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  • Opening Skype, Opera, OpenOffice logs me off

    - by anjanesh
    Whats common among Skype, Opera, OpenOffice in Ubuntu ? Whenever I open these applications I get logged off and shows back me the login screen. This started happening since the 10.10 upgrade. Forgot to mention : Yes, its x64.Each time I open these applications, the UI shows and then crashes. I started each app & logged the last few lines of /var/log/syslog after each crash. Looks like something to do with sound drivers ? Opera :Jan 8 09:33:20 al-ubuntu pulseaudio[11532]: pid.c: Daemon already running. Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: snd_pcm_avail_delay() returned strange values: delay 0 is less than avail 8. Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: Most likely this is a bug in the ALSA driver 'snd_hda_intel'. Please report this issue to the ALSA developers. Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: snd_pcm_dump(): Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: Soft volume PCM Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: Control: PCM Playback Volume Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: min_dB: -51 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: max_dB: 0 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: resolution: 256 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: Its setup is: Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: stream : CAPTURE Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: access : MMAP_INTERLEAVED Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: format : S16_LE Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: subformat : STD Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: channels : 2 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: rate : 44100 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: exact rate : 44100 (44100/1) Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: msbits : 16 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: buffer_size : 88192 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: period_size : 44096 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: period_time : 999909 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: tstamp_mode : ENABLE Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: period_step : 1 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: avail_min : 87310 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: period_event : 0 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: start_threshold : -1 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: stop_threshold : 6205960286516543488 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: silence_threshold: 0 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: silence_size : 0 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: boundary : 6205960286516543488 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: Slave: Hardware PCM card 0 'HDA Intel' device 0 subdevice 0 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: Its setup is: Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: stream : CAPTURE Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: access : MMAP_INTERLEAVED Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: format : S16_LE Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: subformat : STD Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: channels : 2 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: rate : 44100 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: exact rate : 44100 (44100/1) Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: msbits : 16 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: buffer_size : 88192 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: period_size : 44096 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: period_time : 999909 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: tstamp_mode : ENABLE Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: period_step : 1 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: avail_min : 87310 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: period_event : 0 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: start_threshold : -1 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: stop_threshold : 6205960286516543488 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: silence_threshold: 0 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: silence_size : 0 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: boundary : 6205960286516543488 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: appl_ptr : 87320 Jan 8 09:33:21 al-ubuntu pulseaudio[11429]: alsa-util.c: hw_ptr : 87320 Jan 8 09:33:22 al-ubuntu kernel: [ 4962.078306] opera[11036]: segfault at 261 ip 0000000000000261 sp 00007fffed7cd9a8 error 14 in opera[400000+122b000] anjanesh@al-ubuntu:~$ SkypeJan 8 09:40:21 al-ubuntu pulseaudio[12602]: pid.c: Daemon already running. Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: snd_pcm_avail_delay() returned strange values: delay 0 is less than avail 8. Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: Most likely this is a bug in the ALSA driver 'snd_hda_intel'. Please report this issue to the ALSA developers. Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: snd_pcm_dump(): Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: Soft volume PCM Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: Control: PCM Playback Volume Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: min_dB: -51 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: max_dB: 0 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: resolution: 256 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: Its setup is: Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: stream : CAPTURE Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: access : MMAP_INTERLEAVED Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: format : S16_LE Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: subformat : STD Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: channels : 2 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: rate : 44100 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: exact rate : 44100 (44100/1) Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: msbits : 16 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: buffer_size : 88192 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: period_size : 44096 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: period_time : 999909 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: tstamp_mode : ENABLE Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: period_step : 1 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: avail_min : 87310 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: period_event : 0 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: start_threshold : -1 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: stop_threshold : 6205960286516543488 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: silence_threshold: 0 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: silence_size : 0 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: boundary : 6205960286516543488 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: Slave: Hardware PCM card 0 'HDA Intel' device 0 subdevice 0 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: Its setup is: Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: stream : CAPTURE Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: access : MMAP_INTERLEAVED Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: format : S16_LE Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: subformat : STD Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: channels : 2 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: rate : 44100 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: exact rate : 44100 (44100/1) Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: msbits : 16 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: buffer_size : 88192 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: period_size : 44096 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: period_time : 999909 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: tstamp_mode : ENABLE Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: period_step : 1 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: avail_min : 87310 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: period_event : 0 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: start_threshold : -1 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: stop_threshold : 6205960286516543488 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: silence_threshold: 0 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: silence_size : 0 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: boundary : 6205960286516543488 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: appl_ptr : 87312 Jan 8 09:40:23 al-ubuntu pulseaudio[12485]: alsa-util.c: hw_ptr : 87312 anjanesh@al-ubuntu:~$ Open OfficeJan 8 09:43:46 al-ubuntu pulseaudio[13157]: pid.c: Daemon already running. Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: snd_pcm_avail_delay() returned strange values: delay 0 is less than avail 16. Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: Most likely this is a bug in the ALSA driver 'snd_hda_intel'. Please report this issue to the ALSA developers. Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: snd_pcm_dump(): Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: Soft volume PCM Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: Control: PCM Playback Volume Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: min_dB: -51 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: max_dB: 0 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: resolution: 256 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: Its setup is: Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: stream : CAPTURE Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: access : MMAP_INTERLEAVED Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: format : S16_LE Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: subformat : STD Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: channels : 2 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: rate : 44100 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: exact rate : 44100 (44100/1) Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: msbits : 16 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: buffer_size : 88192 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: period_size : 44096 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: period_time : 999909 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: tstamp_mode : ENABLE Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: period_step : 1 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: avail_min : 87310 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: period_event : 0 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: start_threshold : -1 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: stop_threshold : 6205960286516543488 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: silence_threshold: 0 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: silence_size : 0 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: boundary : 6205960286516543488 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: Slave: Hardware PCM card 0 'HDA Intel' device 0 subdevice 0 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: Its setup is: Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: stream : CAPTURE Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: access : MMAP_INTERLEAVED Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: format : S16_LE Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: subformat : STD Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: channels : 2 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: rate : 44100 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: exact rate : 44100 (44100/1) Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: msbits : 16 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: buffer_size : 88192 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: period_size : 44096 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: period_time : 999909 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: tstamp_mode : ENABLE Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: period_step : 1 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: avail_min : 87310 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: period_event : 0 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: start_threshold : -1 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: stop_threshold : 6205960286516543488 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: silence_threshold: 0 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: silence_size : 0 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: boundary : 6205960286516543488 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: appl_ptr : 87320 Jan 8 09:43:48 al-ubuntu pulseaudio[13064]: alsa-util.c: hw_ptr : 87320 anjanesh@al-ubuntu:~$

