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  • Cannot increase monitor refresh rate on second monitor

    - by Seany84
    I just purchased an Asus VG248 monitor (supports 144Hz refresh rate) and I can not increase the monitor's refresh rate beyond 60Hz from Windows. My system setup: 2x AMD 6990 graphics cards 1x Asus VG236 connected via DVI cable to graphics card #1 DVI port #1 (120Hz) 1x Asus VG248 connected via DVI cable to graphics card #1 DVI port #2 (60Hz) Does anyone know why I can not set the new monitor to a higher refresh rate?

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  • Missing graphics accelerator for Toshiba C855D-s5232

    - by user2387429
    I formatted the drive and re-installed Windows 7 64-bit on a Toshiba Satellite C855D-S5232. Now I am missing the graphics accelerator. I have been to Toshiba's website but cannot find the right one. Same is so for AMD. It has AMD E1-1200 APU with Radeon HD Graphics. The machine is recognizing a standard VGA. I ordered a recovery disk on eBay and it was supposed to be here yesterday. Can anyone help with other options?

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  • Mobile Intel® GMA 4500MHD boost

    - by Andy Smith
    My machine has a Mobile Intel® GMA 4500MHD integrated graphics chipset. The machine is currently running 64 bit windows 7 premium with 3GB of ram (1x1gb and 1x2gb). I note that the Mobile Intel® GMA 4500MHD shares the physical memory to process the graphics. now, the total available graphics memory can be up to 1,340 MB with a 32-bit operating system and 3 GB system memory or 1,759 MB with a 64-bit operating system and 4 GB system memory. I am considering investing in a 4GB stick to replace the 1gb stick bringing the total up to 6gb, mainly for an increase in graphics processing ability. Can anyone let me know what sort of power (if any over the 4gb) I could expect by upgrading to 6GB?

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  • Building a PC for Work and play? [closed]

    - by Derek Organ
    Ok, Its been a long time since I build my own PC so I'm looking to get back into it again and build a new one. First off budget is about €800 excluding the monitor and windows 7 licence and mouse. (just bought a new g500) I plan on using my computer for work, lots of applications open at once but none particularly excessive (photoshop being the most demanding, mostly coding tools) I also use it for some gaming, e.g. COD, Starcraft etc. One thing I do want to do eventually is get a really good monitor with hight resolution and maybe 27" so the graphics card needs to be able to make best use of that. So a few questions 1) Is the bottle neck in performance mostly still the harddrives? 2) Aren't most processors e.g. i5 etc even i3 so far a head of other bottlenecks it makes litte difference the higher you go. Isn't the Graphics card dealing with heavy graphics so what really slows because of a slow CPU? So from this my thinking is to get a SSD drive as my primary drive for OS etc and have loads of memory e.g. 6-8GB and a decent mid level graphics card? It doesn't seem at my level worth spending much on CPU and any other parts really. I basic parts off the top of my head Case, Motherboard CPU SSD Drive SATA Drive Power Supply Memory Cooling (fan?) Graphics Card Network Card Keyboard DVD drive Mouse Windows Monitor Am I missing anything? Any helpful tips or general education much appreciated. Thanks, Derek

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  • Arch linux ati graphics crash after grub install

    - by Jay
    Ok, so I've had an arch linux w/ gnome 3 installed for a while now. And a while ago I installed ubuntu as another partition, I think to fix an issue that cause arch to fail. So, it was all working fine, but then I went and reinstalled grub 1 on the arch partition; Ubuntu had overwritten it on the install. Then when I tried to boot into arch it booted, but the graphics wasn't working correctly: gdm wouldn't even show, and there were weird colors instead. So, I uninstalled xf86-video-ati and then installed xf86-video-vesa. That made gdm run in fallback mode and I was able to boot to gnome 3 fallback mode (or whatever it's called). But I can't seem to get the graphics working correctly.

