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  • In HLSL pixel shader , why is SV_POSITION different to other semantics?

    - by tina nyaa
    In my HLSL pixel shader, SV_POSITION seems to have different values to any other semantic I use. I don't understand why this is. Can you please explain it? For example, I am using a triangle with the following coordinates: (0.0f, 0.5f) (0.5f, -0.5f) (-0.5f, -0.5f) The w and z values are 0 and 1, respectively. This is the pixel shader. struct VS_IN { float4 pos : POSITION; }; struct PS_IN { float4 pos : SV_POSITION; float4 k : LOLIMASEMANTIC; }; PS_IN VS( VS_IN input ) { PS_IN output = (PS_IN)0; output.pos = input.pos; output.k = input.pos; return output; } float4 PS( PS_IN input ) : SV_Target { // screenshot 1 return input.pos; // screenshot 2 return input.k; } technique10 Render { pass P0 { SetGeometryShader( 0 ); SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Screenshot 1: http://i.stack.imgur.com/rutGU.png Screenshot 2: http://i.stack.imgur.com/NStug.png (Sorry, I'm not allowed to post images until I have a lot of 'reputation') When I use the first statement (result is first screenshot), the one that uses the SV_POSITION semantic, the result is completely unexpected and is yellow, whereas using any other semantic will produce the expected result. Why is this?

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  • Recover Data Like a Forensics Expert Using an Ubuntu Live CD

    - by Trevor Bekolay
    There are lots of utilities to recover deleted files, but what if you can’t boot up your computer, or the whole drive has been formatted? We’ll show you some tools that will dig deep and recover the most elusive deleted files, or even whole hard drive partitions. We’ve shown you simple ways to recover accidentally deleted files, even a simple method that can be done from an Ubuntu Live CD, but for hard disks that have been heavily corrupted, those methods aren’t going to cut it. In this article, we’ll examine four tools that can recover data from the most messed up hard drives, regardless of whether they were formatted for a Windows, Linux, or Mac computer, or even if the partition table is wiped out entirely. Note: These tools cannot recover data that has been overwritten on a hard disk. Whether a deleted file has been overwritten depends on many factors – the quicker you realize that you want to recover a file, the more likely you will be able to do so. Our setup To show these tools, we’ve set up a small 1 GB hard drive, with half of the space partitioned as ext2, a file system used in Linux, and half the space partitioned as FAT32, a file system used in older Windows systems. We stored ten random pictures on each hard drive. We then wiped the partition table from the hard drive by deleting the partitions in GParted. Is our data lost forever? Installing the tools All of the tools we’re going to use are in Ubuntu’s universe repository. To enable the repository, open Synaptic Package Manager by clicking on System in the top-left, then Administration > Synaptic Package Manager. Click on Settings > Repositories and add a check in the box labelled “Community-maintained Open Source software (universe)”. Click Close, and then in the main Synaptic Package Manager window, click the Reload button. Once the package list has reloaded, and the search index rebuilt, search for and mark for installation one or all of the following packages: testdisk, foremost, and scalpel. Testdisk includes TestDisk, which can recover lost partitions and repair boot sectors, and PhotoRec, which can recover many different types of files from tons of different file systems. Foremost, originally developed by the US Air Force Office of Special Investigations, recovers files based on their headers and other internal structures. Foremost operates on hard drives or drive image files generated by various tools. Finally, scalpel performs the same functions as foremost, but is focused on enhanced performance and lower memory usage. Scalpel may run better if you have an older machine with less RAM. Recover hard drive partitions If you can’t mount your hard drive, then its partition table might be corrupted. Before you start trying to recover your important files, it may be possible to recover one or more partitions on your drive, recovering all of your files with one step. Testdisk is the tool for the job. Start it by opening a terminal (Applications > Accessories > Terminal) and typing in: sudo testdisk If you’d like, you can create a log file, though it won’t affect how much data you recover. Once you make your choice, you’re greeted with a list of the storage media on your machine. You should be able to identify the hard drive you want to recover partitions from by its size and label. TestDisk asks you select the type of partition table to search for. In most cases (ext2/3, NTFS, FAT32, etc.) you should select Intel and press Enter. Highlight Analyse and press enter. In our case, our small hard drive has previously been formatted as NTFS. Amazingly, TestDisk finds this partition, though it is unable to recover it. It also finds the two partitions we just deleted. We are able to change their attributes, or add more partitions, but we’ll just recover them by pressing Enter. If TestDisk hasn’t found all of your partitions, you can try doing a deeper search by selecting that option with the left and right arrow keys. We only had these two partitions, so we’ll recover them by selecting Write and pressing Enter. Testdisk informs us that we will have to reboot. Note: If your Ubuntu Live CD is not persistent, then when you reboot you will have to reinstall any tools that you installed earlier. After restarting, both of our partitions are back to their original states, pictures and all. Recover files of certain types For the following examples, we deleted the 10 pictures from both partitions and then reformatted them. PhotoRec Of the three tools we’ll show, PhotoRec is the most user-friendly, despite being a console-based utility. To start recovering files, open a terminal (Applications > Accessories > Terminal) and type in: sudo photorec To begin, you are asked to select a storage device to search. You should be able to identify the right device by its size and label. Select the right device, and then hit Enter. PhotoRec asks you select the type of partition to search. In most cases (ext2/3, NTFS, FAT, etc.) you should select Intel and press Enter. You are given a list of the partitions on your selected hard drive. If you want to recover all of the files on a partition, then select Search and hit enter. However, this process can be very slow, and in our case we only want to search for pictures files, so instead we use the right arrow key to select File Opt and press Enter. PhotoRec can recover many different types of files, and deselecting each one would take a long time. Instead, we press “s” to clear all of the selections, and then find the appropriate file types – jpg, gif, and png – and select them by pressing the right arrow key. Once we’ve selected these three, we press “b” to save these selections. Press enter to return to the list of hard drive partitions. We want to search both of our partitions, so we highlight “No partition” and “Search” and then press Enter. PhotoRec prompts for a location to store the recovered files. If you have a different healthy hard drive, then we recommend storing the recovered files there. Since we’re not recovering very much, we’ll store it on the Ubuntu Live CD’s desktop. Note: Do not recover files to the hard drive you’re recovering from. PhotoRec is able to recover the 20 pictures from the partitions on our hard drive! A quick look in the recup_dir.1 directory that it creates confirms that PhotoRec has recovered all of our pictures, save for the file names. Foremost Foremost is a command-line program with no interactive interface like PhotoRec, but offers a number of command-line options to get as much data out of your had drive as possible. For a full list of options that can be tweaked via the command line, open up a terminal (Applications > Accessories > Terminal) and type in: foremost –h In our case, the command line options that we are going to use are: -t, a comma-separated list of types of files to search for. In our case, this is “jpeg,png,gif”. -v, enabling verbose-mode, giving us more information about what foremost is doing. -o, the output folder to store recovered files in. In our case, we created a directory called “foremost” on the desktop. -i, the input that will be searched for files. This can be a disk image in several different formats; however, we will use a hard disk, /dev/sda. Our foremost invocation is: sudo foremost –t jpeg,png,gif –o foremost –v –i /dev/sda Your invocation will differ depending on what you’re searching for and where you’re searching for it. Foremost is able to recover 17 of the 20 files stored on the hard drive. Looking at the files, we can confirm that these files were recovered relatively well, though we can see some errors in the thumbnail for 00622449.jpg. Part of this may be due to the ext2 filesystem. Foremost recommends using the –d command-line option for Linux file systems like ext2. We’ll run foremost again, adding the –d command-line option to our foremost invocation: sudo foremost –t jpeg,png,gif –d –o foremost –v –i /dev/sda This time, foremost is able to recover all 20 images! A final look at the pictures reveals that the pictures were recovered with no problems. Scalpel Scalpel is another powerful program that, like Foremost, is heavily configurable. Unlike Foremost, Scalpel requires you to edit a configuration file before attempting any data recovery. Any text editor will do, but we’ll use gedit to change the configuration file. In a terminal window (Applications > Accessories > Terminal), type in: sudo gedit /etc/scalpel/scalpel.conf scalpel.conf contains information about a number of different file types. Scroll through this file and uncomment lines that start with a file type that you want to recover (i.e. remove the “#” character at the start of those lines). Save the file and close it. Return to the terminal window. Scalpel also has a ton of command-line options that can help you search quickly and effectively; however, we’ll just define the input device (/dev/sda) and the output folder (a folder called “scalpel” that we created on the desktop). Our invocation is: sudo scalpel /dev/sda –o scalpel Scalpel is able to recover 18 of our 20 files. A quick look at the files scalpel recovered reveals that most of our files were recovered successfully, though there were some problems (e.g. 00000012.jpg). Conclusion In our quick toy example, TestDisk was able to recover two deleted partitions, and PhotoRec and Foremost were able to recover all 20 deleted images. Scalpel recovered most of the files, but it’s very likely that playing with the command-line options for scalpel would have enabled us to recover all 20 images. These tools are lifesavers when something goes wrong with your hard drive. If your data is on the hard drive somewhere, then one of these tools will track it down! Similar Articles Productive Geek Tips Recover Deleted Files on an NTFS Hard Drive from a Ubuntu Live CDUse an Ubuntu Live CD to Securely Wipe Your PC’s Hard DriveReset Your Ubuntu Password Easily from the Live CDBackup Your Windows Live Writer SettingsAdding extra Repositories on Ubuntu TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Awe inspiring, inter-galactic theme (Win 7) Case Study – How to Optimize Popular Wordpress Sites Restore Hidden Updates in Windows 7 & Vista Iceland an Insurance Job? Find Downloads and Add-ins for Outlook Recycle !

