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  • Is this a typo in the Artistic License 2.0?

    - by IQAndreas
    I'm not sure if this would fit better in StackExchange/English, but regardless, there is no practical use to the answer, other than to cure my curiosity. Note this sentence at the end of the Artistic License 2.0: THE PACKAGE IS PROVIDED BY THE COPYRIGHT HOLDER AND CONTRIBUTORS "AS IS' AND WITHOUT ANY EXPRESS OR IMPLIED WARRANTIES. It does not affect any legal aspects of the license, but is there a reason they mixed the use of single and double quotes on AS IS? The license is so new that this wouldn't have been for "command prompt friendly" reasons. Is there special use or meaning behind this in the English language, or was it a typo?

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  • xset: unable to open display

    - by user287878
    for the longest time after about 5 minutes my screen would blank out. Now the screen will go blank after 5 minutes but then 2 seconds after that it will light up white and keep the laptop backlighting on. I didnt change any settings to my knowledge it just happened randomly after powering it on one day and has occurred since then. I wish to resort back to blanking the screen out completely since i leave this computer on all the time and its hard to sleep with a huge white light all the time. "xset dpms force off" just yeilds me ---- xset: unable to open display ""

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  • Ubuntu 11.10 boot: xhost: unable to open display

    - by paulus_almighty
    I've had this papercut for a while now, it's time it was fixed. When I boot up Ubuntu, choosing "Ubuntu...generic" from the grub screen, Ubuntu fails to load. It just sits at the driver/module loading screen. What seems to be the most significant line in this output is "xhost: unable to open display" If I choose "Ubuntu...(recovery mode)" from grub then it loads OK. I don't get why this is. Out of interest I tried enabling boot error logging with #/etc/default/bootlogd BOOTLOGD_ENABLE=Yes but I'm not seeing anything in that file. ETA: I've had this problem since fresh install of 11.10. Here's lshw: $ sudo lshw -C display *-display description: VGA compatible controller product: GF104 [GeForce GTX 460] vendor: nVidia Corporation physical id: 0 bus info: pci@0000:03:00.0 version: a1 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress vga_controller bus_master cap_list rom configuration: driver=nvidia latency=0 resources: irq:16 memory:f6000000-f7ffffff memory:e0000000-e7ffffff memory:ec000000-efffffff ioport:bf00(size=128) memory:e8000000-e807ffff

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  • How to create a generic list in this wierd case in c#

    - by Marc Bettex
    Hello, In my program, I have a class A which is extended by B, C and many more classes. I have a method GetInstance() which returns a instance of B or C (or of one of the other child), but I don't know which one, so the return type of the method is A. In the method CreateGenericList(), I have a variable v of type A, which is in fact either a B, a C or another child type and I want to create a generic list of the proper type, i.e. List<B> if v is a B or List<C> if v is a C, ... Currently I do it by using reflection, which works, but this is extremely slow. I wanted to know if there is another way to to it, which doesn't use reflection. Here is an example of the code of my problem: class A { } class B : A { } class C : A { } // More childs of A. class Program { static A GetInstance() { // returns an instance of B or C } static void CreateGenericList() { A v = Program.GetInstance(); IList genericList = // Here I want an instance of List<B> or List<C> or ... depending of the real type of v, not a List<A>. } } I tried the following hack. I call the following method, hoping the type inferencer will guess the type of model, but it doesn't work and return a List<A>. I believe that because c# is statically typed, T is resolved as A and not as the real type of model at runtime. static List<T> CreateGenericListFromModel<T>(T model) where T : A { return new List<T> (); } Does anybody have a solution to that problem that doesn't use reflection or that it is impossible to solve that problem without reflection? Thank you very much, Marc

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  • Smart way to find the corresponding nullable type?

    - by Marc Wittke
    How could I avoid this dictionary (or create it dynamically)? Dictionary<Type,Type> CorrespondingNullableType = new Dictionary<Type, Type> { {typeof(bool), typeof(bool?)}, {typeof(byte), typeof(byte?)}, {typeof(sbyte), typeof(sbyte?)}, {typeof(char), typeof(char?)}, {typeof(decimal), typeof(decimal?)}, {typeof(double), typeof(double?)}, {typeof(float), typeof(float?)}, {typeof(int), typeof(int?)}, {typeof(uint), typeof(uint?)}, {typeof(long), typeof(long?)}, {typeof(ulong), typeof(ulong?)}, {typeof(short), typeof(short?)}, {typeof(ushort), typeof(ushort?)}, {typeof(Guid), typeof(Guid?)}, };

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  • Getting the name of a Clojure struct type?

