1 // this.listView1.Items.AddRange(new System.Windows.Forms.ListViewItem[] { listViewItem1, listViewItem2, listViewItem3 }); this.listView1.Location = new System.Drawing.Point(12, 41); this.listView1.Name = "listView1"; this.listView1.Size = new System.Drawing.Size(121, 97); this.listView1.TabIndex = 1; this.listView1.UseCompatibleStateImageBehavior = false; this.listView1.Visible = false; this.listView1.SelectedIndexChanged += new System.EventHandler(this.listView1_SelectedIndexChanged); this.listView1.View = View.List; // // button2 // this.button2.Location = new System.Drawing.Point(310, 11); this.button2.Name = "button2"; this.button2.Size = new System.Drawing.Size(75, 23); this.button2.TabIndex = 2; this.button2.Text = "button2"; this.button2.UseVisualStyleBackColor = true; this.button2.Click += new System.EventHandler(this.button2_Click); // // treeView1 // this.treeView1.Location = new System.Drawing.Point(310, 41); this.treeView1.Name = "treeView1"; treeNode1.Name = "Node0"; treeNode1.Text = "Node0"; treeNode2.Name = "Node1"; treeNode2.Text = "Node1"; treeNode3.Name = "Node2"; treeNode3.Text = "Node2"; this.treeView1.Nodes.AddRange(new System.Windows.Forms.TreeNode[] { treeNode1, treeNode2, treeNode3}); this.treeView1.Size = new System.Drawing.Size(121, 97); this.treeView1.TabIndex = 3; this.treeView1.Visible = false; this.treeView1.AfterSelect += new System.Windows.Forms.TreeViewEventHandler(this.treeView1_AfterSelect); // // Form1 // this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; this.ClientSize = new System.Drawing.Size(760, 409); this.Controls.Add(this.treeView1); this.Controls.Add(this.button2); this.Controls.Add(this.listView1); this.Controls.Add(this.button1); this.Name = "Form1"; this.Text = "Form1"; this.ResumeLayout(false); } #endregion private System.Windows.Forms.Button button1; private System.Windows.Forms.ListView listView1; private System.Windows.Forms.Button button2; private System.Windows.Forms.TreeView treeView1; #endregion public Form1() { InitializeComponent(); } #region TreeView private void button2_Click(object sender, EventArgs e) { ToggleTreeView(); } private void ToggleTreeView() { if (treeView1.Visible) { Controls.Remove(treeView1); treeView1.Visible = false; } else { Controls.Add(treeView1); treeView1.Size = new Size(300, 400); treeView1.Location = PointToClient(PointToScreen(new System.Drawing.Point(button2.Location.X, button2.Location.Y + button2.Height))); this.treeView1.BringToFront(); treeView1.Visible = true; treeView1.Select(); } } private void treeView1_AfterSelect(object sender, TreeViewEventArgs e) { ToggleTreeView(); } #endregion #region ListView private void button1_Click(object sender, EventArgs e) { ToggleListView(); } private void ToggleListView() { if (listView1.Visible) { Controls.Remove(listView1); listView1.Visible = false; } else { Controls.Add(listView1); listView1.Size = new Size(300, 400); listView1.Location = PointToClient(PointToScreen(new System.Drawing.Point(button1.Location.X, button1.Location.Y + button1.Height))); this.listView1.BringToFront(); listView1.Visible = true; listView1.Select(); } } private void listView1_SelectedIndexChanged(object sender, EventArgs e) { if (listView1.Visible) ToggleListView(); } #endregion } }

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  • IIS 7.5 Manager crashes when adding a custom error page

