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  • Why does UMN-Mapserver shows an ERDAS Image-File (.img) as white shape?

    - by Mnementh
    I want to render an ERDAS-Image-file (suffix .img) with the UMN-Mapserver. The data is rendered on the right position and with the correct shape, but all data is white instead of an raster-image. The Image contains many layers. My mapfile looks like this: MAP NAME "Test" WEB METADATA "wms_title" "test" "WMS_SRS" "epsg:31466 epsg:31467 epsg:31468 epsg:31469 epsg:4326 epsg:25832 epsg:3035" END LOG "test.log" IMAGEPATH "." END SHAPEPATH "." PROJECTION "init=epsg:32632" END LAYER NAME "testlayer" TYPE RASTER DATA "test.img" STATUS ON OFFSITE 0 0 0 END OUTPUTFORMAT NAME png DRIVER "GD/PNG" MIMETYPE "image/png" IMAGEMODE RGBA END END

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  • How to Add a Dynamic Layer to an Esri Map Control Programatically in WPF?

    - by Scott
    Just as the question asks. I have an Esri map control and want to add a Rastor image to the control in WPF and don't know how to do it. I see that I can add layers to the Map control, but is there a way to add a Raster image to a map control? I did find this code to turn the raster image into a Dynamic layer, but Im still lost on how to add a dynamic layer to the control it self. http://resources.esri.com/arcgisserver/apis/silverlight/index.cfm?fa=codeGalleryDetails&scriptID=16723 Thank you!

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  • How do I configure nVidia drivers on a Portable Ubuntu setup?

    - by Nicholas Flynt
    I've been pulling my hair out over this one for a couple of days now, google is no help. I've created a wonderful (until this issue) portable copy of Ubuntu linux that will boot on mostly anything by using a USB enclosure for my laptop's 80GB SATA drive. So far so good, it boots and runs on everything, and on non-nVidia card setups was even detecting the drivers, or letting me install the required drivers for hardware acceleration and compiz. Because you know, the wobble windows are the most awesome thing ever. Anyway, my desktop machine had an nVidia card, so I'm thinking, sure, I'll just install the nVidia drivers like before and everything will work happily. Not so-- now the desktop and any other nVidia cards work great, but it seems to have completely disabled any other graphics cards. When the kernel module detects that an nVidia card isn't present, it shoots up this nasty little dialog box giving me the option to boot into "low graphics" mode, which doesn't even allow me to use the correct screen resolution, much less see the installed graphics card and try to configure a driver for it. Is there any way to configure Ubuntu (with the dreaded nVidia kernel module) so that it can use nVidia's drivers when an nVidia card is present, and default to the normal (not low-graphics) setup in other cases, so that it has a fair chance of using what's actually present? I'm not afraid to much with config files, I just don't know the underlying system well enough to feel comfortable diving in without a push in the right direction. Thanks guys!

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  • Desktop bigger than screen

    - by alex
    I am using MSI U115 11" netbook (OS: Windows XP Home, graphics card: Intel Graphics Media Accelerator 500) and today after I switched it on, desktop was bigger than screen. To be exact: screen resolution was set to the lowest possible and I could move mouse outside of screen (but only below - left, right and up worked normally, mouse could not exceed screen boundaries). I changed resolution back to normal, but the problem with desktop being bigger than screen remained (as before, only lower part - cannot see task bar, etc. When I hit windows button on keyboard, only upper part of menu start is visible). What I already tried was changing all kind of graphics and screen settings - none of them helped. I also tried to restore the system to few days before, but it didn't help neither. What can I do to make the desktop look "normally"? EDIT: Some additional info regarding screen: Sorry it's in polish - but let me explain. There are two screens I can choose (Monitor domyslny means default screen), but the second one (the default one) is not available. After I choose it and click apply number 1. is used (and as you can see it has only two resolutions available. There are more in the second one - but without 1024x600 though). The two ticked and grayed out options here are Use this screen as the main one and Enlarge Windows desktop to match this monitor's size. Too bad I cannot change them. When I choose the second screen, the first box is unchecked and grayed out. The second box is available to be changed but it doesn't matter anyway as after applying changes it reverts to the first screen anyway. EDIT: Intel Graphics Media Control Panel screenshot.

