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  • iPhone OpenGL Template is cheating?

    - by carrots
    XCode's OpenGL template seems to be cheating to solve this "stretched" viewport problem I've been trying to understand for the last 3 hours. In the iphone "OpenGL ES Application" template, the colorful square that bounces up and down on the screen is not really a square at all! ES1Renderer.m (the ES2 file as well) static const GLfloat squareVertices[] = { -0.5f, -0.33f, 0.5f, -0.33f, -0.5f, 0.33f, 0.5f, 0.33f, }; But it comes out looking square on the device/simulator due to the stretching/squashing effect of a non-square viewport. I tried to fix it by fiddling with glFrustumf() but that doesn't seem to change the aspect ratio. I was able to get things looking good (not-stretched) when I fed glViewport() with a 1:1 widht:height.. But this doesn't seem like the answer because it offsets the viewport placement. What's the right way to correct for this stretching and why doesn't XCode do it that way?

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  • Beginner += in Ruby

    - by WANNABE
    Looking at this block, I can follow the whole program until I hit, sum += square. What is he point of this line, what does it say??? sum = 0 [1, 2, 3, 4].each do |value| square = value * value sum += square end puts sum

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  • How to define 2-bit numbers in C, if possible?

    - by Eddy
    For my university process I'm simulating a process called random sequential adsorption. One of the things I have to do involves randomly depositing squares (which cannot overlap) onto a lattice until there is no more room left, repeating the process several times in order to find the average 'jamming' coverage %. Basically I'm performing operations on a large array of integers, of which 3 possible values exist: 0, 1 and 2. The sites marked with '0' are empty, the sites marked with '1' are full. Initially the array is defined like this: int i, j; int n = 1000000000; int array[n][n]; for(j = 0; j < n; j++) { for(i = 0; i < n; i++) { array[i][j] = 0; } } Say I want to deposit 5*5 squares randomly on the array (that cannot overlap), so that the squares are represented by '1's. This would be done by choosing the x and y coordinates randomly and then creating a 5*5 square of '1's with the topleft point of the square starting at that point. I would then mark sites near the square as '2's. These represent the sites that are unavailable since depositing a square at those sites would cause it to overlap an existing square. This process would continue until there is no more room left to deposit squares on the array (basically, no more '0's left on the array) Anyway, to the point. I would like to make this process as efficient as possible, by using bitwise operations. This would be easy if I didn't have to mark sites near the squares. I was wondering whether creating a 2-bit number would be possible, so that I can account for the sites marked with '2'. Sorry if this sounds really complicated, I just wanted to explain why I want to do this.

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  • Haskell "Source reduction"

    - by Martin
    I'm revising for an upcoming Haskell exam and I don't understand one of the questions on a past paper. Google turns up nothing useful fst(x, y) = x square i = i * i i) Source reduce, using Haskells lazy evaluation, the expression: fst(square(3+4), square 8) ii) Source reduce, using strict evaluation, the same expression iii) State one advantage of lazy evaluation and one advantage of strict evaluation

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  • Multiple Monitors

    - by mroberts
    At my workplace .Net developers get pretty much the same equipment. A decent Dell workstation / Desktop, mine is a Dell Precision 390. One dual core 2.40 GHz. Eight GB RAM. Windows 7 Enterprise 64-bit. Two Dell 20.1 Monitors. I'm happy with this.  The machine is about 3 years old but still runs with some decent speed. New developers are getting a Dell workstation with dual quad processors. I just put in a request for myself and three other developers for an upgraded video card and two additional monitors, for a total of four monitors per person.  We suggested this card, BTW, mainly for the cost.  The move from one monitor to two was fantastic (one might even say life (or work) changing) and truly did increase productivity. Now what about going from 2 monitors to 4?  I'm sure the change is not as dramatic as one to two, but I can't help but to think four monitors is better than two.  But if four is better than two, should we have asked for six?!? Also what about mixing monitor types?  Right now my monitors are the older square type vs. wide-screen.  It's been rumored that we will be getting monitors out of current stock and they will be 22 inch wide-screens.  I understand this, recession and all.  2-20 inch square monitors with 2-22 inch wide-screen monitors...hmmmmm.  I'm thinking I'd rather get 2 additional 17 inch square monitors to put on each side of my 20's. Also, a question was raised about the layout of four monitors. By default, my thought was I'll just put them all on my desk, kinda in a line. I've heard others say they want to stack them in a 2 x 2 square. BTW, loving multi monitor support in Visual studio 2010! I’d love some comments on your experience with one, two, four, or however many monitors from a developers perspective.

