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Articles indexed Saturday April 7 2012

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  • HP Envy Beats Edition can play CDs, but not DVDs

    - by Grayson
    After a fresh install, and various other tests (troubleshooting), I have concluded that my laptop (an HP Envy 14 - Beats Edtion) will not play DVDs, however it will play CDs. When I first got the laptop, up until recently it played DVDs perfectly, I doubt there is a hardware issue sees as it loads the DVDs and can view the files in them, but not play them, as well as read and work with CDs perfectly. Was there an update or something of the like that may have caused this? If so, is there a fix? I typically use this laptop 's HDMI out with my TV as a DVD player... so it would be very beneficial if there was a solution to this problem. There was a similar issue with the touchpad that there was a fix for... so I'm hoping that this is something similar

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  • I have Eclipse 3.5.2 on my 64-bit Ubuntu 10.10 box, but I cannot use Eclipse install new software

    - by Joe C
    I have Ubuntu 10.10 64-bit. I installed Eclipse via the $ sudo apt-get install eclipse $ sudo apt-get install eclipse-cdt I ended up with Eclpse 3.5.2. It works like a charm. But there was no adb. So I went to Help-Install new Software and it let's me choose the Galileo update site. But when I use it, it just says No Repository found. My immediate goal is to install ADB. But I'd like to install the entire ADT and I'd like "Install New Software..." in my Eclipse in general to work.

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  • Moving Ubuntu to a new hdd

    - by jaurisan
    I have a 300gb hdd which I am currently using on my older PC. Now I want to have a copy of those 300GB into a new 1TB hdd (installed in a new computer). My "problem" is that the 1TB hdd already has a 50GB partition with a Win XP (the rest of the space is not partitioned). The 300GB disk has a 240GB partition for Ubuntu, and the rest is a FAT partition which I don't care if it gets copied or not to the new disk. So how can I transfer the entire Ubuntu to the new hard disk and still being able to boot the XP? Is there a way or tool that can help me do over LAN? So I wont have to take out the hdd from the new pc and put it in the older to do the copy.

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  • Is it possible to set Transmission to show list of files as collapsed by default?

    - by Rasmus
    When downloading a torrent with a large folder hierarchy, I often find myself losing overview of the content of the torrent as Transmission shows the entire folder structure expanded under Properties > Files. Most annoyingly, if one collapses the tree and closes the dialog, the tree will be expanded again if one re-access it. Is it somehow possible to set Transmission to show torrent content as collapsed by default?

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  • How to force Multiple Monitors correct resolutions for LightDM?

    - by Hanynowsky
    I am affected by the BUG: https://bugs.launchpad.net/ubuntu/+source/unity-greeter/+bug/874241 Otherwise, if like me you have a laptop connected to a second monitor of higher resolution, LIGHTDM at the login stage, mirrors the displays in both screens and assign to them a common resolution (1024X768) in my case, instead of extending the desktop (Primary screen with the greeter and secondary with just a logo as mentioned in the Multiple Monitors UX specifications book for 12.04). Here is my xrandr -q @L502X:~$ xrandr -q Screen 0: minimum 320 x 200, current 1920 x 1848, maximum 8192 x 8192 LVDS1 connected 1366x768+309+1080 (normal left inverted right x axis y axis) 344mm x 193mm 1366x768 60.0*+ 1360x768 59.8 60.0 1024x768 60.0 800x600 60.3 56.2 640x480 59.9 VGA1 disconnected (normal left inverted right x axis y axis) HDMI1 connected 1920x1080+0+0 (normal left inverted right x axis y axis) 510mm x 287mm 1920x1080 60.0*+ 1600x1200 60.0 1680x1050 60.0 1280x1024 60.0 1440x900 59.9 1280x960 60.0 1280x800 59.8 1024x768 60.0 800x600 60.3 56.2 640x480 60.0 DP1 disconnected (normal left inverted right x axis y axis) I tried to force lightdm to execute some xrandr commands in order to set the right resolution for each monitor and extend the desktop, but I get a LOW GRAPHICS MODE ERROR (You're running in low graphics mode, your screen, input devices...did not get detected..) I created a simple script named lightdmxrand.sh: #!/bin/sh xrandr --output HDMI1 --primary --mode 1920x1080 --output LVDS1 --mode 1366x768 --below HDMI1 And told lightdm to run it : /etc/lightdm/lightdm.conf [SeatDefaults] greeter-session=unity-greeter user-session=ubuntu greeter-setup-script=/usr/bin/numlockx on display-setup-script=/home/hanynowsky/lightdmxrandr.sh Someone knows what is wrong!? Thanks in advance.