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  • Chipset GPU causes a massive slowdown

    - by zyboxenterprises
    My AMD Radeon HD 7700 recently broke (fan stopped working and GPU overheated), and now I'm running on internal chipset graphics, and it causes a massive slowdown of the whole PC. I've changed the graphics memory from 32MB (minimum) to 256MB (highest), and it hasn't made any difference whatsoever. I'm using Windows Aero, and disabling it should have made a small difference, but it didn't; the whole PC is still slow. I know that it's not the computer build, because I built it myself, and it was a lot faster when it had the AMD Radeon HD 7700 in it, which is the reason why I believe it's the internal chipset graphics that are causing the problem. Is this behavior normal? I don't have the cash right now to go out and buy a new dedicated GPU. I'm using an ASRock N68C-GS FX motherboard with an AMD FX 4100 (overclocked to 4.3GHZ), with 4GB RAM. The overclock was an attempt to resolve this issue, and it isn't related to this issue that the integrated graphics is causing a slowdown.

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  • Intel HD 4000 driver not working

    - by Sagar Parakh
    I have a Dell Inspiron 15r se 7520. I have upgraded my system to Windows 8.1 few days back. After the upgrade, my Intel HD 4000 graphics driver stopped working. I have downloaded the latest driver from Dell website but during installation it said that my graphics driver is not compatible or validated and also my dedicated graphics driver AMD ATI Raedon HD 7730m also stopped working. There is also a problem with my screen brightness: I am unable to change it. How to make my graphics driver work?

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  • How to use dedicated video card instead of onboard?

    - by Mathias Lykkegaard Lorenzen
    Hi there! I tried running DxDiag (DirectX diagnostics), and I noticed that my graphics card is set to the onboard one that comes with the Core i5 processor (some Intel HD stuff). On my computer, I also have a dedicated graphics card (an Nvidia 310). No serious gaming stuff, I know - just for programming. However, I would still love to know how to switch to that dedicated graphics card instead. My laptop is an MSI CX720.

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  • Issues with new graphics card and drivers

    - by Ortund
    With my onboard graphics card (Intel HD 4000) I was able to use 1680x1050 screen resolution. Using the same screen and an Asus ENGTS250 graphics card with 296.10 drivers installed, I'm not able to use that resolution anymore. Also, I've been having other trouble with driver installations. Using 340.52 or 337.88, I can't boot into Windows 7. I see the Windows Welcome screen and then the screen goes black, loses signal and the computer locks up. I think the drivers issues and the resolution problems go hand-in-hand. I have a feeling I could use a newer driver than 296.10 which would give me access to use the 1680x1050 resolution I want to use, but I'm terrified that if I update or install another driver, that the computer will lock up again. Can anyone recommend a [better] driver for me to use?

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  • Are there any OpenGL implementations which can use a server to do the rendering?

    - by user1973386
    Assume I have 2 independent machines, one running Debian sid, and the other running Windows 7. The one running Debian sid has a decent graphics card, the Windows 7 machine has no graphics card and a weak processor. The two are connected over a fast local network. Are there any OpenGL implementations, where Windows 7 would use the Debian machine's graphics card to do OpenGL rendering "over the network"?

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  • DVI vs HDMI graphics card output

    - by Shack
    Asking on behalf of someone: I want to buy a new graphics card but do not know which would be best in terms of output, DVI or HDMI, the sound part of the HDMI is not really required, I just need something to go to my new 32 inch hd tv. It accepts both DVI and HDMI. I only need it for basic gaming but mostly as a media center to watch movies and tv shows on. Also for windows media center's TV application, I need a tv card, should I get a graphics card with bult in tv card, or a usb dongle??