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  • Warp GameObject Size When Entering/Leaving Area

    - by Julian
    Below I have an image describing the desired functionality I am going for. Let's say you control a square and when you move this square into a given area, any part of your rigidbody/model inside of the area will be magnified upon entering and shrunk upon leaving. So now you more or less are made up of two rectangles, one small and one large. What would be an elegant approach towards achieving this effect?

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  • How to represent a Board Panel in Java for a game ? [+code]

    - by FILIaS
    I wanna fix a 2D board for a game. I've already fixed other panels for the Gui and everything goes well. But the panel for the board cant be printed on the window. I'm a bit confused about it as i think i've followed the same ideas as for the others panels i need. Here's what i've done: EDIT:*EDIT* what i'm trying to do is fix a board panel for the game according to the dimensions of the it,hold every square in an array in order to use it after wherever it;s needed. I draw each little square of it with the method draw and put it back to the panel. So, each square on the board is a panel. This is the idea. But as u can see. There are troubles/errors on it. EDIT: code updated. just found a part of the problem. i thought first that i had set background to squared, but i didnt. with this one it appears on the panel a wide black "column". Unfortunately,still none squares. :( One More EDIT: Also,i realized that draw method is never called. when i put the draw method in the following method i can see the squares but they remain small. I redefine them with setSize but still no change. /** *Method used to construct the square in the area of the *gui's grid. In this stage a GUISquare array is being constructed, * used in the whole game as *a mean of changing a square graphical state. *@param squares is the squares array from whom the gui grid will be *constructed. *@see getSquare about the correspondance beetween a squareModel and * a GUISquare. */ private void initBoardPanel(SquareModel[][] squares){ BoardPanel.setLayout(new GridLayout(height ,width )); //set layout SquareRenderer[][] Squares; JPanel[][] grid; Squares=new GUISquare[height][width()]; grid=new JPanel[height()][width()]; for (int i=0; i<height(); i++){ for (int j=0; j<width() ; j++){ grid[i][j] = new JPanel( ); SquareRenderer kout=new SquareRenderer(i,j); koutaki.setSquare(myGame.getSquares()[i][j]); if (myGame.getSquares()[i][j] instanceof SimpleSquareModel){ kout.draw(i,j,"");} else { kout.draw(i,j); } kout.setVisible(true); kout.setBackground(Color.BLACK); kout.setSize(50,50); Squares[i][j]= kout; grid[i][j].setSize(50,50); grid[i][j].setVisible(true); grid[i][j].setBackground(Color.BLACK); BoardPanel.add(kout); BoardPanel.setVisible(true); BoardPanel.setBackground(Color.WHITE); } } this.add(BoardPanel,BorderLayout.WEST); // this.pack(); //sets appropriate size for frame this.setVisible(true); //makes frame visible } IMPLEMENTED BY SQUARERENDERER: /** * Transformer for Snake/Ladder * <br>This method is used to display a square on the screen. */ public void draw(int i,int j) { JPanel panel = new JPanel(); panel.setLayout(new BorderLayout()); JLabel label1 = new JLabel("Move To"+myGame.getSquares()[i][j].getGoTo()); JLabel label2 = new JLabel(""+myGame.getSquares()[i][j].getSquare()); JSeparator CellSeparator = new JSeparator(orientation); panel.add(CellSeparator); panel.setForeground(Color.ORANGE); panel.add(label2, BorderLayout.NORTH); panel.add(label1, BorderLayout.CENTER); }

