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  • Launcher icons are invisible after upgrade from 11.10 to 12.04

    - by Clo Knibbe
    I am re-purposing an old laptop. I installed 11.10 on it and then immediately upgraded to 12.04. (I could not directly install 12.04 as my system does not support PAE.) When my system was (briefly) 11.10, the desktop appeared as expected. However, after the upgrade to 12.04, the icons in the launcher area are invisible. If I hover over the spot where the icon should be the little popup window showing the tool's name appears, and I can click to invoke the tool. I just cannot see the icons. ![invisible icons in launcher][1] The icons do appear as expected in other contexts, for example in the Home folder and in Dash Home. My theme is "Ambiance (default)" I do not have a ~/.icons folder. This is the top level contents of /usr/share/icons: default DMZ-Black DMZ-White gnome handhelds hicolor HighContrast HighContrastInverse Humanity Humanity-Dark locolor LoginIcons LowContrast redglass ubuntu-mono-dark ubuntu-mono-light unity-icon-theme whiteglass (Sorry for the poor formatting, can't get it to show in list.) I suspect that the launcher isn't looking for the icons in the right place, but I don't know how to confirm that, or how to correct. This is my first foray into Linux, although I used to use Unix a few decades ago. This doesn't look much like my old Sun workstation, though! Does anyone have any suggestions or insights for me? Thanks.

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  • How to blend the sprite into background?

    - by optimisez
    I try to blend the character into game but I still cannot remove the blue color in the sprite sheet and discover that the white area of sprite is semi-transparent. Before that, the color D3DCOLOR_XRGB(255, 255, 255) is set in D3DXCreateTextureFromFileEx. You will see the fireball through the sprite. After I change the color to D3DCOLOR_XRGB(0, 255, 255), the result will be Now, I am trying to remove the blue color of the sprite sheet and my expected result is something like that Until now, I still cannot figure out how to do that. Any ideas? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(0, 255, 255), NULL, NULL, &player); } void renderPlayer() { sprite->Draw(player, &playerRect, NULL, &D3DXVECTOR3(playerDest.X, playerDest.Y, 0),D3DCOLOR_XRGB(255, 255, 255)); } void initFireball() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "fireball.png", 512, 512, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &fireball); } void renderFireball() { sprite->Draw(fireball, &fireballRect, NULL, &D3DXVECTOR3(fireballDest.X, fireballDest.Y, 0), D3DCOLOR_XRGB(255,255, 255)); }

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  • How to make my simple round sprite look right in XNA

    - by Joshua Perina
    Ok, I'm very new to graphics programming (but not new to coding). I'm trying to load a simple image in XNA which I can do fine. It is a simple round circle which I made in photoshop. The problem is the edges show up rough when I draw it on the screen even with the exact size. The anti-aliasing is missing. I'm sure I'm missing something very simple: GraphicsDevice.Clear(Color.Black); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(circle, new Rectangle(10, 10, 10, 10), Color.White); spriteBatch.End(); Couldn't post picture because I'm a first time poster. But my smooth png circle has rough edges. So I found that if I added: spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.NonPremultiplied); I can get a smooth image when the image is the same size as the original png. But if I want to scale that image up or down then the rough edges return. How do I get XNA to smoothly resize my simple round image to a smaller size without getting the rough edges?

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  • Joomla 1.6 site cannot add a new extension through admin interface

    - by Ghlouw
    I'm having a very frustrating problem with my Joomla 1.6 site. I cannot add any new extensions through the admin interface. I have tried to upload the extension, or to use the search folder option or even the direct link. Neither of these options work, and all that happens is that the page tries to load forever until it finally timesout with a blank white page (no further error messages). I have tried this with multiple browsers (Chrome,FF,IE) and I have tried it with different extensions (modules, components, templates - all the same result). So I don't think it has anything to do with what I am uploading, but more likely the problem is something with the post action. I have also seen the exact same error occur when I try to update menu items or even create new menu items. I am not getting this error with a duplicate of the site in the dev environment, but only get this on my shared web hosting live server. This is on a Windows IIS / PHP / mySQL environment. Any help would be much appreciated!

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  • Best way to mask 2D sprites in XNA?