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  • wifi hardware switch doesn't work on a Dell 1018

    - by user42566
    I have a problem with my Dell 1018 Inspiron. I can't switch the wifi on, through the key on the keyboard. I think it's a driver problem since Ubuntu 11.10. This are the versions i tried: Ubuntu 10.04 / 10.10 It's possible to install the driver by hand: sudo add-apt-repository ppa:lexical/hwe-wireless sudo apt-get update sudo apt-get install rtl8192ce-dkms Ubuntu 11.04 It works out of the box Ubuntu 11.10 / 12.04 I haven’t found any solution for these versions. The "ppa:lexical/hwe-wireless" doesn't work for these versions. It says Can not find package rtl8192ce-dkms. The window of additional drivers is empty. So I can't install the driver. The wired network works good. Here is some information: 0: dell-wifi: Wireless LAN Soft blocked: no Hard blocked: no 1: phy0: Wireless LAN Soft blocked: no Hard blocked: yes sudo lshw -class network *-network description: Ethernet interface product: RTL8101E/RTL8102E PCI Express Fast Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:05:00.0 logical name: eth0 version: 05 serial: 5c:26:0a:0d:20:10 size: 10Mbit/s capacity: 100Mbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half firmware=rtl_nic/rtl8105e-1.fw latency=0 link=no multicast=yes port=MII speed=10Mbit/s resources: irq:43 ioport:2000(size=256) memory:f0f2c000-f0f2cfff memory:f0f18000-f0f1bfff *-network description: Wireless interface product: RTL8188CE 802.11b/g/n WiFi Adapter vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:07:00.0 logical name: wlan0 version: 01 serial: 70:f1:a1:fe:15:bd width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=rtl8192ce driverversion=3.2.0-22-generic-pae firmware=N/A ip=192.168.1.76 latency=0 link=yes multicast=yes wireless=IEEE 802.11bgn resources: irq:17 ioport:3000(size=256) memory:f0100000-f0103fff mark@mark-Inspiron-1018:~$ mark@mark-Inspiron-1018:~$ sudo lspci -nn 00:00.0 Host bridge [0600]: Intel Corporation N10 Family DMI Bridge [8086:a010] 00:02.0 VGA compatible controller [0300]: Intel Corporation N10 Family Integrated Graphics Controller [8086:a011] 00:02.1 Display controller [0380]: Intel Corporation N10 Family Integrated Graphics Controller [8086:a012] 00:1b.0 Audio device [0403]: Intel Corporation N10/ICH 7 Family High Definition Audio Controller [8086:27d8] (rev 02) 00:1c.0 PCI bridge [0604]: Intel Corporation N10/ICH 7 Family PCI Express Port 1 [8086:27d0] (rev 02) 00:1c.1 PCI bridge [0604]: Intel Corporation N10/ICH 7 Family PCI Express Port 2 [8086:27d2] (rev 02) 00:1d.0 USB controller [0c03]: Intel Corporation N10/ICH 7 Family USB UHCI Controller #1 [8086:27c8] (rev 02) 00:1d.1 USB controller [0c03]: Intel Corporation N10/ICH 7 Family USB UHCI Controller #2 [8086:27c9] (rev 02) 00:1d.2 USB controller [0c03]: Intel Corporation N10/ICH 7 Family USB UHCI Controller #3 [8086:27ca] (rev 02) 00:1d.3 USB controller [0c03]: Intel Corporation N10/ICH 7 Family USB UHCI Controller #4 [8086:27cb] (rev 02) 00:1d.7 USB controller [0c03]: Intel Corporation N10/ICH 7 Family USB2 EHCI Controller [8086:27cc] (rev 02) 00:1e.0 PCI bridge [0604]: Intel Corporation 82801 Mobile PCI Bridge [8086:2448] (rev e2) 00:1f.0 ISA bridge [0601]: Intel Corporation NM10 Family LPC Controller [8086:27bc] (rev 02) 00:1f.2 SATA controller [0106]: Intel Corporation N10/ICH7 Family SATA Controller [AHCI mode] [8086:27c1] (rev 02) 00:1f.3 SMBus [0c05]: Intel Corporation N10/ICH 7 Family SMBus Controller [8086:27da] (rev 02) 05:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller [10ec:8136] (rev 05) 07:00.0 Network controller [0280]: Realtek Semiconductor Co., Ltd. RTL8188CE 802.11b/g/n WiFi Adapter [10ec:8176] (rev 01) mark@mark-Inspiron-1018:~$ mark@mark-Inspiron-1018:~$ lsusb Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 002: ID 174f:1127 Syntek mark@mark-Inspiron-1018:~$

