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  • Closing the gap between strategy and execution with Oracle Business Intelligence 11g

    - by manan.goel(at)oracle.com
    Wikipedia defines strategy as a plan of action designed to achieve a particular goal. An example of this is General Electric's acquisitions and divestiture strategy (plan) designed to propel GE to number 1 or 2 place (goal) in every business segment that it operated in. Execution on the other hand can be defined as the actions taken to getting things done. In GE's case execution will be steps followed for mergers/acquisitions or divestiture. Business press has written extensively about the importance of both strategy and execution in achieving desired business objectives. Perhaps the quote from Thomas Edison says it best - "vision without execution is hallucination". Conversely, it can be said that "execution without vision" is well may be "wishful thinking". Research overwhelmingly point towards the wide gap between strategy and execution. According to a published study, 49% of surveyed executives perceive a gap between their organizations' ability to develop and communicate sound strategies and their ability to implement those strategies. Further, of these respondents, 64% don't have full confidence that their companies will be able to close the gap. Having established the severity and importance of the problem let's talk about the reasons for the strategy-execution gap. The common reasons include: -        Lack of clearly defined goals -        Lack of consistent measure of success -        Lack of ownership -        Lack of alignment -        Lack of communication -        Lack of proper execution -        Lack of monitoring       There are multiple approaches to solving the problem including organizational development practices, technology enablement etc. In most cases a combination of approaches is required to achieve the desired result. For the purposes of this discussion, I'll focus on technology.  Imagine an integrated closed loop technology platform that automates the entire management cycle from defining strategy to assigning ownership to communicating goals to achieving alignment to collaboration to taking actions to monitoring progress and achieving mid course corrections. Besides, for best ROI and lowest TCO such a system should also have characteristics like:  Complete -        Full functionality -        Rich end user access Open -        Any data source -        Any business application -        Any technology stack  Integrated -        Common metadata -        Common security -        Common system management From a capabilities perspective the system should provide the following capabilities: Define -        Strategy -        Objectives -        Ownership -        KPI's Communicate -        Pervasive -        Collaborative -        Role based -        Secure Execute -        Integrated -        Intuitive -        Secure -        Ubiquitous Monitor -        Multiple styles and formats -        Exception based -        Push & Pull Having talked about the business problem and outlined the blueprint for a technology solution, let's talk about how Oracle Business Intelligence 11g can help. Oracle Business Intelligence is a comprehensive business intelligence solution for reporting, ad hoc query and analysis, OLAP, dashboards and scorecards. Oracle's best in class BI platform is based on an architecturally integrated technology foundation that provides a unified end user experience and features a Common Enterprise Information Model, with common security, query request generation and optimization, and system management. The BI platform is ·         Complete - meaning it delivers all modes and styles of BI including reporting, ad hoc query and analysis, OLAP, dashboards and scorecards with a rich end user experience that includes visualization, collaboration, alerts and notifications, search and mobile access. ·         Open - meaning the BI platform integrates with any data source, ETL tool, business application, application server, security infrastructure, portal technology as well as any ODBC compliant third party analytical tool. The suite accesses data from multiple heterogeneous sources--including popular relational and multidimensional data sources and major ERP and CRM applications from Oracle and SAP. ·         Integrated - meaning the BI platform is based on an architecturally integrated technology foundation built on an open, standards based service oriented architecture.  The platform features a common enterprise information model, common security model and a common configuration, deployment and systems management framework. To summarize, Oracle Business Intelligence is a comprehensive, integrated BI platform that lets you define strategy, identify objectives, assign ownership, define KPI's, collaborate, take action, monitor, report and do course corrections all form a single interface and a single system. The platform's integrated metadata model and task based design ensures that the entire workflow from defining strategy to execution to monitoring is completely integrated delivering end to end visibility, transparency and agility. Click here to learn more about Oracle BI 11g. 

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  • GDI+ double buffering in C++

    - by David Titarenco
    I haven't written anything with GDI for a while now (and never with GDI+), and I'm just working on a fun project, but for the life of me, I can't figure out how to double buffer GDI+ void DrawStuff(HWND hWnd) { HDC hdc; HDC hdcBuffer; PAINTSTRUCT ps; hdc = BeginPaint(hWnd, &ps); hdcBuffer = CreateCompatibleDC(hdc); Graphics graphics(hdc); graphics.Clear(Color::Black); // drawing stuff, i.e. bunnies: Image bunny(L"bunny.gif"); graphics.DrawImage(&bunny, 0, 0, bunny.GetWidth(), bunny.GetHeight()); BitBlt(hdc, 0,0, WIDTH , HEIGHT, hdcBuffer, 0,0, SRCCOPY); EndPaint(hWnd, &ps); } The above works (everything renders perfectly), but it flickers. If I change Graphics graphics(hdc); to Graphics graphics(hdcBuffer);, I see nothing (although I should be bitblt'ing the buffer-hWnd hdc at the bottom). My message pipeline is set up properly (WM_PAINT calls DrawStuff), and I'm forcing a WM_PAINT message every program loop by calling RedrawWindow(window, NULL, NULL, RDW_ERASE | RDW_INVALIDATE | RDW_UPDATENOW); I'm probably going about the wrong way to do this, any ideas? The MSDN documentation is cryptic at best.