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  • How to get the child elementsvalue , when the parent element contains different number of child Elem

    - by Subhen
    Hi, I have the following XML Structure: <DIDL-Lite xmlns="urn:schemas-upnp-org:metadata-1-0/DIDL-Lite/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:upnp="urn:schemas-upnp-org:metadata-1-0/upnp/" xmlns:dlna="urn:schemas-dlna-org:metadata-1-0/"> <item id="1268" parentID="20" restricted="1"> <upnp:class>object.item.audioItem.musicTrack</upnp:class> <dc:title>Hey</dc:title> <dc:date>2010-03-17T12:12:26</dc:date> <upnp:albumArtURI dlna:profileID="PNG_TN" xmlns:dlna="urn:schemas-dlna-org:metadata-1-0">URL/albumart/22.png</upnp:albumArtURI> <upnp:icon>URL/albumart/22.png</upnp:icon> <dc:creator>land</dc:creator> <upnp:artist>sland</upnp:artist> <upnp:album>Change</upnp:album> <upnp:genre>Rock</upnp:genre> <res protocolInfo="http-get:*:audio/mpeg:DLNA.ORG_PN=MP3;DLNA.ORG_OP=01;DLNA.ORG_CI=0;DLNA.ORG_FLAGS=01700000000000000000000000000000" size="9527987" duration="0:03:58">URL/1268.mp3</res> <res protocolInfo="http-get:*:image/png:DLNA.ORG_PN=PNG_TN;DLNA.ORG_CI=01;DLNA.ORG_FLAGS=00f00000000000000000000000000000" colorDepth="24" resolution="160x160">URL/albumart/22.png</res> </item> <item id="1269" parentID="20" restricted="1"> <upnp:class>object.item.audioItem.musicTrack</upnp:class> <dc:title>Indian </dc:title> <dc:date>2010-03-17T12:06:32</dc:date> <upnp:albumArtURI dlna:profileID="PNG_TN" xmlns:dlna="urn:schemas-dlna-org:metadata-1-0">URL/albumart/13.png</upnp:albumArtURI> <upnp:icon>URL/albumart/13.png</upnp:icon> <dc:creator>MC</dc:creator> <upnp:artist>MC</upnp:artist> <upnp:album>manimal</upnp:album> <upnp:genre>Rap</upnp:genre> <res protocolInfo="http-get:*:audio/mpeg:DLNA.ORG_PN=MP3;DLNA.ORG_OP=01;DLNA.ORG_CI=0;DLNA.ORG_FLAGS=01700000000000000000000000000000" size="8166707" duration="0:03:24">URL/1269.mp3</res> <res protocolInfo="http-get:*:image/png:DLNA.ORG_PN=PNG_TN;DLNA.ORG_CI=01;DLNA.ORG_FLAGS=00f00000000000000000000000000000" colorDepth="24" resolution="160x160">URL/albumart/13.png</res> </item> <item id="1277" parentID="20" restricted="1"> <upnp:class>object.item.videoItem.movie</upnp:class> <dc:title>IronMan_TeaserTrailer-full_NEW.mpg</dc:title> <dc:date>2010-03-17T12:50:24</dc:date> <upnp:genre>Unknown</upnp:genre> <res protocolInfo="http-get:*:video/mpeg:DLNA.ORG_PN=(NULL);DLNA.ORG_OP=01;DLNA.ORG_CI=0;DLNA.ORG_FLAGS=01700000000000000000000000000000" size="98926592" resolution="1920x1080" duration="0:02:30">URL/1277.mpg</res> </item> </DIDL-Lite> Here in the last Elemnt Item , there are few missing elements like icon,albumArtURi ..etc. Now whhile Ity to access the Values by following LINQ to XML query, var vAudioData = from xAudioinfo in xResponse.Descendants(ns + "DIDL-Lite").Elements(ns + "item").Where(x=>!x.Elements(upnp+"album").l orderby ((string)xAudioinfo.Element(upnp + "artist")).Trim() select new RMSMedia { strAudioTitle = ((string)xAudioinfo.Element(dc + "title")).Trim(),//((string)xAudioinfo.Attribute("audioAlbumcoverImage")).Trim()=="" ? ((string)xAudioinfo.Element("Song")).Trim():"" }; It show object reference is not set to reference of object. I do undersrand this is because of missing elements, is there any way I can pre-check if the elements exist , or check the number of elemnts inside item or any other way. Any help is deeply appreciated. Thanks, Subhen

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  • jQuery Scrollable Dynamic