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  • Not sure why I'm getting a NullPointerException when creating a Swing component

    - by Alex
    The error occurs when creating the Box object. public void drawBoard(Board board){ for(int row = 0; row < 8; row++){ for(int col = 0; col < 8; col++){ Box box = new Box(board.getSquare(col, row).getColour(), col, row); squarePanel[col][row].add(box); } } Board is given from the Game constructor here (another class): public Game() throws Throwable{ View graphics = new View(); board = new Board(); board.setDefault(); graphics.drawBoard(board); } The Board constructor looks like this: public Board(){ grid = new Square[COLUMNS][ROWS]; for(int row = 0; row < 8; row++){ for(int col = 0; col < 8; col++){ grid[col][row] = new Square(this); } } for(int row = 0; row < 8; row++){ for(int col = 0; col < 4; col++){ int odd = 2*col + 1; int even = 2*col; getSquare(odd, row).setColour(Color.BLACK); getSquare(even, row).setColour(Color.WHITE); } } } And finally the Box class: class Box extends JComponent{ Color boxColour; int col, row; public Box(Color boxColour, int col, int row){ this.boxColour = boxColour; this.col = col; this.row = row; repaint(); } public void paint(Graphics drawBox){ drawBox.setColor(boxColour); drawBox.drawRect(50*col, 50*row, 50, 50); drawBox.fillRect(50*col, 50*row, 50, 50); } } So while looping through the array, it uses the two integers as coordinates to create the Box. The coordinates are referenced and then repaint() is run. The box also gets the colour, using the two integers, from the Square in the Board class. Since the colour is already set, before the drawBoard(board) method is run, that shouldn't be a problem, right? Exception in thread "main" java.lang.NullPointerException at View.drawBoard(View.java:38) at Game.<init>(Game.java:21) at Game.main(Game.java:14) The relevant part of Square import java.awt.Color; public class Square { private Piece piece; private Board board; private Color squareColour; public Square(Board board){ this.board = board; } public void setColour(Color squareColour){ this.squareColour = squareColour; } public Color getColour(){ return squareColour; }

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  • Is white the best base color to start with when planning to shade sprites within Unity?

    - by SpartanDonut
    I'm looking into prototyping a game in Unity which will consist of solid square sprites / tiles. I figure I can represent different types of objects with different colors for each of the tiles in the game. I figure that I can import a single square sprite and shade it appropriately in Unity as opposed to imported squares of many different colors. My experience with adjusting the hue and saturation within Photoshop shows that white is not an easy color to change as things that are white often stay white. My testing in Unity shows that I can change the "color" of a sprite to anything other than white and the sprite is seemingly shaded appropriately, despite what I would have thought given my Photoshop experience. Since white objects do seem to take on the appropriate color shading when changed within Unity my gut tells me that this is the best base color to begin with, meaning that I can import a single white square sprite and simply adjust the color to represent different objects and object states. Is a white sprite actually the best color sprite to begin with and why does something like this work in Unity as opposed to adjusting the hue and saturation within Photoshop?

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  • SDL_DisplayFormat works, but not SDL_DisplayFormatAlpha

