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  • Dual Booting Windows 8 and Ubuntu 12.10 - thinkpad x230

    - by user110703
    I am having problems getting grub to load Windows 8 properly after installing Ubuntu 12.10 and Windows 8 on a solid state drive. Here's what I did: Fresh install of Windows 8 using USB recovery drive (partitioned SSD for UEFI) -- Tested windows install and it worked fine Built bootable USB with Ubuntu 12.10 64bit and installed Ubuntu -- Used Ubuntu's installer to partition the Windows 8 partition and install there Reboot - try to load windows 8 from grub -- Ubuntu loads correctly; windows load reports various problems with permissions and not being able to find files - I'll update what the actual errors are Tried to fix the boot problem using boot-repair: -- here's the output: http://paste.ubuntu.com/1384522/ So, this is my first time trying to setup a dual boot system and I think that UEFI is the main culprit in getting this to work correctly. What do I need to

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  • How Byte loading/storing is implemented By the CPU?

    - by AlexDan
    I know that in 32bit machine, cpu read from memory 32bits at a time. since the registers in this case is 32bit in size too, I can understand how this works. What I don't understand is how the cpu implement load instructions of 1 byte. does it load the whole word where the single byte is located to the register, then perform some kind of "byte shifting", or does the cpu can load a single byte, in this case when does the byte masking happen, is it until the byte got loaded in the register, or it happen when byte is send through the data bus ? P.S. The cpu Im using is MIPS, the instructions Im talking about are: lb or lbu

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  • Extending Expression Blend 4 &amp; Blend for Visual Studio 2012

    - by Chris Skardon
    Just getting this off the bat, I presume this will also work for Blend 5, but I can’t confirm it… Anyhews, I imagine you’re here because you want to know how to create an addin for Blend, so let’s jump right in there! First, and foremost, we’re going to need to ensure our development environment has the right setup, so the checklist: Visual Studio 2012 Blend for Visual Studio 2012 OK, let’s create a new project (class library, .NET 4.5): Hello.Extension The ‘.Extension’ bit is very very important. The addin will not work unless it is named in this way. You can put whatever you want at the front, but it has to have the extension bit. OK, so now we have a solution with one project. To this project we need to add references to the following things: Microsoft.Expression.Extensibility (from c:\program files\Microsoft Visual Studio 11.0\Blend\   -- x86 folder if you are on an x64 windows install) Microsoft.Expression.Framework (same location as above) PresentationCore PresentationFramework WindowsBase System.ComponentModel.Composition Got them? ACE. Let’s now add a project to contain our control, so, create a new WPF Application project, cunningly named something like ‘Hello.Control’… (I’m creating a WPF application here, because I’m too lazy to dig up the correct references, and this will add all the ones I need ) Once that is created, delete the App.xaml and MainWindow.xaml files, we won’t be needing them. You will also need to change the properties of the project itself, so it is only a class library. Once that is done, let’s add a new UserControl, which will be this: <UserControl x:Class="Hello.Control.HelloControl" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" mc:Ignorable="d" d:DesignHeight="300" d:DesignWidth="300"> <Grid> <TextBlock Text="HELLO!!!"/> </Grid> </UserControl> Impressive eh? Now, let’s reference the WPF project from the Extension library. All that’s left now is to code up our extension… So, add a class to the Extension project (name wise doesn’t matter), and make it implement the IPackage interface from the Microsoft.Expression.Extensibility library: public class HelloExtension : IPackage { /**/ } We’ll implement the two methods we need to: public class HelloExtension : IPackage { public void Load(IServices services) { } public void Unload() { } } We’re only really concerned about the Load method in this case, as let’s face it, the extension we have doesn’t need to do a lot to bog off. The interesting thing about the Load method is that it receives an IServices instance. This allows us to get access to all the services that Expression provides, in this case we’re interested in one in particular, the ‘IWindowService’ So, let’s get that bad boy… private IWindowService _windowService; public void Load(IServices services) { _windowService = services.GetService<IWindowService>(); } Nailed it… But why? The WindowService allows us to register our UserControl with Blend, which in turn allows people to activate and see it, which is a big plus point. So, let’s do that… We’ll create an ‘Initialize’ method to create our new control, and add it to the WindowService: private HelloControl _helloControl; public void Initialize() { _helloControl = new HelloControl(); if (_windowService.PaletteRegistry["HelloPanel"] == null) _windowService.RegisterPalette("HelloPanel", _helloControl, "Hello Window"); } First we check that we’re not already registered, and if we’re not we register, the first argument is the identifier used by the service to, well, identify your extension. The second argument is the actual control, the third argument is the name that people will see in the ‘Windows’ menu of Blend itself (so important note here – don’t put anything embarrassing or (need I say it?) sweary…) There are only two things to do now - Call ‘Initialize()’ from our Load method, and Export the class This is easy money – add [Export(typeof(IPackage))] to the top of our class… The full code will (should) look like this: [Export(typeof (IPackage))] public class HelloExtension : IPackage { private HelloControl _helloControl; private IWindowService _windowService; public void Load(IServices services) { _windowService = services.GetService<IWindowService>(); Initialize(); } public void Unload() { } public void Initialize() { _helloControl = new HelloControl(); if (_windowService.PaletteRegistry["HelloControl"] == null) _windowService.RegisterPalette("HelloControl", _helloControl, "Hello Window"); } } If you build this and copy it to your ‘Extensions’ folder in Blend (c:\program files\microsoft visual studio 11.0\blend\) and start Blend, you should see ‘Hello Window’ listed in the Window menu: That as they say is it!