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  • Regarding sprite design and resolution for tablets and phones

    - by Dimitris P.
    I am about to start working on a game for android devices, in my spare time, to get familiar with android development. I'm more interested in using the best practices possible than getting a quick result, and that is why I need some guidance regarding graphics. I think the game is going to be fully sprite based. Everything is going to be in .bmp form, or something similar, and my question is: Should I design the sprites in a small resolution (ie for phone screens) and scale them up to fit into larger screens (tablet screens), should I do it vice-versa or should I consider a completely different approach? Would designing a different set of sprites for each of the most used resolution settings be worth it or are there simpler solutions to the problem with fewer drawbacks than the ones I mentioned above? (If I follow the first approach, for example, the larger the screen the worse the graphics will get, since every pixel of the original drawing will cover several pixels on the screen). Is there a standard approach for dealing with this kind of problems? If you need me to be more detailed or more clear about something I mentioned (or forgot to) please don't hesitate to ask. Also, excuse me for any inaccurate use of the English language. Thank you in advance for your input.

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  • How to fix "The system is running in low-graphics mode" error?

    - by jokerdino
    Note: This is an attempt to create a canonical question that covers all instances of "low-graphics mode" error that occurs to a user, including but not limited to installation of wrong drivers, incorrect or invalid lightdm greeters, low disk space, incorrect installation of graphics card like ATI and Nvidia, incorrect configuration of xorg.conf file while setting up multiple monitors among others. If you are experiencing the "low-graphics mode" error when trying to login but none of the following answers work for you, please do ask a new question and then update the answers of this canonical question as and when your new question gets answered. When I try to boot into my computer, I am getting this error: The system is running in low-graphics mode Your screen, graphics cards, and input device settings could not be detected correctly. You will need to configure these yourself. How do I fix the failsafe X mode and login into my computer? Answer index: The greeter is invalid

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  • What makes them click ?

    - by Piet
    The other day (well, actually some weeks ago while relaxing at the beach in Kos) I read ‘Neuro Web Design - What makes them click?’ by Susan Weinschenk. (http://neurowebbook.com) The book is a fast and easy read (no unnecessary filler) and a good introduction on how your site’s visitors can be steered in the direction you want them to go. The Obvious The book handles some of the more known/proven techniques, like for example that ratings/testimonials of other people can help sell your product or service. Another well known technique it talks about is inducing a sense of scarcity/urgency in the visitor. Only 2 seats left! Buy now and get 33% off! It’s not because these are known techniques that they stop working. Luckily 2/3rd of the book handles less obvious techniques, otherwise it wouldn’t be worth buying. The Not So Obvious A less known influencing technique is reciprocity. And then I’m not talking about swapping links with another website, but the fact that someone is more likely to do something for you after you did something for them first. The book cites some studies (I always love the facts and figures) and gives some actual examples of how to implement this in your site’s design, which is less obvious when you think about it. Want to know more ? Buy the book! Other interesting sources For a more general introduction to the same principles, I’d suggest ‘Yes! 50 Secrets from the Science of Persuasion’. ‘Yes!…’ cites some of the same studies (it seems there’s a rather limited pool of studies covering this subject), but of course doesn’t show how to implement these techniques in your site’s design. I read ‘Yes!…’ last year, making ‘Neuro Web Design’ just a little bit less interesting. !!!Always make sure you’re able to measure your changes. If you haven’t yet, check out the advanced segmentation in Google Analytics (don’t be afraid because it says ‘beta’, it works just fine) and Google Website Optimizer. Worth Buying? Can I recommend it ? Sure, why not. I think it can be useful for anyone who ever had to think about the design or content of a site. You don’t have to be a marketing guy to want a site you’re involved with to be successful. The content/filler ratio is excellent too: you don’t need to wade through dozens of pages to filter out the interesting bits. (unlike ‘The Design of Sites’, which contains too much useless info and because it’s in dead-tree format, you can’t google it) If you like it, you might also check out ‘Yes! 50 Secrets from the Science of Persuasion’. Tip for people living in Europe: check Amazon UK for your book buying needs. Because of the low UK Pound exchange rate, it’s usually considerably cheaper and faster to get a book delivered to your doorstep by Amazon UK compared to having to order it at the local book store or web-shop.