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  • Help on TileMapRenderer

    - by Crypted
    In my project, I'm trying to render a map using TileMapRenderer. But it doesn't show anything when I render it. But when I use some other files from a tutorial they are rendered correctly. When debugging my TileAtlas instance shows the size as 0. I have used Texture Packer UI for packing the images. Comparing with the tutorial's files, I can see that the index starts from 1 in my file and 0 in the tutorial. But changing it to 0 wouldn't work also. map.png format: RGBA8888 filter: Nearest,Nearest repeat: none Map rotate: false xy: 0, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 1 Map rotate: false xy: 32, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 2 Map rotate: false xy: 64, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 3 Map rotate: false xy: 96, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 4 Map rotate: false xy: 128, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 5 Here is the begining of the tmx file. <?xml version="1.0" encoding="UTF-8"?> <map version="1.0" orientation="orthogonal" width="20" height="20" tilewidth="32" tileheight="32"> <tileset firstgid="1" name="a" tilewidth="32" tileheight="32"> <image source="map.png" width="256" height="32"/> </tileset> <layer name="Tile Layer 1" width="20" height="20"> <data> <tile gid="2"/> <tile gid="2"/> Apart from that the tutorial files and my files seems to be similar. Can anyone help me here.

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  • The fastest way to resize images from ASP.NET. And it’s (more) supported-ish.