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  • Boot sequence unlike reboot

    - by samgoody
    When I turn on the computer it acts very differently than when I reboot it. [WinXP Pro, Intel Core2 6600, 2.4GHZ, 2GB RAM, NVIDA GeForce] Boot: Monitor must be plugged into the motherboard or no image. Screen resolution 800x600. Changes to the resolution cause only the top half of the screen to be usable, and are lost when I shut down the computer. Desktop icons arranged in neat rows on left of desktop. Nothing of note in system tray In Device Manger - Display adapter: Intel(R) Q965/Q963 Express Chipset Family In Device Manger - Monitors, two monitors are listed Hibernate and standby work. Reboot: Monitor must be plugged into the graphics card or no image. Screen resolution - 1280x1024 Desktop icons arranged in the cute circle that I put them in. NVIDIA icon shows in system tray. In Device Manger - Display adapter: NVIDA GeForce 6200LE In Device Manger - Monitors, one monitor is listed Hibernate and standby do not work. When awakened after a hibernation it says: The system could not be restarted from its previous location because the restoration image is corrupt. Delete restoration data & proceed to system boot? Double reboot (inconsistent): Monitor must be plugged into the graphics card. Screen resolution - 1024x768 Odd icon shows in system tray whose tooltip says "Intel Graphics" For a while my morning ritual was to boot, wait, reboot using (alt+ctrl+del - ctrl+u - R), wait. Keeping the monitor plugged into the graphics card. But aside for the inefficiency of this method, I sometimes want to standby and can't. On the other hand, the computer is unusable when set to 800x600. Please help, anyone?

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  • Eee PC 1015BX ram compatibility?

    - by AdrianaMX
    Asus Eee PC 1015BX Operating System Windows 7 Starter, 32bit CPU AMD Fusion APU C60 1.0GHz (dual core) Processor Graphic AMD Radeon HD 6290 (256 MB Shared) Memory DDR3, 1 x SO-DIMM, 1GB I have upgraded the preloaded "Windows 7 Starter" to "Windows 7 Professional" I want to upgrade the ram, from 1gb (factory) to 4 gb. What should i buy? SODDR3, 4GB, 1066MHZ, PC3-8500, 204PIN? or SODDR3, 4GB, 1333MHZ, PC3-10666, 204PIN? I already know that Windows 7 32-bits can't handle 4gb, only 3gb (but 3gb is better than one stick of 2gb). ASUS send me this link, but i think they are wrong, (or Insufficient Information for me) http://www.kingston.com/us/memory/search/Default.aspx?DeviceType=3&Mfr=ASU&Line=Eee%20PC&Model=71404 Thank you. CPU-Z Chipset Memory Type DDR3 Memory Size 750 MBytes Memory Frequency 532.2 MHz (3:16) CAS# latency (CL) 7.0 RAS# to CAS# delay (tRCD) 7 RAS# Precharge (tRP) 7 Cycle Time (tRAS) 20 Bank Cycle Time (tRC) 27 Memory SPD NO INFO AIDA64 North bridge Properties North bridge AMD K14 IMC Supported Memory Types DDR3-800, DDR3-1066 SDRAM Memory Slots DRAM Slot #1 1 GB (DDR3 SDRAM) Integrated Graphics Controller Graphics Controller Type AMD Radeon HD 6290 (Wrestler) Graphics Controller Status Enabled Graphics Frame Buffer Size 256 MB

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  • What could be causing windows to fail to sleep or hibernate, and revert system settings?

    - by xdumaine
    I am running Windows 8.1 on my system (Dell e6520) and the symptoms are this: My PC won't sleep or hibernate. It the screen turns off, but the fans just run and run, and after a little while, it completely shuts down, and when I start it back up, everything is closed, like it was a fresh boot/restart. I'm have a weird issue with outlook described here and the fix works fine - modifying a registry value. The weirder part is that after my computer fails to sleep or hibernate, and it starts back up, the registry value is GONE, like I never modified it, and thus the outlook error message is back. I thought maybe a graphics driver was preventing the sleep/hibernate, so I attempted to uninstall the NVIDIA graphics driver and control panel. HOWEVER, once the computer fails to sleep/hibernate, the NVIDIA graphics driver and control panel appear BACK on my system, like I didn't uninstall them. What could be happening here? I really need to be able to sleep/hibernate so I don't lose work or my work state, and these issues are really concerning. What I've tried, without success: Uninstalling graphics driver mentioned above Disabling hibernate and using sleep disabling/re-enabling hibernate Disabling startup items Sleeping as local system admin account disconnecting all USB, network, and bluetooth devices

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  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; 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; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; 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; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

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  • What emulation mode for an epson printer is best?