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  • Autostart app with proper icon in unity launcher

    - by kyleN
    One can autostart an application such that it launches on session start with an xdg desktop file in ~/.config/autostart (or /etc/xdg/autostart). But my application (a python/gtk/webkit/html5 app) when autostarted has a unity (and a unity-2d) launcher icon that is a gray question mark, even though: when I find it in dash, the dash shows the icon I specify in my main desktop file (in /usr/share/applications) when I launch it from dash, the launcher shows the icon I specify in my main desktop file when I add it as a favorite, the launcher shows the proper icon There are two cases where I get the gray question mark icon: autostart launch from terminal (this use case is not essential though and doesn't involve the desktop file anyway: but should/does ubuntu have an xdg desktop file interpreter à la #!/usr/bin/desktop or something) So: what is needed such unity (3d/2d) launcher panel shows the icon specified in an autostart desktop file?

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  • What are the risks of installing a "bad quality" package?

    - by ændrük
    When I try to install sonic-visualiser_1.9cc-1_amd64.deb via the Software Center the following warning message is displayed: The package is of bad quality The installation of a package which violates the quality standards isn't allowed. This could cause serious problems on your computer. Please contact the person or organisation who provided this package file and include the details beneath. Lintian check results for /home/ak/Downloads/sonic-visualiser_1.9cc-1_amd64.deb: Use of uninitialized value $ENV{"HOME"} in concatenation (.) or string at /usr/bin/lintian line 108. E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/ 1000/1000 E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/bin/ 1000/1000 E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/bin/sonic-visualiser 1000/1000 E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/share/ 1000/1000 E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/share/applications/ 1000/1000 E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/share/applications/sonic-visualiser.desktop 1000/1000 E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/share/doc/ 1000/1000 E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/share/doc/sonic-visualiser/ 1000/1000 E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/share/doc/sonic-visualiser/CHANGELOG 1000/1000 E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/share/doc/sonic-visualiser/COPYING 1000/1000 E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/share/doc/sonic-visualiser/README 1000/1000 E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/share/mimelnk/ 1000/1000 E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/share/mimelnk/application/ 1000/1000 E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/share/mimelnk/application/x-sonicvisualiser-layer.desktop 1000/1000 E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/share/mimelnk/application/x-sonicvisualiser.desktop 1000/1000 E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/share/pixmaps/ 1000/1000 E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/share/pixmaps/sv-icon-light.svg 1000/1000 E: sonic-visualiser: wrong-file-owner-uid-or-gid usr/share/pixmaps/sv-icon.svg 1000/1000 I understand that this means the package doesn't meet Debian policy and I know how to override the warning and install the package anyway. What are the risks of doing so?

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  • How can i make a Multiseat with Xephyr?

    - by Jnts
    i'm trying to make a multiseat with ubuntu, but a cant make this work. I've read a lot of "how to", and the most of then is about to do a multiseat with some distro with GDM2, or KDM. But, i'm using the lightdm of ubuntu. So now i'm trying to make this multiseat with Xephyr that i already used to make a multiseat with the Debian 4 version. But i dont know how to call Xephyr in lightdm.conf. Sorry for my totally crap english.

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  • Is SEO affected negatively by having densely encoded identifiers of content in URLs?

    - by casperOne
    This isn't about where to put the id of a piece of unique content in URLs, but more about densely packing the URL (or, does it just not matter). Take for example, a hypothetical post in a blog: http://tempuri.org/123456789/seo-friendly-title The ID that uniquely identifies this is 123456789. This corresponds to a look-up and is the direct key in the underlying data store. However, I could encode that in say, hexadecimal, like so: http://tempuri.org/75bcd15/seo-friendly-title And that would be shorter. One could take it even further and have more compact encodings; since URLs are case sensitive, one could imagine an encoding that uses numbers, lowercase and uppercase letters, for a base of 62 (26 upper case + 26 lower case + 10 digits): 0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz For a resulting URL of: http://tempuri.org/8M0kX/seo-friendly-title The question is, does densely packing the ID of the content (the requirement is that an ID is mandatory for look-ups) have a negative impact on SEO (and dare I ask, might it have any positive impact), or is it just not worth the time? Note that this is not for a URL shortening service, so saving space in the URL for browser limitation purposes is not an issue.