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  • issue with older laptops

    - by Adam
    I recently reimaged my Lenovo t400 with Ubuntu. However, after wiping two other systems (Compaq Presario 2100 and Dell Latitude D600) both hUbuntu 11.10 and Ubuntu 12.04 fail to load on boot. I am concerned that there is some type of issue using Ubuntu on these older systems as every part of the process has been repeated/attempted several times in the same manner as practiced in the successful load of the newer Lenovo t400. I now have two laptops without an operating system as the discs/thumb drives that were formatted to load on these devices do not seem to work. I would appreciate any assistance that you may be able to provide. Regards, -Adam

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  • Changing in pavucontrols tab "Recording" via command line

    - by Mojo
    I'm using pavucontrol to make changes in the "Recording". I'm changing the source (??) of a Loopback to Null-Output from "Internes Audio Analog Stereo" to "Monitor of Internes Audio Analog Stereo" see the screenshot http://picpaste.de/Bildschirmfoto_vom_2013-10-26_11_32_03-z0KwnFDE.png I'm now looking for a possibility to do this via command line. So far I've done the following: pactl load-module module-null-sink ? creates a new sink pactl load-module module-loopback ? creates a new sink input pactl load-module module-loopback ? creates another sink input pacmd move-sink-input 0 1 ? changes the sink of the sink-input (to Null-Output); this is like changing manually in the pacucontrol tab "Playback". It's just the last part (making the change like shown in the screenshot) via command line that I'm not able to do. I'd be very happy for any advice or suggestions. Thanks already!

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  • Sprite/Tile Sheets Vs Single Textures

    - by Reanimation
    I'm making a race circuit which is constructed using various textures. To provide some background, I'm writing it in C++ and creating quads with OpenGL to which I assign a loaded .raw texture too. Currently I use 23 500px x 500px textures of which are all loaded and freed individually. I have now combined them all into a single sprite/tile sheet making it 3000 x 2000 pixels seems the number of textures/tiles I'm using is increasing. Now I'm wondering if it's more efficient to load them individually or write extra code to extract a certain tile from the sheet? Is it better to load the sheet, then extract 23 tiles and store them from one sheet, or load the sheet each time and crop it to the correct tile? There seems to be a number of way to implement it... Thanks in advance.

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  • Modify javascript to display a SharePoint list from another site collection, want items to open in a modal dialog [on hold]

    - by FRD
    I'm trying to modify the javascript below so that when a list from one site collection is displayed in another site collection and an item is selected, it opens in a dialog box instead of taking over the entire page and forcing the user to the originating site. <div id="ExternalListContainer"></div> <script type="text/javascript"> //wait for SP to load up ExecuteOrDelayUntilScriptLoaded( function LoadExternalList() { //turn on xsite scripting support for jquery $.support.cors = true; //load the external SP list $("#ExternalListContainer").load("http://originatingsiteurl.aspx table.ms-listviewtable", function(response, status, xhr) { //find all the list items and convert to HTML so we don't see the code $("#ExternalListContainer").find(".ms-vb2").each(function () { $(this).html($(this).text()); }); }); }, "sp.ribbon.js"); </script>

