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  • Ubuntu X doesn't start

    - by den-javamaniac
    I'm running desktop Ubuntu 9.10 on my Dell laptop. Previously it was Ubuntu 9.04. After some period of time (lets say 3-4 months) my X fails to start automatically after some restart calls. If that takes place my network manager applet doesn't start either (after I do startx). Can any one point out what I'm missing/what's the problem?

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  • Photoshop 5.5 won't start after upgrading to windows 7 from vista

    - by Great Dreams
    I have photoshop 5.5 working just fine under windows vista, I upgraded my PC to windows 7 and when I start photoshop 5.5 it just hangs. I see the main screen open but nothing happens and I just get the busy sign out of the mouse pointer, with Photoshop not completing the start. I searched online and some reported the same issue and were able to solve the issue by deleting Photoshop setting or preference file. I did that, but still the issue is present.

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  • Explorer.exe doesn't start automatically on Boot

    - by leeand00
    For some reason when I boot my laptop now (winxp), it doesn't start explorer.exe automatically; I'm left with a desktop background and a mouse pointer. I have to run taskman and start explorer.exe manually. Recently I had Spyware Dr. detect a severe threat, and I was wondering if there was anyway to re-hookup explorer.exe on startup.

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  • MacOS Start FireFox via CommandLine in 32 bit

    - by Dukeatcoding
    Firefox can be startet via Commandline How can I run an application with command line arguments in Mac OS Is there an argument to make it start in 32 bit ? I know i could select it via finder, but thats no option for my problem I have solved a similar problem for chrome by creating an Automator "Launcher" which start Chrome with deactivated flash, but for that I need to know whether there is a command line argument to set 32bit. Maybe by changing systems settings by "default" ?

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  • Starting/Stopping services as a program start and end

    - by Starx
    I have some applications like VMWare, SQL Server, which have a lot services started even without me using the software. I have changed the startup of this services to manual and have created a .bat file to start the services up and then I launch the program. But, its not a efficient solution. I would like to start the services once the application starts and stop once the application closes as well. Does anyone know of any solution?

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  • Google Chrome 20 fails to start in ubuntu 12.04

    - by criziot
    Several days ago Google Chrome stoped working after an update. If I start it in the terminal I can see the following output: [6:6:4528137750:FATAL:sandbox_init_linux.cc(378)] prctl(PR_SET_NO_NEW_PRIVS) failed: Invalid argument Any idea how to solve this? Chrome version: 20.0.1132.47 Ubuntu: 12.04 x64 Kernel: 3.2.0-21-generic #34-Ubuntu EDIT: It is possible to start chrome with --no-sandbox switch.

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  • conemu start a given console with hotkey

    - by Car981
    How could I assign a hotkey of my choice to start c:\cygwin\cygwin.bat ? Similarly, but a bit more difficult, how could I start c:\dir1#VAR#\dir2\test.bat, where #VAR# is the name of a directory that varies, and the last (in alphabetical order) of all #VAR# should be chosen ? So just to be clear, if c:\dir1\A\dir2\test.bat and c:\dir1\B\dir2\test.bat exist, the console that should be opened when the hotkey is pressed is: c:\dir1\B\dir2\test.bat. Thanks

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  • Start ProcessMonitor will unexpectedly execute another irrelevant exe

    - by zaexage
    Well, I have encountered a weird problem recently. Whenever I try to start ProcessMonitor, another irrelevant program (an IM software indeed) starts instead. In the end, the only way I start ProcessMonitor is to uninstall that IM software. I have tried ProcessMonitor on my colleagues' computers but none of them see the same things. So, do you guys have any idea how to solve this? Thanks in advance.

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  • Windows 7 Start Menu Search is not indexing?

    - by ahmetalpbalkan
    I upgraded my Vista Ultimate to Win 7 Professional. I have configured all the search indexing settings, however search box in the start menu does not bring any result at all in the indexed folders. It says a few thousands of files are indexed but nothing appears in start menu search. Any ideas?