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  • Embeding a generic google search with autocomplete - not a custom site search

    - by picxelplay
    Most people's home page is google.com. My homepage is just a custom html page hosted on my computer. I do this because I am a web developer, and I have several projects that I work on a one time, so I like to have quick links to all of them. On that page I usually just have a Link to google.com for when I want to search. But below all of my quick links, I want to add a google search box (with Autocompletions). I first used a simple iframe to embed google.com into the page, but then my search results were confined to that iframe. I wanted to search for something, then my results would open in a new tab. I then came across this code snippet but it doesn't have Autocompletions: http://www.refactory.org/s/google_search/view/2 How can I add Autocompletions to this? Or is there a better way of doing it? Thanks in advance for any advice

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  • canvas tile grid, hover effects, single tilesheet, etc

    - by user121730
    I'm currently in the process of building both the client and server side of an html5, canvas, and WebSocket game. This is what I have thus far for the client: http://jsfiddle.net/dDmTf/7/ Current obstacles The hover effect has no idea what to put back after the mouse leaves. Currently it's just drawing a "void" tile, but I can't figure out how to redraw a single tile without redrawing the whole map. How would I go about storing multiple layers within the map variable? I was considering just using a multi-dimensional array for each layer (similar to what you see as the current array), and just iterating through it, but is that really an efficient way of doing it? Side note The tile sheet being used for the jsfiddle display is only for development. I'll be replacing it as things progress in the engine. I hope you can help! Hopefully you guys can help me, I've been struggling to get through things, since I'm learning how things kind of stuff works as I go. If you guys have any pointers for my JavaScript, feel free. As I'm more or less learning advanced usage as I go, I'm sure I'm doing plenty of things wrong. Note: I will continue to update this post as the engine improves, but updating the jsfiddle link and updating the obstacles list by striking things that have been solved, or adding additions. Thanks!

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  • Access violation in DirectX OMSetRenderTargets

