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  • Difficulties with rotation of a sprite

    - by Johnny
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. At the moment, my dolphin rotates a little weird. But I want that it rotates like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation += 0.01f; VelocityY += 40f; } else { rotation -= 0.01f; VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { rotation -= 0.01f; VelocityY += -10f; } else { rotation += 0.01f; VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • Two Different nVidia Cards, One as Graphics, One as Physics - Possible?

    - by Jasarien
    Hey guys, Soon I will have a brand new Geforce GTX 285 to replace my current 8800GT. Will it be possible to move my 8800GT to another PCIX slot, put the GTX 285 into the primary slot and use the nVidia software to make the 8800GT do physics? I have enough PCIX slots on my motherboard (4). The GTX 285 will take up 2, so the 8800GT should fit in the 3rd. If anyone knows if this is possible, I would be grateful to be educated!

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  • How can I get pidgin to replace animations/graphics with their alt text?

    - by Flimzy
    I have a few contacts who use annoying text-to-animation plugins in their clients, that do things like turn the word "hi" into an animation of Kermit the Frog waving at me, or other equally annoying non-sense. This is even more annoying when it does the conversion mid-word, like turning "This" into "T<Kermit waving>s". To get around this annoying behavior, I often find myself copying their text from pidgin, and pasting into a text editor, which always replaces the animations with their original text (presumably by way of some html ALT tag, or the moral equivalent). Obviously pidgin knows what the original text was, because it was able to provide that text to the copy buffer. So how can I get Pidgin to just show me the original text, as if there were no annoying animations in the first place?

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  • Difficulties with rotation of a sprite

    - by Andy
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. My dolphin always rests in the same angle while it jumps. But I want that it changes the rotation during the jump, like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation = 45; VelocityY += 40f; } else { rotation = -45; VelocityY += 40f; } } } else { VelocityY += -10f; } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, MathHelper.ToRadians(rotation), new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • will main domains be more seo friendly than subdomains?

    - by C graphics
    Web hosting providers offer services such as hosting multiple domains in one account. Then my concern is about seo friendliness. say the main domain of my account is maindomain.com on which I have added an addon domain say domain2.com. That means cpanel will generate domain2.maindomain.com and the contents of domain2.com will be practically stored into a subfolder in maindomain.com. Now, assume both maindomain.com and domain2.com have same structure both optimized for seo same way. My question is that would maindomain.com links be more seo friendly due to that fact that maindomain.com is the mani domain of my account?

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  • Running two graphics cards (non-SLI) to power 3D on two different monitors?

    - by Delameko
    Hi, I'm a bit clueless about this, so excuse my naivety. I have two video cards, a Nvidia 8800 and a GT120, powering three monitors. I run two 3D game instances (two Everquest 2 clients), one on each of my first two monitors. It's been running fine, although sometimes it sounds like the computer is trying to take off. Today I realised that I was actually playing them on the two monitors that are both powered by the 8800. Thinking that I might as well make use of the power of both cards I tried switching the monitor cables over so that each card would be "powering" one of the clients. (Is it silly to assume this is how it works?) This doesn't seem to have had the desired effect, as the client running on the 8800 screen is running worse than it was before. Is it even possible to run two clients on separate GPUs? Is SLI the only way to utilise 2 GPUs? Is there something special I have to do? Or do I have to set the client to use a particular GPU (an option I can't seem to find in EQ2)? I run the clients in window mode if that makes any difference, and I'm running Win 7. Thanks.

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  • Install KVM based Windows 2008 remotely over SSH on a headless, no graphics Ubuntu 10.04 server?

    - by taazaa
    Hi, I have a Dell server at a remote data center with Ubuntu 10.04 as the host. It is a minimal install with the necessary virtulization packages. There is no X and the machine is headless. I have the win2008 DVD in the machine and want to remotely install it. I tried: virt-install --connect qemu:///system -n vmwin2k8 -r 1024 --disk path=server2k8.qcow2,size=50 --cdrom /dev/sr0 --vnc --noautoconsole --os-type windows --os-variant win2k8 The qcow2 image get created However I don't understand how to connect to see the install via VNC. This is my first time doing it so it may be trivial or may not be possible. Remotely I have a Win 7 machine with Putty and RealVNC viewer. Where is the graphic output of VNC going? Do I have to have VNC server running on the host or some other machine and then connect to it from my VNC client? Please let me know or point me to the right direction. I have been searching the web for several days to figure out how this is suppose to work. Thanks!

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  • Getting started with SVG graphics objects in JSF 2.0 pages.