    - by Bounderby
    The following code is intended to display a green square on a black background. It executes, but the green square does not show up. However, if I change SDL_DisplayFormatAlpha to SDL_DisplayFormat the square is rendered correctly. So what don't I understand? It seems to me that I am creating *surface with an alpha mask and I am using SDL_MapRGBA to map my green color, so it would be consistent to use SDL_DisplayFormatAlpha as well. (I removed error-checking for clarity, but none of the SDL API calls fail in this example.) #include <SDL.h> int main(int argc, const char *argv[]) { SDL_Init( SDL_INIT_EVERYTHING ); SDL_Surface *screen = SDL_SetVideoMode( 640, 480, 32, SDL_HWSURFACE | SDL_DOUBLEBUF ); SDL_Surface *temp = SDL_CreateRGBSurface( SDL_HWSURFACE, 100, 100, 32, 0, 0, 0, ( SDL_BYTEORDER == SDL_BIG_ENDIAN ? 0x000000ff : 0xff000000 ) ); SDL_Surface *surface = SDL_DisplayFormatAlpha( temp ); SDL_FreeSurface( temp ); SDL_FillRect( surface, &surface->clip_rect, SDL_MapRGBA( screen->format, 0x00, 0xff, 0x00, 0xff ) ); SDL_Rect r; r.x = 50; r.y = 50; SDL_BlitSurface( surface, NULL, screen, &r ); SDL_Flip( screen ); SDL_Delay( 1000 ); SDL_Quit(); return 0; }

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  • Wikipedia A* pathfinding algorithm takes a lot of time

    - by Vee
    I've successfully implemented A* pathfinding in C# but it is very slow, and I don't understand why. I even tried not sorting the openNodes list but it's still the same. The map is 80x80, and there are 10-11 nodes. I took the pseudocode from here Wikipedia And this is my implementation: public static List<PGNode> Pathfind(PGMap mMap, PGNode mStart, PGNode mEnd) { mMap.ClearNodes(); mMap.GetTile(mStart.X, mStart.Y).Value = 0; mMap.GetTile(mEnd.X, mEnd.Y).Value = 0; List<PGNode> openNodes = new List<PGNode>(); List<PGNode> closedNodes = new List<PGNode>(); List<PGNode> solutionNodes = new List<PGNode>(); mStart.G = 0; mStart.H = GetManhattanHeuristic(mStart, mEnd); solutionNodes.Add(mStart); solutionNodes.Add(mEnd); openNodes.Add(mStart); // 1) Add the starting square (or node) to the open list. while (openNodes.Count > 0) // 2) Repeat the following: { openNodes.Sort((p1, p2) => p1.F.CompareTo(p2.F)); PGNode current = openNodes[0]; // a) We refer to this as the current square.) if (current == mEnd) { while (current != null) { solutionNodes.Add(current); current = current.Parent; } return solutionNodes; } openNodes.Remove(current); closedNodes.Add(current); // b) Switch it to the closed list. List<PGNode> neighborNodes = current.GetNeighborNodes(); double cost = 0; bool isCostBetter = false; for (int i = 0; i < neighborNodes.Count; i++) { PGNode neighbor = neighborNodes[i]; cost = current.G + 10; isCostBetter = false; if (neighbor.Passable == false || closedNodes.Contains(neighbor)) continue; // If it is not walkable or if it is on the closed list, ignore it. if (openNodes.Contains(neighbor) == false) { openNodes.Add(neighbor); // If it isn’t on the open list, add it to the open list. isCostBetter = true; } else if (cost < neighbor.G) { isCostBetter = true; } if (isCostBetter) { neighbor.Parent = current; // Make the current square the parent of this square. neighbor.G = cost; neighbor.H = GetManhattanHeuristic(current, neighbor); } } } return null; } Here's the heuristic I'm using: private static double GetManhattanHeuristic(PGNode mStart, PGNode mEnd) { return Math.Abs(mStart.X - mEnd.X) + Math.Abs(mStart.Y - mEnd.Y); } What am I doing wrong? It's an entire day I keep looking at the same code.