    - by j-g-faustus
    When defining a struct type and instance, I can print the value and get the "struct" implementation type: (defstruct person :name :age) (def p (struct person "peter" 30)) user=> p {:name "peter", :age 30} user=> (type p) clojure.lang.PersistentStructMap But is it possible to tell whether p is an instance of the struct type "person"?

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  • Type problem with Observable.Create from Boo

    - by Tristan
    I'm trying to use Reactive Extensions from Boo and am running into type problems. Here's the basic example: def OnSubscribe(observer as IObservable[of string]) as callable: print "subscribing" def Dispose(): print "disposing" return Dispose observable = System.Linq.Observable.Create[of string](OnSubscribe) observer = System.Linq.Observer.Create[of string]({x as string | print x}) observable.Subscribe(observer) The Subscribe here gives a System.InvalidCastException: Cannot cast from source type to destination type. The issue appears to be with how I'm creating the observable, but I've struggled to see where the type problem arises from. Ideas?

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  • Finding out document template type of document library

    - by blade
    Hi, When I make a document library in Sharepoint 2003 and select the document template type etc and come back to edit/administer the document library, how can I find out what document template type I selected at the time of creation? Another way of putting it: If an administrator makes a document library and selects a document template type and he/she leaves without documenting his/her settings for the document library, how could I find out what document template type he selected? Thanks

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  • Expecting a LexBuffer<char> but given a LexBuffer<byte> The type 'char' does not match the type 'by

    - by user152518
    Type mismatch. Expecting a LexBuffer but given a LexBuffer The type 'char' does not match the type 'byte' This is the error message that I am getting while using fslex. I have tried manually checking every single occurrence of lexbuf and its type. It's LexBuffer everywhere. But still the compiler is giving me the above error. Can you please tell me why this error occurs and how to go about resolving it. Thanks, chandrasekhar

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  • How to implement == or >= operators for generic type

    - by momsd
    I have a generic type Foo which has a internal generic class Boo. Boo class a property Value of type K. In a method inside Foo i want to do a boo.Value >= value Note that second operand value is of type T. while compiling i am getting following error: Operator '=' cannot be applied to operands of type 'T' and 'T' Can anyone please tell me whats the problem here?

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  • How does compiler understand the pointer type?

    - by Narek
    How c++ compiler understands the pointer type? As I know pointer has a size equal to WORD of the OS (32 or 64). So does it store dome info in that 32(or 64) bits about type? Just because you can not have a pointer on one type and assign to that pointer another pointer with a different type.

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  • C++: type Length from float

    - by anon
    This is kinda like my earlier question: http://stackoverflow.com/questions/2451175/c-vector3-type-wall Except, now, I want to do this to a builtin rather then a user created type. So I want a type "Length" that behaves just like float -- except I'm going to make it's constructor explicit, so I have to explicitly construct Length objects (rather than have random conversions flying around). Basically, I'm going into the type-a-lot camp.

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  • MSVC++ enum underlying type

    - by bobobobo
    MSDN has enum [tag] [: type] {enum-list} [declarator]; // for definition of enumerated type SO it looks like you can specify the type of an enum in MSVC++, but it doesn't seem to work for me: // want "underlying type" of this enum to be char. enum MyCharEnum : char { Val1 ='A', Val2 ='B', Val9 ='X' } ;

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  • VS2008 VB project - Changing application type automatically adds references

    - by Stijn
    Visual Basic Create a new project with the Empty Project template (Visual Basic - Windows) Go to the project properties, and change the Application type by choosing something else or reselecting Windows Forms Application. When reselecting, Visual Studio will automatically add references to System.Deployment, System.Drawing and System.Windows.Forms C# Create a new project with the Empty Project template (Visual C# - Windows) Go to the project properties, and change the Application type to any of the choices. Visual studio will not add references. Question Is there a way to change this behaviour for Visual Basic?

