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  • Laptop windows 7 power settings - screen display goes black after 1 minute

    - by Puneet Dudeja
    My laptop windows 7 power settings are not working since last week, i have tried using "Dim display after 5 hours" and "Dim Never" also, but my screen goes black after 1 minute. Any resolutions ? My laptop model is : Compaq Pressario CQ62 Graphics Card Information: Name Intel(R) HD Graphics PNP Device ID PCI\VEN_8086&DEV_0046&SUBSYS_1425103C&REV_02\3&11583659&0&10 Adapter Type Intel(R) HD Graphics (Core i3), Intel Corporation compatible Adapter Description Intel(R) HD Graphics Adapter RAM 1.21 GB (1,303,306,240 bytes) Installed Drivers igdumd64.dll,igd10umd64.dll,igdumdx32,igd10umd32 Driver Version 8.15.10.2119 INF File oem17.inf (iILKM0 section) Color Planes Not Available Color Table Entries 4294967296 Resolution 1366 x 768 x 59 hertz Bits/Pixel 32 Memory Address 0xD0000000-0xD03FFFFF Memory Address 0xC0000000-0xCFFFFFFF I/O Port 0x00004050-0x00004057 IRQ Channel IRQ 4294967294 I/O Port 0x000003B0-0x000003BB I/O Port 0x000003C0-0x000003DF Memory Address 0xA0000-0xBFFFF Driver c:\windows\system32\drivers\igdkmd64.sys (8.15.10.2119, 9.85 MB (10,326,784 bytes), 4/21/2010 6:18 PM) I am not able to solve my problem from any of the answers till now. The screen still goes dark and password screen appears after 1 minute of idle time.

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  • GUI interfaces to ATI card behave weirdly out of the box and after updates.

    - by jdk
    My Lenovo W500 came with an ATI Mobility FireGL V5700 and both the Catalyst control center software and Vista display manager display four monitors. What's really annoying is the behaviour. My two active displays (laptop display + my external monitor) are always #s 3 and 4 respectively which doesn't make sense. This is out of the box. Additionally dragging & dropping is jumpy and displays #1 and 2 (always inactive because they don't exist to the software) are often preventing me from dragging #3 and 4 to the rightmost side. They also auto-snap to weird positions and certain sensible positions like position one directly over top of the other are not possible. The exact same annoyances are present when using the Windows Display manager too. In other words the interface is crap and I'm looking for a fix that's not wishing I had gone with nVidia instead. I've updated drivers, and Catalyst control centre. Have latest Windows and AMD/ATI updates. Any thoughts? Graphics Software Driver Packaging Version 8.563.2.1-090401a-079160C-Lenovo Provider ATI Technologies Inc. 2D Driver Version 7.01.01.849 2D Driver File Path /REGISTRY/MACHINE/SYSTEM/ControlSet001/Control/Class/{4D36E968-E325-11CE-BFC1-08002BE10318}/0001 Direct3D Version 7.14.10.0630 OpenGL Version 6.14.10.8306 Catalyst® Control Center Version 2009.0401.1328.22301 Graphics Hardware Primary Adapter Graphics Card Manufacturer Powered by ATI Graphics Chipset ATI Mobility FireGL V5700 Device ID 9591 Vendor 1002 Subsystem ID 2126 Subsystem Vendor ID 17AA Graphics Bus Capability PCI Express 2.0 Maximum Bus Setting PCI Express 2.0 x16 BIOS Version 010.088.000.021 BIOS Part Number BK-ATI VER010.088.000.021.034663 BIOS Date 2009/09/30 Memory Size 512 MB Memory Type DDR3 Core Clock in MHz 600 MHz Memory Clock in MHz 700 MHz

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  • how to enable opengl 2.0 and webgl on gma 3150 on ubuntu?

    - by mahmoudelbadry
    hi, i have a dell mini 1012 which an intel n450 processor and gma 3150 integrated graphics card running ubuntu 10.10 according to the intel website the graphics card support opengl 2.0 http://software.intel.com/en-us/arti...ed-graphics/#9 but when i type glxinfo in terminal the opengl version string gives me the following OpenGL version string: 1.4 Mesa 7.9-devel i installed the latest drivers but it didn't work so, how can i enable opengl 2.0 on this card?? thanks

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  • Is it possible to dedicate the physical screen of a vmware server machine to a guest vm graphically?

    - by matnagel
    I have a vmware server 2.x running on ubuntu server (8.04). So the graphics card and the screen of the physical box are unused (I log in remotely and the host os has only the cli console installed). I wonder if it is possible to assign this graphics card to a virtual machine directly and use it for the gui of this guest? Or maybe if I add a second graphics card to the machine?

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  • [Qt] How to make another window pop up that extends QWidget as opposed to QDialog?

    - by Graphics Noob
    So far I've only had my main window pop up other windows that were QDialogs and I'm not getting it to work with a QWidget. The other window I want to display was designed with the Form Editor, then wrapped in a class called ResultViewer which extends QWidget (as opposed to QDialog). What I want is to have the ResultViewer show its ui in a seperate window. Now when I try to display it the ResultViewer ui just pops up in the main window on top of the mainwindow ui. The code I'm using to display it is this (in my mainwindow.cpp file) ResultViewer * rv = new ResultView(this); rv->show(); The constructor for the ResultViewer looks like this ResultViewer::ResultViewer(QWidget * parent) : QWidget(parent), ui(new Ui::ResultViewer) { ui->setupUi(this); } I've looked through the QWidget documentation a bit but the only thing I can find that may be related is the QWidget::window() function, but the explanation isn't very clear, it just gives an example of changing the title of a window.

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  • What could possibly cause my computer to power down at random times?

    - by geoffreydv
    I have recently bought a new Power Supply and a new graphics card. My PC ran smoothly for a few months now but since a couple of days I'm having a strange problem. I am trying to isolate the problem to a specific piece of hardware (because if it's either the Power Supply or the Graphics card they are still under warranty). The problem started when I was playing a game (diablo 3). My PC suddenly powered down. I was unable to turn it on again by pressing the power button. I unplugged the power cable for a few seconds and plugged it back in. This time the pc powered on but the indication light turned orange instead of white as it normally does. The fans were not spinning and I did not see anything on my screen. After trying a couple of times I gave up. Two days later I tried again and this time the PC did boot up as usual. Everything looked okay until I tested if the problem was resolved by starting Diablo again. After about two minutes it powered down again as it did the first time. If I don't run any games my PC does power down after about 3-5 hours. Another fact that might be relevant: One time the PC did not shut down immediatly, instead first my graphics "powered down" but the music I was playing kept on playing. After about 20 seconds the pc powered down completely as usual. What I also noticed is that when I boot instantly after a power down, the chance of another power down occuring is much higher. Does anyone have an idea what could be causing this kind of behaviour or has a certain tool to diagnose the specific hardware parts? Thanks Specs: Memory: 6GB Processor: Intel i5 OS: Windows 7 64 bit The PC is a Dell Studio XPS 8100 with a replaced PSU and Graphics card: PSU: Corsair CX500 (500 watt) Graphics card: AMD Radeon 6850

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  • Remote Desktop Multi Monitor Connection

    - by user196039
    This question may be a bit unusual but I think it's an interesting angle: Why does a remote desktop connection to my server with all four of my 30 inch (@2560x1600) monitors work, even though the server doesn't have a graphics card installed? I guess the graphics are perhaps not really rendered on the server? What exactly happens there so that this works? Searching for this I mostly found "how to enable multi monitor support" but not an answer to my question yet. Any links/documentation I can read to understand this better? (To get all four monitors working well on my local machine the one graphics card I had wasn't even enough, so I have two graphics cards on the local machine now) The operating systems are Windows 7 home premium and it's a Windows Server 2008 R2.