    - by IDWMaster
    I receive the following error (Unhandled exception at 0x527DAE81 (d3d11_1sdklayers.dll) in Lesson2.Triangles.exe: 0xC0000005: Access violation reading location 0x00000000) when running the Triangle sample application for DirectX 11 in D3D_FEATURE_LEVEL_9_1. This error occurs at the OMSetRenderTargets function, as shown below, and does not happen if I remove that function from the program (but then, the screen is blue, and does not render the triangle) //// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF //// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO //// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A //// PARTICULAR PURPOSE. //// //// Copyright (c) Microsoft Corporation. All rights reserved #include #include #include "DirectXSample.h" #include "BasicMath.h" #include "BasicReaderWriter.h" using namespace Microsoft::WRL; using namespace Windows::UI::Core; using namespace Windows::Foundation; using namespace Windows::ApplicationModel::Core; using namespace Windows::ApplicationModel::Infrastructure; // This class defines the application as a whole. ref class Direct3DTutorialViewProvider : public IViewProvider { private: CoreWindow^ m_window; ComPtr m_swapChain; ComPtr m_d3dDevice; ComPtr m_d3dDeviceContext; ComPtr m_renderTargetView; public: // This method is called on application launch. void Initialize( _In_ CoreWindow^ window, _In_ CoreApplicationView^ applicationView ) { m_window = window; } // This method is called after Initialize. void Load(_In_ Platform::String^ entryPoint) { } // This method is called after Load. void Run() { // First, create the Direct3D device. // This flag is required in order to enable compatibility with Direct2D. UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; #if defined(_DEBUG) // If the project is in a debug build, enable debugging via SDK Layers with this flag. creationFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif // This array defines the ordering of feature levels that D3D should attempt to create. D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_9_3, D3D_FEATURE_LEVEL_9_1 }; ComPtr d3dDevice; ComPtr d3dDeviceContext; DX::ThrowIfFailed( D3D11CreateDevice( nullptr, // specify nullptr to use the default adapter D3D_DRIVER_TYPE_HARDWARE, nullptr, // leave as nullptr if hardware is used creationFlags, // optionally set debug and Direct2D compatibility flags featureLevels, ARRAYSIZE(featureLevels), D3D11_SDK_VERSION, // always set this to D3D11_SDK_VERSION &d3dDevice, nullptr, &d3dDeviceContext ) ); // Retrieve the Direct3D 11.1 interfaces. DX::ThrowIfFailed( d3dDevice.As(&m_d3dDevice) ); DX::ThrowIfFailed( d3dDeviceContext.As(&m_d3dDeviceContext) ); // After the D3D device is created, create additional application resources. CreateWindowSizeDependentResources(); // Create a Basic Reader-Writer class to load data from disk. This class is examined // in the Resource Loading sample. BasicReaderWriter^ reader = ref new BasicReaderWriter(); // Load the raw vertex shader bytecode from disk and create a vertex shader with it. auto vertexShaderBytecode = reader-ReadData("SimpleVertexShader.cso"); ComPtr vertexShader; DX::ThrowIfFailed( m_d3dDevice-CreateVertexShader( vertexShaderBytecode-Data, vertexShaderBytecode-Length, nullptr, &vertexShader ) ); // Create an input layout that matches the layout defined in the vertex shader code. // For this lesson, this is simply a float2 vector defining the vertex position. const D3D11_INPUT_ELEMENT_DESC basicVertexLayoutDesc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; ComPtr inputLayout; DX::ThrowIfFailed( m_d3dDevice-CreateInputLayout( basicVertexLayoutDesc, ARRAYSIZE(basicVertexLayoutDesc), vertexShaderBytecode-Data, vertexShaderBytecode-Length, &inputLayout ) ); // Load the raw pixel shader bytecode from disk and create a pixel shader with it. auto pixelShaderBytecode = reader-ReadData("SimplePixelShader.cso"); ComPtr pixelShader; DX::ThrowIfFailed( m_d3dDevice-CreatePixelShader( pixelShaderBytecode-Data, pixelShaderBytecode-Length, nullptr, &pixelShader ) ); // Create vertex and index buffers that define a simple triangle. float3 triangleVertices[] = { float3(-0.5f, -0.5f,13.5f), float3( 0.0f, 0.5f,0), float3( 0.5f, -0.5f,0), }; D3D11_BUFFER_DESC vertexBufferDesc = {0}; vertexBufferDesc.ByteWidth = sizeof(float3) * ARRAYSIZE(triangleVertices); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; vertexBufferDesc.StructureByteStride = 0; D3D11_SUBRESOURCE_DATA vertexBufferData; vertexBufferData.pSysMem = triangleVertices; vertexBufferData.SysMemPitch = 0; vertexBufferData.SysMemSlicePitch = 0; ComPtr vertexBuffer; DX::ThrowIfFailed( m_d3dDevice-CreateBuffer( &vertexBufferDesc, &vertexBufferData, &vertexBuffer ) ); // Once all D3D resources are created, configure the application window. // Allow the application to respond when the window size changes. m_window-SizeChanged += ref new TypedEventHandler( this, &Direct3DTutorialViewProvider::OnWindowSizeChanged ); // Specify the cursor type as the standard arrow cursor. m_window-PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); // Activate the application window, making it visible and enabling it to receive events. m_window-Activate(); // Enter the render