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  • Combining template method with strategy

    - by Mekswoll
    An assignment in my software engineering class is to design an application which can play different forms a particular game. The game in question is Mancala, some of these games are called Wari or Kalah. These games differ in some aspects but for my question it's only important to know that the games could differ in the following: The way in which the result of a move is handled The way in which the end of the game is determined The way in which the winner is determined The first thing that came to my mind to design this was to use the strategy pattern, I have a variation in algorithms (the actual rules of the game). The design could look like this: I then thought to myself that in the game of Mancala and Wari the way the winner is determined is exactly the same and the code would be duplicated. I don't think this is by definition a violation of the 'one rule, one place' or DRY principle seeing as a change in rules for Mancala wouldn't automatically mean that rule should be changed in Wari as well. Nevertheless from the feedback I got from my professor I got the impression to find a different design. I then came up with this: Each game (Mancala, Wari, Kalah, ...) would just have attribute of the type of each rule's interface, i.e. WinnerDeterminer and if there's a Mancala 2.0 version which is the same as Mancala 1.0 except for how the winner is determined it can just use the Mancala versions. I think the implementation of these rules as a strategy pattern is certainly valid. But the real problem comes when I want to design it further. In reading about the template method pattern I immediately thought it could be applied to this problem. The actions that are done when a user makes a move are always the same, and in the same order, namely: deposit stones in holes (this is the same for all games, so would be implemented in the template method itself) determine the result of the move determine if the game has finished because of the previous move if the game has finished, determine who has won Those three last steps are all in my strategy pattern described above. I'm having a lot of trouble combining these two. One possible solution I found would be to abandon the strategy pattern and do the following: I don't really see the design difference between the strategy pattern and this? But I am certain I need to use a template method (although I was just as sure about having to use a strategy pattern). I also can't determine who would be responsible for creating the TurnTemplate object, whereas with the strategy pattern I feel I have families of objects (the three rules) which I could easily create using an abstract factory pattern. I would then have a MancalaRuleFactory, WariRuleFactory, etc. and they would create the correct instances of the rules and hand me back a RuleSet object. Let's say that I use the strategy + abstract factory pattern and I have a RuleSet object which has algorithms for the three rules in it. The only way I feel I can still use the template method pattern with this is to pass this RuleSet object to my TurnTemplate. The 'problem' that then surfaces is that I would never need my concrete implementations of the TurnTemplate, these classes would become obsolete. In my protected methods in the TurnTemplate I could just call ruleSet.determineWinner(). As a consequence, the TurnTemplate class would no longer be abstract but would have to become concrete, is it then still a template method pattern? To summarize, am I thinking in the right way or am I missing something easy? If I'm on the right track, how do I combine a strategy pattern and a template method pattern? This is part of a homework assignment but I'm not looking to be gifted the answer, I have deliberately been very verbose in my question to show that I have thought about it before coming here to ask a question

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  • Design for complex ATG applications