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  • Actionscript Removing Display Objects

    - by Chunk1978
    i don't understand why none of my display objects are not being removed. when i press the button, i'm expecting a trace and removal of both shapes and the button, but nothing happens: import fl.controls.Button; var shape1:Shape = new Shape(); shape1.name = "Shape1"; shape1.graphics.lineStyle(4, 0x000000); shape1.graphics.beginFill(0x000055, 0.5); shape1.graphics.drawRoundRect(50, 50, 100, 75, 20, 30); shape1.graphics.endFill(); addChild(shape1); var shape2:Shape = new Shape(); shape2.name = "Shape2"; shape2.graphics.lineStyle(4, 0xFFFF99); shape2.graphics.beginFill(0x550000, 0.5); shape2.graphics.drawRoundRect(100, 75, 200, 175, 50, 10); shape2.graphics.endFill(); addChild(shape2); button1.addEventListener(MouseEvent.CLICK, pushButton); function pushButton(evt:MouseEvent):void { for(var amount:int = numChildren; amount == 0; amount--) { trace(amount); var disObj:DisplayObject = getChildAt(amount); trace("Removing " + disObj.name); removeChildAt(amount); } }

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  • Printing Images C# Overlapping Wrong

    - by Alen
    I have created a program much like Photoshop in the sense that you can place images (picture box) on a control, move them around, delete them, and so on... I have also managed to put together a method to print all the images on the control with no problems. But here is the weird part: When I click print, the program prints the image which was placed first, on top of the image which came second. On the screen the user can see the image which was placed second, on top of the first placed image (the way it should be) but when I print its opposite? I have no idea why it does this... I hope I've made my self as clear as possible, any help is appreciated! public void printToGraphics(Graphics graphics, Rectangle bounds) { graphics.TextRenderingHint = System.Drawing.Text.TextRenderingHint.ClearTypeGridFit; graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality; graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality; Bitmap bitmap = new Bitmap(newLabel.Width, newLabel.Height); newLabel.DrawToBitmap(bitmap, newLabel.DisplayRectangle); Rectangle target = new Rectangle(0, 0, bounds.Width, bounds.Height); target.Height = bitmap.Height; target.Width = bitmap.Width; graphics.PageUnit = GraphicsUnit.Display; graphics.DrawImage(bitmap,target); } void printDoc_PrintPage(object sender, PrintPageEventArgs e) { printToGraphics(e.Graphics, e.MarginBounds); }

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  • How do I set the dimensions of a custom component defined in an ActionScript class?

    - by user339681
    I'm trying to set the height of a vertical bar (activityBar) but it does not appear to do anything. i have tried something similar with the whole component, but setting the dimensions does nothing (even in the mxml used to instantiate the class). Indeed, I've added transparent graphics just to give the component some dimensions I'm not sure what I'm doing wrong. It's something bad though; my approach seems dire. FYI: I'm trying to create a mic activity bar that will respond to the mic by simply setting the height of the activityBar child (which seems to me to be more efficient than redrawing the graphics each time). Thanks for your help! package components { import mx.core.UIComponent; public class MicActivityBar extends UIComponent { public var activityBar:UIComponent; // Constructor public function MicActivityBar() { super(); this.opaqueBackground = 0xcc4444; graphics.beginFill(0xcccccc, 0); graphics.drawRect(0,-15,5,30); graphics.endFill();// background for bar activityBar = new UIComponent(); activityBar.graphics.beginFill(0xcccccc, 0.8); activityBar.graphics.drawRect(0,-15,5,20); activityBar.graphics.endFill(); activityBar.height=10; addChild(activityBar); } } }

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  • Secondary monitor bug: a problem in WPF or in the graphics driver?