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  • Java crashes on lubuntu but not Ubuntu

    - by Echogene
    I have lubuntu and Ubuntu partitions on my drive. I've been having an interesting time with the new lubuntu partition. I've encountered strange things with the game Minecraft, Java and graphics drivers on the lubuntu partition. Firstly, I'll say that Minecraft runs fine at about 60fps on the Ubuntu partition with the latest drivers. (This is lower than it should be as it's a pretty decent graphics card [Radeon HD 5700].) When I first started lubuntu, I tried to see if I could get Minecraft running on Java. Java crashed when loading the main game graphics on both Sun and OpenJDK without proprietary drivers. Java also crashed on both Javas with proprietary drivers after the necessary restart. However, after disabling (with 'remove' button) the proprietary drivers with jockey-gtk in the session after the restart to install the drivers, Minecraft ran very well at ~120fps. This didn't continue after another restart, when it ran at 9fps. After failing thereafter on lubuntu to get it working at 15fps, I tried reinstalling lubuntu and installed the exact same driver (the latest one, not the one appearing on jockey) and Java versions as on Ubuntu. That is, now Ubuntu and lubuntu have the same graphics driver and Java version. Minecraft still crashes in the same way on lubuntu but works fine on Ubuntu. I would appreciate any explanation for any of these events. What differences between lubuntu and Ubuntu could cause this? Edit: After installing the 32bit driver version on lubuntu (seeing as lubuntu is 32bit), I have Java "working" for Minecraft. However, it is at <15fps again and it can't log in to servers as it takes too long.

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  • Java Spotlight Episode 87: Nandini Ramani on Java FX and Embedded Java

    - by Roger Brinkley
    Interview with Nandini Ramani on JavaFX and Embedded Java. Joining us this week on the Java All Star Developer Panel is Arun Gupta, Java EE Guy. Right-click or Control-click to download this MP3 file. You can also subscribe to the Java Spotlight Podcast Feed to get the latest podcast automatically. If you use iTunes you can open iTunes and subscribe with this link:  Java Spotlight Podcast in iTunes. Show Notes News JFXtras Project: There’s an app for that! JavaOne 2012 content catalog is online Native packaging for JavaFX in 2.2 EL 3.0 Public Review (JSR 341) el-spec.java.net Events June 18-20, QCon, New York City June 19, CJUG, Chicago June 20, 1871, Chicago June 26-28, Jazoon, Zurich, Switzerland Jun 27, Houston JUG July 5, Java Forum, Stuttgart, Germany Jul 13-14, IndicThreads, Delhi July 30-August 1, JVM Language Summit, Santa Clara Feature InterviewNandini Ramani is Vice President of Development at Oracle in the Fusion Middleware Group. She is responsible for the Java Client Platform and has a long history of creating innovation and futures at Sun Microsystems.Nandini launched the JavaFX Platform and tools and had been actively involved in JavaFX since its inception in May 2007. Prior to joining the client group, Nandini was in the Software CTO Office driving the emerging technologies group for incubation projects. She has a background in both hardware and software, having worked in hardware architecture and simulation team in the Accelerated Graphics group and the graphics and media team in the JavaME group. She was involved in the development of XML standards, as Co-Chair of the W3C Scalable Vector Graphics working group and as a member of the W3C Compound Document Formats working group. She was also a member of several graphics and UI related expert groups in the JCP. Mail Bag What’s Cool "OpenJDK is now the heart of a vital piece of technology that runs large parts of our entire civilization.” Java Magazine PetStore using Java EE 6 - Antonio Goncalves

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  • How to revert back to older xorg?

    - by wouter205
    Since the last update of ubuntu 12.04, the system won't boot into gui anymore. It states that it was unable to load the graphics drivers and gives me 4 options, these are: run in low graphics mode for 1 session reconfigure graphics troubleshoot the error exit to console login whichever option I choose, it doesn't solve anything. For instance, when i choose to reconfigure graphics and then switch to vesa drivers, the screen goes back to the option list. So i configured xorg.conf to vesa myself, and i see in the update history that ubuntu updated xserver-xorg-core and xserver-common whereas i blocked these updates in synaptic since i'm aware that updating these files caused troubles with my particular video card (radeon hd6800). So my solution is probably to revert these files to the older (working) versions. How can I do this please (in particular xserver-xorg-core since i think this is the main cause of my problem). thanks! output of ls /etc/X11 -app-defaults xorg.conf Xreset -cursors xorg.conf-backup-120529144709 Xreset.d -default-display-manager xorg.conf.fglrx-0 -Xresources -fonts xorg.conf.fglrx-1 Xsession -rgb.txt xorg.conf.fglrx-2 Xsession.d -X xorg.conf.original-0 -Xsession.options -xinit xorg.conf.original-1 -Xwrapper.config -xkb xorg.conf.vesa Output of sudo aptitude show xserver-xorg-core | grep Versie (read: Version in Flemish) Versie: 2:1.11.4-0ubuntu10.2

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  • Radeon HD 6850 VMware 3D Support?

    - by Matt
    I'm a new Ubuntu user (new to all of linux actually). I've installed Ubuntu 11.10 x64 and have been enjoying it, but I wanted to see how it would perform using VMware for small time gaming since I find dual booting too much of a nuisance to even bother using Ubuntu at all (sorry!). I have an Asus EAH6850 DirectCU Radeon HD 6850 graphics card and I've installed the additional ATI/AMD proprietary FGLRX graphics driver, but when I open a Windows XP 32bit machine I installed through VMware, I get this message: "The GPU driver currently installed on this host may cause issues with VMware products. If you notice any issues please disable the 3D support in the affected virtual machines." I still have 3D capabilities in the VM but they are very very choppy even running the DX tests (the spinning cube). I've seen people on youtube and other forums saying that since the new 3D acceleration in VMware 8 gaming is very possible through VMs (and I've seen them running the DX tests with the spinning cube very smoothly). I'm wondering if my graphics card isn't fully supported or if I have installed it wrong. Also when I check system info (on the host Ubuntu machine) it says "Graphics VESA:BARTS" Should my Radeon HD 6850 be showing up there? The rest of my basic system info i5 2500k 8GB 1600MHz memory Guest is running with access to all 4 cores of processor and 3gb memory assigned.