    - by dig412
    I'm running a local IIS 7.5 server in Win 7 Pro, and I'm trying to add a custom error page for 403 responses. When I click OK to add a custom error page for my site, IIS Manager just vanishes. The server is still running, and I can re-start IIS Manager, but the new page has not been saved. I've also tried adding it directly to web.config, but that just gives me The page cannot be displayed because an internal server error has occurred. Does anyone know why this might be happening? Edit: The event log implies that an invalid character in the path caused the crash, but It occured even when I copied & pasted a path from a valid entry. Application error log: IISMANAGER_CRASH IIS Manager terminated unexpectedly. Exception:System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. --- System.ArgumentException: Illegal characters in path. at System.IO.Path.CheckInvalidPathChars(String path) at System.IO.Path.IsPathRooted(String path) at Microsoft.Web.Management.Iis.CustomErrors.CustomErrorsForm.OnAccept() at Microsoft.Web.Management.Client.Win32.TaskForm.OnOKButtonClick(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.DebuggableCallback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) at System.Windows.Forms.UnsafeNativeMethods.DispatchMessageW(MSG& msg) at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData) at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context) at System.Windows.Forms.Form.ShowDialog(IWin32Window owner) at Microsoft.Web.Management.Host.UserInterface.ManagementUIService.ShowDialogInternal(Form form, IWin32Window parent) at Microsoft.Web.Management.Host.UserInterface.ManagementUIService.Microsoft.Web.Management.Client.Win32.IManagementUIService.ShowDialog(DialogForm form) at Microsoft.Web.Management.Client.Win32.ModulePage.ShowDialog(DialogForm form) at Microsoft.Web.Management.Iis.CustomErrors.CustomErrorsPage.AddCustomError() --- End of inner exception stack trace --- at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at Microsoft.Web.Management.Client.TaskList.InvokeMethod(String methodName, Object userData) at Microsoft.Web.Management.Host.UserInterface.Tasks.MethodTaskItemLine.InvokeMethod() at System.Windows.Forms.LinkLabel.OnMouseUp(MouseEventArgs e) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Label.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.DebuggableCallback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) at System.Windows.Forms.UnsafeNativeMethods.DispatchMessageW(MSG& msg) at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData) at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context) at Microsoft.Web.Management.Host.Shell.ShellApplication.Execute(Boolean localDevelopmentMode, Boolean resetPreferences, Boolean resetPreferencesNoLaunch) Process:InetMgr

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  • JPanels, JFrames, and Windows, Oh my!

    - by Jonathan
    Simply stated, I am trying to make a game I am working on full-screen. I have the following code I am trying to use: GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment(); GraphicsDevice gs = ge.getDefaultScreenDevice(); if(!gs.isFullScreenSupported()) { System.out.println("full-screen not supported"); } Frame frame = new Frame(gs.getDefaultConfiguration()); Window win = new Window(frame); try { // Enter full-screen mode gs.setFullScreenWindow(win); win.validate(); } Problem with this is that I am working within a class that extends JPanel, and while I have a variable of type Frame, I have none of type Window within the class. My understanding of JPanel is that it is a Window of sorts, but I cannot pass 'this' into gs.setFullScreenWindow(Window win)... How should I go about doing this? Is there any easy way of calling that, or a similar method, using a JPanel? Is there a way I can get something of type Window from my JPanel? - EDIT: The following method changes the state of JFrame and is called every 10ms: public void paintScreen() { Graphics g; try{ g = this.getGraphics(); //get Panel's graphic context if(g == null) { frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setExtendedState(frame.getExtendedState()|JFrame.MAXIMIZED_BOTH); frame.add(this); frame.pack(); frame.setResizable(false); frame.setTitle("Game Window"); frame.setVisible(true); } if((g != null) && (dbImage != null)) { g.drawImage(dbImage, 0, 0, null); } Toolkit.getDefaultToolkit().sync(); //sync the display on some systems g.dispose(); } catch (Exception e) { if(blockError) { blockError = false; } else { System.out.println("Graphics context error: " + e); } } } I anticipate that there may be a few redundancies or unnecessary calls after the if(g==null) statement (all the frame.somethingOrOther()s), any cleanup advice would be appreciated... Also, the block error is what it seems. I am ignoring an error. The error only occurs once, and this works fine when setup to ignore the first instance of the error... For anyone interested I can post additional info there if anyone wants to see if that block can be removed, but i'm not concerned... I might look into it later.