    - by AlanObject
    What I want to do is create web pages with interactive SVG content. I had this working as a Java desktop application using Batik to render my SVG and collect UI events like mouseclick. Now I want to use those SVG graphics files in my JSF (Primefaces) web application in the same way. Trying to get started, I found this didn't work: <h:graphicImage id="gloob" value="images/sprinkverks.svg" alt="Graphic Goes Here"/> I don't mind doing some reading to get up the learning curve. It was just a bit surprising that some google searches didn't turn up anything useful. What I did find suggested that I would have to do this with the f:verbatim tag as if I were hand-coding the HTML. I would then have to add some script to capture the SVG events and feed them back into the AJAX code. If I have to do all that I will, but I was hoping there would be an easier and automated way. So the questions are: How to get the image to render in the first place? How to get the DOM events from the SVG portion of the page back to the backing beans? Much thanks for any pointers.

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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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  • Installation failed with a Blank Screen

    - by Bear
    Blank Screen, no Fix I've tried works... Hardware conflict maybe? First I tried AMD64 Ubuntu desktop. I got into the boot screen, however selecting install returns 1-2 seconds of code then blank screen no-idle. Then I tried the alternate install. Worked, some additional software installs failed. Go to boot for first time, I see BIOS load then black/blank screen. No flicker or cursor... screen turns off. (I am also having issues installing any 64bit OS legit WIN 7 64 Ult., WinXP 64 PRO ISO, also WinXP 32 Legit, WinXP 64Pro ISO returns BSOD on install. All win 7 builds return with CD/DVD driver error. The only OS that installs is beta build 7000 win 7.) Please help! I am using: BIOS Build = E7696AMS V1.5 HDD = Hitachi HDP725050GLA 500.00 GB (SATA) CDD = Optiarc DVD RW AD-72 (SATA) MOBO = MSI A75MA-G55 AMD A Series Motherboard - Micro ATX, Socket FM1, AMD A75 Chipset, 1866MHz DDR3 (O.C.), SATA 6.0 Gb/s, 8-CH Audio, Gigabit LAN, SuperSpeed USB 3.0, AMD Dual Graphics Ready CPU = AMD A6-Series AD3650WNGXBOX Quad-Core A6-3650 APU - 4MB L2 Cache, 2.6GHz, Socket FM1, Radeon HD 6530D (320 Cores), Dual Graphics Ready, DirectX 11 RAM = Corsair CMZ16GX3M4A1600C9B Vengeance Desktop Memory Kit - 16GB (4x 4GB), PC3-12800, DDR3-1600MHz, 9-9-9-24 CAS Latency, Intel XMP Ready, Unbuffered

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  • Ubuntu 14.04 ATI Radeon open source driver with distorted video playback

    - by Bwog
    Video in VLC or SMplayer is often in black and white with washed-out colors in the wrong place (translated considerably). Moreover, the last video image is often visible when a new video is started and persist as long as the new video is running. Colors have a recognizable shape (e.g. a persons clothes or face), but can be obviously incorrect (e.g. green or purples faces). This is independent of the format of the videos (mp4, mkv, wmv). Sometimes all problems disappear when a new video is started, but often only a reboot restores normal video. Ubuntu was upgraded to 14.04 and is fully updated. Processor intel core i5-2500K cpu. gpu: amd/ati Radeon HD 7950. graphics: gallium 0.4 on AMD Tahiti. xorg xserver amd/ati display driver wrapper from xserver-xorg-video-ati. :~$ Xorg -version X.Org X Server 1.15.1 Release Date: 2014-04-13 X Protocol Version 11, Revision 0 Build Operating System: Linux 3.2.0-37-generic x86_64 Ubuntu Current Operating System: Linux Mare 3.13.0-29-generic #53-Ubuntu SMP Wed Jun 4 21:00:20 UTC 2014 x86_64 Kernel command line: BOOT_IMAGE=/boot/vmlinuz-3.13.0-29-generic.efi.signed root=UUID=number ro Build Date: 16 April 2014 01:36:29PM xorg-server 2:1.15.1-0ubuntu2 Current version of pixman: 0.30.2 ~$ lspci | grep VGA 01:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Tahiti PRO [Radeon HD 7950/8950 OEM / R9 280] Question: how to restore regular video playback?

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  • fglrx: No matching Device section for instance... found how to fix it?