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  • Error instantiating Texture2D in MonoGame for Windows 8 Metro Apps

    - by JimmyBoh
    I have an game which builds for WindowsGL and Windows8. The WindowsGL works fine, but the Windows8 build throws an error when trying to instantiate a new Texture2D. The Code: var texture = new Texture2D(CurrentGame.SpriteBatch.GraphicsDevice, width, 1); // Error thrown here... texture.setData(FunctionThatReturnsColors()); You can find the rest of the code on Github. The Error: SharpDX.SharpDXException was unhandled by user code HResult=-2147024809 Message=HRESULT: [0x80070057], Module: [Unknown], ApiCode: [Unknown/Unknown], Message: The parameter is incorrect. Source=SharpDX StackTrace: at SharpDX.Result.CheckError() at SharpDX.Direct3D11.Device.CreateTexture2D(Texture2DDescription& descRef, DataBox[] initialDataRef, Texture2D texture2DOut) at SharpDX.Direct3D11.Texture2D..ctor(Device device, Texture2DDescription description) at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipmap, SurfaceFormat format, Boolean renderTarget) at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height) at BrewmasterEngine.Graphics.Content.Gradient.CreateHorizontal(Int32 width, Color left, Color right) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Graphics\Content\Gradient.cs:line 16 at SampleGame.Menu.Widgets.GradientBackground.UpdateBounds(Object sender, EventArgs args) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Menu\Widgets\GradientBackground.cs:line 39 at SampleGame.Menu.Widgets.GradientBackground..ctor(Color start, Color stop, Int32 scrollamount, Single scrollspeed, Boolean horizontal) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Menu\Widgets\GradientBackground.cs:line 25 at SampleGame.Scenes.IntroScene.Load(Action done) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Scenes\IntroScene.cs:line 23 at BrewmasterEngine.Scenes.Scene.LoadScene(Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\Scene.cs:line 89 at BrewmasterEngine.Scenes.SceneManager.Load(String sceneName, Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\SceneManager.cs:line 69 at BrewmasterEngine.Scenes.SceneManager.LoadDefaultScene(Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\SceneManager.cs:line 83 at BrewmasterEngine.Framework.Game2D.LoadContent() in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Framework\Game2D.cs:line 117 at Microsoft.Xna.Framework.Game.Initialize() at BrewmasterEngine.Framework.Game2D.Initialize() in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Framework\Game2D.cs:line 105 at Microsoft.Xna.Framework.Game.DoInitialize() at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) at Microsoft.Xna.Framework.Game.Run() at Microsoft.Xna.Framework.MetroFrameworkView`1.Run() InnerException: Is this an error that needs to be solved in MonoGame, or is there something that I need to do differently in my engine and game?

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  • How can I set my resolution to 1280x1024 on an Acer Aspire Revo 3700?

    - by torbengb
    I've just set up a new nettop computer (Acer Aspire Revo 3700: CPU:Atom D525, GPU:Nvidia ION2). I've just made a clean install of Ubuntu 10.10 using the standard USB pendrive method. Almost everything works OK, but the graphics are not OK: the recommended Nvidia driver is activated but the monitor is not detected, so the resolution is wrong. How can I make Ubuntu detect my monitor? How can I get the proper resolution (1280x1024) in Ubuntu? I know that my monitor is not a CRT but an LCD: it's a BenQ, model T905, with 1280x1024 resolution at 60Hz, connected via a normal VGA cable. DVI or HDMI is not an option. When I go to SystemPrefsMonitors, I get: It appears that your graphics driver does not support the necessary extensions to use this tool. Do you want to use your graphics driver vendor's tool instead? YES NO If I say NO then I get a window: or for YES I get this: In both cases I don't see that I can fix this problem. The main reason for getting this new computer was that I was sick of having graphics problems on the old one with a very ugly solution that didn't give me hardware support - but at least I got the resultion. Why is this so difficult... sigh!

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  • OpenJDK In The News: AMD and Oracle to Collaborate in the OpenJDK Community [..]

    - by $utils.escapeXML($entry.author)
    During the JavaOne™ 2012 Strategy Keynote, AMD (NYSE: AMD) announced its participation in OpenJDK™ Project “Sumatra” in collaboration with Oracle and other members of the OpenJDK community to help bring heterogeneous computing capabilities to Java™ for server and cloud environments. The OpenJDK Project “Sumatra” will explore how the Java Virtual Machine (JVM), as well as the Java language and APIs, might be enhanced to allow applications to take advantage of graphics processing unit (GPU) acceleration, either in discrete graphics cards or in high-performance graphics processor cores such as those found in AMD accelerated processing units (APUs).“Affirming our plans to contribute to the OpenJDK Project represents the next step towards bringing heterogeneous computing to millions of Java developers and can potentially lead to future developments of new hardware models, as well as server and cloud programming paradigms,” said Manju Hegde, corporate vice president, Heterogeneous Applications and Developer Solutions at AMD. “AMD has an established track record of collaboration with open-software development communities from OpenCL™ to the Heterogeneous System Architecture (HSA) Foundation, and with this initiative we will help further the development of graphics acceleration within the Java community.”“We expect our work with AMD and other OpenJDK participants in Project “Sumatra” will eventually help provide Java developers with the ability to quickly leverage GPU acceleration for better performance,” said Georges Saab, vice president, Software Development, Java Platform Group at Oracle. "We hope individuals and other organizations interested in this exciting development will follow AMD's lead by joining us in Project “Sumatra."Quotes taken from the first press release from AMD mentioning OpenJDK, titled "AMD and Oracle to Collaborate in the OpenJDK Community to Explore Heterogeneous Computing for Java ".

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  • Is there a NVIDIA driver (for a 7-series card) that will actually work for 12.10?

    - by DS13
    I see many similar topics on this, but I've tried all their suggestions, and nothing has worked. ISSUE: I do a clean install of Ubuntu 12.10. Boots fine with the “nouveau” graphics driver – graphics are very slow and choppy. The three other driver options in Ubuntu (official NVIDIA drivers), all result in a variation of the black screen on boot up. There will be NO access to a command line/GUI in anyway what-so-ever (tried every option recommended out there, but the system is unusable at this stage). I can only reinstall, and try different drivers…and I only ever get one shot at it. QUESTIONS: Does anyone know of a NVIDIA driver that will actually work with a Nvidia GeForce 7350LE? Or a 7-series card in general? This is my second computer, and I’m just trying to get a working install of Ubuntu on it. I don’t want to put much money into it, as I have seen Ubuntu run great on much older/less capable machines. I’ve got a decent Intel processor (2.3Ghz), 2GB of RAM, 320GB hard drive, 32-bit architecture, and there is no other O/S installed. It appears as if the graphics card is holding me back. Should I just buy a cheap graphics card (non-NVIDIA) to put in as a replacement? TRIED SO FAR: -all drivers available in Ubuntu *all fail -manual install of some different NVIDIA drivers *all fail -also tried installing the generic kernel, Nvidia driver doesn't work in 12.10 *no difference -every method suggested to at least get a command line after switching to a NVIDIA driver *all fail

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  • libgdx loading textures fails [duplicate]

    - by Chris
    This question already has an answer here: Why do I get this file loading exception when trying to draw sprites with libgdx? 4 answers I'm trying to load my texture with playerTex = new Texture(Gdx.files.internal("player.jpg")); player.jpg is located under my-gdx-game-android/assets/data/player.jpg I get an exception like this: Full Code: @Override public void create() { camera = new OrthographicCamera(); camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); batch = new SpriteBatch(); FileHandle file = Gdx.files.internal("player.jpg"); playerTex = new Texture(file); player = new Rectangle(); player.x = 800-20; player.y = 250; player.width = 20; player.height = 80; } @Override public void dispose() { // dispose of all the native resources playerTex.dispose(); batch.dispose(); } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(playerTex, player.x, player.y); batch.end(); if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 50 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 50 * Gdx.graphics.getDeltaTime(); }

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  • License for Opensource project

    - by asterisk
    I am newbie in the open source community world. I am planning to develop a open source project, hosted on github. The project would be using other open source components like- NHibernate, FNH, Log4net, CommonLibrary, Autofac, Quartz.Net Scheduler etc etc My questions are: Would there be any restrictions on using above OSS components? for example: I plan to use MIT license, but Quartz.Net Scheduler uses Apache license, would there be any restrictions? How do I get a license for my own project? Do I need to register my project somewhere? What is the best practice to mention credits to the OSS compoenents used? Many thanks,

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  • How do I increase moving speed of body?