    - by emddudley
    I have discovered a strange bug with my WPF application and I am trying to determine whether it is a problem with WPF or my graphics driver so that I can report it to the appropriate company. I have a Quadro FX 1700 with the latest drivers (197.54) on a Windows XP system, running a .NET 3.5 SP1 application. I have dual monitors, and when I maximize then minimize a child window of the main window on my primary monitor, the child window gets drawn on the secondary monitor as well. It appears in both places. I made a sample application (code is below) which induces this behavior. Start the application and ensure the main window is on your primary monitor. Double-click the main window. A green child window should appear. Click the green child window to maximize. Click the green child window to minimize. Can anyone else reproduce this problem? On my system the green child restores, but then it's drawn on both my primary and secondary monitors, rather than just the primary monitor. App.xaml <Application xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" x:Class="DualMonitorBug.App" StartupUri="Shell.xaml" /> App.xaml.cs using System.Windows; namespace DualMonitorBug { public partial class App : Application { } } Shell.xaml <Window xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" x:Class="DualMonitorBug.Shell" Title="Shell" Height="480" Width="640" MouseDoubleClick="ShowDialog" /> Shell.xaml.cs using System.Windows; using System.Windows.Input; namespace DualMonitorBug { public partial class Shell : Window { public Shell() { InitializeComponent(); } private void ShowDialog(object sender, MouseButtonEventArgs e) { DialogWindow dialog = new DialogWindow(); dialog.Owner = this; dialog.Show(); } } } DialogWindow.xaml <Window xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" x:Class="DualMonitorBug.DialogWindow" Title="Dialog Window" Height="240" Width="320" AllowsTransparency="True" Background="Green" MouseLeftButtonDown="ShowHideDialog" WindowStyle="None" /> DialogWindow.xaml.cs using System.Windows; using System.Windows.Input; namespace DualMonitorBug { public partial class DialogWindow : Window { public DialogWindow() { InitializeComponent(); } private void ShowHideDialog(object sender, MouseButtonEventArgs e) { this.WindowState = (this.WindowState == WindowState.Normal) ? WindowState.Maximized : WindowState.Normal; } } }

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  • Navigating Libgdx Menu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

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  • Odd "Object reference not set to an instance of an object" involving xWinForms

    - by Kyle
    Hey, I've been trying to get the xWinForms 3.0 library (a library with forms support in xna) working with my C# XNA Game project but I keep getting the same problem. I add the reference to my project, put in the using statement, declare a formCollection variable and then I try to initialize it. whenever I run the project I get stopped on this line: formCollection = new FormCollection(this.Window, Services, ref graphics); it gives me the error: " System.NullReferenceException was unhandled Message="Object reference not set to an instance of an object." Source="Microsoft.Xna.Framework" StackTrace: at Microsoft.Xna.Framework.Graphics.VertexShader..ctor(GraphicsDevice graphicsDevice, Byte[] shaderCode) at Microsoft.Xna.Framework.Graphics.SpriteBatch.ConstructPlatformData() at Microsoft.Xna.Framework.Graphics.SpriteBatch..ctor(GraphicsDevice graphicsDevice) at xWinFormsLib.FormCollection..ctor(GameWindow window, IServiceProvider services, GraphicsDeviceManager& graphics) at GameSolution.Game2.LoadContent() in C:\Users\Owner\Documents\School\Year 3\Winter\Soen 390\TeamWTF_3\SourceCode\GameSolution\GameSolution\Game2.cs:line 45 at Microsoft.Xna.Framework.Game.Initialize() at GameSolution.Game2.Initialize() in C:\Users\Owner\Documents\School\Year 3\Winter\Soen 390\TeamWTF_3\SourceCode\GameSolution\GameSolution\Game2.cs:line 37 at Microsoft.Xna.Framework.Game.Run() at GameSolution.Program.Main(String[] args) in C:\Users\Owner\Documents\School\Year 3\Winter\Soen 390\TeamWTF_3\SourceCode\GameSolution\GameSolution\Program.cs:line 14 InnerException: " In a project I downloaded that used the xWinForms, I put the following code in and it compiled and ran no error. but when I put it in my project I get the error. Am I making some stupid mistake about including dlls or something? I've been at this for hours and I can't seem to find anything that would cause this. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; using xWinFormsLib; namespace GameSolution { public class Game2 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; FormCollection formCollection; public Game2() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); formCollection = new FormCollection(this.Window, Services, ref graphics); } protected override void Update(GameTime gameTime) { base.Update(gameTime); } protected override void Draw(GameTime gameTime) { base.Draw(gameTime); } } } Any help would be greatly appreciated ._.

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  • Actionscript Receiving Mouse Events For Lower Indexed And Partially Covered Display Objects?