    - by Lejo
    I have HD 4850 card, Ubuntu 12.10 and installed legacy drivers using makson96 ppa. The issue is, that FGLRX can not detect my device and loads vesa bios. I had the same problem on ubuntu 11.10, 12.04 versions. I want to manually help fglrx find a matching device to load as it shoudld do. It is interesting, why does fglrx search for a device in a PCI:0@1:0:1 Bus? in xorg.cof different bus is indicated: Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:1:0:0" EndSection fglrxinfo display: :0.0 screen: 0 OpenGL vendor string: Advanced Micro Devices, Inc. OpenGL renderer string: ATI Radeon HD 4800 Series OpenGL version string: 3.3.11653 Compatibility Profile Context Here is a part of my xorg log: [ 3.846] (II) VESA: driver for VESA chipsets: vesa [ 3.846] (II) FBDEV: driver for framebuffer: fbdev [ 3.846] (++) using VT number 7 [ 3.846] (WW) Falling back to old probe method for fglrx [ 3.883] (II) Loading PCS database from /etc/ati/amdpcsdb [ 3.883] (--) Assigning device section with no busID to primary device [ 3.883] (--) Chipset Supported AMD Graphics Processor (0x9442) found [ 3.884] (WW) fglrx: No matching Device section for instance (BusID PCI:0@1:0:1) found [ 3.884] (II) AMD Video driver is running on a device belonging to a group targeted for this release [ 3.884] (II) AMD Video driver is signed [ 3.884] (II) fglrx(0): pEnt->device->identifier=0xb7791d8f [ 3.884] (WW) Falling back to old probe method for vesa [ 3.884] (WW) Falling back to old probe method for fbdev from lispci i foud out finally, that my video card is in 01:00.0 slot. logically, if fglrx searches for a vdeo card device in a wrong place, it will not find it. 01:00.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI RV770 [Radeon HD 4850] Thanks in advance.

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  • How to get my laptop to detect SD cards inserted into its built-in card reader?

    - by Candelight
    My laptop has a built-in SD Card reader but it cannot detect one when inserted. Here is the result when I type lspci from the terminal: 00:00.0 Host bridge: ATI Technologies Inc RS480 Host Bridge (rev 10) 00:01.0 PCI bridge: ATI Technologies Inc RS480 PCI Bridge 00:06.0 PCI bridge: ATI Technologies Inc RS480 PCI Bridge 00:07.0 PCI bridge: ATI Technologies Inc RS480 PCI Bridge 00:12.0 IDE interface: ATI Technologies Inc IXP SB400 Serial ATA Controller (rev 80) 00:13.0 USB Controller: ATI Technologies Inc IXP SB400 USB Host Controller (rev 80) 00:13.1 USB Controller: ATI Technologies Inc IXP SB400 USB Host Controller (rev 80) 00:13.2 USB Controller: ATI Technologies Inc IXP SB400 USB2 Host Controller (rev 80) 00:14.0 SMBus: ATI Technologies Inc IXP SB400 SMBus Controller (rev 83) 00:14.1 IDE interface: ATI Technologies Inc IXP SB400 IDE Controller (rev 80) 00:14.2 Audio device: ATI Technologies Inc IXP SB4x0 High Definition Audio Controller (rev 01) 00:14.3 ISA bridge: ATI Technologies Inc IXP SB400 PCI-ISA Bridge (rev 80) 00:14.4 PCI bridge: ATI Technologies Inc IXP SB400 PCI-PCI Bridge (rev 80) 00:18.0 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] HyperTransport Technology Configuration 00:18.1 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Miscellaneous Control 01:05.0 VGA compatible controller: ATI Technologies Inc RS482 [Radeon Xpress 200M] 04:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 01) 05:04.0 FireWire (IEEE 1394): O2 Micro, Inc. Firewire (IEEE 1394) (rev 02) 05:04.2 SD Host controller: O2 Micro, Inc. Integrated MMC/SD Controller (rev 01) 05:04.3 Mass storage controller: O2 Micro, Inc. Integrated MS/xD Controller (rev 01) 05:09.0 Network controller: Ralink corp. RT2561/RT61 rev B 802.11g

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  • Can't install Ubuntu, black screen after install