    - by Siddharth
    How to move ball speedily on the screen using box2d in libGDX? package com.badlogic.box2ddemo; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL10; 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.TextureRegion; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.BodyDef; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; import com.badlogic.gdx.physics.box2d.CircleShape; import com.badlogic.gdx.physics.box2d.Fixture; import com.badlogic.gdx.physics.box2d.FixtureDef; import com.badlogic.gdx.physics.box2d.PolygonShape; import com.badlogic.gdx.physics.box2d.World; public class Box2DDemo implements ApplicationListener { private SpriteBatch batch; private TextureRegion texture; private World world; private Body groundDownBody, groundUpBody, groundLeftBody, groundRightBody, ballBody; private BodyDef groundBodyDef1, groundBodyDef2, groundBodyDef3, groundBodyDef4, ballBodyDef; private PolygonShape groundDownPoly, groundUpPoly, groundLeftPoly, groundRightPoly; private CircleShape ballPoly; private Sprite sprite; private FixtureDef fixtureDef; private Vector2 ballPosition; private Box2DDebugRenderer renderer; Vector2 vector2; @Override public void create() { texture = new TextureRegion(new Texture( Gdx.files.internal("img/red_ring.png"))); sprite = new Sprite(texture); sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2); batch = new SpriteBatch(); world = new World(new Vector2(0.0f, 0.0f), false); groundBodyDef1 = new BodyDef(); groundBodyDef1.type = BodyType.StaticBody; groundBodyDef1.position.x = 0.0f; groundBodyDef1.position.y = 0.0f; groundDownBody = world.createBody(groundBodyDef1); groundBodyDef2 = new BodyDef(); groundBodyDef2.type = BodyType.StaticBody; groundBodyDef2.position.x = 0f; groundBodyDef2.position.y = Gdx.graphics.getHeight(); groundUpBody = world.createBody(groundBodyDef2); groundBodyDef3 = new BodyDef(); groundBodyDef3.type = BodyType.StaticBody; groundBodyDef3.position.x = 0f; groundBodyDef3.position.y = 0f; groundLeftBody = world.createBody(groundBodyDef3); groundBodyDef4 = new BodyDef(); groundBodyDef4.type = BodyType.StaticBody; groundBodyDef4.position.x = Gdx.graphics.getWidth(); groundBodyDef4.position.y = 0f; groundRightBody = world.createBody(groundBodyDef4); groundDownPoly = new PolygonShape(); groundDownPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.density = 0f; fixtureDef.restitution = 1f; fixtureDef.friction = 0f; fixtureDef.shape = groundDownPoly; fixtureDef.filter.groupIndex = 0; groundDownBody.createFixture(fixtureDef); groundUpPoly = new PolygonShape(); groundUpPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundUpPoly; fixtureDef.filter.groupIndex = 0; groundUpBody.createFixture(fixtureDef); groundLeftPoly = new PolygonShape(); groundLeftPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundLeftPoly; fixtureDef.filter.groupIndex = 0; groundLeftBody.createFixture(fixtureDef); groundRightPoly = new PolygonShape(); groundRightPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundRightPoly; fixtureDef.filter.groupIndex = 0; groundRightBody.createFixture(fixtureDef); ballPoly = new CircleShape(); ballPoly.setRadius(16f); fixtureDef = new FixtureDef(); fixtureDef.shape = ballPoly; fixtureDef.density = 1f; fixtureDef.friction = 1f; fixtureDef.restitution = 1f; ballBodyDef = new BodyDef(); ballBodyDef.type = BodyType.DynamicBody; ballBodyDef.position.x = (int) 200; ballBodyDef.position.y = (int) 200; ballBody = world.createBody(ballBodyDef); ballBody.setLinearVelocity(200f, 200f); // ballBody.applyLinearImpulse(new Vector2(250f, 250f), // ballBody.getLocalCenter()); ballBody.createFixture(fixtureDef); renderer = new Box2DDebugRenderer(true, false, false); } @Override public void dispose() { ballPoly.dispose(); groundLeftPoly.dispose(); groundUpPoly.dispose(); groundDownPoly.dispose(); groundRightPoly.dispose(); world.destroyBody(ballBody); world.dispose(); } @Override public void pause() { } @Override public void render() { world.step(1f/30f, 3, 3); Gdx.gl.glClearColor(1f, 1f, 1f, 1f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.begin(); vector2 = ballBody.getLinearVelocity(); System.out.println("X=" + vector2.x + " Y=" + vector2.y); ballPosition = ballBody.getPosition(); renderer.render(world,batch.getProjectionMatrix()); // int preX = (int) (vector2.x / Math.abs(vector2.x)); // int preY = (int) (vector2.y / Math.abs(vector2.y)); // // if (Math.abs(vector2.x) == 0.0f) // ballBody1.setLinearVelocity(1.4142137f, vector2.y); // else if (Math.abs(vector2.x) < 1.4142137f) // ballBody1.setLinearVelocity(preX * 5, vector2.y); // // if (Math.abs(vector2.y) == 0.0f) // ballBody1.setLinearVelocity(vector2.x, 1.4142137f); // else if (Math.abs(vector2.y) < 1.4142137f) // ballBody1.setLinearVelocity(vector2.x, preY * 5); batch.draw(sprite, (ballPosition.x - (texture.getRegionWidth() / 2)), (ballPosition.y - (texture.getRegionHeight() / 2))); batch.end(); } @Override public void resize(int arg0, int arg1) { } @Override public void resume() { } } I implement above code but I can not achieve higher moving speed of the ball

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  • Out of memory exception during scrolling of listview