    - by deamon
    I'm looking for a color duplex printer for Ubuntu. My favourites are Epson B-310N and Brother HL 4050CDN. The latter should be work with linux, but I'd prefer the first one, because printing costs are cheaper. The epson printer has "Epson ESC/P Raster", "PCL3", and "Epson ESC/P2" emulation. Can I use the printer with one of those emulations under linux? Were there any restrictions (like unusable duplex)?

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  • Simple XNA 2D demo: why is my F# version slower than C# version?

    - by Den
    When running this XNA application it should display a rotated rectangle that moves from top-left corner to bottom-right corner. It looks like my F# version is noticeably much slower. It seems that the Draw method skips a lot of frames. I am using VS 2012 RC, XNA 4.0, .NET 4.5, F# 3.0. I am trying to make it as functional as possible. What could be the reason for poor performance? C#: class Program { static void Main(string[] args) { using (var game = new FlockGame()) { game.Run(); } } } public class FlockGame : Game { private GraphicsDeviceManager graphics; private DrawingManager drawingManager; private Vector2 position = Vector2.Zero; public FlockGame() { graphics = new GraphicsDeviceManager(this); } protected override void Initialize() { drawingManager = new DrawingManager(graphics.GraphicsDevice); this.IsFixedTimeStep = false; } protected override void Update(GameTime gameTime) { position = new Vector2(position.X + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { //this.GraphicsDevice.Clear(Color.Lavender) drawingManager.DrawRectangle(position, new Vector2(100.0f, 100.0f), 0.7845f, Color.Red); base.Draw(gameTime); } } public class DrawingManager { private GraphicsDevice GraphicsDevice; private Effect Effect; public DrawingManager(GraphicsDevice graphicsDevice) { GraphicsDevice = graphicsDevice; this.Effect = new BasicEffect(this.GraphicsDevice) { VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, this.GraphicsDevice.Viewport.Width, this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f) }; } private VertexPositionColor[] GetRectangleVertices (Vector2 center, Vector2 size, float radians, Color color) { var halfSize = size/2.0f; var topLeft = -halfSize; var bottomRight = halfSize; var topRight = new Vector2(bottomRight.X, topLeft.Y); var bottomLeft = new Vector2(topLeft.X, bottomRight.Y); topLeft = Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center; topRight = Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center; bottomRight = Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center; bottomLeft = Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center; return new VertexPositionColor[] { new VertexPositionColor(new Vector3(topLeft, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(topLeft, 0.0f), color) }; } public void DrawRectangle(Vector2 center, Vector2 size, float radians, Color color) { var vertices = GetRectangleVertices(center, size, radians, color); foreach (var pass in this.Effect.CurrentTechnique.Passes) { pass.Apply(); this.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2); } } } F#: namespace Flocking module FlockingProgram = open System open Flocking [<STAThread>] [<EntryPoint>] let Main _ = use g = new FlockGame() g.Run() 0 //------------------------------------------------------------------------------ namespace Flocking open System open System.Diagnostics open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input type public FlockGame() as this = inherit Game() let mutable graphics = new GraphicsDeviceManager(this) let mutable drawingManager = null let mutable position = Vector2.Zero override Game.LoadContent() = drawingManager <- new Rendering.DrawingManager(graphics.GraphicsDevice) this.IsFixedTimeStep <- false override Game.Update gameTime = position <- Vector2(position.X + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds) base.Update gameTime override Game.Draw gameTime = //this.GraphicsDevice.Clear(Color.Lavender) Rendering.DrawRectangle(drawingManager, position, Vector2(100.0f, 100.0f), 0.7845f, Color.Red) base.Draw gameTime //------------------------------------------------------------------------------ namespace Flocking open System open System.Collections.Generic open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input module Rendering = [<AllowNullLiteral>] type DrawingManager (graphicsDevice : GraphicsDevice) = member this.GraphicsDevice = graphicsDevice member this.Effect = new BasicEffect(this.GraphicsDevice, VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, float32 this.GraphicsDevice.Viewport.Width, float32 this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f)) let private GetRectangleVertices (center:Vector2, size:Vector2, radians:float32, color:Color) = let halfSize = size / 2.0f let mutable topLeft = -halfSize let mutable bottomRight = halfSize let mutable topRight = new Vector2(bottomRight.X, topLeft.Y) let mutable bottomLeft = new Vector2(topLeft.X, bottomRight.Y) topLeft <- Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center topRight <- Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center bottomRight <- Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center bottomLeft <- Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center [| new VertexPositionColor(new Vector3(topLeft, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(topLeft, 0.0f), color) |] let DrawRectangle (drawingManager:DrawingManager, center:Vector2, size:Vector2, radians:float32, color:Color) = let vertices = GetRectangleVertices(center, size, radians, color) for pass in drawingManager.Effect.CurrentTechnique.Passes do pass.Apply() drawingManager.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2)