    - by Coron3r
    Hi, I am doing a site where I need to change dynamically the amount of items in one slide depending on the resolution. I'm using the Jquery Tools scrollable For better understanding, here is the basic markup <div class="scrollable"> <!-- root element for the items --> <div class="items"> <!-- 1-5 --> <div> <img src="http://farm1.static.flickr.com/143/321464099_a7cfcb95cf_t.jpg" /> <img src="http://farm4.static.flickr.com/3089/2796719087_c3ee89a730_t.jpg" /> <img src="http://farm1.static.flickr.com/79/244441862_08ec9b6b49_t.jpg" /> <img src="http://farm1.static.flickr.com/28/66523124_b468cf4978_t.jpg" /> <img src="http://farm1.static.flickr.com/164/399223606_b875ddf797_t.jpg" /> </div> <!-- 5-10 --> <div> <img src="http://farm1.static.flickr.com/163/399223609_db47d35b7c_t.jpg" /> <img src="http://farm1.static.flickr.com/135/321464104_c010dbf34c_t.jpg" /> <img src="http://farm1.static.flickr.com/40/117346184_9760f3aabc_t.jpg" /> <img src="http://farm1.static.flickr.com/153/399232237_6928a527c1_t.jpg" /> <img src="http://farm1.static.flickr.com/50/117346182_1fded507fa_t.jpg" /> </div> <!-- 10-15 --> <div> <img src="http://farm4.static.flickr.com/3629/3323896446_3b87a8bf75_t.jpg" /> <img src="http://farm4.static.flickr.com/3023/3323897466_e61624f6de_t.jpg" /> <img src="http://farm4.static.flickr.com/3650/3323058611_d35c894fab_t.jpg" /> <img src="http://farm4.static.flickr.com/3635/3323893254_3183671257_t.jpg" /> <img src="http://farm4.static.flickr.com/3624/3323893148_8318838fbd_t.jpg" /> </div> </div> </div> Ok and now I would like to set, that if I have a resolution bellow 1440, I would show only e.g. 3 images <div class="scrollable"> <!-- root element for the items --> <div class="items"> <!-- 1-3 --> <div> <img src="http://farm1.static.flickr.com/143/321464099_a7cfcb95cf_t.jpg" /> <img src="http://farm4.static.flickr.com/3089/2796719087_c3ee89a730_t.jpg" /> <img src="http://farm1.static.flickr.com/79/244441862_08ec9b6b49_t.jpg" /> </div> <!-- 3-6 --> <div> <img src="http://farm1.static.flickr.com/163/399223609_db47d35b7c_t.jpg" /> <img src="http://farm1.static.flickr.com/135/321464104_c010dbf34c_t.jpg" /> <img src="http://farm1.static.flickr.com/40/117346184_9760f3aabc_t.jpg" /> </div> ..etc </div> </div> I know that I should use the screen.width(); function but how to slice and parse it depending on the resolution? Thanks for your comments!

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  • Pygame surface rotation, rect rotation or sprite rotation?

    - by Alan
    i seem to have a conceptual misunderstanding of the surface and rect object in pygame. I currently observe these objects this way: Surface Just the loaded image rect the 'hard' representation of the ingame object (sprite). Used for simplifying object moment and collision detection sprite rect and surface grouped together What i want to do is rotate my sprite. The only available method i found for rotation is pygame.transform.rotate. How do i rotate the rectangle, or even better, the whole sprite? Below is the image of how i visualize this problem.

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  • Error in destroying object in Box2D/LibGDX

    - by Crypted
    I'm trying to delete an object when a collision happens. I have put the following code in the render method of the object so it would be outside of the physics calculations. public void render(SpriteBatch spriteBatch) { // some other code... body.setActive(false); body.getWorld().destroyBody(body); But I'm getting an run-time error which crashes the JVM and shows, AL lib: alc_cleanup: 1 device not closed Assertion failed! Program: C:\Program Files\Java\jre6\bin\javaw.exe File: /var/lib/hudson/jobs/libgdx-git/workspace/gdx/jni/Box2D/Dynamics/b2World.cpp, Line 133 Expression: m_bodyCount 0 Can anyone help me here?