    - by Tyrone
    I tried several times, but wasn't able to make it work. I tried all recent types of Ubuntu but it didn't work. Then I tried acpi=off at the beginning of the installation. In this way I could finish the installation. But after the restart Ubuntu didn't work. Only a black screen appeared. Before that I tried it on the VirtualBox and it work. By the way my system is the following: (I use windows 7 currently) Processor AMD Athlon II P320 (2,1 GHz, second-level cache 2 ? 512 KB, HT 1600 MHz bus) Chipset AMD M880G + SB850 Memory Dual Channel, 3 GB DDR3-1066 Wide Screen 15.6 “high-definition (1366 ? 768) c LED-backlit, AU Optronics B156XW02 Video Card AMD Radeon HD 4250, from 336 MB video buffer in memory, support for DirectX 10.1 and UVD Sound system: HDA-codec IDT 92HD81B1X AMD HDMI Audio Hard drive WDC WD3200BEVT-75A23T0 (298 GB, 5400 RPM, SATA 2.0) Optical Drive: DVD ± RW Optiarc AD-7585H Communication tools Fast Ethernet (10/100 Mbit / c) Realtek RTL8102E/RTL8103E WiFi 802.11a/b/g Broadcom BCM4310 Bluetooth 2.1 + EDR Card reader Memory Card Reader 7-in-1 with support for SD / SDHC / MMC / MS / xD, and derivatives Interfaces / ports 3 USB 2.0 1 eSATA + USB 2.0 15-pin video connector VGA HDMI RJ-45 Ethernet 10/100 Mbit / c 2 analog mini-jack: a microphone / headphone jack for a Kensington lock slot AC adapter Battery Li-Ion 6-cell capacity of 4400 mA ? h (10,8, 48 W ? hr) AC power adapter 65 Watt Additional equipment integrated web-camera (1.3 mega pixels)

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  • Can't shutdown Ubuntu (Wubi Installation)

    - by zsgre3nd3s7
    I downloaded Ubuntu 12.04 using Wubi. The installation went correctly and everything was working fine until I tried to shutdown. I clicked shutdown and then Ubuntu started shutdown, but as soon as I saw the Ubuntu logo with blank dots under, it froze. I had to perform a hard shutdown. After booting my computer back and going into Ubuntu, I tried shutting it down again but this time it took me on a black page with lots and lots of log writing on the screen and after a little while, it stopped writing stuff. I was able to input characters using the keyboard and everything, but it never shutdown. I had to perform a hard shutdown again. Now it always gives me a Ubuntu logo and freezes. What should I do? I know hard shutdowns are bad and want to avoid them. Is there anyway to make shutdowns work? I tried a reboot and it also froze on the Ubuntu logo. Sony VAIO Model E SVE17115FDB Laptop. Graphic card - AMD RADEON HD 7650M (and it installed correctly in Ubuntu). BIOS - H2O Bios. Processor - Intel i7-3612QM. Edit: I only installed the AMD/ATI proprietary drivers FGLRX, not the AMD/ATI post release drivers because they keep showing an error message. Here is jockey.log. Edit 2: Here is the log that i mentioned before that appeared on my screen, it appeared after i tried reinstalling my AMD driver but failed so i reinstalled the other one. Sorry for the quality i took those pictures with my phone.

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  • Ubuntu 13.10 No Sound

    - by spiersie
    I was running 13.04 since last monday and just today i upgraded to 13.10, in both of these version i have not managed to get my sound working. I have gone into alsamixer and disabled auto mute and the volumes are up. However if somebody thinks they can help me fix this i will gladly follow any steps. Please lay specifically any terminal commands you need me to do to either show specs or solve the problem as i am not fluent with the linux commands, this desktop being my first system to run linux, starting last monday. blake@Blake-Ubuntu-PC:~$ lspci -v | grep -A7 -i "audio" 00:01.1 Audio device: Advanced Micro Devices, Inc. [AMD/ATI] Trinity HDMI Audio Controller Subsystem: ASUSTeK Computer Inc. Device 8526 Flags: bus master, fast devsel, latency 0, IRQ 53 Memory at fef44000 (32-bit, non-prefetchable) [size=16K] Capabilities: Kernel driver in use: snd_hda_intel 00:10.0 USB controller: Advanced Micro Devices, Inc. [AMD] FCH USB XHCI Controller (rev 03) (prog-if 30 [XHCI]) 00:14.2 Audio device: Advanced Micro Devices, Inc. [AMD] FCH Azalia Controller (rev 01) Subsystem: ASUSTeK Computer Inc. Device 8445 Flags: bus master, slow devsel, latency 32, IRQ 16 Memory at fef40000 (64-bit, non-prefetchable) [size=16K] Capabilities: Kernel driver in use: snd_hda_intel 00:14.3 ISA bridge: Advanced Micro Devices, Inc. [AMD] FCH LPC Bridge (rev 11)

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  • Can't install the wireless driver in HP Pavilion dv2419us