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  • How to do pre-loading

    - by Dave
    I have a question that is confusing me with making a game. For my game launch i pre load everything for the main menu then i loop the game to display it. But lets argue player wants to launch a new game or a specific level, then you preload the relevant sounds/graphics for that level right? How ever, the player must already be running the game loop if they are at the main menu, so you can't load in the game loop or you will load every frame...but im pretty sure most big games don't preload every level when you first run the game from desktop because it would take a long time on some of these games.... How is it done :S

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  • Java ResourceLoader.getResourceAsStream local resource

    - by Dajgoro Labinac
    Before using lwjgl, i used the Graphic method, and there i displayed imageicons, and i had the picture file located in the resources. I used: ImageIcon tcard = new ImageIcon(this.getClass().getResource("RCA.png")); to load the image. Now when i load textures in lwjgl, i have to use absolute paths to locate the file: tcard = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("C:/RCA.png")); I tried googling, but i didn't find anything helpful... How can i load the image from the local resources like in the first example?

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  • Loading Texture2D is extremly slow on XBOX360

    - by AvrDragon
    I have ~100 sprites for each level im my XNA game. On windows it takes ~2 seconds to load them all. Unfortunately on XBOX360 it takes ~30-60 seconds. Am i doing something wrong? Essentially the loading code ist just like this: Texture2D sprite1 = levelContent.Load<Texture2D>("images/level_1/my_sprite_1"); ... Texture2D sprite100 = levelContent.Load<Texture2D>("images/level_1/my_sprite_100"); (i use an own content manager for each level to release all level-specific textures at once) Of course i can reduse the ammount of sprites using a spritesheet, but it's extremly painfull for me now. Do i have a better option? And just curious - why is there such huge difference in image loading time?

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  • two windows loader in grub

    - by Lorenzo
    i'm facing a strange problem about which - googling- i didn't find any solution. This is the issue. I've restored windows 7 trught its hidden partition then i installed kubuntu 12.04 which didn't installed the grub loader. Hence via the same usb-live i used boot-repair which have found all the system that are: kubuntu + its recovery mode windows 7 /dev/sda1 windows 7 /dev/sda2 windows 7 recovery I don't know why i have got 2 windows loader, but they seem (to me) to load the same system. I tryied to see what is there written in the grub.cfg and it seems that the "root" directory for the two system is different eventhought when i load from sda1 i got "Avvio windows" (italian laguange that i choosed) and on sda2 i got "start windows" in the english language when the splash screen load. Can you PLEASE help me removing one of the two entry? i can not really see them, i want only one but i don't know how to act.. Thank you very much indeed. Lorenzo

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  • Java getResourceAsStream as local resource

    - by Dajgoro Labinac
    Before using LWJGL, I used the Graphic method, and there I displayed imageicons, and I had the picture file located in the resources. I used: ImageIcon tcard = new ImageIcon(this.getClass().getResource("RCA.png")); to load the image. Now when I load textures in LWJGL, I have to use absolute paths to locate the file: tcard = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("C:/RCA.png")); I tried Googling, but I didn't find anything helpful. How can I load the image from the local resources like in the first example?

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  • Mouse stopped responding after installing Ubuntu Server

    - by Danijar
    It was 2 operating systems on my machine, Windows 7 and Ubuntu Desktop 12.04, both 64bit version. All works well, firstly I installed Win, then the Desktop version of Ubuntu, lasts's GRUB rewrites windows's boot and of course added it as a variant to load. Yesterday I wish to play with Ubuntu Server 12.04, and install it as a third operating system. During the installation Server's GRUB seems to rewrite that which installed earlier (background color became black, was purple). Firstly, newly installed GRUB generates me overmuch load options for Ubuntu Desktop, by two for each kernel version (normal and recovery modes). OK, it's bearable, but most thing, that the mouse on this machine is totally stops responding, regardless which operating system I choose to load. Hope somebody help me. Thanks in advance!

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  • Why does installing 11.10 or 12.04 on old laptops fail?