loop. Note that tailored applications should never exit. while (true) { // Process events incoming to the window. m_window-Dispatcher-ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent); // Specify the render target we created as the output target. ID3D11RenderTargetView* targets[1] = {m_renderTargetView.Get()}; m_d3dDeviceContext-OMSetRenderTargets( 1, targets, NULL // use no depth stencil ); // Clear the render target to a solid color. const float clearColor[4] = { 0.071f, 0.04f, 0.561f, 1.0f }; //Code fails here m_d3dDeviceContext-ClearRenderTargetView( m_renderTargetView.Get(), clearColor ); m_d3dDeviceContext-IASetInputLayout(inputLayout.Get()); // Set the vertex and index buffers, and specify the way they define geometry. UINT stride = sizeof(float3); UINT offset = 0; m_d3dDeviceContext-IASetVertexBuffers( 0, 1, vertexBuffer.GetAddressOf(), &stride, &offset ); m_d3dDeviceContext-IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Set the vertex and pixel shader stage state. m_d3dDeviceContext-VSSetShader( vertexShader.Get(), nullptr, 0 ); m_d3dDeviceContext-PSSetShader( pixelShader.Get(), nullptr, 0 ); // Draw the cube. m_d3dDeviceContext-Draw(3,0); // Present the rendered image to the window. Because the maximum frame latency is set to 1, // the render loop will generally be throttled to the screen refresh rate, typically around // 60Hz, by sleeping the application on Present until the screen is refreshed. DX::ThrowIfFailed( m_swapChain-Present(1, 0) ); } } // This method is called before the application exits. void Uninitialize() { } private: // This method is called whenever the application window size changes. void OnWindowSizeChanged( _In_ CoreWindow^ sender, _In_ WindowSizeChangedEventArgs^ args ) { m_renderTargetView = nullptr; CreateWindowSizeDependentResources(); } // This method creates all application resources that depend on // the application window size. It is called at app initialization, // and whenever the application window size changes. void CreateWindowSizeDependentResources() { if (m_swapChain != nullptr) { // If the swap chain already exists, resize it. DX::ThrowIfFailed( m_swapChain-ResizeBuffers( 2, 0, 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0 ) ); } else { // If the swap chain does not exist, create it. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0}; swapChainDesc.Stereo = false; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.Scaling = DXGI_SCALING_NONE; swapChainDesc.Flags = 0; // Use automatic sizing. swapChainDesc.Width = 0; swapChainDesc.Height = 0; // This is the most common swap chain format. swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // Don't use multi-sampling. swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; // Use two buffers to enable flip effect. swapChainDesc.BufferCount = 2; // We recommend using this swap effect for all applications. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // Once the swap chain description is configured, it must be // created on the same adapter as the existing D3D Device. // First, retrieve the underlying DXGI Device from the D3D Device. ComPtr dxgiDevice; DX::ThrowIfFailed( m_d3dDevice.As(&dxgiDevice) ); // Ensure that DXGI does not queue more than one frame at a time. This both reduces // latency and ensures that the application will only render after each VSync, minimizing // power consumption. DX::ThrowIfFailed( dxgiDevice-SetMaximumFrameLatency(1) ); // Next, get the parent factory from the DXGI Device. ComPtr dxgiAdapter; DX::ThrowIfFailed( dxgiDevice-GetAdapter(&dxgiAdapter) ); ComPtr dxgiFactory; DX::ThrowIfFailed( dxgiAdapter-GetParent( __uuidof(IDXGIFactory2), &dxgiFactory ) ); // Finally, create the swap chain. DX::ThrowIfFailed( dxgiFactory-CreateSwapChainForImmersiveWindow( m_d3dDevice.Get(), DX::GetIUnknown(m_window), &swapChainDesc, nullptr, // allow on all displays &m_swapChain ) ); } // Once the swap chain is created, create a render target view. This will // allow Direct3D to render graphics to the window. ComPtr backBuffer; DX::ThrowIfFailed( m_swapChain-GetBuffer( 0, __uuidof(ID3D11Texture2D), &backBuffer ) ); DX::ThrowIfFailed( m_d3dDevice-CreateRenderTargetView( backBuffer.Get(), nullptr, &m_renderTargetView ) ); // After the render target view is created, specify that the viewport, // which describes what portion of the window to draw to, should cover // the entire window. D3D11_TEXTURE2D_DESC backBufferDesc = {0}; backBuffer-GetDesc(&backBufferDesc); D3D11_VIEWPORT viewport; viewport.TopLeftX = 0.0f; viewport.TopLeftY = 0.0f; viewport.Width = static_cast(backBufferDesc.Width); viewport.Height = static_cast(backBufferDesc.Height); viewport.MinDepth = D3D11_MIN_DEPTH; viewport.MaxDepth = D3D11_MAX_DEPTH; m_d3dDeviceContext-RSSetViewports(1, &viewport); } }; // This class defines how to create the custom View Provider defined above. ref class Direct3DTutorialViewProviderFactory : IViewProviderFactory { public: IViewProvider^ CreateViewProvider() { return ref new Direct3DTutorialViewProvider(); } }; [Platform::MTAThread] int main(array^) { auto viewProviderFactory = ref new Direct3DTutorialViewProviderFactory(); Windows::ApplicationModel::Core::CoreApplication::Run(viewProviderFactory); return 0; }