    - by user1761316
    I am using facebook data like postedpicture,profile picture,name,message in my listview.I am getting an OOM error while doing fast scrolling of listview. I am also having scrollviewlistener in my application that loads more data when the scrollbar reaches the bottom of the screen.I just want to know whether I need to change anything in this class. imageLoader.DisplayImage(postimage.get(position).replace(" ", "%20"), postimg) ; I am using the above line to call the method in this imageloader class to set the bitmap to imageview. Here is my imageloader class import java.io.File; import java.io.FileInputStream; import java.io.FileNotFoundException; import java.io.FileOutputStream; import java.io.InputStream; import java.io.OutputStream; import java.net.HttpURLConnection; import java.net.URL; import java.util.Collections; import java.util.Map; import java.util.Stack; import java.util.WeakHashMap; import com.stellent.beerbro.Wall; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.Bitmap.Config; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Paint; import android.graphics.PorterDuff.Mode; import android.graphics.PorterDuffXfermode; import android.graphics.Rect; import android.graphics.RectF; import android.graphics.drawable.BitmapDrawable; import android.util.Log; import android.widget.ImageView; public class ImageLoader { MemoryCache memoryCache=new MemoryCache(); FileCache fileCache; private Map<ImageView, String> imageViews=Collections.synchronizedMap(new WeakHashMap<ImageView, String>()); public ImageLoader(Context context){ //Make the background thead low priority. This way it will not affect the UI performance photoLoaderThread.setPriority(Thread.NORM_PRIORITY-1); fileCache=new FileCache(context); } // final int stub_id=R.drawable.stub; public void DisplayImage(String url,ImageView imageView) { imageViews.put(imageView, url); System.gc(); // Bitmap bitmap=createScaledBitmap(memoryCache.get(url), 100,100,0); Bitmap bitmap=memoryCache.get(url); // Bitmap bitmaps=bitmap.createScaledBitmap(bitmap, 0, 100, 100); if(bitmap!=null) { imageView.setBackgroundDrawable(new BitmapDrawable(bitmap)); // imageView.setImageBitmap(getRoundedCornerBitmap( bitmap, 10,70,70)); // imageView.setImageBitmap(bitmap); // Log.v("first", "first"); } else { queuePhoto(url, imageView); // Log.v("second", "second"); } } private Bitmap createScaledBitmap(Bitmap bitmap, int i, int j, int k) { // TODO Auto-generated method stub return null; } private void queuePhoto(String url, ImageView imageView) { //This ImageView may be used for other images before. So there may be some old tasks in the queue. We need to discard them. photosQueue.Clean(imageView); PhotoToLoad p=new PhotoToLoad(url, imageView); synchronized(photosQueue.photosToLoad){ photosQueue.photosToLoad.push(p); photosQueue.photosToLoad.notifyAll(); } //start thread if it's not started yet if(photoLoaderThread.getState()==Thread.State.NEW) photoLoaderThread.start(); } public Bitmap getBitmap(String url) { File f=fileCache.getFile(url); //from SD cache Bitmap b = decodeFile(f); if(b!=null) return b; //from web try { Bitmap bitmap=null; URL imageUrl = new URL(url); HttpURLConnection conn = (HttpURLConnection)imageUrl.openConnection(); conn.setConnectTimeout(30000); conn.setReadTimeout(30000); InputStream is=conn.getInputStream(); OutputStream os = new FileOutputStream(f); Utils.CopyStream(is, os); os.close(); bitmap = decodeFile(f); return bitmap; } catch (Exception ex){ ex.printStackTrace(); return null; } }//Lalit //decodes image and scales it to reduce memory consumption private Bitmap decodeFile(File f){ try { //decode image size BitmapFactory.Options o = new BitmapFactory.Options(); o.inJustDecodeBounds = true; BitmapFactory.decodeStream(new FileInputStream(f),null,o); //Find the correct scale value. It should be the power of 2. final int REQUIRED_SIZE=Wall.width; final int REQUIRED_SIZE1=Wall.height; // final int REQUIRED_SIZE=250; // int width_tmp=o.outWidth, height_tmp=o.outHeight; int scale=1; // while(o.outWidth/scale/2>=REQUIRED_SIZE && o.outHeight/scale/2>=REQUIRED_SIZE) //// scale*=2; while(true){ if(width_tmp/2<REQUIRED_SIZE && height_tmp/2<REQUIRED_SIZE1) break; width_tmp/=2; height_tmp/=2; scale*=2; } //decode with inSampleSize BitmapFactory.Options o2 = new BitmapFactory.Options(); o2.inSampleSize=scale; // o2.inSampleSize=2; return BitmapFactory.decodeStream(new FileInputStream(f), null, o2); } catch (FileNotFoundException e) {} return null; } //Task for the queue private class PhotoToLoad { public String url; public ImageView imageView; public PhotoToLoad(String u, ImageView i){ url=u; imageView=i; } } PhotosQueue photosQueue=new PhotosQueue(); public void stopThread() { photoLoaderThread.interrupt(); } //stores list of photos to download class PhotosQueue { private Stack<PhotoToLoad> photosToLoad=new Stack<PhotoToLoad>(); //removes all instances of this ImageView public void Clean(ImageView image) { for(int j=0 ;j<photosToLoad.size();){ if(photosToLoad.get(j).imageView==image) photosToLoad.remove(j); else ++j; } } } class PhotosLoader extends Thread { public void run() { try { while(true) { //thread waits until there are any images to load in the queue if(photosQueue.photosToLoad.size()==0) synchronized(photosQueue.photosToLoad){ photosQueue.photosToLoad.wait(); } if(photosQueue.photosToLoad.size()!=0) { PhotoToLoad photoToLoad; synchronized(photosQueue.photosToLoad){ photoToLoad=photosQueue.photosToLoad.pop(); } Bitmap bmp=getBitmap(photoToLoad.url); memoryCache.put(photoToLoad.url, bmp); String tag=imageViews.get(photoToLoad.imageView); if(tag!=null && tag.equals(photoToLoad.url)){ BitmapDisplayer bd=new BitmapDisplayer(bmp, photoToLoad.imageView); Activity a=(Activity)photoToLoad.imageView.getContext(); a.runOnUiThread(bd); } } if(Thread.interrupted()) break; } } catch (InterruptedException e) { //allow thread to exit } } } PhotosLoader photoLoaderThread=new PhotosLoader(); //Used to display bitmap in the UI thread class BitmapDisplayer implements Runnable { Bitmap bitmap; ImageView imageView; public BitmapDisplayer(Bitmap b, ImageView i){bitmap=b;imageView=i;} public void run() { if(bitmap!=null) imageView.setBackgroundDrawable(new BitmapDrawable(bitmap)); } } public void clearCache() { memoryCache.clear(); fileCache.clear(); } public static Bitmap getRoundedCornerBitmap(Bitmap bitmap, int pixels,int width,int height) { Bitmap output = Bitmap.createBitmap(width,height, Config.ARGB_8888); Canvas canvas = new Canvas(output); final int color = 0xff424242; final Paint paint = new Paint(); final Rect rect = new Rect(0, 0, bitmap.getWidth(), bitmap.getHeight()); final RectF rectF = new RectF(rect); final float roundPx = pixels; paint.setAntiAlias(true); canvas.drawARGB(0, 0, 0, 0); paint.setColor(color); canvas.drawRoundRect(rectF, roundPx, roundPx, paint); paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN)); canvas.drawBitmap(bitmap, rect, rect, paint); return output; } }

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  • Navigating MainMenu 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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  • flash core engine by Dinesh [closed]