    - by electroflame
    I currently am trying to mask some sprites. Rather than explaining it in words, I've made up some example pictures: The area to mask (in white) Now, the red sprite that needs to be cropped. The final result. Now, I'm aware that in XNA you can do two things to accomplish this: Use the Stencil Buffer. Use a Pixel Shader. I have tried to do a pixel shader, which essentially did this: float4 main(float2 texCoord : TEXCOORD0) : COLOR0 { float4 tex = tex2D(BaseTexture, texCoord); float4 bitMask = tex2D(MaskTexture, texCoord); if (bitMask.a > 0) { return float4(tex.r, tex.g, tex.b, tex.a); } else { return float4(0, 0, 0, 0); } } This seems to crop the images (albeit, not correct once the image starts to move), but my problem is that the images are constantly moving (they aren't static), so this cropping needs to be dynamic. Is there a way I could alter the shader code to take into account it's position? Alternatively, I've read about using the Stencil Buffer, but most of the samples seem to hinge on using a rendertarget, which I really don't want to do. (I'm already using 3 or 4 for the rest of the game, and adding another one on top of it seems overkill) The only tutorial I've found that doesn't use Rendertargets is one from Shawn Hargreaves' blog over here. The issue with that one, though is that it's for XNA 3.1, and doesn't seem to translate well to XNA 4.0. It seems to me that the pixel shader is the way to go, but I'm unsure of how to get the positioning correct. I believe I would have to change my onscreen coordinates (something like 500, 500) to be between 0 and 1 for the shader coordinates. My only problem is trying to work out how to correctly use the transformed coordinates. Thanks in advance for any help!

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  • XNA 4.0 - Purple/Pink Tint Over All Sprites After Viewing in FullScreen

    - by D. Dubya
    I'm a noob to the game dev world and recently finished the 2D XNA tutorial from http://www.pluralsight.com. Everything was perfect until I decided to try the game in Fullscreen mode. The following code was added to the Game1 constructor. graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 480; graphics.IsFullScreen = true; As soon as it launched in Fullscreen, I noticed that the entire game was tinted. None of the colours were appearing as they should. That code was removed, the game then launched in the 800x480 window, however the tint remained. I commented out all my Draw code so that all that was left was GraphicsDevice.Clear(Color.CornflowerBlue); //spriteBatch.Begin(); //gameState.Draw(spriteBatch, false); //spriteBatch.End(); //spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive); //gameState.Draw(spriteBatch, true); //spriteBatch.End(); base.Draw(gameTime); The result was an empty window that was tinted Purple, not Blue. I changed the GraphicsDevice.Clear colour to Color.White and the window was tinted Pink. Color.Transparent gave a Black window. Even tried rebooting my PC but the 'tint' still remains. I'm at a loss here.

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  • The most efficent ways for drawing lines all day long with OpenGL

    - by nkint
    I'd like to put a computer screen that is running an OpenGL programs in a room. It has to run all day long (not in the night). I'd like to draw lines that are slowly fading in the background. The setting is simple: a uniform color background (say, black) and colored lines (say, white) that are slowly fading out. With slowly I mean.. hours. Say that the first line I draw is with alpha 255 (fully visible), after one hours is 240. After 10 hours is 105. One line could have 250 points and there will be like 300 line in one day. For now I have done a prototype with very rudimentary method like: glBegin( GL_LINE_STRIP ); iterator = point_list.begin(); for (++iterator, end = point_list.end(); iterator != end; ++iterator) { const Vec3D &v = *iterator; glVertex2f(v.x(), v.y()); } glEnd(); More efficient method?

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  • Introducing the PeopleSoft Interaction Hub

    - by Matthew Haavisto
    The PeopleSoft Applications Portal has just been re-branded as the PeopleSoft Interaction Hub.  It's not just a name change, however.  As part of our ongoing efforts to deliver a richer user experience to PeopleSoft customers, Oracle/PeopleSoft is now offering an enhanced restricted use license (login required) of the PeopleSoft Interaction Hub free with PeopleTools.  This change extends the existing restricted use license to include the following additional capabilities: Dynamic Unified Navigation.  Enables customers to easily provide seamless, unified navigation among their entire PeopleSoft application portfolio. Site-wide branding.  Makes it easier to brand your ecosystem and provide a vivid, contemporary appearance for your applications. These additions augment the capabilities provided in the previous restricted use license, which remain available: creation and use of collaborative workspaces, and pre-built collaborative services for use in related content.  (See the license notes (login required)for a complete list of everything that is granted with the PeopleTools license.)PeopleSoft is moving to deliver a contemporary user experience for your applications users, and the this license change supports that direction.  In addition, the name change reflects our positioning of the PeopleSoft Interaction Hub as a primary means for unifying your PeopleSoft ecosystem, and providing a richer, web-site-based user experience rather than a pillared, application-based experience.See this white paper to get an idea of some of the capabilities that you can employ with the PeopleSoft Interaction Hub to enhance the PeopleSoft user experience.  In addition, this red paper provides valuable 'how-to' guidance.  In the near future we will be producing a best practices guide for deployment.  In the mean time, the most recent release/feature pack of the PIH automates the setup of unified navigation with a Workcenter specifically supporting Unified Navigation. This Workcenter guides administrators through the setup process, and streamlines things.So what should customers do if they still want to use the PeopleSoft Interaction Hub for traditional portal purposes?  Customers can employ the PIH's full capabilities such as multiple site deployment/management and content management, by buying the full, unrestricted license. We are continuing to enhance the product, and it remains part of Applications Unlimited, and we have some exciting features planned.