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  • Macbook Pro 2.66 GHz vs. 2.8 GHz

    - by nevan
    Is there much advantage in getting the higher end Macbook Pro compared to the mid-range one? The differences between the two are: 2.66 GHz vs. 2.8 GHz 256 MB graphics memory vs. 512 MB 3 MB L2 cache vs. 6 MB 320 GB hard drive vs. 500 GB $2000 vs. $2300 I've looked around, but I can't find any direct comparisons for the two machines. I'd be using the machine for development. I generally use a computer for 3 years. I don't really play games, but do use Photoshop regularly. I've heard that once Snow Leopard arrives, the graphics chip will be used to boost the main processor, so I was wondering if getting the one with more graphics memory would be an advantage?

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  • Performance difference between MacBook Pro (2.8 GHz) vs Air (1.7 GHz)?

    - by jonathanconway
    I'm comparing these two Apple laptops: MacBook Pro (13", 2011 model): 2.8GHz dual-core Intel Core i7 processor with 4MB shared L3 cache 4GB (two 2GB SO-DIMMs) of 1333MHz DDR3 SDRAM AMD Radeon HD 6770M graphics processor with 1GB of GDDR5 memory on 2.4GHz configuration MacBook Air (13", 2011 model): 1.7GHz dual-core Intel Core i5 with 3MB shared L3 cache 4GB of 1333MHz DDR3 onboard memory Intel HD Graphics 3000 processor with 384MB of DDR3 SDRAM shared with main memory There's definitely a gap between them in terms of CPU speed and graphics, but what practical difference would this make on a day-to-day basis? On the one hand, I love the sleek, thin appearance of the Air. On the other hand, I don't want a machine that's going to be dog-slow when doing tasks such as running Virtual Machines, dual-booting to Windows and running multiple instances of Visual Studio, and maybe some light gaming. Is there going to be a major difference that makes the MacBook Pro a more attractive purchase?

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  • Dual boot OSX and Windows 7 natively

    - by Phill
    I'm considering getting one of those new fancy Mac Book Pro's with the fancy screens, but after reading some stuff on the internets about running Windows 7 with bootcamp: https://discussions.apple.com/thread/2770866?start=0&tstart=0 It seems you can't use the integrated graphics with windows, this causes windows to chew the battery life: I am afraid it is not possible. Since Apple introduced dual graphics chip laptops, they kept the low power/embedded GPU hidden under Window and they expose only the power hungry discrete GPU. It feels that this is being done on purpose so that it appears to users that OS X offers a better experience and battery life over Windows. So running bootcamp and windows kills the battery, running in parallels means you don't get accelerated 3d support (or something along those lines), so you don't get the performance out of it. I'm wondering: Is it possible to natively dual boot Windows 7 on a MBP, and if so would/does that give windows access to the integrated graphics to be able to not rape the battery?

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  • Triple ghost animated cursor

    - by R G A
    Since installing the driver for Intuos 4 Graphics tablet, animated cursors display as a triple ghost cursor. I cannot find any reference to this problem elsewhere. System specifications: new Dell XPS, Windows 7, ATI Mobility Radeon HD 4670. Graphics tablet and graphics software are virtually useless since the cursor hotspot is nearly impossible to identify. All drivers and software are current. Any thoughts? Vendors deny any knowledge or responsibility. Removing the Intuos driver does not fix this.

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  • Here's what I want... what do I tell my IT guy I need?

    - by Jason
    I work in the graphics department for a real estate brokerage, and we deal with a lot of photos. Agents take the photos, upload them to me, I touch up and standardize the photos, then I add them to an in-house server for future use by the graphics dept. I'd like to make the "sanitized" photo files available to the agents to use when they want, but I don't want the agents poking around the graphics department's files (things get misplaced, renamed and messed up in a hurry). What would be perfect is if we could create a read-only "mirror" (correct term?) of that server that could be accessed by the agents as needed, but which wouldn't feed back into our "sanitized" file system. What do I tell the office IT guy I need (platform-agnostically, because I don't know what he's running)? I never get to see him face-to-face, so I've got to word this as carefully and explicitly as possible. Thoughts? Thanks in advance for your feedback

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  • Virtual Machine Performance - More RAM or More Processor?