    - by hdinesh
    This post was a dump of the following code (without the highlights). No question, just a dump. Please update this q. with a real question to have it reopened. You (the asker) risk to be flagged as spammer (if not already) and a bad reputation. This is a q/a site, not a site to promote your own code libraries. package facers { import flash.display.*; import flash.events.*; import flash.geom.ColorTransform; import flash.utils.Dictionary; import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.events.FileLoadEvent; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; import caurina.transitions.*; public class Main extends Sprite { public var viewport :BasicView; public var displayObject :DisplayObject3D; private var light :PointLight3D; private var shadowPlane :Plane; private var dataArray :Array; private var material :BitmapFileMaterial; private var planeByContainer :Dictionary = new Dictionary(); private var paperSize :Number = 0.5; private var cloudSize :Number = 1500; private var rotSize :Number = 360; private var maxAlbums :Number = 50; private var num :Number = 0; public function Main():void { trace("START APPLICATION"); viewport = new BasicView(1024, 690, true, true, CameraType.FREE); viewport.camera.zoom = 50; viewport.camera.extra = { goPosition: new DisplayObject3D(),goTarget: new DisplayObject3D() }; addChild(viewport); displayObject = new DisplayObject3D(); viewport.scene.addChild(displayObject); createAlbum(); addEventListener(Event.ENTER_FRAME, onRenderEvent); } private function createAlbum() { dataArray = new Array("images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg", "images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg"); for (var i:int = 0; i < dataArray.length; i++) { material = new BitmapFileMaterial(dataArray[i]); material.doubleSided = true; material.addEventListener(FileLoadEvent.LOAD_COMPLETE, loadMaterial); } } public function loadMaterial(event:Event) { var plane:Plane = new Plane(material, 300, 180); displayObject.addChild(plane); var _x:int = Math.random() * cloudSize - cloudSize/2; var _y:int = Math.random() * cloudSize - cloudSize/2; var _z:int = Math.random() * cloudSize - cloudSize/2; var _rotationX:int = Math.random() * rotSize; var _rotationY:int = Math.random() * rotSize; var _rotationZ:int = Math.random() * rotSize; Tweener.addTween(plane, { x:_x, y:_y, z:_z, rotationX:_rotationX, rotationY:_rotationY, rotationZ:_rotationZ, time:5, transition:"easeIn" } ); } protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; viewport.singleRender(); } } } package designLab.events { import flash.display.BlendMode; import flash.display.Sprite; import flash.events.Event; import flash.filters.BlurFilter; // Import designLab import designLab.layer.IntroLayer; import designLab.shadow.ShadowCaster; import designLab.utils.LayerConstant; // Import Papervision3D import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; public class CoreEnging extends Sprite { public var viewport :BasicView; // Create BasicView public var displayObject :DisplayObject3D; // Create DisplayObject public var shadowCaster :ShadowCaster; // Create ShadowCaster private var light :PointLight3D; // Create PointLight private var shadowPlane :Plane; // Create Plane private var layer :LayerConstant; // Create constant resource layer private static var instance :CoreEnging; // Create CoreEnging class static instance // CoreEnging class static instance mathod function public static function getinstance() { if (instance != null) return instance; else { instance = new CoreEnging(); return instance; } } // CoreEnging constrictor public function CoreEnging () { trace("INFO: Design Lab Application : Core Enging v0.1"); layer = new LayerConstant(); viewport = new BasicView(900, 600, true, true, CameraType.FREE); // pass the width, height, scaleToStage, interactive, cameraType to BasicView viewport.camera.zoom = 100; // Define the zoom level of camera addChild(viewport); createFloor(); // Create the floor displayObject = new DisplayObject3D(); // Create new instance of DisplayObject viewport.scene.addChild(displayObject); // Add the DisplayObject to the BasicView light = new PointLight3D(); // Create new instance of PointLight light.z = -50; // Position the Z of create instance light.x = 0; //Position the X of create instance light.rotationZ = 45; //Position the rotation angel of the Z of create instance light.y = 500; //Position the Y of create instance shadowCaster = new ShadowCaster("shadow", 0x000000, BlendMode.MULTIPLY, .1, [new BlurFilter(20, 20, 1)]); // pass shadowcaster name, color, blend mode, alpha and filters shadowCaster.setType(ShadowCaster.SPOTLIGHT); // Define the shadow type addEventListener(Event.ENTER_FRAME, onRenderEvent); // Add frame render event } // Start create floor public function createFloor() { var spr:Sprite = new Sprite(); // Create Sprite spr.graphics.beginFill(0xFFFFFF); // Define the fill color for sprite spr.graphics.drawRect(0, 0, 600, 600); // Define the X, Y, width, height of the sprite var sprMaterial:MovieMaterial = new MovieMaterial(spr, true, true, true); //Create a texture from an existing sprite instance shadowPlane = new Plane(sprMaterial, 2000, 2000, 1, 1); // create new instance of the Plane and pass the texture material, width, height, segmentsW and segmentsH shadowPlane.rotationX = 80; //Position the rotation angel of the X of Plane shadowPlane.y = -200; //Position the Y of Plane viewport.scene.addChild(shadowPlane); // Add the Plane to the BasicView } // switch method function of the page layer control public function addLayer(type:String) { switch (type) { case layer.INTRO: var intro:IntroLayer = new IntroLayer(); break; } } // Create get mathod function for DisplayObject public function getDisplayObject():DisplayObject3D { return displayObject; } // Create get mathod function for BasicView public function getViewport():BasicView { return viewport; } // Rendering function protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; // Remove the shadow shadowCaster.invalidate(); // create new shadow on DisplayObject move shadowCaster.castModel(displayObject, light, shadowPlane); viewport.singleRender(); } } } package designLab.layer { import flash.display.Sprite; import flash.events.Event; // Import designLab import designLab.materials.iBusinessCard; import designLab.events.CoreEnging; // Import Papervision3D import org.papervision3d.objects.primitives.Cube; import org.papervision3d.materials.ColorMaterial; import org.papervision3d.materials.MovieMaterial; public class IntroLayer { // IntroLayer constrictor public function IntroLayer() { trace("INFO: Load Intro layer"); var indexDP:DP_index = new DP_index(); //Create the library MovieClip var blackMaterial:MovieMaterial = new MovieMaterial(indexDP, true); //Create a texture from an existing library MovieClip instance blackMaterial.smooth = true; blackMaterial.doubleSided = false; var mycolor:ColorMaterial = new ColorMaterial(0x000000); //Create solid color material var mycard:iBusinessCard = new iBusinessCard(blackMaterial, blackMaterial, mycolor, 372, 10, 207); // Create custom 3D cube object to pass the Front, Back, All, CubeWidth, CubeDepth and CubeHeight CoreEnging.getinstance().getDisplayObject().addChild(mycard.create3DCube()); // Add the custom 3D cube to the DisplayObject } } } package designLab.materials { import flash.display.*; import flash.events.*; // Import Papervision3D import org.papervision3d.materials.