    - by Glen Borkowski
    Overview Needless to say, some ATG applications are more complex than others.  Some ATG applications support a single site, single language, single catalog, single currency, have a single development staff, single business team, and a relatively simple business model.  The real complex applications have to support multiple sites, multiple languages, multiple catalogs, multiple currencies, a couple different development teams, multiple business teams, and a highly complex business model (and processes to go along with it).  While it's still important to implement a proper design for simple applications, it's absolutely critical to do this for the complex applications.  Why?  It's all about time and money.  If you are unable to manage your complex applications in an efficient manner, the cost of managing it will increase dramatically as will the time to get things done (time to market).  On the positive side, your competition is most likely in the same situation, so you just need to be more efficient than they are. This article is intended to discuss a number of key areas to think about when designing complex applications on ATG.  Some of this can get fairly technical, so it may help to get some background first.  You can get enough of the required background information from this post.  After reading that, come back here and follow along. Application Design Of all the various types of ATG applications out there, the most complex tend to be the ones in the telecommunications industry - especially the ones which operate in multiple countries.  To get started, let's assume that we are talking about an application like that.  One that has these properties: Operates in multiple countries - must support multiple sites, catalogs, languages, and currencies The organization is fairly loosely-coupled - single brand, but different businesses across different countries There is some common functionality across all sites in all countries There is some common functionality across different sites within the same country Sites within a single country may have some unique functionality - relative to other sites in the same country Complex product catalog (mostly in terms of bundles, eligibility, and compatibility) At this point, I'll assume you have read through the required reading and have a decent understanding of how ATG modules work... Code / configuration - assemble into modules When it comes to defining your modules for a complex application, there are a number of goals: Divide functionality between the modules in a way that maps to your business Group common functionality 'further down in the stack of modules' Provide a good balance between shared resources and autonomy for countries / sites Now I'll describe a high level approach to how you could accomplish those goals...  Let's start from the bottom and work our way up.  At the very bottom, you have the modules that ship with ATG - the 'out of the box' stuff.  You want to make sure that you are leveraging all the modules that make sense in order to get the most value from ATG as possible - and less stuff you'll have to write yourself.  On top of the ATG modules, you should create what we'll refer to as the Corporate Foundation Module described as follows: Sits directly on top of ATG modules Used by all applications across all countries and sites - this is the foundation for everyone Contains everything that is common across all countries / all sites Once established and settled, will change less frequently than other 'higher' modules Encapsulates as many enterprise-wide integrations as possible Will provide means of code sharing therefore less development / testing - faster time to market Contains a 'reference' web application (described below) The next layer up could be multiple modules for each country (you could replace this with region if that makes more sense).  We'll define those modules as follows: Sits on top of the corporate foundation module Contains what is unique to all sites in a given country Responsible for managing any resource bundles for this country (to handle multiple languages) Overrides / replaces corporate integration points with any country-specific ones Finally, we will define what should be a fairly 'thin' (in terms of functionality) set of modules for each site as follows: Sits on top of the country it resides in module Contains what is unique for a given site within a given country Will mostly contain configuration, but could also define some unique functionality as well Contains one or more web applications The graphic below should help to indicate how these modules fit together: Web applications As described in the previous section, there are many opportunities for sharing (minimizing costs) as it relates to the code and configuration aspects of ATG modules.  Web applications are also contained within ATG modules, however, sharing web applications can be a bit more difficult because this is what the end customer actually sees, and since each site may have some degree of unique look & feel, sharing becomes more challenging.  One approach that can help is to define a 'reference' web application at the corporate foundation layer to act as a solid starting point for each site.  Here's a description of the 'reference' web application: Contains minimal / sample reference styling as this will mostly be addressed at the site level web app Focus on functionality - ensure that core functionality is revealed via this web application Each individual site can use this as a starting point There may be multiple types of web apps (i.e. B2C, B2B, etc) There are some techniques to share web application assets - i.e. multiple web applications, defined in the web.xml, and it's worth investigating, but is out of scope here. Reference infrastructure In this complex environment, it is assumed that there is not a single infrastructure for all countries and all sites.  It's more likely that different countries (or regions) could have their own solution for infrastructure.  In this case, it will be advantageous to define a reference infrastructure which contains all the hardware and software that make up the core environment.  Specifications and diagrams should be created to outline what this reference infrastructure looks like, as well as it's baseline cost and the incremental cost to scale up with volume.  Having some consistency in terms of infrastructure will save time and money as new countries / sites come online.  Here are some properties of the reference infrastructure: Standardized approach to setup of hardware Type and number of servers Defines application server, operating system, database, etc... - including vendor and specific versions Consistent naming conventions Provides a consistent base of terminology and understanding across environments Defines which ATG services run on which servers Production Staging BCC / Preview Each site can change as required to meet scale requirements Governance / organization It should be no surprise that the complex application we're talking about is backed by an equally complex organization.  One of the more challenging aspects of efficiently managing a series of complex applications is to ensure the proper level of governance and organization.  Here are some ideas and goals to work towards: Establish a committee to make enterprise-wide decisions that affect all sites Representation should be evenly distributed Should have a clear communication procedure Focus on high level business goals Evaluation of feature / function gaps and how that relates to ATG release schedule / roadmap Determine when to upgrade & ensure value will be realized Determine how to manage various levels of modules Who is responsible for maintaining corporate / country / site layers Determine a procedure for controlling what goes in the corporate foundation module Standardize on source code control, database, hardware, OS versions, J2EE app servers, development procedures, etc only use tested / proven versions - this is something that should be centralized so that every country / site does not have to worry about compatibility between versions Create a innovation team Quickly develop new features, perform proof of concepts All teams can benefit from their findings Summary At this point, it should be clear why the topics above (design, governance, organization, etc) are critical to being able to efficiently manage a complex application.  To summarize, it's all about competitive advantage...  You will need to reduce costs and improve time to market with the goal of providing a better experience for your end customers.  You can reduce cost by reducing development time, time allocated to testing (don't have to test the corporate foundation module over and over again - do it once), and optimizing operations.  With an efficient design, you can improve your time to market and your business will be more flexible  and agile.  Over time, you'll find that you're becoming more focused on offering functionality that is new to the market (creativity) and this will be rewarded - you're now a leader. In addition to the above, you'll realize soft benefits as well.  Your staff will be operating in a culture based on sharing.  You'll want to reward efforts to improve and enhance the foundation as this will benefit everyone.  This culture will inspire innovation, which can only lend itself to your competitive advantage.