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  • XCode Build Parse Error 'Unexpected @ in Program'

    - by Grymjack
    I'm following a tutorial for creating an animation using Xcode Version 4.5.2 in Mountain Lion 10.8.2. When trying to build the code below, I get a Parse Error Unexpected '@' in program showing up for the 'hopAnimation=' line. While searching, I have found examples that build simple animations in a different way, but nothing that seems to address this particular problem. I'm a noob to XCode programming and if anyone could help me correct the syntax, I would highly appreciate it. I would also like to thank all the contributors to stackflow for making this such a valuable resource. Searching for the answers to most of my prior questions always seemed to have you guys at the top of the results list. ViewController.m - (void)viewDidLoad { // load all the frames of our animation into an array NSArray *hopAnimation; hopAnimation=[[NSArray alloc] arrayWithObjects: [UIImage imageNamed:@”frame-1.png”], [UIImage imageNamed:@”frame-2.png”], [UIImage imageNamed:@”frame-3.png”], [UIImage imageNamed:@”frame-4.png”], [UIImage imageNamed:@”frame-5.png”], [UIImage imageNamed:@”frame-6.png”], [UIImage imageNamed:@”frame-7.png”], [UIImage imageNamed:@”frame-8.png”], [UIImage imageNamed:@”frame-9.png”], [UIImage imageNamed:@”frame-10.png”], [UIImage imageNamed:@”frame-11.png”], [UIImage imageNamed:@”frame-12.png”], [UIImage imageNamed:@”frame-13.png”], [UIImage imageNamed:@”frame-14.png”], [UIImage imageNamed:@”frame-15.png”], [UIImage imageNamed:@”frame-16.png”], [UIImage imageNamed:@”frame-17.png”], [UIImage imageNamed:@”frame-18.png”], [UIImage imageNamed:@”frame-19.png”], [UIImage imageNamed:@”frame-20.png”],nil]; self.bunnyView1.animationImages=hopAnimation; self.bunnyView2.animationImages=hopAnimation; self.bunnyView3.animationImages=hopAnimation; self.bunnyView4.animationImages=hopAnimation; self.bunnyView5.animationImages=hopAnimation; self.bunnyView1.animationDuration=1; self.bunnyView2.animationDuration=1; self.bunnyView3.animationDuration=1; self.bunnyView4.animationDuration=1; self.bunnyView5.animationDuration=1; [super viewDidLoad]; }

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  • Cannot resolve TargetName - Silverlight4 C#

    - by Redburn
    I am getting the error Cannot resolve TargetName grdGeneral. What I am trying to do is have a fade out function which accepts a grid and fades the opacity to zero. I have this function called on MouseLeftButtonDown and is loaded after the xaml and form has loaded. Calling the fade out: private void imgNext_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { fadeOut(grdGeneral); } The fade out function: private void fadeOut(Grid pGrid) { Storyboard stb = new Storyboard(); DoubleAnimation da = new DoubleAnimation(); da.From = 1.0; da.To = 0.0; stb.Duration = new Duration(TimeSpan.FromSeconds(.75)); stb.Children.Add(da); Storyboard.SetTargetName(da, pGrid.Name); Storyboard.SetTargetProperty(da, new PropertyPath(Grid.OpacityProperty)); stb.Begin(); } I have been on a handful of tutorial sites and my code seems to follow the same order. I also have been on this stackoverflow question before you say repost. That question has to deal with mutlipages and I am merely trying to start a animation. The Stack Trace System.InvalidOperationException was unhandled by user code Message=Cannot resolve TargetName grdGeneral. StackTrace: at MS.Internal.XcpImports.MethodEx(IntPtr ptr, String name, CValue[] cvData) at MS.Internal.XcpImports.MethodEx(DependencyObject obj, String name) at System.Windows.Media.Animation.Storyboard.Begin() at MeterTesting.QuarterReportGUI.fadeOut(Grid pGrid) at MeterTesting.QuarterReportGUI.imgNext_MouseLeftButtonDown(Object sender, MouseButtonEventArgs e) at MS.Internal.CoreInvokeHandler.InvokeEventHandler(Int32 typeIndex, Delegate handlerDelegate, Object sender, Object args) at MS.Internal.JoltHelper.FireEvent(IntPtr unmanagedObj, IntPtr unmanagedObjArgs, Int32 argsTypeIndex, String eventName) InnerException:

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  • UIViewAnimationTransitionCurlUp in landscape mode transitioning right-to-left

    - by Thanos
    I have a view controller that is showing in portrait mode. When you touch the "menu" button, it calls the code below and it flips up to the MainMenu controller. So far, so good. - (void) menuButton: (id) sender { MainMenu_ViewController * viewController = [[MainMenu_ViewController alloc] initWithNibName:@"MainMenu_ViewController" bundle:nil]; self.menuView = viewController.view; self.menuView.frame = self.view.bounds; [viewController release]; [UIView beginAnimations:nil context: nil]; [UIView setAnimationDuration: 1.0]; [UIView setAnimationTransition: UIViewAnimationTransitionCurlUp forView: self.view cache: YES]; [self.view addSubview: self.menuView]; [UIView commitAnimations]; } However, when you do the same in landscape mode, instead of the animation flipping up (with respect to gravity, i.e. towards the long end of the iPhone) it flips towards the left (i.e. towards the short end of the iPhone). Is this a limitation of the animation, or am I missing something?

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  • Android -- How to position View off-screen?

    - by borg17of20
    Hello all, I'm trying to animate a simple ImageView in my application and I want it to slide in from the bottom of the screen and come to a resting position where the top 50px of the view is off the top of the screen (e.g. the final position of the ImageView should be -50px in X). I've tried to use the AbsoluteLayout to do this, but this actually cuts off the top 50px of the ImageView such that the top 50px is never rendered. I need to have the top 50px of the ImageView visible/rendered while it's animating and then simply have it come to a rest slightly off-screen. I hope I've explained that well enough. Here is what I'm currently using as a layout and the slide-in animation (this currently doesn't render the top 50px of the ImageView): Layout: <?xml version="1.0" encoding="utf-8"?> <AbsoluteLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_height="fill_parent" android:layout_width="fill_parent" android:id="@+id/QuickPlayClipLayout"> <ImageView android:id="@+id/Clip" android:background="@drawable/clip" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_y="-50dp"> </ImageView> </AbsoluteLayout> Animation: <?xml version="1.0" encoding="utf-8"?> <set xmlns:android="http://schemas.android.com/apk/res/android"> <translate android:fromYDelta="100%p" android:toYDelta="0" android:duration="1000"/> <alpha android:fromAlpha="0.0" android:toAlpha="1.0" android:duration="1000" /> </set> Thanks in advance.

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  • iPhone User Interface Design

    - by Blaenk
    Hey guys, I've just had a nagging question for a while regarding iPhone app user interfaces. For example, consider WeightBot's User Interface. I am wondering, how are most of these user interfaces created? In general, of course. Is there a way to simply design controls (that is, the images) in a program like Photoshop, then use that 'skin' for controls in UIKit? I realize that there are some controls that are probably created by the programmer (custom controls), but I'm referring to the ready-made ones that come in UIKit. In other words, is the concept similar to 'splicing' web site designs? Where a designer draws out the design of the website in something like Photoshop, and then it is cut up into pieces which can be applied to form the actual website? I know this can be done for UIButtons, can this also be done for other controls, and is this how it is usually done? Or perhaps this is done with Core Animation? I've heard this from time to time, so does this mean that the User Interfaces are 'hard-coded'? Or is Core Animation only use for the 'effects', such as applying the glowing effect to the numbers in WeightBot? If there are any resources you can point me to I would really appreciate it. Thanks!

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  • IPhone SDK - Transition to NavigationController display problem

    - by Steblo
    Hi, I am nearly finished with my first IPhone app and everything works fine - except of one very little display bug: My starscreen is an UIView (Fullscreen) without Navigationbar or Toolbar. If I tap on a start button, there is an UIViewAnimationTransitionFlipFromRight animation that flips to the main navigation controller: -(IBAction) switchViewToMainMenu { [UIView beginAnimations:@"Flip View" context:nil]; [UIView setAnimationDuration:1.25]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationTransition: UIViewAnimationTransitionFlipFromRight forView:self.window cache:YES]; [self.navController viewWillAppear:YES]; [self.startScreenViewController viewWillDisappear:YES]; [self.startScreenViewController.view removeFromSuperview]; [self.window addSubview:navController.view]; [self.startScreenViewController viewDidDisappear:YES]; [self.navController viewDidAppear:YES]; [UIView commitAnimations]; self.startScreenViewController=nil; [startScreenViewController release]; } This works fine except of one little problem: When the navigation controller view appears (flips in), the Navigationbar on top is some pixels too high (the is a white bar where the Navigationbar should be). When the animation finished, the Navigationbar drops down to the right position. This doesn't look very beautiful... Any ideas how to fix that problem ?