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  • Improving the efficiency of my bloom/glow shader

    - by user1157885
    I'm making a neon style game where everything is glowing but the glow I have is kinda small and I want to know if there's an efficient way to increase the size of it other than increasing the pixel sample iterations. Right now I have something like this: float4 glowColor = tex2D(glowSampler, uvPixel); //Makes the inital lines brighter/closer to white if (glowColor.r != 0 || glowColor.g != 0 || glowColor.b != 0) { glowColor += 0.5; } //Loops over the weights and offsets and samples from the pixels based on those numbers for (int i = 0; i < 20; i++) { glowColor += tex2D(glowSampler, uvPixel + glowOffsets[i] + 0.0018) * glowWeights[i]; } finalColor += glowColor; for the offsets it moves up, down, left and right (5 times each so it loops over 20 times) and the weights just lower the glow amount the further away it gets. The method I was using before to increase it was to increase the number of iterations from 20 to 40 and to increase the size of the offset/weight array but my computer started to have FPS drops when I was doing this so I was wondering how can I make the glow bigger/more vibrant without making it so CPU/Gcard intensive?

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  • Should one reject over-scoped projects?

    - by Little Child
    I spoke to my first potential client today and he told me about the requirements of his project - an Android app. He is a well-known designer / photographer in my country and now wants me to "convert the website into an app, custom-tailored". So the requirements, details stripped out, are as follows: eCommerce Aggregating all his content like videos, blogs, tweets, etc. into the app Live streaming any of his studio demos Augmented reality. So that people can see what his painting will look like on their wall before they buy it Taxi Sharing Now, for a freelance project, it seems too over-scoped. I am not saying that I cannot do it. I can. But let me be realistic: There is a steep learning curve when it comes to VR. I am not a tester. I have never white-box tested my own apps. I always black-box test. Since he is a renowned artist, something short of perfect might harm his public image So, I asked him for 2 weeks' worth of time before I give him the final answer. Now knowing whom to consult for advise, I am posting the question here. Although interesting and personally challenging, I am split-minded about accepting a project like this. I will be the only developer for this. Should one reject a project that seems to be over-scoped for one's own abilities?

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  • why doesn't my computer resume after sleeping overnight?

    - by bamdad
    i'm having a weird, weird bug that's been haunting me since 11.10. if i listen to music or watch a video and my computer automatically goes to sleep at night, it won't properly resume in the morning. otherwise, suspend and resume works just fine. what happens is that the wi-fi and bluetooth indicator (that turns from white to orange when suspending) stays orange, the display doesn't turn on, and the only option i have is to hard reset the machine. here's what i've tried so far: installing (and uninstalling and reinstalling) laptop-mode-tools switching the proprietary wireless driver (broadcom-wl) to the open source one (brcmsmac & bcma) and back unloading (and blacklisting) all bluetooth modules (rfcomm, btusb, bnep, bluetooth) and stopping (# stop bluetooth) and disabling (# echo 'manual' /etc/init/bluetooth.override) the bluetooth service creating a custom pm sleep action as suggested here: http://ubuntuforums.org/showthread.php?p=11926504 not watching youtube / any stuff that uses flash before going to sleep (i have flashblock, and i checked $ ps aux | grep flash) because i suspected flash to be the culprit trying out different versions of fglrx (the one from the repos, then installing the latest one from amd's site via generated .deb files, then back to the official ones) none of these worked. i remember back in the days of 10.04, there was a gconf key called network sleep: i thought about disabling that, since re-enabling the wireless card seems to be the problem (according to the indicator led), but the option appears to be missing from gnome 3 (unity-2d, whatever). does anyone have any ideas? thanks, bamdad

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  • Why can't I boot from portable HD?