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  • Drawing custom graphics on the iPhone: CALayer vs. CGContext

    - by Henry Cooke
    Hi all, I have an application in which I'm doing some custom drawing, a bunch of lines on a gradient background, like so (ignore the text, they're just UILabels): At the moment, that's all done by starting a new CGContext, drawing stuff into it with CGContextDrawLinearGradient and CGContextStrokePath, then finally saving the resulting image with UIGraphicsGetImageFromCurrentImageContext. The positioning info is calculated while I'm laying out those labels, so it'd be a PITA (and duplication of effort) to calculate it all over again when the containing UIView is drawn with drawRect, so I'm drawing it ahead of time into a UIImage. All works fine, so far so good. However, I have a sneaking suspicion that it may be more efficient to use CALayers to do this drawing. My (cursory) understanding of the difference between the two approaches is that a CALayer is more like a bunch of instructions to draw stuff, and so takes up less memory until it's actually drawn onscreen, whereas drawing everything into a UIImage ahead of time means that you've got a sodding great bitmap kicking around in memory all the time, whether it's drawn or not. Is that a correct understanding? What is generally considered to be the best way of drawing custom images on the iPhone?

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  • How to get pixel data from a UIImage (Cocoa Touch) or CGImage (Core Graphics)?

    - by Olie
    I have a UIImage (Cocoa Touch). From that, I'm happy to get a CGImage or anything else you'd like that's available. I'd like to write this function: - (int)getRGBAFromImage:(UIImage *)image atX:(int)xx andY:(int)yy { // [...] // What do I want to read about to help // me fill in this bit, here? // [...] int result = (red << 24) | (green << 16) | (blue << 8) | alpha; return result; } Thanks!

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  • How do I controll clipping with non-opaque graphics-item's in Qt?