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  • XNA Notes 011

    - by George Clingerman
    Even with a lot of the XNA community working on Dream Build Play entries ( I swear I’m going to finish mine this year!) people are still finding time to do side projects and be amazingly active in the XNA and XBLIG community. With my one eye on my code and one eye on the community, here’s what I noticed these over achievers doing this past week! Time Critical XNA News: Xbox LIVE Indie Games sales data will be delayed March 17-20th due to some schedule maintenance http://create.msdn.com/en-us/news/indie_games_data_delay_march2011 GameMarx is releasing a series of videos to help raise donations for victims of the earthquakes and tsunami in Japan. Help out if you can! http://www.gamemarx.com/video/special/29/help-japan-sushido.aspx XNA MVPs: Catalin Zima shares his thoughts on the MVP summit and my book! http://www.catalinzima.com/2011/03/mvp-summit-2011/ Glenn Wilson (@mykre) helps the XNA team announce some new educational content that you don’t want to miss if you’re porting your app or game to Windows Phone 7 http://www.virtualrealm.com.au/Blog/tabid/62/EntryId/653/Porting-your-App-or-Game-to-Windows-Phone-7.aspx and Windows Phone 7 from scratch http://www.virtualrealm.com.au/Blog/tabid/62/EntryId/654/Windows-Phone-from-Scratch.aspx and shares a link to some free architectural models and textures http://twitter.com/#!/Mykre/status/46410160784158720 George (that’s me!) shares his MVP Summit 2011 summary and XBLIG thoughts http://geekswithblogs.net/clingermangw/archive/2011/03/15/144366.aspx XNA Developers: @SmallCaveGames shares a Code of Ethics for Xbox LIVE Indie Game Developers http://smallcavegames.blogspot.com/2011/03/unofficial-xblig-developers-code-of.html Derek S adds more Xbox LIVE Indie Game studios to his master list of XBLIG links http://twitter.com/#!/Mr_Deeke/status/46140996056125440 http://xbl-indieverse.blogspot.com/p/xblig-links.html Making games and want to help kids? Then share your story with GameFace: America! http://gameitupinitiative.com/about-the-initiative/programs/gameface-america/ Xbox LIVE Indie Games (XBLIG): XonaGames shares some video footage of their booth from GDC 2011 Video 1: http://youtu.be/lxIV9nk3Gq4 Video 2: http://youtu.be/GgfrjqkxR_o Video 3: http://youtu.be/yVcpXrTX7SQ Joystiq on Mommy’s Best Games Serious Sam Double D http://www.joystiq.com/2011/03/16/the-most-important-thing-about-serious-sam-double-d/ And The Escapist recommends that gamers start learning to avoid cleavage now http://www.escapistmagazine.com/news/view/108543-Boobie-Bomber-Makes-First-Appearance-in-Serious-Sam-Double-D Magiko Gaming started a blog on the XBLIG dashboard daily Top 10 games in the US. Good way to go back in time and look at the history of which games were in the the Top 10. http://dailytop10indiegames.wordpress.com/ Where are they going now? XBLIG developers at a crossroads.. http://www.gamesetwatch.com/2011/03/where_are_they_going_now_xblig.php http://www.gamasutra.com/view/news/33527/InDepth_Where_Are_They_Going_Now_XBLIG_Developers_At_A_Crossroads_.php BinaryTweed’s Clover: A Curious Tail is Xbox LIVE’s Deal of the Week! http://www.armlessoctopus.com/2011/03/15/what-luck-clover-a-curious-tale-is-half-price-this-week/ Looking for an Xbox LIVE Indie Game to buy? Writings of Mass Deduction has over 125 suggestions at this point! http://writingsofmassdeduction.com/ SkaStudios shares Vampire Smile Achievements AND their PAX East 2011 Both Setup video http://www.ska-studios.com/2011/03/14/vampire-smile-achievement/ http://www.ska-studios.com/2011/03/15/pax-booth-setup-time-lapse/ MasterBlud and VVGTV starts a new community for XBLIG developers and gamers to join http://vvgtv.forumotion.com/ Raymond Matthews (@DrakstarMatryx) covers Mommy’s Best Games getting Serious http://www.darkstarmatryx.com/?p=286 XNA Development: Dave Henry (@mort8088) posts the 4th tutorial in his series XNA 4.0 SpriteBatch extended http://mort8088.com/2011/03/11/xna-4-0-tutorial-4-spritebatch-extended/ Tutorial 5 - Creating a manual blank texture http://mort8088.com/2011/03/13/xna-4-tutorial-5-manual-blank-texture/ XNA 4.0 Tutorial 6 - Spritesheet Object http://mort8088.com/2011/03/18/xna-4-0-tutorial-6-spritesheet-object/ Jason Mitchell shares a tutorial on setting the alpha value for spritebatch in XNA 4.0 http://www.jason-mitchell.com/index.php/2011/03/13/setting-alpha-value-for-spritebatch-draw-in-xna-4/ XNA for Silverlight Developers: Part 7 - Collision Detection http://www.silverlightshow.net/items/XNA-for-Silverlight-developers-Part-7-Collision-detection.aspx Markus Ewald (@Cygon4) shares the full Ninject 2.0 binding for XNA and Sunburn http://twitter.com/#!/Cygon4/status/48330203826622464 Michael B. McLaughlin shares an AccelerometerInput XNA GameComponent he created (which I’m probably going to snag for a game I’m working on...) http://geekswithblogs.net/mikebmcl/archive/2011/03/17/accelerometerinput-xna-gamecomponent.aspx Extra Credit tackles the building of a good tutorial. Must watch for all Indie game devs (thanks for pointing it out Evan Johnson!) http://twitter.com/#!/johnsonevan/status/48452115680604160 http://www.escapistmagazine.com/videos/view/extra-credits/2921-Tutorials-101 ExEn is fully funded at this point so definitely something for XBLIG developers to keep an eye on as they consider releasing their games on other platforms http://rockethub.com/projects/752-exen-xna-for-iphone-android-and-silverlight Channel 9 and Greg Duncan post Mixing the Game State Management and Platformer XNA Recipes http://channel9.msdn.com/coding4fun/blog/Mixing-the-Game-State-Management-and-Platformer-XNA-Recipes Sgt. Conker has noticed Mike McLaughlin has been crazy productive and has done a recap of his recent posts http://www.sgtconker.com/2011/03/recap-of-mikebmcls-posts/