    - by user11239
    I've been trying to get Ubuntu 10.04-LTS 32-bit desktop installed onto a 250GB FreeAgent Go drive from Seagate. I've been able to install onto a USB flash drive and boot successfully from this. I have installed Ubuntu onto the jump drive using Universal USB Installer, and this was a total success in terms of getting Ubuntu to run off a flash drive. I was unable to accomplish this with the portable HDD. I then, following instructions, attempted to install the OS onto the HDD once booted up from the flash drive. After installing the OS on the HDD, the computer would simply not load the OS when the HDD medium was selected for booting from. However, as there is no System-> Preferences-> Removable Drives and Media I could not complete this step. Is this vital? How do I do this under Ubuntu 10.04? I have formmated the MBR on the HDD and repeated the above, still with no success. I have also browsed some forums that mention there may be something related to spin-up speeds, but nothing explained in detail the issue or how to solve it, and I'm not familiar enough with system booting to understand if this could be an issue. Basically, what I'm trying to do is get Ubuntu to boot off the HDD, I've attempted several things, and the result is, after selecting the HDD from BIOS, the OS never starts booting (after waiting upwards of ten minutes). I just have a white cursor blinking. I can always get it to boot from the jump drive. Related question

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  • Does IE have more strict Javascript parsing than Chrome?

    - by Clay Shannon
    This is not meant to start a religio-technical browser war - I still prefer Chrome, at least for now, but: Because of a perhaps Chrome-related problem with my web page (see https://code.google.com/p/chromium/issues/detail?can=2&start=0&num=100&q=&colspec=ID%20Pri%20M%20Iteration%20ReleaseBlock%20Cr%20Status%20Owner%20Summary%20OS%20Modified&groupby=&sort=&id=161473), I temporarily switched to IE (10) to see if it would also view the time value as invalid. However, I didn't even get to that point - IE stopped me in my tracks before I could get there; but I found that IE was right - it is more particular/precise in validating my code. For example, I got this from IE: SCRIPT5007: The value of the property '$' is null or undefined, not a Function object ...which was referring to this: <script src="/CommonLogin/Scripts/jquery-1.9.1.min.js" type="text/javascript"></script> <script type="text/javascript"> // body sometimes becomes white???? with jquery 1.6.1 $("body").css("background-color", "#405DA7"); < This line is highlighted as the culprit: $("body").css("background-color", "#405DA7"); jQuery is referenced right above it - so why did it consider "$" to be undefined, especially when Chrome had no problem with it...ah! I looked at that location (/CommonLogin/Scripts/) and saw that, sure enough, the version of jQuery there was actually jquery-1.6.2.min.js. I added the updated jQuery file (1.9.1) and it got past this. So now the question is: why does Chrome ignore this? Does it download the referenced version from its own CDN if it can't find it in the place you specify? IE did flag other errs after that, too; so I'm thinking perhaps IE is better at catching lurking problems than, at least, Chrome is. Haven't tested Firefox diesbzg yet.

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  • Why are "Inverted Colors" considered an accessibility feature? [migrated]

    - by RLH
    Why is it that in Apple software (OS X and iOS,) the "Inverted Colors" display feature is considered an accessibility option? I understand that some users are color-blind. This would justify the Black & White, or grey-scale modes. What I don't understand is how or why does inverting the display color help someone with any specific, visual impairment or dysfunction. As a programmer that wants to understand the need so that I can develop better, accessible software, what purpose does this feature serve to the end user who has some form of visual impairment? NOTE: I felt that this was a hard question to categorize on StackExchange. I settled here on Programmers because I assume that questions of accessibility are important to all developers and this question sits somewhere in the middle between topics that StackOverflow and SuperUser may cover. Also, this question isn't specific to Apple software. I've just noticed that this feature has been available on Macs for a very long time, it's a feature on iOS, and it's always associated with the Accessibility settings. If I can garner some information regarding the needs of some users, I think that I can develop better, accessible software.

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  • How to disable the text shadow in plasma widgets KDE 4.6?