    - by Bertrand Le Roy
    I’ve shown before how to resize images using GDI, which is fairly common but is explicitly unsupported because we know of very real problems that this can cause. Still, many sites still use that method because those problems are fairly rare, and because most people assume it’s the only way to get the job done. Plus, it works in medium trust. More recently, I’ve shown how you can use WPF APIs to do the same thing and get JPEG thumbnails, only 2.5 times faster than GDI (even now that GDI really ultimately uses WIC to read and write images). The boost in performance is great, but it comes at a cost, that you may or may not care about: it won’t work in medium trust. It’s also just as unsupported as the GDI option. What I want to show today is how to use the Windows Imaging Components from ASP.NET APIs directly, without going through WPF. The approach has the great advantage that it’s been tested and proven to scale very well. The WIC team tells me you should be able to call support and get answers if you hit problems. Caveats exist though. First, this is using interop, so until a signed wrapper sits in the GAC, it will require full trust. Second, the APIs have a very strong smell of native code and are definitely not .NET-friendly. And finally, the most serious problem is that older versions of Windows don’t offer MTA support for image decoding. MTA support is only available on Windows 7, Vista and Windows Server 2008. But on 2003 and XP, you’ll only get STA support. that means that the thread safety that we so badly need for server applications is not guaranteed on those operating systems. To make it work, you’d have to spin specialized threads yourself and manage the lifetime of your objects, which is outside the scope of this article. We’ll assume that we’re fine with al this and that we’re running on 7 or 2008 under full trust. Be warned that the code that follows is not simple or very readable. This is definitely not the easiest way to resize an image in .NET. Wrapping native APIs such as WIC in a managed wrapper is never easy, but fortunately we won’t have to: the WIC team already did it for us and released the results under MS-PL. The InteropServices folder, which contains the wrappers we need, is in the WicCop project but I’ve also included it in the sample that you can download from the link at the end of the article. In order to produce a thumbnail, we first have to obtain a decoding frame object that WIC can use. Like with WPF, that object will contain the command to decode a frame from the source image but won’t do the actual decoding until necessary. Getting the frame is done by reading the image bytes through a special WIC stream that you can obtain from a factory object that we’re going to reuse for lots of other tasks: var photo = File.ReadAllBytes(photoPath); var factory = (IWICComponentFactory)new WICImagingFactory(); var inputStream = factory.CreateStream(); inputStream.InitializeFromMemory(photo, (uint)photo.Length); var decoder = factory.CreateDecoderFromStream( inputStream, null, WICDecodeOptions.WICDecodeMetadataCacheOnLoad); var frame = decoder.GetFrame(0); We can read the dimensions of the frame using the following (somewhat ugly) code: uint width, height; frame.GetSize(out width, out height); This enables us to compute the dimensions of the thumbnail, as I’ve shown in previous articles. We now need to prepare the output stream for the thumbnail. WIC requires a special kind of stream, IStream (not implemented by System.IO.Stream) and doesn’t directlyunderstand .NET streams. It does provide a number of implementations but not exactly what we need here. We need to output to memory because we’ll want to persist the same bytes to the response stream and to a local file for caching. The memory-bound version of IStream requires a fixed-length buffer but we won’t know the length of the buffer before we resize. To solve that problem, I’ve built a derived class from MemoryStream that also implements IStream. The implementation is not very complicated, it just delegates the IStream methods to the base class, but it involves some native pointer manipulation. Once we have a stream, we need to build the encoder for the output format, which could be anything that WIC supports. For web thumbnails, our only reasonable options are PNG and JPEG. I explored PNG because it’s a lossless format, and because WIC does support PNG compression. That compression is not very efficient though and JPEG offers good quality with much smaller file sizes. On the web, it matters. I found the best PNG compression option (adaptive) to give files that are about twice as big as 100%-quality JPEG (an absurd setting), 4.5 times bigger than 95%-quality JPEG and 7 times larger than 85%-quality JPEG, which is more than acceptable quality. As a consequence, we’ll use JPEG. The JPEG encoder can be prepared as follows: var encoder = factory.CreateEncoder( Consts.GUID_ContainerFormatJpeg, null); encoder.Initialize(outputStream, WICBitmapEncoderCacheOption.WICBitmapEncoderNoCache); The next operation is to create the output frame: IWICBitmapFrameEncode outputFrame; var arg = new IPropertyBag2[1]; encoder.CreateNewFrame(out outputFrame, arg); Notice that we are passing in a property bag. This is where we’re going to specify our only parameter for encoding, the JPEG quality setting: var propBag = arg[0]; var propertyBagOption = new PROPBAG2[1]; propertyBagOption[0].pstrName = "ImageQuality"; propBag.Write(1, propertyBagOption, new object[] { 0.85F }); outputFrame.Initialize(propBag); We can then set the resolution for the thumbnail to be 96, something we weren’t able to do with WPF and had to hack around: outputFrame.SetResolution(96, 96); Next, we set the size of the output frame and create a scaler from the input frame and the computed dimensions of the target thumbnail: outputFrame.SetSize(thumbWidth, thumbHeight); var scaler = factory.CreateBitmapScaler(); scaler.Initialize(frame, thumbWidth, thumbHeight, WICBitmapInterpolationMode.WICBitmapInterpolationModeFant); The scaler is using the Fant method, which I think is the best looking one even if it seems a little softer than cubic (zoomed here to better show the defects): Cubic Fant Linear Nearest neighbor We can write the source image to the output frame through the scaler: outputFrame.WriteSource(scaler, new WICRect { X = 0, Y = 0, Width = (int)thumbWidth, Height = (int)thumbHeight }); And finally we commit the pipeline that we built and get the byte array for the thumbnail out of our memory stream: outputFrame.Commit(); encoder.Commit(); var outputArray = outputStream.ToArray(); outputStream.Close(); That byte array can then be sent to the output stream and to the cache file. Once we’ve gone through this exercise, it’s only natural to wonder whether it was worth the trouble. I ran this method, as well as GDI and WPF resizing over thirty twelve megapixel images for JPEG qualities between 70% and 100% and measured the file size and time to resize. Here are the results: Size of resized images   Time to resize thirty 12 megapixel images Not much to see on the size graph: sizes from WPF and WIC are equivalent, which is hardly surprising as WPF calls into WIC. There is just an anomaly for 75% for WPF that I noted in my previous article and that disappears when using WIC directly. But overall, using WPF or WIC over GDI represents a slight win in file size. The time to resize is more interesting. WPF and WIC get similar times although WIC seems to always be a little faster. Not surprising considering WPF is using WIC. The margin of error on this results is probably fairly close to the time difference. As we already knew, the time to resize does not depend on the quality level, only the size does. This means that the only decision you have to make here is size versus visual quality. This third approach to server-side image resizing on ASP.NET seems to converge on the fastest possible one. We have marginally better performance than WPF, but with some additional peace of mind that this approach is sanctioned for server-side usage by the Windows Imaging team. It still doesn’t work in medium trust. That is a problem and shows the way for future server-friendly managed wrappers around WIC. The sample code for this article can be downloaded from: http://weblogs.asp.net/blogs/bleroy/Samples/WicResize.zip The benchmark code can be found here (you’ll need to add your own images to the Images directory and then add those to the project, with content and copy if newer in the properties of the files in the solution explorer): http://weblogs.asp.net/blogs/bleroy/Samples/WicWpfGdiImageResizeBenchmark.zip WIC tools can be downloaded from: http://code.msdn.microsoft.com/wictools To conclude, here are some of the resized thumbnails at 85% fant:

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  • Poor System performance on my machine running Ubuntu 12.04(Beta 2 updated to the present moment)

    - by Mohammad Kamil Nadeem
    Why is it that my system dies when multitasking(it is happening from 11.10) on Ubuntu11.10(Unity), Kubuntu 11.10(KDE) and Deepin Linux which is based on 11.10(Gnome-Shell) The thing is that I thought with 12.04 I would get performance like I used to get on 11.04 on which everything used to run fine without any lag or hiccups. The same lagging(Browser starts to stutter, increased delay in the launching of dash and applications)is happening on 12.04 http://i.imgur.com/YChKB.png and http://i.imgur.com/uyXLA.png . I believe that my system configuration is sufficient for running Ubuntu as you can check here http://paste.ubuntu.com/929734/ . I had the Google voice and chat plugin installed on 12.04 so someone suggested that I should remove that and see if the performance improves but no such respite(I am having this on multiple operating system based on Ubuntu 11.10 as I have mentioned above). On a friends suggestion Ran Memory Test through Partition Magic and my system passed that fine. One thing more that I would like to know is that why when I have 2Gb Ram and 2.1GB swap does my system starts lag and run poorly when Ram consumption goes 500+. If you require anymore information I will gladly provide it.