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  • XNA Notes 004

    - by George Clingerman
    The XNA community has been crazy busy again. It always make me fee like such a slacker collecting all of these notes as I see the tremendous output from people all over the world and it’s incredible and humbling. There are some amazingly skilled people working with XNA. On another not, I’m going to take a minute to get on my soapbox and say, if you are developing ANYTHING and are not using some sort of source/revision control, START IMMEDIATELY. This applies to teams of one. Projects for fun. And “I back up my hard drive” or “I use dropbox!” does NOT count as using source control. You’ll be doing yourself a HUGE favor if you find one, learn to use it and integrate it into your everyday workflow. I personally use Subversion. It’s hosted offsite at xp.dev.com and I use TortoiseSVN as my front end to interface with the repository. It’s simple and easy to use and has saved me from myself so many time. Honestly, get setup with some type of source control immediately. If you don’t understand how, grab another developer that does and have them walk you through setup and the basics of using it. Ok, I’m done. On to the notes… The XNA Team Only 14 days left to Submit XNA GS 3.1 Games! http://blogs.msdn.com/b/xna/archive/2011/01/24/14-days-left-to-submit-xna-gs-3-1-games-on-app-hub.aspx Shawn Hargreaves shares some great information on Exception Handling best practices on the XNA forums http://forums.create.msdn.com/forums/p/73333/448556.aspx#448556 http://blogs.msdn.com/b/ericlippert/archive/2008/09/10/vexing-exceptions.aspx XNA MVPs @CatalinZima gives us a peek at Chicken’s Can’t Fly http://www.amusedsloth.com/games/chickens-cant-fly/ Screen-space deformations in XNA for WP7 from Catalin Zima http://twitter.com/CatalinZima/statuses/30313083767357440 http://www.amusedsloth.com/2011/01/screen-space-deformations-in-xna-for-windows-phone-7/ XNA Developers Going to GDC? Don’t miss the XNA panel hosted by a plethora of well known XNA community names! http://forums.create.msdn.com/forums/p/73576/448842.aspx#448842 MasterBlud does an interview with @Xalterax http://twitter.com/MasterBlud/statuses/28510774812999680 http://www.xboxhornet.com/wordpress/?p=7102 Luke Schneider of Radiangames posts about The Radiangames Style http://radiangames.com/?p=532 Holmade Games had a “vote for the new playable character” poll going on for Hurdle Turtle this past week http://holmadegames.blogspot.com/2011/01/new-level-pack-vote-for-your-favorite.html IGF v0.1.0.0 release post mortem http://indiefreaks.com/2011/01/24/v0-1-0-0-release-post-mortem/ James an Super Dunner post Good Morning Gato #46 and a look at the Vampire Smile box art http://www.ska-studios.com/2011/01/21/good-morning-gato-46/ http://www.ska-studios.com/2011/01/20/vampire-smiles-digital-box-art/ Alfredo Di Napoli creates Cow Pong using XNA and F#! http://alfredodinapoli.wordpress.com/2011/01/25/cow-pong-a-simple-xna-game-in-f/ Xbox LIVE Indie Games Signed In Podcast posts Episode #61 http://www.signedinpodcast.com/?p=559 Gamergeddon posts the January 23rd edition of XBLIG Round Up http://www.gamergeddon.com/2011/01/23/xbox-indie-games-round-up-january-23rd/ Indie Asylum posts Antipole Review http://www.indieasylum.com/reviews/38-xblig/112-antipole.html 1UPOrPosion Reviews OSR Unhinged http://www.1uporpoison.com/xblig/osr-unhinged/ DarkstarMatryx review Warbirds at Work http://www.darkstarmatryx.com/?p=185 Review of Aban Hawkins and the 1000 Spikes http://www.armlessoctopus.com/2011/01/24/xbox-indie-review-aban-hawkins-the-1000-spikes/ XboxHornet reviews Corrupted http://www.xboxhornet.com/wordpress/?p=7123 XBLIG 2010: The Best And The Worst http://www.gamasutra.com/blogs/JamieMann/20110121/6840/ Xbox LIVE Arcade Sales Analysis - an interesting read for XBLIG developers wondering how they’re doing compared to arcade.. http://www.gamerbytes.com/2011/01/xbla_sales_analysis_dec_2010.php Best of Indies for January 25th http://www.thisisfakediy.co.uk/articles/games/best-of-the-indies-25th-january-2011 Decimation X3 appears as an arcade machine in the wild! http://twitter.com/mdoucette/statuses/29605562484260864 XNA Game Development Guiseppe De Francesco (@PinoEire) announced Torque X 4.0 CEV is now in RC phase! http://www.garagegames.com/community/blogs/view/20779 DrMistry of mstargames shares his struggle (and mistakes) with learning to use the Content Pipeline http://www.mstargames.co.uk/mistryblogmain/35-genblog/181-pontent-cipeline-more-like-it.html New Tutorial posted XNA 2D Basic Collision Detection with Rotation from Ioannis Panagopoulos http://www.progware.org/Blog/post/XNA-2D-Basic-Collision-Detection-with-Rotation.aspx Sgt. Conker roars to life! Doing a much better (and prettier) job of collecting XNA news from around the interwebs. http://www.sgtconker.com/ http://www.sgtconker.com/2011/01/dedication-for-captain-boki/ http://www.sgtconker.com/2011/01/screen-space-deformations-in-xna-for-windows-phone-7/ http://www.sgtconker.com/2011/01/xna-4-0-light-pre-pass-2/ http://www.sgtconker.com/2011/01/indiefreaks-game-framework-0-1-0-0-released/ Offering a little free publicity for XBLIGs http://forums.create.msdn.com/forums/p/73465/448321.aspx#448321 Ben Kane writes about building loot tables from Excel using the Content Pipeline http://benkane.wordpress.com/2011/01/23/building-loot-tables-from-excel-using-the-content-pipeline/ Good tips on attracting a game artist AND an offer to create your cover art for FREE http://forums.create.msdn.com/forums/t/72998.aspx If you’re an XBLIG developer keeping your eye on places to release on the PC, might want to be watching the IndieCity blog. Seems like these guys are well on their way to constructing something worth watching. http://www.indiecity.com/blog/ DVMGames spotted a new crowd-funding site for Indies http://twitter.com/DVMGames/statuses/29947274767372289 http://www.8bitfunding.com/ Transmute continues to make progress and there’s a nice dev blog to follow along here http://forgottenstarstudios.com/blog/

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  • Find Nearest Object

    - by ultifinitus
    I have a fairly sizable game engine created, and I'm adding some needed features, such as this, how do I find the nearest object from a list of points? In this case, I could simply use the Pythagorean theorem to find the distance, and check the results. I know I can't simply add x and y, because that's the distance to the object, if you only took right angle turns. However I'm wondering if there's something else I could do? I also have a collision system, where essentially I turn objects into smaller objects on a smaller grid, kind of like a minimap, and only if objects exist in the same gridspace do I check for collisions, I could do the same thing, only make the gridspace larger to check for closeness. (rather than checking every. single. object) however that would take additional setup in my base class and clutter up the already cluttered object. TL;DR Question: Is there something efficient and accurate that I can use to detect which object is closest, based on a list of points and sizes?

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  • Plymouth and GRUB do not show at all