    - by Chunk1978
    i have 2 sprites on stage. bottomSprite is added to the display list first, followed by topSprite. topSprite partially covers bottomSprite. i've added an event listener to bottomSprite for MouseEvent.MOUSE_MOVED notifications to simply trace the mouseX and mouseY coordinates. however, the notification doesn't work for the parts of bottomSprite that are covered by topSprite. var bottomSprite:Sprite = new Sprite(); bottomSprite.graphics.beginFill(0x666666, 0.5); bottomSprite.graphics.drawRect(150,150, 150, 150); bottomSprite.graphics.endFill(); addChild(bottomSprite); var topSprite:Sprite = new Sprite(); topSprite.graphics.beginFill(0x00FFFF, 0.5); topSprite.graphics.drawRect(250,50, 150, 150); topSprite.graphics.endFill(); addChild(topSprite); bottomSprite.addEventListener(MouseEvent.MOUSE_MOVE, traceCoords); function traceCoords(evt:MouseEvent):void { trace ("Coord = X:" + bottomSprite.mouseX + ", Y:" + bottomSprite.mouseY); }

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  • Problem to match font size to the screen resolution in libgdx

    - by Iñaki Bedoya
    I'm having problems to show text on my game at same size on different screens, and I did a simple test. This test consists to show a text fitting at the screen, I want the text has the same size independently from the screen and from DPI. I've found this and this answer that I think should solve my problem but don't. In desktop the size is ok, but in my phone is too big. This is the result on my Nexus 4: (768x1280, 2.0 density) And this is the result on my MacBook: (480x800, 0.6875 density) I'm using the Open Sans Condensed (link to google fonts) As you can see on desktop looks good, but on the phone is so big. Here the code of my test: public class TextTest extends ApplicationAdapter { private static final String TAG = TextTest.class.getName(); private static final String TEXT = "Tap the screen to start"; private OrthographicCamera camera; private Viewport viewport; private SpriteBatch batch; private BitmapFont font; @Override public void create () { Gdx.app.log(TAG, "Screen size: "+Gdx.graphics.getWidth()+"x"+Gdx.graphics.getHeight()); Gdx.app.log(TAG, "Density: "+Gdx.graphics.getDensity()); camera = new OrthographicCamera(); viewport = new ExtendViewport(Gdx.graphics.getWidth(), Gdx.graphics.getWidth(), camera); batch = new SpriteBatch(); FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("fonts/OpenSans-CondLight.ttf")); font = createFont(generator, 64); generator.dispose(); } private BitmapFont createFont(FreeTypeFontGenerator generator, float dp) { FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter(); int fontSize = (int)(dp * Gdx.graphics.getDensity()); parameter.size = fontSize; Gdx.app.log(TAG, "Font size: "+fontSize+"px"); return generator.generateFont(parameter); } @Override public void render () { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); int w = -(int)(font.getBounds(TEXT).width / 2); batch.setProjectionMatrix(camera.combined); batch.begin(); font.setColor(Color.BLACK); font.draw(batch, TEXT, w, 0); batch.end(); } @Override public void resize(int width, int height) { viewport.update(width, height); } @Override public void dispose() { font.dispose(); batch.dispose(); } } I'm trying to find a neat way to fix this. What I'm doing wrong? is the camera? the viewport? UPDATE: What I want is to keep the same margins in proportion, independently of the screen size or resolution. This image illustrates what I mean.

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  • Why don't more games use vector art?

    - by Parris
    It would seem to me that vector art is more efficient in terms of resources/scalability; however, in most cases I have seen artists using bitmap/rasterized art. Is this a limitation put on the artists by the game programmers/designers? As a programmer I think vector art would be more ideal, since it allows for scaling up resolution without having to recreate the art, creating really large graphics or causing graphics to become blurry. The questions: why aren't more people using SVG/AI to create 2D game art? Would it actually be preferred (and who prefers it)? Are bitmap graphics a standard or a limitation (or maybe neither)? Background: I am working on an engine, and I had some kinda cool ideas for vector based graphics; however, I don't want to piss off artists in the future. I guess this is more a question centered around pragmatism and developing games.

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  • Ubuntu 12.10 stucks in a Login Loop

    - by Calvin Wahlers
    My problem: As you can guess my Ubuntu 12.10 stucks in a login loop when trying to enter my desktop. Means the screen gets black and soon after that the login screen comes back. I'm a Ubuntu Newbie so if there's any answer please explain in a simply understandable language :) I've already read that the problem might be caused by an error depending on the graphics, so I post my graphics to: My graphics: ATI Radeon 7670M Hope you can help me, thank you ;)

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  • Game component causes game to freeze