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  • Display ñ on a C# .NET application

    - by mmr
    I have a localization issue. One of my industrious coworkers has replaced all the strings throughout our application with constants that are contained in a dictionary. That dictionary gets various strings placed in it once the user selects a language (English by default, but target languages are German, Spanish, French, Portuguese, Mandarin, and Thai). For our test of this functionality, we wanted to change a button to include text which has a ñ character, which appears both in Spanish and in the Arial Unicode MS font (which we're using throughout the application). Problem is, the ñ is appearing as a square block, as if the program did not know how to display it. When I debug into that particular string being read from disk, the debugger reports that character as a square block as well. So where is the failure? I think it could be in a few places: 1) Notepad may not be unicode aware, so the ñ displayed there is not the same as what vs2008 expects, and so the program interprets the character as a square (EDIT: notepad shows the same characters as vs; ie, they both show the ñ. In the same place.). 2) vs2008 can't handle ñ. I find that very, very hard to believe. 3) The text is read in properly, but the default font for vs2008 can't display it, which is why the debugger shows a square. 4) The text is not read in properly, and I should use something other than a regular StreamReader to get strings. 5) The text is read in properly, but the default String class in C# doesn't handle ñ well. I find that very, very hard to believe. 6) The version of Arial Unicode MS I have doesn't have ñ, despite it being listed as one of the 50k characters by http://www.fileinfo.info. Anything else I could have left out? Thanks for any help!

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  • Array of Objects

    - by James
    Complete and utter neophyte to Objective-C and the entire Mac platform so don't flame me please =). Basically I'm trying to create a simple game. The game has a board which I've created a class for and a board is comprised of squares which I also created a class for (board and square respectively). In my view controller I'm trying to instantiate a board and add boardSize^2 squares to said object. board contains an NSMutableArray *squares. I've also created a convenience method which sets an NSNumber *boardSize called initWithDimension. In my touchesBegan handler I have the following: board *game_board = [[board alloc] initWithDimension:10]; int size = [game_board.boardSize intValue]; for(int i = 0; i <= size; i++) { square *s = [[square alloc] init]; [game_board.squares addObject:s]; [s release]; } NSLog(@"%i", size); NSLog(@"%@", [game_board.squares objectAtIndex:0]); ...and I'm getting 10 (as expected) and then (null). This is probably glaringly obvious to an experienced developer, I've just struggled for an hour trying to solve it and have given up. I've tried it without the [s release] as well, same result. I've also imported square.h and board.h. Any ideas what's wrong here? Any other comments on what I'm brutalizing? Thanks.

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  • ActionScript - clicking and determining the sprite's class

    - by TheDarkIn1978
    i'd like to add all or most of my mouse events to stage, but in order to do that i need to be able to tell what is the type of the sprite being clicked. i've added two sprites to the display list, one of which is from a class called Square, the other from a class called Circle. var mySquare:Sprite = new Square(); var myCircle:Sprite = new Circle(); addChild(mySquare); addChild(myCircle); now when i click on these sprites, i'd like to know from which class they are from, or which type of sprite it is. //mousePoint returns mouse coordinates of the stage var myArray:Array = stage.getObjectsUnderPoint(mousePoint()); if (myArray[myArray.length - 1] is Sprite) ... so far i know how to do is determine if it IS a sprite display object, but since i'll only be working with sprites i need something more specific. rather than checking "is Sprite", is there a way i can check "is Square" or "is Circle"? if (myArray[myArray.length - 1] is Square)

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  • split line of text

    - by plys
    Hi all, I was wondering if there is an algorithm to split a line into multiple lines, so that the resulting set of multiple lines fit into a square shape rather than a rectangle. Let me give some examples, Input: Hi this is a really long line. Output: Hi this is a really long line Input: a b c d e f Output: a b c d e f Input: This is really such looooooooooooooooooooong line.This is the end. Output: This is really such looooooooooooooooooooong line This is the end. If you see in the above examples, input line fits into a wide rectangle. But the output more or less fits into a square shape. Essentially what needs to be done here is simply count the number of characters in the line, take the square root of that number. Then put square root number of characters in each line. But in the above example, the splitting needs to be done by respecting word wraps instead of characters. Is there any standard algorithm for this? Any code examples/ pointers would be appreciated!