    - by WarriorIng64
    I am using Ubuntu 11.04 64-bit as my only OS on my desktop computer, which used to only run Ubuntu 10.04 LTS until I had the time to upgrade it with a fresh install. It uses integrated NVIDIA graphics (listed as a GeForce 6150SE nForce 430 by the NVIDIA X Server Settings utility) with the current proprietary driver as provided by the Additional Drivers utility, and has a VGA connection to a 1680x1050 Acer monitor. I used to get the (ugly-looking version of) Plymouth graphical boot screen while under 10.04. It didn't look that great, but I was fine with it. Now, it doesn't show on 11.04 at all during boot (I just get an error message in a moving gray box from the monitor saying "Input Not Supported"), and only rarely it will show on shutdown, all garbled up. I could not get GRUB to show during boot while holding down Shift, either (same error message), but pressing Enter while it should be up starts the system normally. A picture of the error message I was getting: Once fully booted, the system still shows the login screen and desktop just fine. Any information on how to troubleshoot this would be appreciated. If there's any hardware-specific stuff I forgot to include here, let me know the relevant commands to run in a comment below. Things that I've tried: Running plymouth in a framebuffer: no effect Booting with nomodeset as my grub boot: option no effect Booting with nomodeset and plymouth in a framebuffer: no effect other than Plymouth showing during shutdown only Following the Softpedia instructions for fixing Plymouth's resolution: Problem mostly solved, except logo does not show in Plymouth during boot, and both grub and Plymouth are slightly off-center #4 above, but with nomodeset removed as a grub boot option: same effect as #4 #5 above, but with vt.handoff=7 added as a grub boot option: same effect as #4 I have added the current contents of /etc/default/grub as requested in the comments: # If you change this file, run 'update-grub' afterwards to update # /boot/grub/grub.cfg. # For full documentation of the options in this file, see: # info -f grub -n 'Simple configuration' GRUB_DEFAULT=0 GRUB_HIDDEN_TIMEOUT=0 GRUB_HIDDEN_TIMEOUT_QUIET=true GRUB_TIMEOUT=10 GRUB_DISTRIBUTOR=`lsb_release -i -s 2> /dev/null || echo Debian` GRUB_CMDLINE_LINUX_DEFAULT="quiet splash video=uvesafb:mode_option=1280x1024-24,mtrr=3,scroll=ywrap" GRUB_CMDLINE_LINUX="" # Uncomment to enable BadRAM filtering, modify to suit your needs # This works with Linux (no patch required) and with any kernel that obtains # the memory map information from GRUB (GNU Mach, kernel of FreeBSD ...) #GRUB_BADRAM="0x01234567,0xfefefefe,0x89abcdef,0xefefefef" # Uncomment to disable graphical terminal (grub-pc only) #GRUB_TERMINAL=console # The resolution used on graphical terminal # note that you can use only modes which your graphic card supports via VBE # you can see them in real GRUB with the command `vbeinfo' GRUB_GFXMODE=1280x1024 # Uncomment if you don't want GRUB to pass "root=UUID=xxx" parameter to Linux #GRUB_DISABLE_LINUX_UUID=true # Uncomment to disable generation of recovery mode menu entries #GRUB_DISABLE_RECOVERY="true" # Uncomment to get a beep at grub start #GRUB_INIT_TUNE="480 440 1" CURRENT STATUS: I forgot to uncomment one line as per "things that I've tried" #4, so I took care of that. I can now see GRUB during startup when I hold Shift and a normal-looking Plymouth during shutdown...but Plymouth during boot is now just a solid purple screen. In each case, it's displayed a little off-center to the left, with a thin black bar running down the right side of the monitor. The error pictured above no longer shows. I'd say this problem is about 2/3 solved now. UPDATE: After Natty started freezing up on me, I decided to dual-boot with Oneiric, which unfortunately shows the same problems. Rather than trying all these workarounds though, I decided to do what I should have done from the start and file a pair of bug reports. LAST UPDATE: Bug 850908 has been confirmed as a legitimate nouveaufb bug. I have overwritten my 11.04 partition with 12.04 LTS, and I can confirm at this time that the issue is present there, as well. I will now flag this question to be closed, yet I hope it was helpful for anyone who experienced similar issues; if you are still having the same problem as me, please go there and mark yourself as affected. Thanks!

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  • Tips to Make Your Website Cell Phone Friendly

    - by Aditi
    Working on a new website design? or Redesigning your website? There is a lot more to consider now a days not just user experience, clean code, CSS etc. one of the important attribute one must not miss, which is making them mobile friendly! With the growing use of handhelds & unlimited data plans, people browse on their cellphones! and All come in different sizes! it is tough to make a website that would look great not just on a high resolution widescreen monitor/LCD, but also should look equally impressive on the low resolutions of cellphones. We are today going to discuss about such factors that can help you make a website Cellphone Friendly. Fluid Width Layouts As we start discussing about this, Most people speak of the Fluid Width Layouts as vital step in moving your website to be mobile friendly. Fluid width allows the width of your website stretch or shrink depending on the browser size. However, having a layout which flows with the width of the screen’s resolution is certainly convenient, more often than not the website was originally laid out for a desktop in mind. Compressing a fluid layout to 320 pixels can do some serious damage to layout, Thus some people strongly believe it is far better to have a mobile style sheet and lay out the content specifically for that screen and have more control on the display. The best thing to do is to detect the type of platform that is connected to your website and disabling or changing some tools and effects to make it look better if not perfect. Keep Your Web Pages Short length One must avoid long pages on their website, a lot of scroll makes it very non user friendly for people, especially on mobile devices this is a huge draw back because of the longer load time it takes to download the webpage. Everyone likes crisp & concise content such pages are easier to load & browse. This makes your website accessible across all platforms. Also try to keep shorter urls, if they have to type..save them from that much work especially if someone is using a cellphone with no QWERTY keyboard it can be tough. Usable Navigation & Search Unlike Desktops, your website’s Navigation won’t super work on a cellphone. Keep in mind the user experience for cellphone users as you design your Navigation. Try to keep your content centered as they do have difficulty in reading the webpage. I always look upto Google and their pages as available on mobile as a great example. Keeping a functional & very visible search bar helps mobile users navigate by searching. Understanding Clean Website Code : Evolved for Mobile Clean code is important when you consider the diversity out there for handheld devices. Some cell phones may only understand WAP. More capable phones may understand WAP2, which allows rendering websites with XHTML and CSS. Most mobiles won’t display tables, floats, frames, JavaScript, and dynamic menus. Most cellphone will not support cookies. Devices at the high end of the mobile market such as BlackBerry, Palm, or the upcoming iPhone are highly capable and support nearly as much as a standard computer..but masses still do not have such phones. You can use specific emulators to test your website on mobile devices. Make sure your color combinations provide good contrast between foreground and background colors, particularly for devices with fewer color options.

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  • How to move a sprite on a slope in chipmunk Spacemanager

    - by Anil gupta
    I have used one polygon shape image (terrain) in my game. It's just like a mountain, and now I want to move the tanker on a mountain path from one side to the other and then turn around at the edge of the screen and go back. I don't understand the method to move the tanker on the slope (image) path in chipmunk spacemanager. When collision detection happens like that, if any bomb falls on the slope (image of mountain) then I want to do a little damage to the slope (image of mountain) like this video.