*; import org.papervision3d.materials.utils.MaterialsList; import org.papervision3d.objects.primitives.Cube; public class iBusinessCard extends Sprite { private var materialsList :MaterialsList; private var cube :Cube; private var Front :MovieMaterial = new MovieMaterial(); private var Back :MovieMaterial = new MovieMaterial(); private var All :ColorMaterial = new ColorMaterial(); private var CubeWidth :Number; private var CubeDepth :Number; private var CubeHeight :Number; public function iBusinessCard(Front:MovieMaterial, Back:MovieMaterial, All:ColorMaterial, CubeWidth:Number, CubeDepth:Number, CubeHeight:Number) { setFront(Front); setBack(Back); setAll(All); setCubeWidth(CubeWidth); setCubeDepth(CubeDepth); setCubeHeight(CubeHeight); } public function create3DCube():Cube { materialsList = new MaterialsList(); materialsList.addMaterial(Front, "front"); materialsList.addMaterial(Back, "back"); materialsList.addMaterial(All, "left"); materialsList.addMaterial(All, "right"); materialsList.addMaterial(All, "top"); materialsList.addMaterial(All, "bottom"); cube = new Cube(materialsList, CubeWidth, CubeDepth, CubeHeight); cube.x = 0; cube.y = 0; cube.z = 0; cube.rotationY = 180; return cube; } public function setFront(Front:MovieMaterial) { this.Front = Front; } public function getFront():MovieMaterial { return Front; } public function setBack(Back:MovieMaterial) { this.Back = Back; } public function getBack():MovieMaterial { return Back; } public function setAll(All:ColorMaterial) { this.All = All; } public function getAll():ColorMaterial { return All; } public function setCubeWidth(CubeWidth:Number) { this.CubeWidth = CubeWidth; } public function getCubeWidth():Number { return CubeWidth; } public function setCubeDepth(CubeDepth:Number) { this.CubeDepth = CubeDepth; } public function getCubeDepth():Number { return CubeDepth; } public function setCubeHeight(CubeHeight:Number) { this.CubeHeight = CubeHeight; } public function getCubeHeight():Number { return CubeHeight; } } } package designLab.shadow { import flash.display.Sprite; import flash.filters.BlurFilter; import flash.geom.Point; import flash.geom.Rectangle; import flash.utils.Dictionary; import org.papervision3d.core.geom.TriangleMesh3D; import org.papervision3d.core.geom.renderables.Triangle3D; import org.papervision3d.core.geom.renderables.Vertex3D; import org.papervision3d.core.math.BoundingSphere; import org.papervision3d.core.math.Matrix3D; import org.papervision3d.core.math.Number3D; import org.papervision3d.core.math.Plane3D; import org.papervision3d.lights.PointLight3D; import org.papervision3d.materials.MovieMaterial; import org.papervision3d.objects.DisplayObject3D; import org.papervision3d.objects.primitives.Plane; public class ShadowCaster { private var vertexRefs:Dictionary; private var numberRefs:Dictionary; private var lightRay:Number3D = new Number3D() private var p3d:Plane3D = new Plane3D(); public var color:uint = 0; public var alpha:Number = 0; public var blend:String = ""; public var filters:Array; public var uid:String; private var _type:String = "point"; private var dir:Number3D; private var planeBounds:Dictionary; private var targetBounds:Dictionary; private var models:Dictionary; public static var DIRECTIONAL:String = "dir"; public static var SPOTLIGHT:String = "spot"; public function ShadowCaster(uid:String, color:uint = 0, blend:String = "multiply", alpha:Number = 1, filters:Array=null) { this.uid = uid; this.color = color; this.alpha = alpha; this.blend = blend; this.filters = filters ? filters : [new BlurFilter()]; numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); planeBounds = new Dictionary(true); models = new Dictionary(true); } public function castModel(model:DisplayObject3D, light:PointLight3D, plane:Plane, faces:Boolean = true, cull:Boolean = false):void{ var ar:Array; if(models[model]) { ar = models[model]; }else{ ar = new Array(); getChildMesh(model, ar); models[model] = ar; } var reset:Boolean = true; for each(var t:TriangleMesh3D in ar){ if(faces) castFaces(light, t, plane, cull, reset); else castBoundingSphere(light, t, plane, 0.75, reset); reset = false; } } private function getChildMesh(do3d:DisplayObject3D, ar):void{ if(do3d is TriangleMesh3D) ar.push(do3d); for each(var d:DisplayObject3D in do3d.children) getChildMesh(d, ar); } public function setType(type:String="point"):void{ _type = type; } public function getType():String{ return _type; } public function castBoundingSphere(light:PointLight3D, target:TriangleMesh3D, plane:Plane, scaleRadius:Number=0.8, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); var b:BoundingSphere = target.geometry.boundingSphere; var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var tbounds:Object = targetBounds[target]; if(!tbounds){ tbounds = target.boundingBox(); targetBounds[target] = tbounds; } var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); var tlp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); var center:Number3D = new Number3D(tbounds.min.x+tbounds.size.x*0.5, tbounds.min.y+tbounds.size.y*0.5, tbounds.min.z+tbounds.size.z*0.5); var dif:Number3D = Number3D.sub(lp, center); dif.normalize(); var other:Number3D = new Number3D(); other.x = -dif.y; other.y = dif.x; other.z = 0; other.normalize(); var cross:Number3D = Number3D.cross(new Number3D(plane.transform.n12, plane.transform.n22, plane.transform.n32), p3d.normal); cross.normalize(); //cross = new Number3D(-dif.y, dif.x, 0); //cross.normalize(); cross.multiplyEq(b.radius*scaleRadius); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } //numberRefs = new Dictionary(true); var pos:Number3D; var c2d:Point; var r2d:Point; //_type = SPOTLIGHT; pos = projectVertex(new Vertex3D(center.x, center.y, center.z), lp, inv, target.world); c2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); pos = projectVertex(new Vertex3D(center.x+cross.x, center.y+cross.y, center.z+cross.z), lp, inv, target.world); r2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); var dx:Number = r2d.x-c2d.x; var dy:Number = r2d.y-c2d.y; var rad:Number = Math.sqrt(dx*dx+dy*dy); castClip.graphics.beginFill(color); castClip.graphics.moveTo(c2d.x, c2d.y); castClip.graphics.drawCircle(c2d.x, c2d.y, rad); castClip.graphics.endFill(); } public function getCastClip(plane:Plane):Sprite{ var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite;// = new Sprite(); if(planeMovie.getChildByName("castClip"+uid)) return Sprite(planeMovie.getChildByName("castClip"+uid)); else{ castClip = new Sprite(); castClip.name = "castClip"+uid; castClip.scrollRect = new Rectangle(0, 0, movieSize.x, movieSize.y); //castClip.alpha = 0.4; planeMovie.addChild(castClip); return castClip; } } public function castFaces(light:PointLight3D, target:TriangleMesh3D, plane:Plane, cull:Boolean=false, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); var tlp:Number3D; if(cull){ tlp = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); } //Matrix3D.multiplyVector(Matrix3D.inverse(target.transform), tlp); //p3d.setThreePoints(planeVertices[0].getPosition(), planeVertices[1].getPosition(), planeVertices[2].getPosition()); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); //numberRefs = new Dictionary(true); var pos:Number3D; var p2d:Point; var s2d:Point; var hitVert:Number3D = new Number3D(); for each(var t:Triangle3D in target.geometry.faces){ if( cull){ hitVert.x = t.v0.x; hitVert.y = t.v0.y; hitVert.z = t.v0.z; if(Number3D.dot(t.faceNormal, Number3D.sub(tlp, hitVert)) <= 0) continue; } castClip.graphics.beginFill(color); pos = projectVertex(t.v0, lp, inv, target.world); s2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.moveTo(s2d.x, s2d.y); pos = projectVertex(t.v1, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); pos = projectVertex(t.v2, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); castClip.graphics.lineTo(s2d.x, s2d.y); castClip.graphics.endFill(); } } public function invalidate():void{ invalidateModels(); invalidatePlanes(); } public function invalidatePlanes():void{ planeBounds = new Dictionary(true); } public function invalidateTargets():void{ numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); } public function invalidateModels():void{ models = new Dictionary(true); invalidateTargets(); } private function get2dPoint(pos3D:Number3D, min3D:Number3D, size3D:Number3D, movieSize:Point):Point{ return new Point((pos3D.x-min3D.x)/size3D.x*movieSize.x, ((-pos3D.y-min3D.y)/size3D.y*movieSize.y)); } private function projectVertex(v:Vertex3D, light:Number3D, invMat:Matrix3D, world:Matrix3D):Number3D{ var pos:Number3D = vertexRefs[v]; if(pos) return pos; var n:Number3D = numberRefs[v]; if(!n){ n = new Number3D(v.x, v.y, v.z); Matrix3D.multiplyVector(world, n); Matrix3D.multiplyVector(invMat, n); numberRefs[v] = n; } if(_type == SPOTLIGHT){ lightRay.x = light.x; lightRay.y = light.y; lightRay.z = light.z; }else{ lightRay.x = n.x-dir.x; lightRay.y = n.y-dir.y; lightRay.z = n.z-dir.z; } pos = p3d.getIntersectionLineNumbers(lightRay, n); vertexRefs[v] = pos; return pos; } } } package designLab.utils { public class LayerConstant { public const INTRO:String = "INTRO"; // Intro layer string constant } }*emphasized text*