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  • How to implement jquery and Mootools together ?

    - by Avi Kumar Manku
    I am developing a website in which I am implementing two slider for images gallery using one with jQuery and one with moottools. But there is problem in implementing these because when I use both together the jQuery slider doesn't works where mootools slider works. jQuery slider works in case where I remove mootools. What should I do to implement both sliders together? Any suggestions will be helpful. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Tresmode | Footwear &amp; Accessories</title> <script type="text/javascript" src="js/jquery-1.5.min.js"></script> <script src="js/jquery.easing.1.3.js" type="text/javascript"></script> <script src="js/jquery.slideviewer.1.2.js" type="text/javascript"></script> <!-- Syntax hl --> <script src="js/jquery.syntax.min.js" type="text/javascript" charset="utf-8"></script> <script type="text/javascript"> $(window).bind("load", function() { $("div#mygaltop").slideView({toolTip: true, ttOpacity: 0.5}); $("div#mygalone").slideView(); //if leaved blank performs the default kind of animation (easeInOutExpo, 750) $("div#mygaltwo").slideView({ easeFunc: "easeInOutBounce", easeTime: 2200, toolTip: true }); $("div#mygalthree").slideView({ easeFunc: "easeInOutSine", easeTime: 100, uiBefore: true, ttOpacity: 0.5, toolTip: true }); }); $(function(){ $.syntax({root: 'http://www.gcmingati.net/wordpress/wp-content/themes/giancarlo-mingati/js/jquery-syntax/'}); }); </script> <link href="css/style.css" rel="stylesheet" type="text/css" /> <link href="css/product.css" rel="stylesheet" type="text/css" /> <link href="css/scroll.css" rel="stylesheet" type="text/css" /> <!--[if lte IE 8]> <link href="css/ieonly.css" rel="stylesheet" type="text/css" /> <![endif]--> <script language="javascript" type="text/javascript" src="js/mootools-1.2-core.js"></script> <script language="javascript" type="text/javascript" src="js/mootools-1.2-more.js"></script> <script language="javascript" type="text/javascript" src="js/SlideItMoo.js"></script> <script language="javascript" type="text/javascript"> window.addEvent('domready', function(){ /* thumbnails example , links only */ new SlideItMoo({itemsVisible:5, // the number of thumbnails that are visible currentElement: 0, // the current element. starts from 0. If you want to start the display with a specific thumbnail, change this thumbsContainer: 'thumbs', elementScrolled: 'thumb_container', overallContainer: 'gallery_container'}); /* thumbnails example , div containers */ new SlideItMoo({itemsVisible:5, // the number of thumbnails that are visible currentElement: 0, // the current element. starts from 0. If you want to start the display with a specific thumbnail, change this thumbsContainer: 'thumbs2', elementScrolled: 'thumb_container2', overallContainer: 'gallery_container2'}); /* banner rotator example */ new SlideItMoo({itemsVisible:1, // the number of thumbnails that are visible showControls:0, // show the next-previous buttons autoSlide:2500, // insert interval in milliseconds currentElement: 0, // the current element. starts from 0. If you want to start the display with a specific thumbnail, change this transition: Fx.Transitions.Bounce.easeOut, thumbsContainer: 'banners', elementScrolled: 'banner_container', overallContainer: 'banners_container'}); }); </script> </head> <body> <div id="landing"> <!-- landing page menu --> <div id="landing_menu"> <ul> <li><a class="active" href="#">SPECIALS</a></li> <li><a href="#">SHOP MEN'S</a></li> <li class="none"><a class="none" href="#">SHOP WOMEN'S</a></li> </ul> </div> <!-- landing page menu --> <!-- loading container menu --> <div id="container_part"> <div id="big_image_slider"> <!-- <img src="images/briteloves.png" alt="Britelove" /> --> <div id="mygaltop" class="svw"> <ul> <li><img alt="Tresmode | Footwear &amp; Accessories" src="images/briteloves.png" /></li> <li><img alt="Tresmode | Footwear &amp; Accessories" src="images/1.jpg" /></li> <li><img alt="Tresmode | Footwear &amp; Accessories" src="images/2.jpg" /></li> <li><img alt="Tresmode | Footwear &amp; Accessories" src="images/3.jpg" /></li> <li><img alt="Tresmode | Footwear &amp; Accessories" src="images/4.jpg" /></li> <li><img alt="Tresmode | Footwear &amp; Accessories" src="images/5.jpg" /></li> <li><img alt="Tresmode | Footwear &amp; Accessories" src="images/6.jpg" /></li> <li><img alt="Tresmode | Footwear &amp; Accessories" src="images/7.jpg" /></li> <li><img alt="Tresmode | Footwear &amp; Accessories" src="images/8.jpg" /></li> <li><img alt="Tresmode | Footwear &amp; Accessories" src="images/9.jpg" /></li> <li><img alt="Tresmode | Footwear &amp; Accessories" src="images/10.jpg" /></li> <li><img alt="Tresmode | Footwear &amp; Accessories" src="images/11.jpg" /></li> <li><img alt="Tresmode | Footwear &amp; Accessories" src="images/12.jpg" /></li> </ul> </div> </div> <div class="new_style_banner"><img src="images/new_styles.png" alt="new style" /></div> <div class="new_style_banner"><img src="images/ford-super-models.png" alt="ford super models" /></div> </div> <!--- loading container menu --> <!-- footer scrool ---> <div id="footer_scroll"> <!--thumbnails slideshow begin--> <div id="gallery_container"> <div id="thumb_container"> <div id="thumbs"> <a href="gallery/full/DC080302018.jpg" rel="lightbox[galerie]" target="_blank"><img src="gallery/thumb/1.jpg"/></a> <a href="gallery/full/DC080302028.jpg" rel="lightbox[galerie]" target="_blank"><img src="gallery/thumb/2.jpg" /></a> <a href="gallery/full/DC080302030.jpg" rel="lightbox[galerie]" target="_blank"><img src="gallery/thumb/3.jpg"/></a> <a href="gallery/full/DC080302018.jpg" rel="lightbox[galerie]" target="_blank"><img src="gallery/thumb/4.jpg" /></a> <a href="gallery/full/DC080302028.jpg" rel="lightbox[galerie]" target="_blank"><img src="gallery/thumb/5.jpg" /></a> <a href="gallery/full/DC080302030.jpg" rel="lightbox[galerie]" target="_blank"><img src="gallery/thumb/6.jpg"/></a> <a href="gallery/full/DC080302018.jpg" rel="lightbox[galerie]" target="_blank"><img src="gallery/thumb/1.jpg"/></a> <a href="gallery/full/DC080302028.jpg" rel="lightbox[galerie]" target="_blank"><img src="gallery/thumb/2.jpg" /></a> <a href="gallery/full/DC080302030.jpg" rel="lightbox[galerie]" target="_blank"><img src="gallery/thumb/7.jpg"/></a> <a href="gallery/full/DC080302018.jpg" rel="lightbox[galerie]" target="_blank"><img src="gallery/thumb/8.jpg" /></a> <a href="gallery/full/DC080302028.jpg" rel="lightbox[galerie]" target="_blank"><img src="gallery/thumb/9.jpg" /></a> <a href="gallery/full/DC080302030.jpg" rel="lightbox[galerie]" target="_blank"><img src="gallery/thumb/10.jpg"/></a> </div> </div> </div> <!--thumbnails slideshow end--> </div> <!-- foooter scrooll --> </div> <script type="text/javascript"> var gaJsHost = (("https:" == document.location.protocol) ? "https://ssl." : "http://www."); document.write(unescape("%3Cscript src='" + gaJsHost + "google-analytics.com/ga.js' type='text/javascript'%3E%3C/script%3E")); </script> <script type="text/javascript"> var pageTracker = _gat._getTracker("UA-2064812-2"); pageTracker._initData(); pageTracker._trackPageview(); </script> </body> </html>