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  • It was worth the wait… Welcome Oracle GoldenGate 11g Release 2

    - by Irem Radzik
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";} v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";} It certainly was worth the wait to meet Oracle GoldenGate 11gR2, because it is full of new features on multiple fronts. In fact, this release has the longest and strongest list of new features in Oracle GoldenGate’s history. The new release brings GoldenGate closer to the Oracle Database while expanding the support for global implementations and heterogeneous systems. It is more secure, more flexible, and faster. We announced the availability of Oracle GoldenGate 11gR2 via a press release. If you haven’t seen it yet, please check it out. As covered in this announcement, there are a variety of improvements in the product: Integrated Capture for Oracle Database: brings Oracle GoldenGate’s Capture process closer to the Oracle Database engine and enables support for Advanced Compression among other benefits. Enhanced Conflict Detection & Resolution, speeds and simplifies the conflict detection and resolution process for Active-Active deployments. Globalization, meaning Oracle GoldenGate can be deployed for databases that use multi-byte/Unicode character sets. Security and Performance Improvements, includes support Federal Information Protection Standard (FIPS). Increased Extensibility by kicking off actions based on an event record in the transaction log or in the Trail file. Integration with Oracle Enterprise Manager 12c , in addition to the Oracle GoldenGate Monitor product. Expanded Heterogeneity, including capture from IBM DB2 for i on iSeries (AS/400) and delivery to Postgres We will explain these new features in more detail at our upcoming launch webcast: Harness the Power of the New Release of Oracle GoldenGate 11g- (Sept 12 8am/10am PT) In addition to learning more about these new features, the webcast will allow you to ask your questions to product management via live Q&A section. So, I hope you will not miss this opportunity to explore the new release of Oracle GoldenGate 11g and see how it can deliver enterprise-class real-time data integration solutions.. I look forward to a great webcast to unveil GoldenGate’s new capabilities.

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  • Frameskipping in Android gameloop causing choppy sprites (Open GL ES 2.0)

    - by user22241
    I have written a simple 2d platform game for Android and am wondering how one deals with frame-skipping? Are there any alternatives? Let me explain further. So, my game loop allows for the rendering to be skipped if game updates and rendering do not fit into my fixed time-slice (16.667ms). This allows my game to run at identically perceived speeds on different devices. And this works great, things do run at the same speed. However, when the gameloop skips a render call for even one frame, the sprite glitches. And thinking about it, why wouldn't it? You're seeing a sprite move say, an average of 10 pixels every 1.6 seconds, then suddenly, there is a pause of 3.2ms, and the sprite then appears to jump 20 pixels. When this happens 3 or 4 times in close succession, the result is very ugly and not something I want in my game. Therfore, my question is how does one deal with these 'pauses' and 'jumps' - I've read every article on game loops I can find (see below) and my loops are even based off of code from these articles. The articles specifically mention frame skipping but they don't make any reference to how to deal with visual glitches that result from it. I've attempted various game-loops. My loop must have a mechanism in-place to allow rendering to be skipped to keep game-speed constant across multiple devices (or alternative, if one exists) I've tried interpolation but this doesn't eliminate this specific problem (although it looks like it may mitigate the issue slightly as when it eventually draws the sprite it 'moves it back' between the old and current positions so the 'jump' isn't so big. I've also tried a form of extrapolation which does seem to keep things smooth considerably, but I find it to be next to completely useless because it plays havoc with my collision detection (even when drawing with a 'display only' coordinate - see extrapolation-breaks-collision-detection) I've tried a loop that uses Thread.sleep when drawing / updating completes with time left over, no frame skipping in this one, again fairly smooth, but runs differently on different devices so no good. And I've tried spawning my own, third thread for logic updates, but this, was extremely messy to deal with and the performance really wasn't good. (upon reading tons of forums, most people seem to agree a 2 thread loops ( so UI and GL threads) is safer / easier). Now if I remove frame skipping, then all seems to run nice and smooth, with or without inter/extrapolation. However, this isn't an option because the game then runs at different speeds on different devices as it falls behind from not being able to render fast enough. I'm running logic at 60 Ticks per second and rendering as fast as I can. I've read, as far as I can see every article out there, I've tried the loops from My Secret Garden and Fix your timestep. I've also read: Against the grain deWITTERS Game Loop Plus various other articles on Game-loops. A lot of the others are derived from the above articles or just copied word for word. These are all great, but they don't touch on the issues I'm experiencing. I really have tried everything I can think of over the course of a year to eliminate these glitches to no avail, so any and all help would be appreciated. A couple of examples of my game loops (Code follows): From My Secret Room public void onDrawFrame(GL10 gl) { //Rre-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; } extrapolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(extrapolation); } And from Fix your timestep double t = 0.0; double dt2 = 0.01; double currentTime = System.currentTimeMillis()*0.001; double accumulator = 0.0; double newTime; double frameTime; @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*5)) //Allow 5 'skips' frameTime = (dt*5); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(interpolation); }

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  • What is the best practice to move sprites using mouse order in Tile games?

    - by Robin-Hood
    I am trying to make my first Tile-game using XNA. I have no problem drawing the map layers using TiledLib from codeplex, but, now I want to give sprite an (order) to move to a specific position on map, by selecting the sprite (left mouse click) and then right mouse click somewhere on the map to specify the target position. I don’t know what is the best practice to move sprite this way, considering that there may be collision objects in the direct path. what is the best practice to do this? Is there any demo covering this issue? thanks. BTW: I couldn’t upload snapshot because of my low score :(

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  • How can I make an object's hitbox rotate with its texture?

    - by Matthew Optional Meehan
    In XNA, when you have a rectangular sprite that doesnt rotate, it's easy to get its four corners to make a hitbox. However, when you do a rotation, the points get moved and I assume there is some kind of math that I can use to aquire them. I am using the four points to draw a rectangle that visually represents the hitboxes. I have seen some per-pixel collision examples, but I can forsee they would be hard to draw a box/'convex hull' around. I have also seen physics like farseer but I'm not sure if there is a quick tutorial to do what I want.