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  • How can I get the Terminal raster font to display alt codes in a text editor?

    - by grg-n-sox
    I am working on a project that includes making some ASCII art, except it isn't true ASCII art since I am using a far amount of Windows Alt codes to make it. Anyways, I wanted to make sure that as I am working on it, that it looks exactly how it will in a windows command prompt terminal session. So since command prompt defaults to the Terminal raster font, I figured I would use that. But I quickly noticed that when I use the Terminal typeface in a text editor, it will not render ASCII codes, either at all (as is the case most of the time) or incorrectly. Now, I understand if a font just doesn't support non-ASCII characters, but what I don't get is how the characters do show up correctly in command prompt when they don't in a text editor. I checked the output of the 'chcp' and it was set to 437 by default, which is what I need. Well, either that or 850 but preferably 437 since they got rid of some of the graphics in 437 and replaced them with other Latin characters. Command prompt terminal settings show I am using the Terminal raster font with a 8x12 glyph size. So I try using size 12 in the text editor but no good, even after switching the text encoding to either MS-DOS OEM-US (supposedly an alternative name for CP437) or UTF-8. I just don't get how I am not getting the characters to show up. Also, if it helps, the art I am making is basically modified screen shots from a game I play called Dwarf Fortress that uses characters from the Terminal/Curses typeset, or at least that is how it is reported in the forums by those who make graphics sets to replace the default character set. However, the game doesn't actually use the system's Terminal font. The game's data files includes a bitmap image that is a grid of all the characters the game uses. So it uses this bitmap to render graphics instead of the actual font file. And I basically want to get a text editor to make it so if I type up some ASCII art to look like a screenshot from Dwarf Fortress, that it will actually look like Dwarf Fortress other than the lack of color. Any help?

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  • Transform a NTFS partition type into EISA

    - by doug
    hi there Some time ago I've installed windows 7 on my laptop which has a EISA partition with MS Vista. I really don't remember what I did(I'm silly i Know) but now, that EISA partition has NTFS type but is also hidden. Does anyone knows how can I make that NTFS partition into a EISA partition type, as it was build when I've buyed the laptop? TY

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  • Emacs 22 (GTK) cannot be installed on your computer type (i386)

    - by Aravind
    when i was trying to install emacs on Linux Ubuntu .I used to search emacs in add/Remove search toolbar it shows Emacs 22 ..i have double clicked that emacs it shows the following error. Emacs 22 (GTK) Canonical Ltd. provides technical support and security updates for Emacs 22 (GTK) Emacs 22 (GTK) cannot be installed on your computer type (i386). Either the application requires special hardware features or the vendor decided to not support your computer type.

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  • Configure a File Type Item through GPO for a Win2008 R2 Terminal server

    - by user40021
    Hello, I try to configure a file-type item for .axd filetype. There I have troubles with the associated class for this file-type. E.g. I have tried it with "XML-document" (xml-informations are included at the files with .axd) but it does not work. The .axd file will not be opened with the associated application. Any ideas how to solve this? Many thanks in advance Best regards Chris

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  • What's the correct SELinux type for a directory?

    - by unthar
    If I create a new filesystem/directory off of / and I set the Linux permissions to 770 I expect the group to be able to read and write files in that directory. SELinux was preventing me from doing this until I changed the SELinux type on that directory to public_content_rw_t. If this is just a directory in which users in that group will share files is this an acceptable SELinux type or should I be using another one? Writing a custom policy seems like overkill for these purposes. Thanks

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  • Open GL stars are not rendering