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  • how does the rectangle bounds (x,y,width,height) in libgdx work

    - by JG22
    I cant work out how to use the rectangle bounds in libgdx I am currently using the superJumper example and have 2or 3 examples with that are pause Bounds = new Rectangle(320 - 64, 480 - 64, 64, 64); this is the pause button in the top right corner resume Bounds = new Rectangle(160 - 96, 240, 192, 36); this is a rectangle resume button in the middle of the page in the menu that comes up when the pause button is pressed. basically my question is aimed at the 360 -64 and 160 -96 because I don't know why this is used I need to create a rectangle that covers the left side of the screen and the same on the right because I want to create a on screen buttons, I have already created the does for these buttons and I have managed to get them to work but I can move the rectangles to where I want. Thank you If you can help

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  • Incorrect results for frustum cull

    - by DeadMG
    Previously, I had a problem with my frustum culling producing too optimistic results- that is, including many objects that were not in the view volume. Now I have refactored that code and produced a cull that should be accurate to the actual frustum, instead of an axis-aligned box approximation. The problem is that now it never returns anything to be in the view volume. As the mathematical support library I'm using does not provide plane support functions, I had to code much of this functionality myself, and I'm not really the mathematical type, so it's likely that I've made some silly error somewhere. As follows is the relevant code: class Plane { public: Plane() { r0 = Math::Vector(0,0,0); normal = Math::Vector(0,1,0); } Plane(Math::Vector p1, Math::Vector p2, Math::Vector p3) { r0 = p1; normal = Math::Cross((p2 - p1), (p3 - p1)); } Math::Vector r0; Math::Vector normal; }; This class represents one plane as a point and a normal vector. class Frustum { public: Frustum( const std::array<Math::Vector, 8>& points ) { planes[0] = Plane(points[0], points[1], points[2]); planes[1] = Plane(points[4], points[5], points[6]); planes[2] = Plane(points[0], points[1], points[4]); planes[3] = Plane(points[2], points[3], points[6]); planes[4] = Plane(points[0], points[2], points[4]); planes[5] = Plane(points[1], points[3], points[5]); } Plane planes[6]; }; The points are passed in order where (the inverse of) each bit of the index of each point indicates whether it's the left, top, and back of the frustum, respectively. As such, I just picked any three points where they all shared one bit in common to define the planes. My intersection test is as follows (based on this): bool Intersects(Math::AABB lhs, const Frustum& rhs) const { for(int i = 0; i < 6; i++) { Math::Vector pvertex = lhs.TopRightFurthest; Math::Vector nvertex = lhs.BottomLeftClosest; if (rhs.planes[i].normal.x <= -0.0f) { std::swap(pvertex.x, nvertex.x); } if (rhs.planes[i].normal.y <= -0.0f) { std::swap(pvertex.y, nvertex.y); } if (rhs.planes[i].normal.z <= -0.0f) { std::swap(pvertex.z, nvertex.z); } if (Math::Dot(rhs.planes[i].r0, nvertex) < 0.0f) { return false; } } return true; } Also of note is that because I'm using a left-handed co-ordinate system, I wrote my Cross function to return the negative of the formula given on Wikipedia. Any suggestions as to where I've made a mistake?

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  • Android device - C++ OpenGL 2: eglCreateWindowSurface invalid

    - by ThreaderSlash
    I am trying to debug and run OGLES on Native C++ in my Android device in order to implement a native 3D game for mobile smart phones. The point is that I got an error and see no reason for that. Here is the line from the code that the debugger complains: mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); And this is the error message: Invalid arguments ' Candidates are: void * eglCreateWindowSurface(void *, void *, unsigned long int, const int *) ' --x-- Here is the declaration: android_app* mApplication; EGLDisplay mDisplay; EGLint lFormat, lNumConfigs, lErrorResult; EGLConfig lConfig; // Defines display requirements. 16bits mode here. const EGLint lAttributes[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_BLUE_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_RED_SIZE, 5, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDER_BUFFER, EGL_BACK_BUFFER, EGL_NONE }; // Retrieves a display connection and initializes it. packt_Log_debug("Connecting to the display."); mDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (mDisplay == EGL_NO_DISPLAY) goto ERROR; if (!eglInitialize(mDisplay, NULL, NULL)) goto ERROR; // Selects the first OpenGL configuration found. packt_Log_debug("Selecting a display config."); if(!eglChooseConfig(mDisplay, lAttributes, &lConfig, 1, &lNumConfigs) || (lNumConfigs <= 0)) goto ERROR; // Reconfigures the Android window with the EGL format. packt_Log_debug("Configuring window format."); if (!eglGetConfigAttrib(mDisplay, lConfig, EGL_NATIVE_VISUAL_ID, &lFormat)) goto ERROR; ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); // Creates the display surface. packt_Log_debug("Initializing the display."); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); --x-- Hope someone here can shed some light on it.