    - by piedro
    I just switched completely to Kubuntu for the sake of the more suitable applications for my purposes and their overall integration in the system. But I'm not very happy with all those desktop effects and tranparent looks everywhere. Some things a matter of taste I guess. Some things just unbearable for me having weak eyes. One of them is that about every light theme seems to be using a text shadow effect on the plasma widgets. A white "spilled milk" effect underneath dark text on light grey or glassy background. Drives my eyes nuts! I can remove this effect on the desktop folder by unselecting "shadow" as text effect. I can't find any way to switch it of in the panel and the plasma widgets. My second, related question is, is there a plasma theme matching the oxygen look of the default desktop in light colors that uses the same colors as the ones chosen in the KDE color settings, - simple, opaque, no effects, gnome-like? Plz help someone! thx, piedro

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  • How to Integrate Dropbox with Pages, Keynote, and Numbers on iPad

    - by The Geek
    The iWork apps are some of the best apps on the iPad, and each show just how powerful a touchscreen device can be with the most basic of computing functions. In fact, there’s not much to dislike about the iWork apps, except for one thing: importing and exporting files. You can open documents from email attachments, download them from websites, or import them from other apps like Dropbox. Once you’ve opened your file in Pages, Keynote, or Numbers on iPad, though, you can only send it via email, upload it to a WebDAV server or Apple’s iDisk service, or wait to sync it with iTunes on your computer. Most other iOS office apps don’t offer nearly as many features as the iWork apps, but they do offer deep integration with Dropbox which makes it easy to view and edit your documents no matter where you are. Dropbox is the most popular file sync and sharing solution, and makes it absolutely painless to share folders with anyone around the world and keep your computers in sync. That is, computers and applications that integrate with Dropbox. However, you don’t need to give up on using Dropbox with iWork apps on iPad. Today we’re going to look at how you can enable WebDAV compatibility on your Dropbox account to let Pages integrate nearly the whole way with Dropbox. It’s not a perfect solution, but it’s much better than the default setup. So let’s get started Latest Features How-To Geek ETC How to Integrate Dropbox with Pages, Keynote, and Numbers on iPad RGB? CMYK? Alpha? What Are Image Channels and What Do They Mean? How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin The How-To Geek Video Guide to Using Windows 7 Speech Recognition Stylebot Customizes Web Pages in Chrome, Now Has Downloadable Styles Blackberry, Dell, Apple, and Motorola Tablets Compared [Infographic] Encrypt Your Google Search Queries Vintage Posters Showcase the History of Tech Advertising Google Cloud Print Extension Lets You Print Doc/PDF/Txt Files from Web Sites Hack a $10 Flashlight into an Ultra-bright Premium One

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  • Computer suddenly won't boot - stops at a flashing prompt

    - by Dave M G
    I have been running Ubuntu on my computer for a long time, and I have been using 11.10 since it became available in October. Suddenly, this morning, when I rebooted, the computer would not reach the log in screen. I go through the standard POST boot sequence, and I also get a splash screen for my Nvidia graphics card, so at least most of the hardware seems to be working. After that, all I get is a flashing text prompt - one blinking white underline character on a screen that is otherwise completely blank. I don't think it is even reaching GRUB. No key input is possible. I have tried various key combinations to try and initiate some kind of interface, be it command line or anything else. The only key combination that works is [CTRL]+[ALT]+[Delete] to reboot. I realize this is likely to be a hardware problem, but it could be an Ubuntu problem(?), so I'm hoping for a specific set of troubleshooting steps so I can diagnose and repair this issue. My current suspicion is that one of the drives in my 2 disk software RAID has failed (even though they should be too new for that). However, this computer is critical to my work, so I'd like to invite advice on any possibilities so as to waste as little time as possible in fixing this machine.

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  • Text on a model

    - by alecnash
    I am trying to put some text on a Model and I want it to be dynamic. Did some research and came up with drawing the text on the texture and then set it on the model. I use something like this: public static Texture2D SpriteFontTextToTexture(SpriteFont font, string text, Color backgroundColor, Color textColor) { Size = font.MeasureString(text); RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, (int)Size.X, (int)Size.Y); GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.Transparent); Spritbatch.Begin(); //have to redo the ColorTexture Spritbatch.Draw(ColorTexture.Create(GraphicsDevice, 1024, 1024, backgroundColor), Vector2.Zero, Color.White); Spritbatch.DrawString(font, text, Vector2.Zero, textColor); Spritbatch.End(); GraphicsDevice.SetRenderTarget(null); return renderTarget; } When I was working with primitives and not models everything worked fine because I set the texture exactly where I wanted but with the model (RoundedRect 3D button). It now looks like that: Is there a way to have the text centered only on one side?