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  • setAnimationRepeatAutoreverses not behaved as I expected

    - by danielkwan
    I am starting to learn to use UIView animation. So I wrote the following lines: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:2.0]; [UIView setAnimationRepeatCount:2]; [UIView setAnimationRepeatAutoreverses:YES]; CGPoint position = greenView.center; position.y = position.y + 100.0f; position.x = position.x + 100.0f; greenView.center = position; [UIView commitAnimations]; In this case, the UIView (a green box) moved back and fore 2 times. So far so good, BUT I found out that after the moving twice, the green box ended up jumped to the "new position" (position.x + 100.0f, position.y + 100.0f) instead of going back to the original position (position.x, position.y). That makes the animation look pretty odd (like after the box swing back to the original position caused by setAnimationRepeatAutoreverses, it jumps back to the new position in the last microsecond!) What is the best way to make the green box NOT jump to the new position at the very last minute?

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  • How to animate the drawing of a CGPath?

    - by Jordan Kay
    I am wondering if there is a way to do this using Core Animation. Specifically, I am adding a sub-layer to a layer-backed custom NSView and setting its delegate to another custom NSView. That class's drawInRect method draws a single CGPath: - (void)drawInRect:(CGRect)rect inContext:(CGContextRef)context { CGContextSaveGState(context); CGContextSetLineWidth(context, 12); CGMutablePathRef path = CGPathCreateMutable(); CGPathMoveToPoint(path, NULL, 0, 0); CGPathAddLineToPoint(path, NULL, rect.size.width, rect.size.height); CGContextBeginPath(context); CGContextAddPath(context, path); CGContextStrokePath(context); CGContextRestoreGState(context); } My desired effect would be to animate the drawing of this line. That is, I'd like for the line to actually "stretch" in an animated way. It seems like there would be a simple way to do this using Core Animation, but I haven't been able to come across any. Do you have any suggestions as to how I could accomplish this goal?

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  • CAShapeLayer slowing down interface rotation

    - by MrMage
    Hi, I am trying to move some custom drawing code from a view into a CAShapeLayer, which then get added as a sublayer to the original view's CALayer. This also works well, but when rotating the device, the animation starts to stutter, e.g. you just see the frame in the original orientation and then the final orientation, with at most one frame in between - not smooth at all. Slide-in and slide-out animations of the corresponding UIViewController are a bit jerky, too (but not that much). All the CAShapeLayer has in its path is one CGPathAddRect, it is set to be opaque, its opacity is 1.0f and the fillColor is set to opaque blue. When drawing the path directly in the views drawRect method, however, the animation is smooth. So I suppose it has something to do with the CAShapeLayer being animated during the rotation. Could you tell me how to either get rid of those jerkiness or just hide the CAShapeLayer when animating? Getting back to just draw CGPaths directly is not an option to me because I rely on the ability of CAShapeLayer to animate its path (it is not animated in my tries with rotating the view). /update: this also happens when the rotating UIViewControllers view contains a view with a subclass of CAGradientLayer as its layerClass (e.g. a view with a gradient layer as background). Cheers MrMage

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  • iPhone: Animating a view when another view appears/disappears