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  • Find the number of congruent triangles?

    - by avd
    Say I have a square from (0,0) to (z,z). Given a triangle within this square which has integer coordinates for all its vertices. Find out the number of triangles within this square which are congruent to this triangle and have integer coordinates. My algorithm is as follows-- 1) Find out the minimum bounding rectangle(MBR) for the given triangle. 2) Find out the number of congruent triangles, y within that MBR, obtained after reflection, rotation of the given triangle. y can be either 2,4 or 8. 3) Now find out how many such MBR's can be drawn within the given big square, say x; (This is similar to finding number of squares on a chess board) 4) x*y is the required answer. Am I counting some triangles more than once or I am missing something by this algorithm? It is a problem on online judge? It gives me wrong answer. I have thought a lot about it, but I am not able to figure it out.

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  • Override java methods without affecting parent behaviour

    - by Timmmm
    suppose I have this classes (sorry it's kind of hard to think of a simple example here; I don't want any "why would you want to do that?" answers!): class Squarer { public void setValue(int v) { mV = v; } public int getValue() { return mV; } private int mV; public void square() { setValue(getValue() * getValue()); } } class OnlyOddInputsSquarer extends Squarer { @Override public void setValue(int v) { if (v % 2 == 0) { print("Sorry, this class only lets you square odd numbers!") return; } super.setValue(v); } } auto s = new OnlyOddInputsSquarer(); s.setValue(3); s.square(); This won't work. When Squarer.square() calls setValue(), it will go to OnlyOddInputsSquarer.setValue() which will reject all its values (since all squares are even). Is there any way I can override setValue() so that all the functions in Squarer still use the method defined there? PS: Sorry, java doesn't have an auto keyword you haven't heard about! Wishful thinking on my part.

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  • AS3 colorTransform over multiple frames?

    - by user359519
    (Flash Professional, AS3) I'm working on a custom avatar system where you can select various festures and colors. For example, I have 10 hairstyles, and a colorPicker to change the color. mc_myAvatar has 10 frames. Each frame has a movieclip of a different hairstyle (HairStyle1, HairStyle2, etc.) Here's my code: var hairColor:ColorTransform; hairColor = mc_myAvatar.hair.colorLayer.transform.colorTransform; hairColor.color = 0xCCCC00; mc_myAvatar.hair.colorLayer.transform.colorTransform = hairColor; This correctly changes the initial color. I have a "nextHair" button to advance mc_myAvatar.hair to the next frame. When I click the button, I get an error message saying that I have a null object reference. I added a trace, and mc_myAvatar.hair.colorLayer is null on frame 2. Why??? I've clearly named HairStyle2 as "colorLayer" in frame 2. I think the problem is related to me using the same name for different classes/movieclips, but I don't know how to fix the problem... I added a square movieclip below my hairStyle movieclips, named the square "colorLevel", and deleted the name from my hairStyle clips. When I click the next button, the square correctly maintains the color from frame to frame. However, having a square doesn't do me much good. :( I tried converting the hairStyle layer to a mask. Doing this, however, results in yet another "null object" error - mc_myAvatar.hair.colorLayer is null after frame 1. I even tried "spanning" my colorLevel across all frames (no keyframes), thinking that this would give me just one movieclip to work with. No luck. Same error! What's going on, here? Why am I getting these null objects, when they are clearly defined in my movieclip? I'm also open to suggestions on a better way to do multiple frames and colors.

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  • How to egrep the first character in second column?

    - by Steve
    using egrep, how can i print all lastnames start with K or k ??? Jennifer Cowan:548-834-2348:583 Laurel Ave., Kingsville, TX 83745:10/1/35:58900 Lesley Kirstin:408-456-1234:4 Harvard Square, Boston, MA 02133:4/22/62:52600 Jennifer Cowan:548-834-2348:583 Laurel Ave., kingsville, TX 83745:10/1/35:58900 Lesley kirstin:408-456-1234:4 Harvard Square, Boston, MA 02133:4/22/62:52600 William Kopf:846-836-2837:6937 Ware Road, Milton, PA 93756:9/21/46:43500 Arthur Putie:923-835-8745:23 Wimp Lane, Kensington, DL 38758:8/31/69:126000

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  • Are Socket AM2/AM2+ Heatsinks Compatible with Socket AM3 processor?