    - by JJacobsson
    I have a bunch of QGraphicsSvgItem's in a QGraphicsScene that are drawn connected by QGraphicsLineItem's. This show's a graph of a tree-structure. What I want to do is provide a feature where everything but a selected sub-tree becomes transparent. A kind of "highlight this sub-tree" feature. That part was easy, but the results are ugly because now the lines can be seen through the semi-transparent svg's. I am looking for some way to still clip other QGraphicsItem's in the scene to the svg item's, giving the effect that the svg's are semi-transparent windows to the background. I know this code does not use svg's but I figure you can replace that yourself if you are so inclined. int main(int argc, char *argv[]) { QApplication app(argc, argv); QGraphicsScene scene; for( int i = 0; i < 10; ++i ) { QGraphicsLineItem* line = new QGraphicsLineItem; line->setLine( i * 25.0 + 1.0, 0, i * 25.0 + 23.0, 0 ); scene.addItem( line ); } for( int i = 0; i < 11; ++i ) { QGraphicsEllipseItem* ellipse = new QGraphicsEllipseItem; ellipse->setRect( (i * 25.0) - 9.0, -9.0, 18.0, 18.0f ); ellipse->setBrush( QBrush( Qt::green, Qt::SolidPattern ) ); ellipse->setOpacity( 0.5 ); scene.addItem( ellipse ); } QGraphicsView view( &scene ); view.show(); return app.exec(); } I would like the line's to not be seen behind the circle's. I have tried fiddling with the depth-buffer and the stencil buffer using opengl rendering to no avail. How do I get the QGraphicsSvgItem's (or QGraphicsEllipseItem's in the example code) to still clip the lines even though they are semi-transparent?

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  • Graphics Question: How do I restrict the mouse cursor to within a circle?

    - by Dan
    I'm playing with XNA. When I click the left mouse button, I record the X,Y co-ordinates. Keeping the mouse button held down, moving the mouse draws a line from this origin to the current mouse position. I've offset this into the middle of the window. Now, what I'd like to do is restrict the mouse cursor to within a circle (with a radius of N, centred on the middle of the screen). Restricting the mouse to a rectangular region is easy enough (by adjusting the origin by the difference of the mouse position and the size of the region), but I haven't a clue on how to start doing it for a circular region. Can anyone explain how to do this? Any advice on where to start would be helpful.

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  • Unity 3D Not working where as Unity 2D works fine [closed]

    - by Stephen Martin
    I updated from 11.10 to 12.04 using the distribution upgrade, after that I couldn't log into using the Unity 3D desktop after logging in I would either never get unity's launcher or I would get the launcher and once I tried to do anything the windows lost their decoration and nothing would respond. If I use Unity 2D it works fine and in fact I'm using it to type this. I managed to get some info out of dmesg that looks like it's the route of whats happening. dmesg: [ 109.160165] [drm:i915_hangcheck_elapsed] *ERROR* Hangcheck timer elapsed... GPU hung [ 109.160180] [drm] capturing error event; look for more information in /debug/dri/0/i915_error_state [ 109.167587] [drm:i915_wait_request] *ERROR* i915_wait_request returns -11 (awaiting 1226 at 1218, next 1227) [ 109.672273] [drm:i915_reset] *ERROR* Failed to reset chip. output of lspci | grep vga 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) output of /usr/lib/nux/unity_support_test -p IN 12.04 OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no The same command in 11.10: stephenm@mcr-ubu1:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes stephenm@mcr-ubu1:~$ output of /var/log/Xorg.0.log [ 11.971] (II) intel(0): EDID vendor "LPL", prod id 307 [ 11.971] (II) intel(0): Printing DDC gathered Modelines: [ 11.971] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 12.770] (II) intel(0): Allocated new frame buffer 2176x800 stride 8704, tiled [ 15.087] (II) intel(0): EDID vendor "LPL", prod id 307 [ 15.087] (II) intel(0): Printing DDC gathered Modelines: [ 15.087] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 33.310] (II) XKB: reuse xkmfile /var/lib/xkb/server-93A39E9580D1D5B855D779F4595485C2CC66E0CF.xkm [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 41.519] [mi] Increasing EQ size to 512 to prevent dropped events. [ 42.079] (EE) intel(0): Detected a hung GPU, disabling acceleration. [ 42.079] (EE) intel(0): When reporting this, please include i915_error_state from debugfs and the full dmesg. [ 42.598] (II) intel(0): EDID vendor "LPL", prod id 307 [ 42.598] (II) intel(0): Printing DDC gathered Modelines: [ 42.598] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 51.052] (II) AIGLX: Suspending AIGLX clients for VT switch I know im using the beta version so I'm not expecting it to work but does any one know what the problem may be or even why they Unity compatibility test is describing my video card as vmware when its an intel i915 and Ubuntu is running on the metal not virtualised. Unity 3D worked fine in 11.10

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  • How can story and gameplay be artfully merged?