    - by MacTouch
    I have the following view hierarchy UITabBarController - UINavigationController - UITableViewController When the table view appears (animated) I create a toolbar and add it as subview of the TabBar at the bottom of the page and let it animate in with the table view. Same procedure in other direction, when the table view disappears. It does not work as expected. The animation duration is OK, but somehow not exact the same as the animation of the table view when it becomes visible When I display the table view for the second time, the toolbar does not disappear at all and remains at the bottom of the parent view. What's wrong with it? - (void)animationDone:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { UIView *toolBar = [[[self tabBarController] view] viewWithTag:1000]; [toolBar removeFromSuperview]; } - (void)viewWillAppear:(BOOL)animated { UIEdgeInsets insets = UIEdgeInsetsMake(0, 0, 44, 0); [[self tableView] setContentInset:insets]; [[self tableView] setScrollIndicatorInsets:insets]; // Toolbar initially placed outside of the visible frame (x=320) UIView *toolBar = [[UIToolbar alloc] initWithFrame:CGRectMake(320, 480-44, 320, 44)]; [toolBar setTag:1000]; [[[self tabBarController] view] addSubview:toolBar]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:0.35]; [toolBar setFrame:CGRectMake(0, 480-44, 320, 44)]; [UIView commitAnimations]; [toolBar release]; [super viewWillAppear:animated]; } - (void)viewWillDisappear:(BOOL)animated { UIView *toolBar = [[[self tabBarController] view] viewWithTag:1000]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:0.35]; [UIView setAnimationDidStopSelector:@selector(animationDone:finished:context:)]; [toolBar setFrame:CGRectMake(320, 480-44, 320, 44)]; [UIView commitAnimations]; [super viewWillDisappear:animated]; }

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  • Animated transitions in WPF

    - by arconaut
    I can't figure out what I'm missing here. Here's the problem: Consider a (Control|Data)Template with a Trigger that switches visibility of some inner UI elements. E.g. show a TextBlock when IsReadOnly==true and show a TextBox when IsReadOnly==false. Everything is perfect if you do this without animation - one or two setters would do the job. But what if you want a fancy animation? Then you would specify which animations to start in EnterActions and ExitActions. But the problem is what exactly the animations should do? Modifying width/height seems really ugly, because fixed sizes in WPF are almost always a wrong way to go and also it's absolutely unflexible. So far, the best I've come up with is modifying MaxHeight/MaxWidth to some extent, this gives just a little more flexibility but still seems brutal. How do you tell WPF to animate Width/Height of an element from 0 to "as much as needed"? UPD: Currently I do animate Opacity and RenderTransform, and it works. It's just that sometimes I'd like to see animations where elements slide around without transformation. This is not a critical question, but a quite interesting one for me.

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  • jquery - problem with executing annimation of two separate objects, one after another

    - by MoreThanChaos
    Hello I have problem to put together animations of two separate objects to second one start when first one ends. I tried to use callback but it seems that i make some syntax misteakes which crash jQuery or cause some unexpected behaviour. It seems that i'm stuck so I'd like to ask You for best way to put these animations together to act the way I want. in mouseenter 1st .pp grows, 2nd .tt fade in in mouseleave 1st .tt fade out, 2nd .pp shrink It's alsp relevant that animations doesn't pile up, i mean here animation called by one event doesnt wait until other animation in progress will end. In generall exactly what is below but yo be animated one after another, not simultanously. $('.pp').bind({ mouseenter: function() { $(this).animate({ width: $(this).children(".tt").outerWidth(), height: $(this).children(".tt").outerHeight() },{duration:1000,queue:false} ); $(this).children(".tt").animate({ opacity: 1.0 }, {duration:1000,queue:false}); }, mouseleave: function() { $(this).children(".tt").animate({ opacity: 0 }, {duration:1000,queue:false}); $(this).animate({ width: 17, height: 17 }, {duration:1000,queue:false}); } });

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  • iPhone NSTimer OpenGL problem

    - by Toby Wilson
    I've got a problem that only seems to occur on the device, not in the simulator. My app's animation is started and stopped using these methods: NSTimer* animationTimer; -(void)startAnimation { if(animationTimer = nil) animationTimer = [NSTimer scheduledTimerWithTimeInterval:1.0f/60.0f target:self selector:@selector(drawView) userInfo:nil repeats:YES]; } -(void)stopAnimation { [animationTimer invalidate]; animationTimer = nil; } In the simulator this works fine and drawView starts being called at 60fps. On the device (testing on iPod Touch), the scheduleTimerWithTimeInterval method doesn't seem to work. Furthermore, [animationTimer invalidate] causes EXC_BAD_ACCESS. I've spotted an obvious but minor flaw; adding if(animationTimer != nil) to the stopAnimation method will prevent the crash, but doesn't solve the problem of the animation timer not being properly initialised. Edit: The above doesn't prevent a crash. animationTimer != nil yet calling invalidate causes EXC_BAD_ACCESS. Should also add, this problem doesn't occur all the time on the device. Maybe 40% of the time.