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  • I can't update my system properly, "no package header" error

    - by joel
    Every time I try to run sudo apt-get update or try running updates from the GUI interface I run into the following problem or something similar: Reading package lists... Error! E: Encountered a section with no Package: header E: Problem with MergeList /var/lib/apt/lists/archive.ubuntu.com_ubuntu_dists_precise_restricted_binary-i386_Packages E: The package lists or status file could not be parsed or opened. I've tried purging using sudo rm -rf <filename> where <filename> is the listed file above, and then running sudo apt-get update to fix it (as listed elsewhere in this forum) and no luck, just keep getting this message. I'm running Ubuntu 12.04 and this is getting really frustrating... I just want a system that runs smoothly and doesn't require it's hand to be held when it comes to updates. Tried the solutions posted below and am still receiving the same errors, sample output: W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise_main_binary-amd64_Packages Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise_main_binary-i386_Packages Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise_restricted_binary-i386_Packages Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise_universe_binary-i386_Packages Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise_multiverse_binary-i386_Packages Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-updates_universe_source_Sources Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-updates_restricted_binary-i386_Packages Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-updates_universe_binary-i386_Packages Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-updates_multiverse_binary-i386_Packages Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-backports_universe_binary-i386_Packages Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-security_main_source_Sources Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-security_universe_binary-amd64_Packages Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-security_main_binary-i386_Packages Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-security_universe_binary-i386_Packages Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise_main_i18n_Translation-en%5fCA Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-updates_main_i18n_Translation-en%5fCA Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-updates_main_i18n_Translation-en Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-updates_multiverse_i18n_Translation-en%5fCA Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-updates_universe_i18n_Translation-en%5fCA Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-backports_main_i18n_Translation-en%5fCA Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-backports_multiverse_i18n_Translation-en%5fCA Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-backports_universe_i18n_Translation-en%5fCA Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-security_main_i18n_Translation-en%5fCA Encountered a section with no Package: header W: Failed to fetch gzip:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_precise-security_multiverse_i18n_Translation-en%5fCA Encountered a section with no Package: header E: Some index files failed to download. They have been ignored, or old ones used instead.

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  • Improving performance of a particle system (OpenGL ES)

    - by Jason
    I'm in the process of implementing a simple particle system for a 2D mobile game (using OpenGL ES 2.0). It's working, but it's pretty slow. I start getting frame rate battering after about 400 particles, which I think is pretty low. Here's a summary of my approach: I start with point sprites (GL_POINTS) rendered in a batch just using a native float buffer (I'm in Java-land on Android, so that translates as a java.nio.FloatBuffer). On GL context init, the following are set: GLES20.glViewport(0, 0, width, height); GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES20.glEnable(GLES20.GL_CULL_FACE); GLES20.glDisable(GLES20.GL_DEPTH_TEST); Each draw frame sets the following: GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); And I bind a single texture: GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle); GLES20.glUniform1i(mUniformTextureHandle, 0); Which is just a simple circle with some blur (and hence some transparency) http://cl.ly/image/0K2V2p2L1H2x Then there are a bunch of glVertexAttribPointer calls: mBuffer.position(position); mGlEs20.glVertexAttribPointer(mAttributeRGBHandle, valsPerRGB, GLES20.GL_FLOAT, false, stride, mBuffer); ...4 more of these Then I'm drawing: GLES20.glUniformMatrix4fv(mUniformProjectionMatrixHandle, 1, false, Camera.mProjectionMatrix, 0); GLES20.glDrawArrays(GLES20.GL_POINTS, 0, drawCalls); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); My vertex shader does have some computation in it, but given that they're point sprites (with only 2 coordinate values) I'm not sure this is the problem: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform mat4 u_ProjectionMatrix; attribute vec4 a_Position; attribute float a_PointSize; attribute vec3 a_RGB; attribute float a_Alpha; attribute float a_Burn; varying vec4 v_Color; void main() { vec3 v_FGC = a_RGB * a_Alpha; v_Color = vec4(v_FGC.x, v_FGC.y, v_FGC.z, a_Alpha * (1.0 - a_Burn)); gl_PointSize = a_PointSize; gl_Position = u_ProjectionMatrix * a_Position; } My fragment shader couldn't really be simpler: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform sampler2D u_Texture; varying vec4 v_Color; void main() { gl_FragColor = texture2D(u_Texture, gl_PointCoord) * v_Color; } That's about it. I had read that transparent pixels in point sprites can cause issues, but surely not at only 400 points? I'm running on a fairly new device (12 month old Galaxy Nexus). My question is less about my approach (although I'm open to suggestion) but more about whether there are any specific OpenGL "no no's" that have leaked into my code. I'm sure there's GL master out there facepalming right now... I'd love to hear any critique.

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