    - by NauticalMile
    Let me give some context. Three of my friends and I have a pretty good game idea cooking. It's based off of a prototype I made that's evolving into a cool game mechanic. The mechanic itself is a toy that's fun on its own, but we haven't designed any puzzles around it yet. We have a design document going, and we are answering a lot of questions about what's in the game. It's become clear early on that everyone (including myself) likes the characters and the story a lot. Considering what our favorite games are, this is unsurprising. A story driven game makes sense to me. I like the emphasis that Paper Mario: The Thousand-Year-Door, Portal 2, and Tomb Raider place on story, and I imagine our game will have a similar feel (lots of dialogue, plot twists, lovable characters). However, one team member raised this point in the design doc: I am feeling like [fleshing out the story] is our biggest hurdle right now for making more design decisions - like more specific decisions about levels etc. Is this true? I am uncertain about working on the story extensively before gameplay, and my uneasiness was reinforced when I read this question about story vs. gameplay. What I want to say is: "Let's continue to work on the story, but also start brainstorming and prototyping abstract puzzles and combat sequences, and we'll creatively match them together later." Is this a reasonable approach? If so, how much of the development of these elements should be done independently? Should I try and create a whole bunch of puzzles while my other teammates focus on story and aesthetics? Then when we have a lot of story and game 'chunks' we can match them with eachother to build something meaningful. Or should we focus on iterating individual levels as distinct units where puzzles, story, etc... are designed together? Or maybe we need to put our excitement about the story on hold and just focus on gameplay. Is there another approach to design that we can take? Am I missing something crucial? I have discussed story and gameplay because they seem the most likely to be at odds with each other, but we also have to consider user interface, music, art direction, etc... Can we design these independently as well?

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  • Designing Videogame Character Parodies [duplicate]

    - by David Dimalanta
    This question already has an answer here: Is it legal to add a cameo appearance of a known video game character in my game? 2 answers Was it okay to make a playable character when making a videogame despite its resemblance? For example, I'm making a 3rd-person action-platform genre and I have to make a character design resembling like Megaman but not exactly the same as him since there is little alternate in color, details, and facial features.

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  • Design and Print Your Own Christmas Cards in MS Word, Part 1

    - by Eric Z Goodnight
    Looking for a  little DIY fun this holiday season? Open up familiar tool MS Word and create simple, beautiful Christmas and Holiday cards, and impress your family with your crafting skills. This is the first part of a two part article. In this first section, we’ll tackle design in MS Word. In our second, we’ll cover supplies and proper printing methods to get a great look out of your dusty old inkjet. Latest Features How-To Geek ETC The How-To Geek Guide to Learning Photoshop, Part 8: Filters Get the Complete Android Guide eBook for Only 99 Cents [Update: Expired] Improve Digital Photography by Calibrating Your Monitor The How-To Geek Guide to Learning Photoshop, Part 7: Design and Typography How to Choose What to Back Up on Your Linux Home Server How To Harmonize Your Dual-Boot Setup for Windows and Ubuntu Hang in There Scrat! – Ice Age Wallpaper How Do You Know When You’ve Passed Geek and Headed to Nerd? On The Tip – A Lamborghini Theme for Chrome and Iron What if Wile E. Coyote and the Road Runner were Human? [Video] Peaceful Winter Cabin Wallpaper Store Tabs for Later Viewing in Opera with Tab Vault

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