    - by ChocoMan
    I'm trying to add my camera component to Game1 class' constructor like so: Camera camera; // from class Camera : GameComponent .... public Game1() { graphics = new GraphicsDeviceManager(this); this.graphics.PreferredBackBufferWidth = screenWidth; this.graphics.PreferredBackBufferHeight = screenHieght; this.graphics.IsFullScreen = true; Content.RootDirectory = "Content"; camera = new Camera(this); Components.Add(camera); } From the just adding the last two lines, when I run the game, the screen freezes then gives me this message: An unhandled exception of type 'System.ComponentModel.Win32Exception' occurred in System.Drawing.dll Additional information: The operation completed successfully

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  • Can't install "cedar trail drm driver in DKMS format" on Ubuntu 12.04

    - by Mychal Phillip Segala Sajulga
    Ubuntu 12.04 32bit ... Toshiba NB520 *side-note, this computer is so slow even with a 2gbram; far better than my emachine and neo laptop. I think this is the answer: driver. /var/log/jockey.log 2013-09-19 05:29:36,773 DEBUG: Comparing 3.8.0-29 with 2013-09-19 05:32:45,094 DEBUG: updating <jockey.detection.LocalKernelModulesDriverDB instance at 0x8427a0c> 2013-09-19 05:32:50,861 DEBUG: reading modalias file /lib/modules/3.8.0-29-generic/modules.alias 2013-09-19 05:32:56,240 DEBUG: reading modalias file /usr/share/jockey/modaliases/b43 2013-09-19 05:32:56,265 DEBUG: reading modalias file /usr/share/jockey/modaliases/disable-upstream-nvidia 2013-09-19 05:32:56,474 DEBUG: loading custom handler /usr/share/jockey/handlers/dvb_usb_firmware.py 2013-09-19 05:32:56,791 DEBUG: Instantiated Handler subclass __builtin__.DvbUsbFirmwareHandler from name DvbUsbFirmwareHandler 2013-09-19 05:32:56,792 DEBUG: Firmware for DVB cards not available 2013-09-19 05:32:56,793 DEBUG: loading custom handler /usr/share/jockey/handlers/cdv.py 2013-09-19 05:32:56,927 WARNING: modinfo for module cedarview_gfx failed: ERROR: modinfo: could not find module cedarview_gfx 2013-09-19 05:32:58,213 DEBUG: linux-lts-raring installed: True linux-lts-saucy installed: False linux minor version: 8 xserver ABI: 13 xserver-lts-quantal: False 2013-09-19 05:32:58,214 DEBUG: Instantiated Handler subclass __builtin__.CdvDriver from name CdvDriver 2013-09-19 05:32:58,214 DEBUG: cdv.available: falling back to default 2013-09-19 05:32:58,685 DEBUG: XorgDriverHandler(cedarview_gfx, cedarview-graphics-drivers, None): Disabling as package video ABI(s) xorg-video-abi-11 not compatible with X.org video ABI xorg-video-abi-13 2013-09-19 05:32:58,686 DEBUG: Intel Cedarview graphics driver not available 2013-09-19 05:32:58,687 DEBUG: loading custom handler /usr/share/jockey/handlers/vmware-client.py 2013-09-19 05:32:58,716 WARNING: modinfo for module vmxnet failed: ERROR: modinfo: could not find module vmxnet 2013-09-19 05:32:58,717 DEBUG: Instantiated Handler subclass __builtin__.VmwareClientHandler from name VmwareClientHandler 2013-09-19 05:32:58,758 DEBUG: VMWare Client Tools availability undetermined, adding to pool 2013-09-19 05:32:58,758 DEBUG: loading custom handler /usr/share/jockey/handlers/nvidia.py 2013-09-19 05:32:58,826 WARNING: modinfo for module nvidia_304 failed: ERROR: modinfo: could not find module nvidia_304 2013-09-19 05:32:58,836 DEBUG: Instantiated Handler subclass __builtin__.NvidiaDriver304 from name NvidiaDriver304 2013-09-19 05:32:58,837 DEBUG: nvidia.available: falling back to default 2013-09-19 05:33:11,682 DEBUG: NVIDIA accelerated graphics driver availability undetermined, adding to pool 2013-09-19 05:33:11,688 WARNING: modinfo for module nvidia_304_updates failed: ERROR: modinfo: could not find module nvidia_304_updates 2013-09-19 05:33:11,696 DEBUG: Instantiated Handler subclass __builtin__.NvidiaDriver304Updates from name NvidiaDriver304Updates 2013-09-19 05:33:11,696 DEBUG: nvidia.available: falling back to default 2013-09-19 05:33:24,326 DEBUG: NVIDIA accelerated graphics driver (post-release updates) availability undetermined, adding to pool 2013-09-19 05:33:24,332 WARNING: modinfo for module nvidia_current_updates failed: ERROR: modinfo: could not find module nvidia_current_updates 2013-09-19 05:33:24,339 DEBUG: Instantiated Handler subclass __builtin__.NvidiaDriverCurrentUpdates from name NvidiaDriverCurrentUpdates 2013-09-19 05:33:24,340 DEBUG: nvidia.available: falling back to default 2013-09-19 05:33:24,381 DEBUG: NVIDIA accelerated graphics driver (post-release updates) not available 2013-09-19 05:33:24,387 WARNING: modinfo for module nvidia_experimental_304 failed: ERROR: modinfo: could not find module nvidia_experimental_304 2013-09-19 05:33:24,427 DEBUG: Instantiated Handler subclass __builtin__.NvidiaDriverExperimental304 from name NvidiaDriverExperimental304 2013-09-19 05:33:24,427 DEBUG: nvidia.available: falling back to default 2013-09-19 05:33:24,461 DEBUG: NVIDIA accelerated graphics driver (**experimental** beta) not available 2013-09-19 05:33:24,467 WARNING: modinfo for module nvidia_current failed: ERROR: modinfo: could not find module nvidia_current