    - by Darestium
    I doing Nehe's Open GL Lesson 9. I'm using SFML for windowing, the strange thing is no stars are rendering. #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <iostream> void processEvents(sf::Window *app); void processInput(sf::Window *app); void renderGlScene(sf::Window *app); void init(); int loadResources(); const int NUM_OF_STARS = 50; float triRot = 0.0f; float quadRot = 0.0f; bool twinkle = false; bool tKey = false; float zoom = 15.0f; float tilt = 90.0f; float spin = 0.0f; unsigned int loop; unsigned int texture_handle[1]; typedef struct { int r, g, b; float distance; float angle; } stars; stars star[NUM_OF_STARS]; int main() { sf::Window app(sf::VideoMode(800, 600, 32), "Nehe Lesson 9"); app.UseVerticalSync(false); init(); if (loadResources() == -1) { return EXIT_FAILURE; } while (app.IsOpened()) { processEvents(&app); processInput(&app); renderGlScene(&app); app.Display(); } return EXIT_SUCCESS; } int loadResources() { sf::Image img_data; // Load Texture if (!img_data.LoadFromFile("data/images/star.bmp")) { std::cout << "Could not load data/images/star.bmp"; return -1; } // Generate 1 texture glGenTextures(1, &texture_handle[0]); // Linear filtering glBindTexture(GL_TEXTURE_2D, texture_handle[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img_data.GetWidth(), img_data.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data.GetPixelsPtr()); return 0; } void processInput(sf::Window *app) { const sf::Input& input = app->GetInput(); if (input.IsKeyDown(sf::Key::T) && !tKey) { tKey = true; twinkle = !twinkle; } if (!input.IsKeyDown(sf::Key::T)) { tKey = false; } if (input.IsKeyDown(sf::Key::Up)) { tilt -= 0.05f; } if (input.IsKeyDown(sf::Key::Down)) { tilt += 0.05f; } if (input.IsKeyDown(sf::Key::PageUp)) { zoom -= 0.02f; } if (input.IsKeyDown(sf::Key::Up)) { zoom += 0.02f; } } void init() { glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); // Enable texturing glEnable(GL_TEXTURE_2D); //glDepthMask(GL_TRUE); // Setup a perpective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.f, 1.f, 1.f, 500.f); glShadeModel(GL_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); for (loop = 0; loop < NUM_OF_STARS; loop++) { star[loop].distance = (float)loop / NUM_OF_STARS * 5.0f; // Calculate distance from the centre // Give stars random rgb value star[loop].r = rand() % 256; star[loop].g = rand() % 256; star[loop].b = rand() % 256; } } void processEvents(sf::Window *app) { sf::Event event; while (app->GetEvent(event)) { if (event.Type == sf::Event::Closed) { app->Close(); } if (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape) { app->Close(); } } } void renderGlScene(sf::Window *app) { app->SetActive(); // Clear color depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Select texture glBindTexture(GL_TEXTURE_2D, texture_handle[0]); for (loop = 0; loop < NUM_OF_STARS; loop++) { glLoadIdentity(); // Reset The View Before We Draw Each Star glTranslatef(0.0f, 0.0f, zoom); // Zoom Into The Screen (Using The Value In 'zoom') glRotatef(tilt, 1.0f, 0.0f, 0.0f); // Tilt The View (Using The Value In 'tilt') glRotatef(star[loop].angle, 0.0f, 1.0f, 0.0f); // Rotate To The Current Stars Angle glTranslatef(star[loop].distance, 0.0f, 0.0f); // Move Forward On The X Plane glRotatef(-star[loop].angle,0.0f,1.0f,0.0f); // Cancel The Current Stars Angle glRotatef(-tilt,1.0f,0.0f,0.0f); // Cancel The Screen Tilt if (twinkle) { glColor4ub(star[(NUM_OF_STARS - loop) - 1].r, star[(NUM_OF_STARS - loop)-1].g, star[(NUM_OF_STARS - loop) - 1].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad } glRotatef(spin,0.0f,0.0f,1.0f); // Rotate The Star On The Z Axis // Assign A Color Using Bytes glColor4ub(star[loop].r, star[loop].g, star[loop].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad spin += 0.01f; // Used To Spin The Stars star[loop].angle += (float)loop / NUM_OF_STARS; // Changes The Angle Of A Star star[loop].distance -= 0.01f; // Changes The Distance Of A Star if (star[loop].distance < 0.0f) { star[loop].distance += 5.0f; // Move The Star 5 Units From The Center star[loop].r = rand() % 256; // Give It A New Red Value star[loop].g = rand() % 256; // Give It A New Green Value star[loop].b = rand() % 256; // Give It A New Blue Value } } } I've looked over the code atleast 10 times now and I can't figure out the problem. Any help would be much appreciated.

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