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  • [JOGL] My program is too slow, how can I profile with Eclipse?

    - by nkint
    My simple opengl program is really toooo slow and not fluid. I'm rendering 30 sphere with simple illumination and simple materials. The only complex computing stuff I do is a collision detection between ray-mouse and spheres (that works ok and i do it only in mouseMoved) I'm not using any threads, just an animator to move spheres. How can I profile my jogl project? Or maybe (most probable...) I have some opengl instructions that I don't understand and make render particular accurate (or back face rendering that I don't need or whatever I don't know exactly I'm just entering the opengl world)

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  • Physics engine that can handle multiple attractors?

    - by brice
    I'm putting together a game that will be played mostly with three dimensional gravity. By that I mean multiple planets/stars/moons behaving realistically, and path plotting and path prediction in the gravity field. I have looked at a variety of physics engines, such as Bullet, tokamak or Newton, but none of them seem to be suitable, as I'd essentially have to re-write the gravity engine in their framework. Do you know of a physics engine that is capable of dealing with multiple bodies all attracted to one another? I don't need scenegraph management, or rendering, just core physics. (collision detection would be a bonus, as would rigid body dynamics). My background is in physics, so I would be able to write an engine that uses Verlet integration or RK4 (or even Euler integration, if I had to) but I'd much rather adapt an off the shelf solution. [edit]: There are some great resources for physics simulation of n-body problems online, and on stackoverflow

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  • Using model tools as map editor

    - by cooky451
    I want to make a game which would require a 3D map editor. Of course, I would like to avoid creating such an editor. My idea is now to use modeling tools (3DS Max, Maya, Blender) to create the map, and to give game specific objects specified names. This way I'd just need to write an COLLADA - native map format converter. But I'm not sure if this is possible the way I imagine it, that's why I'd like to hear your thoughts on the matter. Are modeling tools suitable to create big open world maps? Can this "naming convention"-idea for game specific objects work? Are the modeling tools able to export a scene in chunks / in a way that occlusion culling and collision detection can be properly done? If not: Is there a way to build a suitable data structure from the exported data?

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  • Is dynamic casting Entities A good design?

    - by Milo
    For my game, Everything inherits from Entity, then other things like Player, PhysicsObject, etc, inherit from Entity. The physics engine sends collision callbacks which has an Entity* to the B that A collided on. Then, lets say A is a Bullet, A tries to cast the entity as a player, if it succeeds, it reduces the player's health. Is this a good design? The problem I have with a message system is that I'd need messages for everything, like: entity.sendMessage(SET_PLAYER_HEALTH,16); So that's why I think casting is cleaner.

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  • Corona SDK: Animation takes a long time to play after "prepare" step

    - by Michael Taufen
    First off, I'm using the current publicly available build, version 2011.704 I'm building a platformer, and have a character that runs along and jumps when the screen is tapped. While jumping, the animation code has him assume a svelte jumping pose, and upon the detection of a collision with the ground, he returns to running. All of this happens. The problem is that there is this strange gap of time, about 1/2 a second by the feel of it, where my character sits on the first frame of the run animation after landing, before it actually starts playing. This leads me to believe that the problem is somewhere between the "prepare" step of loading up a sprite set's animation sequence and the "play" step. Thanks in advance for any help :). My code for when my character lands is as follows: local function collisionHandler ( event ) if (event.object1.myName == "character") and (event.object2.type == "terrain") then inAir = false characterInstance:prepare( "run" ) -- TODO: time between prepare and play is curiously long... characterInstance:play() end end

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  • Calculate an AABB for bone animated model

    - by Byte56
    I have a model that has its initial bounding box calculated by finding the maximum and minimum on the x, y and z axes. Producing a correct result like so: The vertices are then stored in a VBO and only altered with matrices for rotation and bone animation. Currently the bounds are not updated when the model is altered. So the animated and rotated model has bounds like so: (Maybe it's hard to tell, but the bounds are the same as before, and don't accurately represent the rotated/animated model) So my question is, how can I calculate the bounding box using the armature matrices and rotation/translation matrices for each model? Keep in mind the modified vertex data is not available because those calculations are performed on the GPU in the shader. The end result I want is to have an accurate AABB the represents the animated model for picking/basic collision checks.

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  • Farseer: How can I crush Mario? [on hold]

    - by Homer_Simpson
    I want that Mario dies if the box is crushing him. My game has a similar level like this level from New Super Mario Bros. Wii: http://www.youtube.com/watch?v=tYyu6tFAa2M At the beginning of the level, you see some boxes falling to the ground. If a box crushes Mario, he dies. I want to do exactly the same in my game, but I don't know how to do that in Farseer. How can I do that in Farseer 3.3.1? Do you have any suggestions? I don't know how to do the collision detection. I use rectangles for the boxes and ground in Farseer. Mario is a polygon.

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  • libgdx - removing the circle outline rendered on Box2d CircleShape

    - by Brett
    How can I remove the outline on the circleshape below.. CircleShape circle = new CircleShape(); circle.setRadius(1f); ... using ... batch.draw(textureRegion, position.x - 1, position.y - 1, 1f, 1f, 2, 2, 1, 1, angle); I use this to set the body for a Box2d collision but I get a silly circle shape around my texture in libGdx, i.e. my textured sprite (ball) has a circle over the top of it with a line running from center along the radius. Any ideas on how to remove the overlying circle lines?

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  • Game-a-Week One Completed

    - by Matt Christian
    Last night I finished my Game-a-Week One and felt and extreme sense of accomplishment with what I finished in a single week. I removed all traces of the JigLibX code since it wasn't working properly due to my implementation and got my collision working thanks to some BoundingSpheres and Riemer's tutorials.  However, since the characters are Corndogs a rectangle bounding box would have made more sense although the bullets are only able to move forward currently. While developing it in a week was a challenge, developing it in a week while maintaining proper coding standards and clean, reusable code was damn near impossible.  It's possible my next step will be to either refactor it or move onto Game-a-Week Two. I will post a link to the game ZIP in the future.

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