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  • How do I set the current point in a CG graphics context?

    - by Joe
    When running the code below in the iphone simulator I get the error : CGContextClosePath: no current point. Why is the current point not being set? Or is the context not set to the correct state? CGContextBeginPath(ctx); CGMutablePathRef pathHolder; pathHolder = CGPathCreateMutable(); //move to point for the initial point NSLog(@"Drawing a state point %f, %f", [[holder.points objectAtIndex:0] floatValue], [[holder.points objectAtIndex:1] floatValue]); CGPathMoveToPoint(pathHolder, NULL, [[holder.points objectAtIndex:0] floatValue], [[holder.points objectAtIndex:1] floatValue]); for(int x = 2; x < [holder.points count] - 1; x += 2) { NSLog(@"Drawing a state point %f, %f", [[holder.points objectAtIndex:x] floatValue], [[holder.points objectAtIndex:(x+1)] floatValue]); CGPathAddLineToPoint(pathHolder, NULL, [[holder.points objectAtIndex:x] floatValue], [[holder.points objectAtIndex:(x+1)] floatValue]); } CGContextClosePath(ctx); CGContextFillPath(ctx);

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  • NVidia with Optimus conflicting in Ubuntu 12.04

    - by Humannoise
    i have recently installed Ubuntu 12.04 in a Intel Ivy Bridge with integrated graphics and NVidia GPU with Optimus tech, however i cant manage it to work properly. I have already passed by the solution of bumblebee project, however iam got the following message when try to run anything with nvidia card( e.g. with optirun firefox): [ERROR]The Bumblebee daemon has not been started yet or the socket path /var/run/bumblebee.socket was incorrect. [ERROR]Could not connect to bumblebee daemon - is it running? Since the nvidia card is not working properly, some softwares like Scilab, that make use of X11 system for graphic handling and plotting, wont work too. my bios has no option concerning graphics card and the log of daemon returned: Jul 5 16:10:51 humannoise-W251ESQ-W270ESQ bumblebeed[980]: Module 'nvidia' is not found. Jul 5 16:10:51 humannoise-W251ESQ-W270ESQ kernel: [ 17.943272] init: bumblebeed main process (980) terminated with status 1 Jul 5 16:10:51 humannoise-W251ESQ-W270ESQ kernel: [ 17.943288] init: bumblebeed main process ended, respawning Jul 5 16:10:51 humannoise-W251ESQ-W270ESQ bumblebeed[1026]: Module 'nvidia' is not found. The lspci -nn | grep '\[030[02]\]:' returned: 00:02.0 VGA compatible controller [0300]: Intel Corporation Ivy Bridge Graphics Controller [8086:0166] (rev 09) 01:00.0 VGA compatible controller [0300]: NVIDIA Corporation Device [10de:0de9] (rev a1) Ok, for the command dpkg -l | grep '^ii' | grep nvidia i got : ii bumblebee-nvidia 3.0-2~preciseppa1 nVidia Optimus support using the proprietary NVIDIA driver ii nvidia-current 302.17-0ubuntu1~precise~xup1 NVIDIA binary Xorg driver, kernel module and VDPAU library ii nvidia-current-updates 295.49-0ubuntu0.1 NVIDIA binary Xorg driver, kernel module and VDPAU library ii nvidia-settings 302.17-0ubuntu1~precise~xup3 Tool of configuring the NVIDIA graphics driver ii nvidia-settings-updates 295.33-0ubuntu1 Tool of configuring the NVIDIA graphics driver After full reinstallation, including the remove of any previous nvidia drive, lsmod | grep -E 'nvidia|nouveau' returned: nvidia 10888310 46 dmesg | grep -C3 -E 'nouveau|NVRM' returned things like: [ 1875.607283] nvidia 0000:01:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 1875.607289] nvidia 0000:01:00.0: setting latency timer to 64 [ 1875.607293] vgaarb: device changed decodes: PCI:0000:01:00.0,olddecodes=io+mem,decodes=none:owns=none [ 1875.607363] NVRM: loading NVIDIA UNIX x86_64 Kernel Module 302.17 Tue Jun 12 16:03:22 PDT 2012 [ 1884.830035] nvidia 0000:01:00.0: PCI INT A disabled [ 1884.832058] bbswitch: disabling discrete graphics [ 1884.832960] bbswitch: Result of Optimus _DSM call: 09000019 Some programs, like Scilab, are now working fine under optirun(e.g. >optirun scilab) call. Thank you.