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  • More efficient in range checking

    - by Mob
    I am going to use a specific example in my question, but overall it is pretty general. I use java and libgdx. I have a ship that moves through space. In space there is debris that the ship can tractor beam in and and harvest. Debris is stored in a list, and the object contains it own x and y values. So currently there is no way to to find the debris's location without first looking at the debris object. Now at any given time there can be a huge (1000+) amount of debris in space, and I figure that calculating the distance between the ship and every single piece of debris and comparing it to maximum tractor beam length is rather inefficient. I have thought of dividing space into sectors, and have each sector contain a list of every object in it. This way I could only check nearby sectors. However this essentially doubles memory for the list. (I would reference the same object so it wouldn't double overall. I am not CS major, but I doubt this would be hugely significant.) This also means anytime an object moves it has to calculate which sector it is in, again not a huge problem. I also don't know if I can use some sort of 2D MAP that uses x and y values as keys. But since I am using float locations this sounds more trouble than its worth. I am kind of new to programming games, and I imagined there would be some eloquent solution to this issue.

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  • cocos2dx beginner tutorials

    - by Skeith
    I have tried to start programing with coco2dx but i have no idea where to start and the tutorials are no very not very helpful. What i am looking for is some tutorials/guides on how to begin using cocos2dx for the total beginner. Things like how to setup a project and run it and how to do simple things like draw graphics on the screen, play sounds and get input. I am running on windows 7 and have been told by the cocos2dx wiki that this may cause problems so if anyone has a solution to this that would also be helpful.

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  • 3D Huge mesh rendering

    - by Keyhan Asghari
    I am writing a program, that as input, I have a huge 3d mesh (with mostly structured and cubic shaped elements), and I want to realtime render it, but not as real-time as a game. But speed of rendering is somehow important. The most important point is, I don't need any special lighting nor any shadows. Also, the objects to render are static, and they do not move. I've read about ray tracing methods, but I don't know if there is any good libraries for this purpose, or I have to implement everything by myself. Thanks a lot.

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  • The ship "shudders" in scrolling Asteroids

    - by Ciaran
    In my Asteroids game the user can scroll through space. When scrolling, the ship is drawn in the centre of the window. I use interpolation. I scroll the window uing glOrtho, centering it around the centre of the ship. On my first machine (7 years old, Windows XP, NVIDIA), I am doing 50 updates and 76 frames per second. This is smooth. My other machine an old compaq laptop (Pentium III) with Linux and Radeon OpenGL driver delivers 50 updates and 30 frames per second. The ship regularly seems to "shudder" back and forth when at maximum thrust. When you position the mouse cursor beside the ship it is obvious that its relative position in the window changes. Also, the stars seem blurred into short "lines". Playing the game in non-scrolling mode, the ship moves within the window, glOrtho is therefore not called repeatedly and there is no problem. I suspect a bug in my positioning of the ship and the window but I have dumped out these values and they seem to only go forward, not forward-back-forward. The driver does support double buffering. I guess if it is my bug I need to slow the frame-rate down to debug properly. My question: is this an obvious driver bug or is the slower machine uncovering a bug in my stuff and if so, some debugging tips would be appreciated. I am drawing in world co-ordinates and letting OpenGL do the scaling and translation so if I had a quick way of verifying what pixel co-ordinates OpenGL produces for the ship centre, that would help clarify this.

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  • Need ideas on how to give my levels structure

    - by akuritsu
    I am making an iOS game for a project at school. It is going to be a tiny bit like Fruit Ninja, as in it will have different things on the screen, and when you hit them, they die, and you get points. The trouble is that unlike Fruit Ninja, my game will have different types of sprites, all doing different things (moving different places, doing different things, etc). The one thing that is bad about having all of these sprites that do different things is that it is hard for them to look neat on the screen all together. I was planning on having a couple of different gamemodes: Time Trial You have 120 seconds to kill as many sprites as possible. Survival You have three lives, every time you try to hit a sprite and miss, you lose a life. ???? Whatever I think of. I am a rookie to game design in general, and I don't know the best way to make my game look good, and play well. I could have all of these sprites on the screen at the same time, or I could have them come in waves, for example 10 of sprite_a come on, and once they are killed, 10 of sprite_b come on, etc... Please give me your opinion about which one I should code. If you have any other suggestions for either a third gamemode, or a completely different way to make the levels, feel free to tell me.

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  • How to add energy ball which disappears when touched by player in UDK?

    - by OliveOne
    I am new to UDK and learning game development. I want to know about how to add a ball to the game world with the following effects/actions: Glowing effect Physics-like object (just having gravity) Particles when touched by player-avatar Disappears in 1-2 seconds after touch Score updates based on different colors of ball I know little about this can be done by kismet, cascade and content creation, but do not know where to start. Please tell me the steps for this. I am trying this weekend in depth.

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