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  • How do I stop color changes when quitting vi from a terminal emulator?

    - by Michael Warhol
    I have a problem with colors when using vi under Ubuntu 12.04. I'm connecting to my Ubuntu server from a PC, using PowerTerm terminal emulation software. I have PowerTerm set up to display black text on a grey background. When I connect to the Ubuntu box, the screen is fine. When I open a file with vi, the screen is fine. The text is black on a gray background, which is normal for my PowerTerm setup. However, if the file is less than a full screen long, the remainder of the screen is a black background. When I quit vi, the entire background turns black, and the text becomes white. I have to do a Terminal Reset to restore my normal text and background colors. What I want is for there to be no change at all when I use vi. The text should be black and the background grey. I have another server loaded with RedHat 9, and that acts normally; colors don’t change when using vi. Here is my .vimrc file: set compatible syntax off let g:loaded_matchparen=1 set nocp set noincsearch set nohlsearch set noshowmatch set bg=dark I've tried set bg=dark and set bg=light. It makes no difference. Is there some other set command that would clear this up for me, or some TERM setting (my TERM is set to linux)?

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  • Failing Screen Resize Method

    - by StrongJoshua
    So I want my game to draw to a specific "optimal" size and then be stretched to fit screens that are a different size. I'm using LibGDX and figured that I could just draw everything to a FrameBuffer and then resize that buffer to the appropriate size when drawing it to the actual display. However, my method does not work, it just results in a black screen with the top right quarter of the screen white.Intermediary is the FBO, interMatrix is a Matrix4 object, and camera is an OrthographicCamera. @Override public void render() { // update actors currentStage.act(); //render to intermediary buffer batch.setProjectionMatrix(interMatrix); intermediary.begin(); batch.begin(); currentStage.draw(); batch.flush(); intermediary.end(); //resize to actual width and height Sprite s = new Sprite(intermediary.getColorBufferTexture()); s.flip(true, false); batch.setProjectionMatrix(camera.combined); batch.draw(s.getTexture(), 0, 0, width, height); batch.end(); } These are the constructors for the above mentioned objects (GAME_WIDTH and HEIGHT are the "optimal" settings, width and height are the actual sizes, which are the same when running on desktop). intermediary = new FrameBuffer(Format.RGBA8888, GAME_WIDTH, GAME_HEIGHT, false); interMatrix = new Matrix4(); camera = new OrthographicCamera(width, height); interMatrix.setToOrtho2D(0, 0, GAME_WIDTH, GAME_HEIGHT); Is there a better way of doing this or can is this a viable option and how do I fix what I have?

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  • Computer Says No: Mobile Apps Connectivity Messages

    - by ultan o'broin
    Sharing some insight into connectivity messages for mobile applications. Based on some recent ethnography done my myself, and prompted by a real business case, I would recommend a message that: In plain language, briefly and directly tells the user what is wrong and why. Something like: Cannot connect because of a network problem. Affords the user a means to retry connecting (or attempts automatically). Mobile context of use means users use anticipate interruptibility and disruption of task, so they will try again as an effective course of action. Tells the user when connection is re-established, and off they go. Saves any work already done, implicitly. (Bonus points on the ADF critical task setting scale) The following images showing my experience reading ADF-EMG Google Groups notification my (Android ICS) Samsung Galaxy S2 during a loss of WiFi give you a good idea of a suitable kind of messaging user experience for mobile apps in this kind of scenario. Inline connection lost message with Retry button Connection re-established toaster message The UX possible is dependent on device and platform features, sure, so remember to integrate with the device capability (see point 10 of this great article on mobile design by Brent White and Lynn Hnilo-Rampoldi) but taking these considerations into account is far superior to a context-free dumbed down common error message repurposed from the desktop mentality about the connection to the server being lost, so just "Click OK" or "Contact your sysadmin.".