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  • How do I compile a Wikipedia lens and install?

    - by user49523
    I read a tutorial about how to compile and install a Wikipedia lens, but it didn't work. The tutorial sounds easy - i just copied and pasted to the file that was suppose to edit. I have tried some times and here are 2 edits edit 1: import logging import optparse import gettext from gettext import gettext as _ gettext.textdomain('wikipedia') from singlet.lens import SingleScopeLens, IconViewCategory, ListViewCategory from wikipedia import wikipediaconfig import urllib2 import simplejson class WikipediaLens(SingleScopeLens): wiki = "http://en.wikipedia.org" def wikipedia_query(self,search): try: search = search.replace(" ", "|") url = ("%s/w/api.php?action=opensearch&limit=25&format=json&search=%s" % (self.wiki, search)) results = simplejson.loads(urllib2.urlopen(url).read()) print "Searching Wikipedia" return results[1] except (IOError, KeyError, urllib2.URLError, urllib2.HTTPError, simplejson.JSONDecodeError): print "Error : Unable to search Wikipedia" return [] class Meta: name = 'Wikipedia' description = 'Wikipedia Lens' search_hint = 'Search Wikipedia' icon = 'wikipedia.svg' search_on_blank=True # TODO: Add your categories articles_category = ListViewCategory("Articles", "dialog-information-symbolic") def search(self, search, results): for article in self.wikipedia_query(search): results.append("%s/wiki/%s" % (self.wiki, article), "http://upload.wikimedia.org/wikipedia/commons/6/63/Wikipedia-logo.png", self.articles_category, "text/html", article, "Wikipedia Article", "%s/wiki/%s" % (self.wiki, article)) pass edit 2: import urllib2 import simplejson import logging import optparse import gettext from gettext import gettext as _ gettext.textdomain('wikipediaa') from singlet.lens import SingleScopeLens, IconViewCategory, ListViewCategory from wikipediaa import wikipediaaconfig class WikipediaaLens(SingleScopeLens): wiki = "http://en.wikipedia.org" def wikipedia_query(self,search): try: search = search.replace(" ", "|") url = ("%s/w/api.php?action=opensearch&limit=25&format=json&search=%s" % (self.wiki, search)) results = simplejson.loads(urllib2.urlopen(url).read()) print "Searching Wikipedia" return results[1] except (IOError, KeyError, urllib2.URLError, urllib2.HTTPError, simplejson.JSONDecodeError): print "Error : Unable to search Wikipedia" return [] def search(self, search, results): for article in self.wikipedia_query(search): results.append("%s/wiki/%s" % (self.wiki, article), "http://upload.wikimedia.org/wikipedia/commons/6/63/Wikipedia-logo.png", self.articles_category, "text/html", article, "Wikipedia Article", "%s/wiki/%s" % (self.wiki, article)) pass class Meta: name = 'Wikipedia' description = 'Wikipedia Lens' search_hint = 'Search Wikipedia' icon = 'wikipedia.svg' search_on_blank=True # TODO: Add your categories articles_category = ListViewCategory("Articles", "dialog-information-symbolic") def search(self, search, results): # TODO: Add your search results results.append('https://wiki.ubuntu.com/Unity/Lenses/Singlet', 'ubuntu-logo', self.example_category, "text/html", 'Learn More', 'Find out how to write your Unity Lens', 'https://wiki.ubuntu.com/Unity/Lenses/Singlet') pass so .. what can i change in the edit ? (if anybody give me the entire edit file edited i will appreciate)

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  • .NET Reflector Pro T-shirt contest - and the winner is...

    - by Laila
    Three weeks ago, I kicked off a T-shirt design contest. We've been eagerly poring over the results and today, it's finally announcement time! Although many of you raced to design some great t-shirts for us, we ended up with a clear winner who came up with a nice design and an original slogan that accurately represents what .NET Reflector Pro lets you do: decompile and debug C# and VB.NET code. So, the winner is... Mandeep Sangha! Mandeep sent us the following awesome design via the Twitter account, mss_10: We liked the combination of detective and superhero elements through the magnifying glass and the slogan. Batman (possibly the most eminent of detective-superheroes?) would be proud to wear this under his suit. Mandeep will become the happy owner of a free copy of .NET Reflector Pro and an exciting box of Red Gate goodies... as well as a copy of their very own t-shirt once it's been brought to life by our printing shop! The t-shirts will bear the name of their designer, and will be made available at .NET developer events around the world, such as conferences, tradeshows and user group events. Congratulations, Mandeep! We'll be in touch to sort out the details of your prizes. But that wasn't the only great design we received. We chose three runners-up as well: Sam Beauvois: http://twitpic.com/1vvsi9 Sherwin Rice: http://www.greenwaytechno.com/img/tee-1.png Mathieu Grétry: http://blog.section9.be/public/tshirt_reflector_01.png Thanks to you all for taking part in the contest. You'll all receive a free license for .NET Reflector Pro! We'll get in touch with you individually through twitter, so that we can get you your prizes. Keep an eye out for this T-shirt - it'll soon be making its way to an event near you!