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  • SVG rotation animation having problems on chrome for jelly bean, is there a workaround?

    - by Metalskin
    I've got a strange problem with chrome on jellybean running svg animations triggered from javascript. This JSFiddle example works fine on chrome and firefox on linux, but when I run it on android with chrome I get the final step of the animation painted at the beginning of the animation. I've tried this on both an Nexus 7 and Transformer Prime, they both have the problem. I've tested using firefox on the android devices and the problem doesn't exist. So I'm presuming that it's a defect with chrome. However I've seen other animations using svg that do not have this problem in chrome on jellybean. Is anyone aware of a way to get around this problem, or is there something that I'm doing in my animation/js that is a possible cause of the problem? I've now created a bug report at code.google.com, however I still need a workaround, if anyone can help me (or in case I'm doing something stupid). I've now discovered that this is reproducible on chrome for linux (and I suspect windows). If you click on the button to start the animation before the previous animation has completed then the problem occurs. In this case the hand is drawn at the end of the 45 degree sweep before it starts the sweep. I now suspect that I should be calling something to stop the animation before I change the animation. Anyway, hopefully someone can resolve this problem.

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  • Approaches for animating a C# property over time?

    - by Mario Fritsch
    I'm currently trying to animate a bunch of public properties on certain objects. Usually they are of type float or vectors of floats (the type is known at compile-time). I want to be able to: assign a static value to them (MyObject.Duration = 10f;) or assign a random value to them by specifying a minimum and maximum value and optionally also a weight (MyObject.Duration = new RandomFloat(5f, 20f, 2f);) or "bind" this property to the property of another object (think of a child object binding some of its properties to its parent object, like its color or size or sth.) or assign sort of a keyframe animation to them, specifying a variable number of keyframes with timecode and the property's value at that specific point in time as well as information about how to interpolate between these frames The keyframes should be able to accept random values for each frame, both for the time and the property's value. What would be a practical approach for this kind of system? Currently I'm thinking about polymorphism: implement a base class or interface with a public Value-property and/or GetValue(float time)-method and then creating different sub classes like StaticValue, RandomValue, BindingValue and AnimatedValue implementing this base class or interface. Doesn't seem very elegant, though, and the initialization of even simple objects becomes a bit tedious. Another idea would be to implement these properties just as regular floats or vectors and create special "Modifier"-types binding to these properties. To retrieve the "real" value of the property, I'd first call any Modifier bound to the property, which would in turn update the actual object's property for me to retrieve later on. That would most likely mean using reflection at some point, which could be quite bad for performance as I'll probably have thousands of properties to update dozens of times per second. Any suggestions on this? Being a novice I'm (hopefully) missing some far more elegant and/or practical solution than I'm already playing around with :( Edit: Probably should have mentioned this earlier, but WPF isn't an option - it's not available on all targetted platforms, so I can't rely on it. I'm aware of its powerful databinding and animation capabilities, but I need to roll my own (or find some other lightweight alternative meeting my needs).

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  • How do I "rebind" the click event after unbind('click') ?

    - by Ben
    I have an anchor tag <a class="next">next</a> made into a "button". Sometimes, this tag needs to be hidden if there is nothing new to show. All works fine if I simply hide the button with .hide() and re-display it with .show(). But I wanted to uses .fadeIn() and .fadeOut() instead. The problem I'm having is that if the user clicks on the button during the fadeOut animation, it can cause problems with the logic I have running the show. The solution I found was to unbind the click event from the button after the original click function begins, and then re-bind it after the animation is complete. $('a.next').click(function() { $(this).unbind('click'); ... // calls some functions, one of which fades out the a.next if needed ... $(this).bind('click'); } the last part of the above example does not work. The click event is not actually re-bound to the anchor. does anyone know the correct way to accomplish this? I'm a self-taught jquery guy, so some of the higher level things like unbind() and bind() are over my head, and the jquery documentation isn't really simple enough for me to understand.

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