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  • effect and model vertex declaration compatibility

    - by Vodácek
    I have normal model drawing code. When I try to draw model without UV coordinates I got this exception: System.InvalidOperationException: The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. at Microsoft.Xna.Framework.Graphics.GraphicsDevice.VerifyCanDraw( Boolean bUserPrimitives, Boolean bIndexedPrimitives) at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawIndexedPrimitives( PrimitiveType primitiveType, Int32 baseVertex, Int32 minVertexIndex, Int32 numVertices, Int32 startIndex, Int32 primitiveCount) at Microsoft.Xna.Framework.Graphics.ModelMeshPart.Draw() at Microsoft.Xna.Framework.Graphics.ModelMesh.Draw() ... I know what cause the exception, but is possible to avoid it? Is possible to check model before drawing it with current shader for vertex declaration compatibility?

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  • usb hub not working on resume from suspend

    - by user1781498
    All the usb ports on my laptop work but when I resume from suspend some the usb ports don't work. lsusb Before Suspend: Bus 002 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 003: ID 04f3:014b Elan Microelectronics Corp. Bus 001 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 004 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 003 Device 002: ID 04f2:b3a6 Chicony Electronics Co., Ltd Bus 003 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub lsusb After Suspend: Bus 002 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 003: ID 04f3:014b Elan Microelectronics Corp. Bus 001 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub

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  • GameplayScreen does not contain a definition for GraphicsDevice

    - by Dave Voyles
    Long story short: I'm trying to intergrate my game with Microsoft's Game State Management. In doing so I've run into some errors, and the latest one is in the title. I'm not able to display my HUD for the reasons listed above. Previously, I had much of my code in my Game.cs class, but the GSM has a bit of it in Game1, and most of what you have drawn for the main screen in your GameplayScreen class, and that is what is causing confusion on my part. I've created an instance of the GameplayScreen class to be used in the HUD class (as you can see below). Before integrating with the GSM however, I created an instance of my Game class, and all worked fine. It seems that I need to define my graphics device somewhere, but I am not sure of where exactly. I've left some code below to help you understand. public class GameStateManagementGame : Microsoft.Xna.Framework.Game { #region Fields GraphicsDeviceManager graphics; ScreenManager screenManager; // Creates a new intance, which is used in the HUD class public static Game Instance; // By preloading any assets used by UI rendering, we avoid framerate glitches // when they suddenly need to be loaded in the middle of a menu transition. static readonly string[] preloadAssets = { "gradient", }; #endregion #region Initialization /// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.IsFullScreen = false; graphics.ApplyChanges(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); //screenManager.AddScreen(new MainMenuScreen(), null); screenManager.AddScreen(new PressStartScreen(), null); } namespace Pong { public class HUD { public void Update(GameTime gameTime) { // Used in the Draw method titleSafeRectangle = new Rectangle (GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.X, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Y, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Width, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Height); } } } class GameplayScreen : GameScreen { #region Fields ContentManager content; public static GameStates gamestate; private GraphicsDeviceManager graphics; public int screenWidth; public int screenHeight; private Texture2D backgroundTexture; private SpriteBatch spriteBatch; private Menu menu; private SpriteFont arial; private HUD hud; Animation player; // Creates a new intance, which is used in the HUD class public static GameplayScreen Instance; public GameplayScreen() { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } protected void Initialize() { lastScored = false; menu = new Menu(); resetTimer = 0; resetTimerInUse = true; ball = new Ball(content, new Vector2(screenWidth, screenHeight)); SetUpMulti(); input = new Input(); hud = new HUD(); // Places the powerup animation inside of the surrounding box // Needs to be cleaned up, instead of using hard pixel values player = new Animation(content.Load<Texture2D>(@"gfx/powerupSpriteSheet"), new Vector2(103, 44), 64, 64, 4, 5); // Used by for the Powerups random = new Random(); vec = new Vector2(100, 50); vec2 = new Vector2(100, 100); promptVec = new Vector2(50, 25); timer = 10000.0f; // Starting value for the cooldown for the powerup timer timerVector = new Vector2(10, 10); //JEP - one time creation of powerup objects playerOnePowerup = new Powerup(); playerOnePowerup.Activated += PowerupActivated; playerOnePowerup.Deactivated += PowerupDeactivated; playerTwoPowerup = new Powerup(); playerTwoPowerup.Activated += PowerupActivated; playerTwoPowerup.Deactivated += PowerupDeactivated; //JEP - moved from events since these only need set once activatedVec = new Vector2(100, 125); deactivatedVec = new Vector2(100, 150); powerupReady = false; }