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  • Do employers hiring for Software jobs care about the classes you took in CS masters program?

    - by Joey Green
    I'm torn between two classes right now for next semester( Software Design and Advanced Computer Graphics ). I would enjoy Advanced Computer Graphics more, but I feel the software design class would help me when approaching anything I ever build for the rest of my career. I feel though I could just buy the book( I already have both books actually ) of the Software Design class and go through it, if I wanted. But think it would be a bit tougher to pick up the Advanced Computer Graphics class on my own. So do employers look at the graduate classes you've taken to decide if you would be a good fit or not? I think more importantly what I'm wanting to know is if I wanted to work for a high-end software company like Apple or Google would a company like that be more impressed by someone that took software engineering classes or hardcore CS classes?

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  • Cannot control the fan on a Sony Vaio laptop

    - by Xobb
    I've got Sony Vaio laptop and my fan is on all the time, though the temperature on the video-adapter is always over 60°?. As I've googled, vaiofand does not support VPC-EA series. Is there anything I can do with that or I need another laptop? I'm using the following graphics card: 01:00.0 VGA compatible controller: ATI Technologies Inc Manhattan [Mobility Radeon HD 5000 Series] though the problem is not with the graphics card. I've mentioned its temperature as the highest (64°C now btw). Seems like the notebook is always overheated and I cannot control the fan speed to make it cooler. And yes, I'm using the proprietary driver ATI/AMD FGLRX graphics driver. I'm using Kubuntu 11.04.

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  • Deterministic replay in a modern game

    - by cloudraven
    I am doing a study in modern games graphics, and as part of the study it would be really helpful to be able to replay a sequence in the game multiple times. For example, recording a series of inputs to get the exact video sequences, but being able to replay them in different computers or different graphics configurations. I want to do this study with a couple of existing commercial games with sophisticated graphics (something released in the last 1 or 2 years if possible). I was thinking on hooking with detours or something similar, calls to time() or srand() to fix all pseudo-number generated results. It would be ideal to have a general solution that works with any game. Since admittedly that is pretty ambitious, I would be happy just having 2 or 3 games in which it is known that I can get deterministic output for a given input. In the end, I will be comparing video output, so I want to avoid noise generated by differences on each execution caused by non-determinism. Any sugestions?

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  • How to Tell If Your Computer is Overheating and What to Do About It

    - by Chris Hoffman
    Heat is a computer’s enemy. Computers are designed with heat dispersion and ventilation in mind so they don’t overheat. If too much heat builds up, your computer may become unstable or suddenly shut down. The CPU and graphics card produce much more heat when running demanding applications. If there’s a problem with your computer’s cooling system, an excess of heat could even physically damage its components. Is Your Computer Overheating? When using a typical computer in a typical way, you shouldn’t have to worry about overheating at all. However, if you’re encountering system instability issues like abrupt shut downs, blue screens, and freezes — especially while doing something demanding like playing PC games or encoding video — your computer may be overheating. This can happen for several reasons. Your computer’s case may be full of dust, a fan may have failed, something may be blocking your computer’s vents, or you may have a compact laptop that was never designed to run at maximum performance for hours on end. Monitoring Your Computer’s Temperature First, bear in mind that different CPUs and GPUs (graphics cards) have different optimal temperature ranges. Before getting too worried about a temperature, be sure to check your computer’s documentation — or its CPU or graphics card specifications — and ensure you know the temperature ranges your hardware can handle. You can monitor your computer’s temperatures in a variety of different ways. First, you may have a way to monitor temperature that is already built into your system. You can often view temperature values in your computer’s BIOS or UEFI settings screen. This allows you to quickly see your computer’s temperature if Windows freezes or blue screens on you — just boot the computer, enter the BIOS or UEFI screen, and check the temperatures displayed there. Note that not all BIOSes or UEFI screens will display this information, but it is very common. There are also programs that will display your computer’s temperature. Such programs just read the sensors inside your computer and show you the temperature value they report, so there are a wide variety of tools you can use for this, from the simple Speccy system information utility to an advanced tool like SpeedFan. HWMonitor also offer this feature, displaying a wide variety of sensor information. Be sure to look at your CPU and graphics card temperatures. You can also find other temperatures, such as the temperature of your hard drive, but these components will generally only overheat if it becomes extremely hot in the computer’s case. They shouldn’t generate too much heat on their own. If you think your computer may be overheating, don’t just glance as these sensors once and ignore them. Do something demanding with your computer, such as running a CPU burn-in test with Prime 95, playing a PC game, or running a graphical benchmark. Monitor the computer’s temperature while you do this, even checking a few hours later — does any component overheat after you push it hard for a while? Preventing Your Computer From Overheating If your computer is overheating, here are some things you can do about it: Dust Out Your Computer’s Case: Dust accumulates in desktop PC cases and even laptops over time, clogging fans and blocking air flow. This dust can cause ventilation problems, trapping heat and preventing your PC from cooling itself properly. Be sure to clean your computer’s case occasionally to prevent dust build-up. Unfortunately, it’s often more difficult to dust out overheating laptops. Ensure Proper Ventilation: Put the computer in a location where it can properly ventilate itself. If it’s a desktop, don’t push the case up against a wall so that the computer’s vents become blocked or leave it near a radiator or heating vent. If it’s a laptop, be careful to not block its air vents, particularly when doing something demanding. For example, putting a laptop down on a mattress, allowing it to sink in, and leaving it there can lead to overheating — especially if the laptop is doing something demanding and generating heat it can’t get rid of. Check if Fans Are Running: If you’re not sure why your computer started overheating, open its case and check that all the fans are running. It’s possible that a CPU, graphics card, or case fan failed or became unplugged, reducing air flow. Tune Up Heat Sinks: If your CPU is overheating, its heat sink may not be seated correctly or its thermal paste may be old. You may need to remove the heat sink and re-apply new thermal paste before reseating the heat sink properly. This tip applies more to tweakers, overclockers, and people who build their own PCs, especially if they may have made a mistake when originally applying the thermal paste. This is often much more difficult when it comes to laptops, which generally aren’t designed to be user-serviceable. That can lead to trouble if the laptop becomes filled with dust and needs to be cleaned out, especially if the laptop was never designed to be opened by users at all. Consult our guide to diagnosing and fixing an overheating laptop for help with cooling down a hot laptop. Overheating is a definite danger when overclocking your CPU or graphics card. Overclocking will cause your components to run hotter, and the additional heat will cause problems unless you can properly cool your components. If you’ve overclocked your hardware and it has started to overheat — well, throttle back the overclock! Image Credit: Vinni Malek on Flickr     

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