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  • XNA 4: RenderTarget2D textures getting transparent on fullscreen

    - by Shashwat
    I'm generating a Texture2D object using RenderTarget2D as in the following code public static Texture2D GetTextTexture(string text, Vector2 position, SpriteFont font, Color foreColor, Color backColor, Texture2D background=null) { int width = (int)font.MeasureString(text).X; int height = (int)font.MeasureString(text).Y; GraphicsDevice device = Settings.game.GraphicsDevice; SpriteBatch spriteBatch = Settings.game.spriteBatch; RenderTarget2D renderTarget = new RenderTarget2D(device, width, height, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, device.PresentationParameters.MultiSampleCount, RenderTargetUsage.DiscardContents); device.SetRenderTarget(renderTarget); device.Clear(backColor); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque); if (background != null) spriteBatch.Draw(background, new Rectangle(0, 0, 70, 70), Color.White); spriteBatch.End(); spriteBatch.Begin(); spriteBatch.DrawString(font, text, position, foreColor, 0, new Vector2(0), 0.8f, SpriteEffects.None, 0); spriteBatch.End(); device.SetRenderTarget(null); ResetGraphicsDeviceSettings(); return (Texture2D)renderTarget; } It's working all fine. But when I ToggleFullScreen() (and vice-versa), the previous textures are getting transparent. However, the new textures after that are being generated correctly. What can be the reason for this?

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  • BUILD 2013 Sessions&ndash;Building Great Windows Phone UI in XAML

    - by Tim Murphy
    Originally posted on: http://geekswithblogs.net/tmurphy/archive/2013/06/27/build-2013-sessionsndashbuilding-great-windows-phone-ui-in-xaml.aspx Even the simplest of smart phone apps can be a challenge to give a compelling UI regardless of the platform.  Windows Phone and XAML are no exception.  That is what got my interest in this session by Shawn Oster.  He took a checklist type approach to the subject is good considering that is about the only way that many us get things done. Shawn started out giving us a set of bad design/good design examples.  They very effectively showed how good design gives a sense of professionalism to your app that could determine if your wonderful idea actually makes money is DOA. I won’t go over all his points since you will be able to get the session online, but a few of his checklist points included design from the beginning instead of as an afterthought, not being afraid to leave white space and making sure your application elegantly supports both landscape and portrait modes.  The many gems make this a must watch for any developers who struggle with visual design. del.icio.us Tags: BUILD 2013,Windows Phone,XAML,Design

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  • Printing Off Center or Images Offset After Upgrade to 14.04 LTS (Brother HL-2240)

    - by fortitude
    :) I have a very frustrating problem with my Brother HL-2240 under Ubuntu 14.04. Bear in mind this was working perfectly under Ubuntu 13.10. In Firefox, when I print a webpage, all of the images are off center and cut off, this is a big deal for my work. In Google Chrome, when I print a webpage, the page is off center, toward the right margin. In Opera, when I print a webpage, all of the white areas within the margins are black, using a lot of toner. PDF opened in document viewer, prints off center. Steps I have taken to troubleshoot: 1) Playing with the printer settings, resetting to defaults, etc. 2) Un-installing the Brother driver and re-installing (linux-brprinter-installer-2.0.0-1 from the Brother website), which works perfectly in Ubuntu 13.10. I see a similar, un-answered question, here. Hopefully this question provides some additional clarity to the matter. If anyone would like some additional detail because she or he is willing to help, please let me know. I can scan output from the printer to show you. Thank you.

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  • Calculating distance from viewer to object in a shader

    - by Jay
    Good morning, I'm working through creating the spherical billboards technique outlined in this paper. I'm trying to create a shader that calculates the distance from the camera to all objects in the scene and stores the results in a texture. I keep getting either a completely black or white texture. Here are my questions: I assume the position that's automatically sent to the vertex shader from ogre is in object space? The gpu interpolates the output position from the vertex shader when it sends it to the fragment shader. Does it do the same for my depth calculation or do I need to move that calculation to the fragment shader? Is there a way to debug shaders? I have no errors but I'm not sure I'm getting my parameters passed into the shaders correctly. Here's my shader code: void DepthVertexShader( float4 position : POSITION, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, out float4 outPosition : POSITION, out float Depth ) { // position is in object space // outPosition is in camera space outPosition = mul( worldViewProjMatrix, position ); // calculate distance from camera to vertex Depth = length( eyePosition - position ); } void DepthFragmentShader( float Depth : TEXCOORD0, uniform float fNear, uniform float fFar, out float4 outColor : COLOR ) { // clamp output using clip planes float fColor = 1.0 - smoothstep( fNear, fFar, Depth ); outColor = float4( fColor, fColor, fColor, 1.0 ); } fNear is the near clip plane for the scene fFar is the far clip plane for the scene

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