    - by wag2639
    I bought an Asus Lion Square compatible with a AMD Athlon II X3 435 Socket AM3 processor? I know strictly speaking, the Lion Square specifies AM2 but I'm a little confused since AM2 and AM3 are suppose to be socket compatible (I'm a little confused here as well but I assume it means an AM3 board will support AM2/AM2+ CPUs). However, will there be a problem with chip height and spacing? Or do people have experience asking ASUS for a standoff adapter?

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  • inkscape stroke inaccurate

    - by oshirowanen
    I am trying to add a stroke to a rectangle object, but if I add a 1px stroke, it places it 0.5px outside the edge of the rectangle and 0.5px inside the rectangle. I find this to be annoying when I want an object to be exactly 5px by 5px and it ends up becoming 6px by 6px. Is there a setting anywhere which places the stroke within the rectangle edge so a 5px by 5px square remains a 5px by 5px square. Please help.

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  • What advantage does a 2400x600 dpi printer have over a 1200x1200 dpi printer?

    - by Cygon
    I've seen laser printers with a resolutions of 1200x1200 dpi and, strangely, 2400x600 dpi. As the measure is dots per inch, not Kdots on a page or something (where a higher vertical resolution might make sense because paper is rectangular, not square), I'm wondering what the uneven resolution is good for. Why print one square inch with 2400 dots vertically but only 600 horizontally? Does this look more detailed than 1200 by 1200 dots? Or is it better for textile printing or some other special case?

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  • Are Socket AM2/AM2+ Heatsinks Compatible with Socket AM3 Heatsinks?

    - by wag2639
    I bought an Asus Lion Square compatible with a AMD Athlon II X3 435 Socket AM3 processor? I know strictly speaking, the Lion Square specifies AM2 but I'm a little confused since AM2 and AM3 are suppose to be socket compatible (I'm a little confused here as well but I assume it means an AM3 board will support AM2/AM2+ CPUs). However, will there be a problem with chip height and spacing? Or do people have experience asking ASUS for a standoff adapter?

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  • Word Find - find any highlighted text that starts with a squared bracket

    - by user2953311
    Is there a way to Find highlighted text that ONLY begins with a open square bracket? I've tried using the square bracket as a wildcard, but it won't find any adjoining words. For example, I have a document containing conditional paragraphs, in squared brackets, with the "name" of the paragraph highlighted at the beginning: "[Document to return Thank you for sending the documents requested earlier.]" (the section in bold is highlighted in blue in Word) Is there a way to find "[Document to return"? I hope this makes sense Thanks in advance

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  • jquery animation callback - how to pass parameters to callback

    - by Hans
    I´m building a jquery animation from a multidimensional array, and in the callback of each iteration i would like to use an element of the array. However somehow I always end up with last element of the array instead of all different elements. html: <div id="square" style="background-color: #33ff33; width: 100px; height: 100px; position: absolute; left: 100px;"></div> javascript: $(document).ready(function () { // Array with Label, Left pixels and Animation Lenght (ms) LoopArr = new Array( new Array(['Dog', 50, 500]), new Array(['Cat', 150, 5000]), new Array(['Cow', 200, 1500]) ); $('#square').click(function() { for (x in LoopArr) { $("#square").animate({ left: LoopArr[x][0][1] }, LoopArr[x][0][2], function() { alert (LoopArr[x][0][0]); }); } }); }); ` Current result: Cow, Cow, Cow Desired result: Dog, Cat, Cow How can I make sure the relevant array element is returned in the callback?

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