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  • Why my new GTX 660m's clock drops drastically after running few seconds

    - by trVoldemort
    I bought a Lenovo Y580 laptop few days ago, this model is equipped with GTX 660m graphics card. However, the game performance is unbelievably poor since it out from the box. I realized there is something wrong with this graphics card. I downloaded GPU-z, and did a simple test. And I was shocked by the fact that my GTX 660m graphics card is running at 135.0mhz core clock. (It should be 835mhz at least!) Even the integrated graphics card "Intel HD graphics 4000" can run at 650mhz. Further examining showed that in the first few seconds GTX 660m was actually running at 835mhz, however the core temperature quickly reached 90+°C and the clock (maybe) automatically drop to 135.0mhz. This is very strange. Anyone has any idea what's going on here?

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  • Why am I not getting an sRGB default framebuffer?

    - by Aaron Rotenberg
    I'm trying to make my OpenGL Haskell program gamma correct by making appropriate use of sRGB framebuffers and textures, but I'm running into issues making the default framebuffer sRGB. Consider the following Haskell program, compiled for 32-bit Windows using GHC and linked against 32-bit freeglut: import Foreign.Marshal.Alloc(alloca) import Foreign.Ptr(Ptr) import Foreign.Storable(Storable, peek) import Graphics.Rendering.OpenGL.Raw import qualified Graphics.UI.GLUT as GLUT import Graphics.UI.GLUT(($=)) main :: IO () main = do (_progName, _args) <- GLUT.getArgsAndInitialize GLUT.initialDisplayMode $= [GLUT.SRGBMode] _window <- GLUT.createWindow "sRGB Test" -- To prove that I actually have freeglut working correctly. -- This will fail at runtime under classic GLUT. GLUT.closeCallback $= Just (return ()) glEnable gl_FRAMEBUFFER_SRGB colorEncoding <- allocaOut $ glGetFramebufferAttachmentParameteriv gl_FRAMEBUFFER gl_FRONT_LEFT gl_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING print colorEncoding allocaOut :: Storable a => (Ptr a -> IO b) -> IO a allocaOut f = alloca $ \ptr -> do f ptr peek ptr On my desktop (Windows 8 64-bit with a GeForce GTX 760 graphics card) this program outputs 9729, a.k.a. gl_LINEAR, indicating that the default framebuffer is using linear color space, even though I explicitly requested an sRGB window. This is reflected in the rendering results of the actual program I'm trying to write - everything looks washed out because my linear color values aren't being converted to sRGB before being written to the framebuffer. On the other hand, on my laptop (Windows 7 64-bit with an Intel graphics chip), the program prints 0 (huh?) and I get an sRGB default framebuffer by default whether I request one or not! And on both machines, if I manually create a non-default framebuffer bound to an sRGB texture, the program correctly prints 35904, a.k.a. gl_SRGB. Why am I getting different results on different hardware? Am I doing something wrong? How can I get an sRGB framebuffer consistently on all hardware and target OSes?

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  • How can a computer render a CLI/console along with a GUI?

    - by Nathaniel Bennett
    I'm confused when looking into graphics - specifically with operating systems. I mean, how can a computer render a CLI/console along with a GUI? GUI's are completely different from text. And how can we have GUI windows that display text interfaces, ie how can we have CLI in modern Graphics Operating system - that's what I'm mainly trying to grip on to. How does graphics get rendered to display? Is there some sort of memory address that a GPU access which holds all pixel data, and there system's within OS's that gather the pixel position of windows and widgets, along with the Z Index and rasterize them to that memory address, which then the GPU loads to the screen? How about the CLI's integrated with Graphics? How does the OS tell the GPU that a certain part of the screen wants to display text while the rest wants to display pixel data?

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