    - by webworm
    When looking to improve Virtual Machine performance what would be better ... Increasing the available RAM or increasing the processor power? Here is my choice ... Core 2 Duo @ 2.4 GHz with 8 GB RAM and integrated graphics (Mac Book Pro 13") Core i7 @ 2.6 GHz with 4 GB RAM and 512 MB dedicated graphics (Mac Book Pro 15") I plan to run Windows x64 in the VM with SQL Server 2008, Visual Studio 2010, and SharePoint 2010. I am planning to run VMWare Fusion v3. I also didn't know if a dedicated graphics card makes a difference when using a Virtual Machine. Thank you.

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  • Nvidia Optimus shows Nvidia card is always active in Windows 8

    - by Ty Underwood
    I have loaded the new Asus Nvidia driver for my Asus Ux32VD that I have installed Windows 8 on. It has an Nvidia 620m and Intel hd 4000 integrated graphics. The problem is that the Optimus activity icon in my system tray shows that the Nvidia card is always active, though it shows that it is not doing anything. I can force the system to prefer the Intel graphics, and after rebooting, the Nvidia card will shut off, but then all the programs will be overridden and use the Intel graphics. Is anyone else having problems with Optimus in Windows 8? My battery life is really suffering because I'm always idling my Nvidia card while also presumably running the Intel card. Any suggestions would be appreciated.

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  • Setting up 2 external monitors on a laptop with VGA splitter

    - by mike
    I have a laptop with a graphics card that supports 2 displays. I would like to know the easiest way to set it up so I can close my laptop lid and use 2 external monitors (unique displays). I use it primarily for office applications and video and want a quality, clear picture. The laptop has 1 VGA port and I have 2 24" 1920x1200 monitors that have VGA and DVI ports. So a few questions: Can I just use a VGA splitter? (seen mixed feedback on this) Would it a VGA to 2 DVI splitter give a better picture quality? (if it exists) Would I be better upgrading laptop to one with 2 digital ports ( I just see a lot with VGA and HDMI though) specs: Model: Toshiba Satellite C675-S106 (Windows 7) Graphics Card: Intel HD Graphics 3000 (supports 2 displays) Processor: Intel Core i3-2350M

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  • ATI Radeon Drivers works with which linux distribution and version?

    - by amit.codename13
    I have ATI Mobility Radeon HD 5850 graphics card. Almost every new linux distribution seems to have an issue with it, when i install the drivers. Working without utilizing the graphics card leaves me so unproductive. So i made a plan to use older versions of linux, any distribution suitable as a desktop distribution. UPDATE: The kind of problems that i am facing are, 1) After installing drivers the system boots and hangs, 2) There are unusual lines over the screen 3) After upgrade system doesn't start properly(hangs the usual old way) The kind of answers i am looking for is, distribution X(the newer the version the better) doesn't have the above problem after installing drivers for ATI Mobility Radeon HD 5850 graphics card. UPDATE: The new drivers released by AMD seems to fix all the issues, although they are still beta Thanks

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  • Notebook with NVIDIA Optimus not switching video card in games

    - by user140739
    I have a Samsung RC720 notebook with Intel Integrated Graphics and NVIDIA GeForce GT 520M. As you can see it has two video adapters and Optimus is supposed to switch between them. But when I choose dedicated GPU in NVIDIA Control Panel and try to run, for example, GTA IV, it uses integrated graphics and I get very poor performance. I have already installed last NVIDIA and notebook drivers, chose high-performance in NVIDIA Control Panel, tried to execute with "Run with graphics processor..." context option and so on. Thanks for help.

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  • Processor upgrade on a laptop vs. Ram upgrade. Also does ram always matter?

    - by Evan
    I have a Dell Inspiron 14r (N4110) with an Intel Core i3 and 4gb of ram. It runs very smoothly, however gaming on this laptop is very limited. This is mostly because of integrated graphics but i have seen a computer with a Core i5, and very similar specs otherwise, run games that the N4110 cannot. This other computer has integrated graphics and 6gb of ram. I am wondering whether upgrading ram or upgrading the processor make the most difference in performance. Which setup would get better performance, an i5 with 4gb of ram or an i3 with 8 gb of ram? (Both with integrated graphics) Also, is there a certain point at which you have too much ram for the computer to ever possibly use? For instance is there really any difference in performance between 8 gb and 16 gb of ram?