    - by maqtanim
    I've just installed Ubuntu 13.04 in an old HP Pavilion dv2419us. The problem is, Ubuntu doesn't detect the wireless card. But it works fine in Windows 7. The following command returns nothing! lspci -vvnn | grep 14e4 And the lspci output is: 00:00.1 RAM memory: NVIDIA Corporation C51 Memory Controller 0 (rev a2) 00:00.2 RAM memory: NVIDIA Corporation C51 Memory Controller 1 (rev a2) 00:00.3 RAM memory: NVIDIA Corporation C51 Memory Controller 5 (rev a2) 00:00.4 RAM memory: NVIDIA Corporation C51 Memory Controller 4 (rev a2) 00:00.5 RAM memory: NVIDIA Corporation C51 Host Bridge (rev a2) 00:00.6 RAM memory: NVIDIA Corporation C51 Memory Controller 3 (rev a2) 00:00.7 RAM memory: NVIDIA Corporation C51 Memory Controller 2 (rev a2) 00:02.0 PCI bridge: NVIDIA Corporation C51 PCI Express Bridge (rev a1) 00:03.0 PCI bridge: NVIDIA Corporation C51 PCI Express Bridge (rev a1) 00:05.0 VGA compatible controller: NVIDIA Corporation C51 [GeForce Go 6150] (rev a2) 00:09.0 RAM memory: NVIDIA Corporation MCP51 Host Bridge (rev a2) 00:0a.0 ISA bridge: NVIDIA Corporation MCP51 LPC Bridge (rev a3) 00:0a.1 SMBus: NVIDIA Corporation MCP51 SMBus (rev a3) 00:0a.3 Co-processor: NVIDIA Corporation MCP51 PMU (rev a3) 00:0b.0 USB controller: NVIDIA Corporation MCP51 USB Controller (rev a3) 00:0b.1 USB controller: NVIDIA Corporation MCP51 USB Controller (rev a3) 00:0d.0 IDE interface: NVIDIA Corporation MCP51 IDE (rev f1) 00:0e.0 IDE interface: NVIDIA Corporation MCP51 Serial ATA Controller (rev f1) 00:10.0 PCI bridge: NVIDIA Corporation MCP51 PCI Bridge (rev a2) 00:10.1 Audio device: NVIDIA Corporation MCP51 High Definition Audio (rev a2) 00:14.0 Bridge: NVIDIA Corporation MCP51 Ethernet Controller (rev a3) 00:18.0 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] HyperTransport Technology Configuration 00:18.1 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Miscellaneous Control 05:09.0 FireWire (IEEE 1394): Ricoh Co Ltd R5C832 IEEE 1394 Controller 05:09.1 SD Host controller: Ricoh Co Ltd R5C822 SD/SDIO/MMC/MS/MSPro Host Adapter (rev 19) 05:09.2 System peripheral: Ricoh Co Ltd R5C592 Memory Stick Bus Host Adapter (rev 0a) 05:09.3 System peripheral: Ricoh Co Ltd xD-Picture Card Controller (rev 05) The command lspci -nn | grep 0280 gives no output. Any suggestion regarding this?

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  • My computer will not reboot after fresh install of ubuntu 12.04LTS

    - by user170715
    I bought a new computer yesterday and it came with Windows 8. When installing Ubuntu, i choose the erase and install option thinking that Ubuntu would install easily like it did for my old laptop... After a successful install and following the instructions telling me to reboot to finish installation and remove installation media. It worked and my computer booted fine, however once I began installing updates via update manager and activating additional driver {ATI/AMD proprietary FGLRX graphics driver (post-release updates)} out of the following: Experimental AMD binary Xorg driver and kernel module ATI/AMD proprietary FGLRX graphics driver (*experimental*beta) ATI/AMD proprietary FGLRX graphics driver (post-release updates) Then reboot to finish making changes I reboot and get an error (Reboot and select proper boot device) At this point I was stuck, so I eventually reinstalled ubuntu and repeated the exacted same steps until right before i rebooted to finish making changes. However this time i used this Boot Repair tool sudo add-apt-repository ppa:yannubuntu/boot-repair sudo apt-get update sudo apt-get install -y boot-repair boot-repair After running the program i get a "boot successfully repaired" message. Then I try to reboot again and get the GNU Grub screen where it says would you like to boot: normal recovery memorytest Once it begins loading, you see the code moving across the screen then it pauses when it gets to and doesnt do anything. If someone could tell me how to fix this or get Windows 8 back soon, I'd appreciate it because like i said i just bought it yesterday and now i cant even use it.

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