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  • difference between Casini [IIS express] and VS Development server or Expression web

    - by anirudha
    MVC3 project can be run within Expression web and Visual studio as opened like a website not a project. they work same even if you open blogengine.net project in VS they take a time when you have more theme but expression web debug them in a second. well because theme design not matter for code. Expression web is a good because they save time for compile the code. even changes we make a little in design nothing in backend code.   i found a little difference between Casini and VS development server that if image putted in wrong way like <img src=”//img.png”/> instead of <img src=”/img.png”/> the error we make // instead of / that’s not worked in Expression web or Visual studio debugging but in Cassini it’s work fine.   Well i found that debug Blogengine.net in Expression web is a great thing because in VS they take a time like a minute to debug when you trying to debug first time. Expression Web save a time when we design themes within them and that’s much good option because web is also maked for design.   Well if you want to debug application faster then use casini but Expression web debugging is a good option when they take a long time to debug in Visual studio and EW debug them in a seconds.

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  • OBIEE 11.1.1 - How to enable HTTP compression and caching in Oracle iPlanet Web Server

    - by Ahmed Awan
    1. To implement HTTP compression / caching, install and configure Oracle iPlanet Web Server 7.0.x for the bi_serverN Managed Servers (refer to document http://docs.oracle.com/cd/E23943_01/web.1111/e16435/iplanet.htm) 2. On the Oracle iPlanet Web Server machine, open the file Administrator's Configuration (obj.conf) for editing. (Guidelines for modifying the obj.conf file is available at http://download.oracle.com/docs/cd/E19146-01/821-1827/821-1827.pdf) 3. Add the following lines in obj.conf file inside <Object name="default"> . </Object> and restart the Oracle iPlanet Web Server machine: #HTTP Caching <If $path =~ '^(.*)\.(jpg|jpeg|gif|png|css|js)$'> ObjectType fn="set-variable" insert-srvhdrs="Expires:$(httpdate($time + 864000))" </If>   <If $path =~ '^(.*)\.(jpg|jpeg|gif|png|css|js)$'> PathCheck fn="set-cache-control" control="public,max-age=864000" </If>   #HTTP Compression   Output fn="insert-filter" filter="http-compression" vary="false" compression-level="9" fragment_size="8096"

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  • How can I bind a custom color to WPF toolkit ColorPicker? [on hold]

    - by tube-builder
    I need to bind the SelectedColor property of ColorPicker to a custom color which is not present in available colors. I created a simple test to show my problem. My xaml: <xctk:ColorPicker SelectedColor="{Binding Path=Test}"></xctk:ColorPicker> Code behind (CurrentStyle.PenColor returns an integer value which equals 13109765): public Color Test { get; set; } public MyClass() { DataContext = this; Test = Color.FromArgb((byte)((CurrentStyle.PenColor >> 24) & 0xFF), (byte)((CurrentStyle.PenColor >> 16) & 0xFF), (byte)((CurrentStyle.PenColor >> 8) & 0xFF), (byte)(CurrentStyle.PenColor & 0xFF)); InitializeComponent(); } And that's how my ColorPicker looks like when the window is loaded (I don't have enough rep to post images so it's just links): http://s22.postimg.org/frzh2fgy9/image.png Though, when I go to Advanced colors I can see that the color has been recognized and set correctly. Here is a pic: http://s13.postimg.org/gjv4cmy07/image.png Hope for your help. Thanks a lot! EDIT I implemented INotifyPropertyChanged, still to no avail. Here's the code: public Color Test { get { return test; } set { if (test != value) { test = value; OnPropertyChanged("Test"); } } } public event PropertyChangedEventHandler PropertyChanged; protected void OnPropertyChanged(string prop) { if (this.PropertyChanged != null) this.PropertyChanged(this, new PropertyChangedEventArgs(prop)); } Maybe I'm doing smth wrong here.

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  • How to correctly export UV coordinates from Blender

    - by KlashnikovKid
    Alright, so I'm just now getting around to texturing some assets. After much trial and error I feel I'm pretty good at UV unwrapping now and my work looks good in Blender. However, either I'm using the UV data incorrectly (I really doubt it) or Blender doesn't seem to export the correct UV coordinates into the obj file because the texture is mapped differently in my game engine. And in Blender I've played with the texture panel and it's mapping options and have noticed it doesn't appear to affect the exported obj file's uv coordinates. So I guess my question is, is there something I need to do prior to exporting in order to bake the correct UV coordinates into the obj file? Or something else that needs to be done to massage the texture coordinates for sampling. Or any thoughts at all of what could be going wrong? (Also here is a screen shot of my diffused texture in blender and the game engine. As you can see in the image, I have the same problem with a simple test cube not getting correct uv's either) http://www.digitalinception.net/blenderSS.png http://www.digitalinception.net/gameSS.png

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  • Why is Ubuntu's clock getting slower or faster?

    - by ændrük
    Ubuntu's clock is off by about a half hour: Where do I even start troubleshooting this? It's allegedly being set "automatically from the Internet". How can I verify that "the Internet" knows what time it is? Details Ubuntu has had plenty of time to communicate with the Internet: $ date; uptime Fri May 18 05:56:00 PDT 2012 05:56:00 up 12 days, 10:48, 2 users, load average: 0.61, 0.96, 1.15 This time server I found via a web search does appear to know the correct time: $ date; ntpdate -q north-america.pool.ntp.org Fri May 18 05:56:09 PDT 2012 server 208.38.65.37, stratum 2, offset 1752.625337, delay 0.10558 server 46.166.138.172, stratum 2, offset 1752.648597, delay 0.10629 server 205.189.158.228, stratum 3, offset 1752.672466, delay 0.11829 18 May 05:56:18 ntpdate[29752]: step time server 208.38.65.37 offset 1752.625337 sec There aren't any reported errors related to NTP: $ grep -ic ntp /var/log/syslog 0 After rebooting, the time was automatically corrected and the following appeared in /var/log/syslog: May 18 17:58:12 aux ntpdate[1891]: step time server 91.189.94.4 offset 1838.497277 sec A log of the offset reported by ntpdate reveals that the clock is drifting by about 9 seconds every hour: $ while true; do ntpdate-debian -q | tail -n 1 >> 'drift.log'; sleep 16m; done ^C $ r -e ' attach(read.table("drift.log", header=FALSE)) clock <- as.POSIXct(paste(V1, V2, V3), format="%d %b %H:%M:%S") fit <- lm(V10~clock) png("drift.png") plot(clock, V10, xlab="Clock time", ylab="Time server offset (s)") abline(fit) mtext(sprintf("Drift rate: %.2f s/hr", fit$coefficients[[2]]*3600)) '