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  • Can't install CUDA drivers for GeForce GT555M

    - by saeed
    I've just bought a new Asus n55 laptop. It has 2 graphics cards from Intel and NVIDIA. But when I try to install CUDA's developer driver for my GPU I get this error: "This graphics driver could not find compatible graphics hardware". I have downloaded both of the following files but both of them get mentioned error: Developer Drivers for WinVista and Win7 (270.81) Notebook Developer Drivers for WinVista and Win7 (275.33) How can I fix this problem? Actually how can I develop CUDA programs on my NVIDIA GPU?

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  • Problems Running GTA San Anread under wine

    - by Samyon Sahnovitch
    Although I can actually run San Andreas under wine first of all this is the menu: Well when I press the first menu item, I can play but there are some weird "bugs" with the graphics. The sky turns black, some 3d figures appearing on the screen etc. + the game is very slow. Intel built in graphic card so drivers are built in as well. When I run it on Windows - same computer everything works fine. Output from lspci if it will help. 00:00.0 Host bridge: Intel Corporation Mobile 4 Series Chipset Memory Controller Hub (rev 07) 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) 00:02.1 Display controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) 00:1a.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #4 (rev 03) 00:1a.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #5 (rev 03) 00:1a.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #2 (rev 03) 00:1b.0 Audio device: Intel Corporation 82801I (ICH9 Family) HD Audio Controller (rev 03) 00:1c.0 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 1 (rev 03) 00:1c.1 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 2 (rev 03) 00:1d.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #1 (rev 03) 00:1d.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #3 (rev 03) 00:1d.3 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #6 (rev 03) 00:1d.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #1 (rev 03) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev 93) 00:1f.0 ISA bridge: Intel Corporation ICH9M LPC Interface Controller (rev 03) 00:1f.2 SATA controller: Intel Corporation 82801IBM/IEM (ICH9M/ICH9M-E) 4 port SATA Controller [AHCI mode] (rev 03) 00:1f.3 SMBus: Intel Corporation 82801I (ICH9 Family) SMBus Controller (rev 03) 00:1f.6 Signal processing controller: Intel Corporation 82801I (ICH9 Family) Thermal Subsystem (rev 03) 02:00.0 Network controller: Atheros Communications Inc. AR9285 Wireless Network Adapter (PCI-Express) (rev 01) 03:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller (rev 02)

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  • How to Create Quality Photo Prints With Free Software

    - by Eric Z Goodnight
    Photoshop may be the professional standard for high quality photo prints, but that doesn’t mean you have to pay hundreds of dollars for printing software. Freeware program Google Picasa can create excellent quality photo prints that’ll only cost you a download. Picasa and other freeware graphics programs are hardly news to savvy geeks, although with a little patience, they can produce quality prints few could tell apart from thousand dollar graphics suites. Stay tuned for links to various graphics programs, and a simple how-to on getting the perfect print settings for your photos Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Deathwing the Destroyer – WoW Cataclysm Dragon Wallpaper Drag2Up Lets You Drag and Drop Files to the Web With Ease The Spam Police Parts 1 and 2 – Goodbye Spammers [Videos] Snow Angels Theme for Windows 7 Exploring the Jungle Ruins Wallpaper Protect Your Privacy When Browsing with Chrome and Iron Browser

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  • Remastered King’s Quest Games Offer Classic Gaming on Modern Machines

    - by ETC
    If you were a fan of the King’s Quest series of adventure games from the 1980s and 1990s, you’ll be thrilled to see them remastered with enhanced graphics, polished voice acting, and more. Gaming studio AGD Interactive has been engaged in a multi-year project to remaster and freely release the classic King’s Quest games. They started with King’s Quest I in 2001, moved on to King’s Quest II, and just recently released King’s Quest III (see in the screenshot above). The gameplay for all three games is excellent and really captures the feel of the original games (with better graphics, quality voice acting, and adjustments made for modern computers). When you run the game you first get a small pre-launch console. There you can make adjusts to the game before launching it. We’d recommend you enable the pixel doubling filter. It make the game a little blockier (hey you are playing a 1980s remake!) but it fills up high resolution monitors more effectively. Hit up the link below to download King’s Quest Redux I-III free of charge for both Windows and Mac computers. King’s Quest Redux [AGD Interactive via @cbeust] Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) Manage Your Favorite Social Accounts in Chrome and Iron with Seesmic E.T. II – Extinction [Fake Movie Sequel Video] Remastered King’s Quest Games Offer Classic Gaming on Modern Machines Compare Your Internet Cost and Speed to Global Averages [Infographic] Orbital Battle for Terra Wallpaper WizMouse Enables Mouse Over Scrolling on Any Window

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