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  • Google doesn't seem to update the description or title of my homepage

    - by Dayson
    Before we launched our website, we had set up a "coming soon" page and google picked up the title and description from its contents. So the description in the search results said, "Coming soon! Visit epicwhale.org for updates." It's been a few weeks since we launched our website. We've even created a sitemap and submitted it to google. In the google webmaster panel, the pages have been crawled and all the pages are appearing as expected on google, EXCEPT the homepage which is still not updated! The title and description of the homepage in google search results still says coming soon.. The website I am referring to is textmewidget.com and below are the images of the search result. Google: http://i.imgur.com/vAkJg.png I checked on bing too, but it appears to be fine there. Bing: http://i.imgur.com/Q8O6L.png All other pages seem to be indexed fine on google. I don't even have any crawl errors in my reports. So what seems to be the problem? I've already waited for 2 weeks. Thanks in advance!

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  • How to remove seams from a tile map in 3D?

    - by Grimshaw
    I am using my OpenGL custom engine to render a tilemap made with Tiled, using a well spread tileset from the web. There is nothing fancy going on. I load the TMX file from Tiled and generate vertex arrays and index arrays to render the tilemap. I am rendering this tilemap as a wall in my 3D world, meaning that I move around with a fly camera in my 3D world and at Z=0 there is a plane showing me my tiles. Everything is working correctly but I get ugly seems between the tiles. I've tried orthographic and perspective cameras and with either I found particular sets of parameters for the projection and view matrices where the artifacts did not show, but otherwise they are there 99% of the time in multiple patterns, depending on the zoom and camera parameters like field of view. Here's a screenshot of the artifact being shown: http://i.imgur.com/HNV1g4M.png Here's the tileset I am using (which Tiled also uses and renders correctly): http://i.imgur.com/SjjHK4q.png My tileset has no mipmaps and is set to GL_NEAREST and GL_CLAMP_TO_EDGE values. I've looked around many articles in the internet and nothing helped. I tried uv correction so the uv fall at half of the texel, rather than the end of the texel to prevent interpolating with the neighbour value(which is transparency). I tried debugging with my geometry and I verified that with no texture and a random color in each tile, I don't seem to see any seams. All vertices have integer coordinates, i.e, the first tile is a quad from (0,0) to (1,1) and so on. Tried adding a little offset both to the UV and to the vertices to see if the gaps cease to exist. Disabled multisampling too. Nothing fixed it so far. Thanks.

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  • Clear edged sprite

    - by Ananth
    I am a newbie to cocos2d. I would like make user to draw similar to what a painting brush would do. I am using CCSprite for that. I almost implemented the velocity, color and opacity factors for that tool, but I couldn't get the Sprite to be as clear as it should be. I can draw only in the below image http://i.imgur.com/KBe0L.png which has blunt edges. But I want it to be harder / clear outside edges as in http://i.stack.imgur.com/GrFlv.png. I am getting no idea to make it clear edged. The piece of code Im using is glEnable(GL_BLEND); [brush.texture setAliasTexParameters]; [brush setBlendFunc:(ccBlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}]; [brush visit]; I suspect the problem would be on blending mode. I tried some blending modes, but with no expected results. I am trying this for the past five days and so confused. Can some one help me sort this out? Thanks in advance.

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  • OpenGL ES 2.0 texture distortion on large geometry

    - by Spruce
    OpenGL ES 2.0 has serious precision issues with texture sampling - I've seen topics with a similar problem, but I haven't seen a real solution to this "distorted OpenGL ES 2.0 texture" problem yet. This is not related to the texture's image format or OpenGL color buffers, it seems like it's a precision error. I don't know what specifically causes the precision to fail - it doesn't seem like it's just the size of geometry that causes this distortion, because simply scaling vertex position passed to the the vertex shader does not solve the issue. Here are some examples of the texture distortion: Distorted Texture (on OpenGL ES 2.0): http://i47.tinypic.com/3322h6d.png What the texture normally looks like (also on OpenGL ES 2.0): http://i49.tinypic.com/b4jc6c.png The texture issue is limited to small scale geometry on OpenGL ES 2.0, otherwise the texture sampling appears normal, but the grainy effect gradually worsens the further the vertex data is from the origin of XYZ(0,0,0) These texture issues do not occur on desktop OpenGL (works fine under Windows XP, Windows 7, and Mac OS X) I've only seen the problem occur on Android, iPhone, or WebGL(which is similar to OpenGL ES 2.0) All textures are power of 2 but the problem still occurs Scaling the vertex data - The values of a vertex's X Y Z location are in the range of: -65536 to +65536 floating point I realized this was large, so I tried dividing the vertex positions by 1024 to shrink the geometry and hopefully get more accurate floating point precision, but this didn't fix or lessen the texture distortion issue Scaling the modelview or scaling the projection matrix does not help Changing texture filtering options does not help Disabling mipmapping, or using GL_NEAREST/GL_LINEAR does nothing Enabling/disabling anisotropic does nothing The banding effect still occurs even when using GL_CLAMP Dividing the texture coords passed to the vertex shader and then multiplying them back to the correct values in the fragment shader, also does not work precision highp sampler2D, highp float, highp int - in the fragment or the vertex shader didn't change anything (lowp/mediump did not work either) I'm thinking this problem has to have been solved at one point - Seeing that OpenGL ES 2.0 -based games have been able to render large-scale, highly detailed geometry

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  • How to display/add play button on youtube image ?

    - by Zakir Sajib
    Hi all I am working in one project in wordpress environment and I have the opportunity to work with youtube video, fancybox etc. I have embedded the youtube image from youtube server which is "http://img.youtube.com/vi/0.jpg", now there is no play button shows up on middle of the image as we see usually any youtube videos! I tried to use the following code to get an image on top of the youtube image but it shows bigger picture, i know why <a class="fancybox" href="#video"> <img src="/wp-content/themes/mytheme/images/play_button.png" no-repeat width: 0px height:0px; style="background: url(http://img.youtube.com/vi/<?php echo $youtubeid ; ?>/0.jpg) transparent" width="180" height="150"/> <div id ="video"> // here is my embedded youtube usual code </div> both images shown in 180 x 150 size, but thats not what i want. I want youtube image will be shown in 180 x 150 size and play button image (play_button.png) will be display in middle of the youtube image in small size. Any clue in css or coding in php will be great favour. Thanks in advance.

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  • How to visually "connect" skybox edges with terrain model

    - by David
    I'm working on a simple airplane game where I use skybox cube rendered using disabled depth test. Very close to the bottom side of the skybox is my terrain model. What bothers me is that the terrain is not connected to the skybox bottom. This is not visible while the plane flies low, but as it gets some altitude, the terrain looks smaller because of the perspective. Since the skybox center is always same as the camera position, the skybox moves with the plane, but the terrain goes into the distance. Ok, I think you understand the problem. My question is how to fix it. It's an airplane game so limiting max altitude is not possible. I thought about some way to stretch terrain to always cover whole bottom side of the skybox cube, but that doesn't feel right and I don't even know how would I calculate new terrain dimensions every frame. Here are some screenshot of games where you can clearly see the problem: (oops, I cannot post images yet) darker brown is the skybox bottom here: http://i.stack.imgur.com/iMsAf.png untextured brown is the skybox bottom here: http://i.stack.imgur.com/9oZr7.png

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  • Xmonad Xsession

    - by AntLord
    My user level: noob-ish, so please bear with me I'm running 12.04 LTS. I have installed and, to some extent, configured xmonad 0.10 The "automagically" created xsession for it works fine as it is, but when I login it won't run a startup script I've created and "call from" /usr/share/xsessions/xmonad.desktop, if that's right. I've read pretty much all I could find about .xinitrc and .xsession, I tried that and it somehow messed up the other "sessions", if I'm explaining myself correctly. Had to $unity --reset to have the "main session" working again. Anyway, my question is, how do I autostart xmobar and set a desktop background after login into xmonad's default Xsession? I tried this script, start-xmonad: #!/bin/bash # #I only used one of the following each time I tried, none worked #Also, do I really need the '&'? I know what they're for, but... nitrogen --restore & feh --bg-scale ~/Pictures/picture.png & #Then I want xmobar to start, again do I need the '&'? I know it's for it to run #in the background, but I tried removing the '&' and xmonad still launched xmobar & #Finally, the only thing that seems to work in this script exec xmonad Yes, I made sure I did chomd +x ~/start-xmonad The xmonad.desktop is [Desktop Entry] Name=XMonad Encoding=UTF-8 Comment=Lightweight tiling window manager Exec=/home/myusername/start-xmonad Icon=custom_xmonad_badge.png Type=XSession So, this didn't work, now I'm here. Please help :s thanks

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  • Collision Detection with SAT: False Collision for Diagonal Movement Towards Vertical Tile-Walls?

    - by Macks
    Edit: Problem solved! Big thanks to Jonathan who pointed me in the right direction. Sean describes the method I used in a different thread. Also big thanks to him! :) Here is how I solved my problem: If a collision is registered by my SAT-method, only fire the collision-event on my character if there are no neighbouring solid tiles in the direction of the returned minimum translation vector. I'm developing my first tile-based 2D-game with Javascript. To learn the basics, I decided to write my own "game engine". I have successfully implemented collision detection using the separating axis theorem, but I've run into a problem that I can't quite wrap my head around. If I press the [up] and [left] arrow-keys simultaneously, my character moves diagonally towards the upper left. If he hits a horizontal wall, he'll just keep moving in x-direction. The same goes for [up] and [left] as well as downward-diagonal movements, it works as intended: http://i.stack.imgur.com/aiZjI.png Diagonal movement works fine for horizontal walls, for both left and right-movement However: this does not work for vertical walls. Instead of keeping movement in y-direction, he'll just stop as soon as he "enters" a new tile on the y-axis. So for some reason SAT thinks my character is colliding vertically with tiles from vertical walls: http://i.stack.imgur.com/XBEKR.png My character stops because he thinks that he is colliding vertically with tiles from the wall on the right. This only occurs, when: Moving into top-right direction towards the right wall Moving into top-left direction towards the left wall Bottom-right and bottom-left movement work: the character keeps moving in y-direction as intended. Is this inherited from the way SAT works or is there a problem with my implementation? What can I do to solve my problem? Oh yeah, my character is displayed as a circle but he's actually a rectangular polygon for the collision detection. Thank you very much for your help.

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  • How to display/add play button on youtube image?

    - by Zakir Sajib
    I have embedded the youtube image from youtube server which is "http://img.youtube.com/vi/0.jpg", now there is no play button shows up on middle of the image as we see usually any youtube videos! I tried to use the following code to get an image on top of the youtube image but it shows bigger picture, i know why <a class="fancybox" href="#video"> <img src="/wp-content/themes/mytheme/images/play_button.png" no-repeat width: 0px height:0px; style="background: url(http://img.youtube.com/vi/<?php echo $youtubeid ; ?>/0.jpg) transparent" width="180" height="150"/> <div id ="video"> // here is my embedded youtube usual code </div> both images shown in 180 x 150 size, but thats not what i want. I want youtube image will be shown in 180 x 150 size and play button image (play_button.png) will be display in middle of the youtube image in small size. Any clue in css or coding in php will be great favour.

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  • Get external metadata with streamripper using python script

    - by user72379
    Hi I like using streamripper to rip music from the web. I have a favorite radio station that doesn't have the metadata for the songs, so I have to screen scrape it from its website manually. I created this neat python script in the format that the docs suggest, and linked the address in the GUI for streamriper. But it still doesn't work, any one know how to make it work..? I know it used to work. It gives you a sample here: http://streamripper.sourceforge.net/history.php import http import time import re u = 'SEE IMAGE FOR THIS URL' s = http.Session(0, 0) s.add_headers(h, persistent=1) while 1: c = unicode(s.get(u)) pat = r'class="title"([^<]+)([^<]+)' m = re.search(pat, c) title = m.group(1) artist = m.group(2) print 'TITLE='+title+'\n'+'ARTIST='+artist+'\n.\n' time.sleep(30) [img]http://s11.postimage.org/sok928lsz/urlstream.png[/img] I put the address to the script here: [img]http://s17.postimage.org/4bhmhi4yn/streamripper.png[/img] I've tried putting it in the root of the streamripper application and doing this: lax.py I've even compiled it to a EXE, and tried linking to that.. nothing What am I doing wrong?

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