    - by Adam
    I recently reimaged my Lenovo t400 with Ubuntu. However, after wiping two other systems (Compaq Presario 2100 and Dell Latitude D600) both hUbuntu 11.10 and Ubuntu 12.04 fail to load on boot. I am concerned that there is some type of issue using Ubuntu on these older systems as every part of the process has been repeated/attempted several times in the same manner as practiced in the successful load of the newer Lenovo t400. I now have two laptops without an operating system as the discs/thumb drives that were formatted to load on these devices do not seem to work. I would appreciate any assistance that you may be able to provide. Regards, -Adam

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  • Adobe Reader (acroread) 64 bit looks bad

    - by andreas-1724
    I installed acroread on Ubuntu 14.04 64-bit with gdebi (also tried dpkg and via repository "deb http://archive.canonical.com/ precise partner"). The result looks bad. For example the open-dialog is out of place, the folder-icons are green and the buttons are not rounded. Actually when I start acroread from the command-line, I get several messages and warnings: Gtk-Message: Failed to load module "overlay-scrollbar" Gtk-Message: Failed to load module "unity-gtk-module" Gtk-WARNING **: Unable to locate theme engine in module_path: "murrine" Gtk-Message: Failed to load module "canberra-gtk-module" I remember, that I had this problem, whenever I used a 64bit-Ubuntu (even Ubuntu 12.04), but not when I used a 32bit-Ubuntu.

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  • Ubuntu doesn't boot after upgrade

    - by Hugtrw
    I updated to 12.10 and the OS will not load. I used the boot repair cd, and the only thing that works is the monodeset option in the kernel and the graphics are terrible, mouse disappears and unity will not load. Ubuntu 12.04 ran great. On a clean install of 12.10 Ubuntu wont even load to install unless under using monodeset. I get left a terminal like screen with just a blinking bar. I'm using a HP Compaq NC6400 Laptop, Ubuntu 32-bit, 2gb ram.

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  • v9.31??????????

    - by user773457
    Oracle Application Testing Suite 9.31?????????????????????????? ?????????????????? Oracle Application Testing Suite???????????????·????????? Oracle Load Testing Load Testing?????·??? Oracle Load Testing ServerStats?????·??? Oracle Test Manager Test Manager?????·??? Oracle Application Testing Suite????·??? Oracle Functional Testing OpenScript?????·??? Oracle Application Testing Suite????·??? ATS-Tech? ???? ???????????????

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  • Learning rails and AJAX. How do I load a div via ajax and then toggle hiding/showing it?

    - by Kevin L.
    I'm doing my first Ruby on Rails project. I am working on a project where the user can add a new message. Then they can add updates to this message like a thread. I've got it all written and now I'm going back and applying some AJAX. I want to show just the main message when the page first loads. Then when I click a link I want an AJAX event to fire that populates a div with all the updates to the message. Then I want this same link to toggle hiding and showing the div. I've made a submit button to fire the ajax and get back the updates using form_remote_tag. I've also created a separate link to toggle the hiding using $(div_id).toggle();. But now I'm stuck on how to combine these two things into one all purpose link. Thanks.

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  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

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  • How to remove window applet from Gnome3?

    - by Filip Nowak
    I installed today window applet for Gnome3 from this webupd8 post. The effect of the installation shown in the picture. I tried apt-get remove --purge and nothing happens. How do I remove this window applet? http://i.stack.imgur.com/D1s9b.jpg When i try metacity --replace &unity [1] 3171 Checking if settings need to be migrated ...no Checking if internal files need to be migrated ...no Backend : gconf Integration : true Profile : default Adding plugins Skipping upgrade com.canonical.unity.unity.01.upgrade Skipping upgrade com.canonical.unity.unity.02.upgrade Initializing core options...done Initializing bailer options...done Initializing detection options...done Initializing composite options...done Initializing opengl options...done Initializing decor options...done Initializing move options...done Initializing vpswitch options...done Initializing gnomecompat options...done Initializing grid options...done Initializing mousepoll options...done Initializing place options...done Initializing resize options...done Initializing animation options...done Initializing wall options...done Initializing session options...done Initializing workarounds options...done Initializing wobbly options...done compiz (expo) - Warn: failed to bind image to texture Initializing expo options...done Initializing ezoom options...done Initializing staticswitcher options...done Initializing fade options...done Initializing scale options...done Screen geometry changed: 0x0x1920x1080 Initializing unityshell options...done DEBUG 2012-02-19 21:22:40 glib <unknown>:0 Setting to primary screen rect: x=0 y=0 w=1920 h=1080 WARN 2012-02-19 21:22:40 unity.favorites FavoriteStoreGSettings.cpp:138 Unable to load GDesktopAppInfo for 'bluefish.desktop' WARN 2012-02-19 21:22:40 unity.favorites FavoriteStoreGSettings.cpp:138 Unable to load GDesktopAppInfo for 'filezilla.desktop' WARN 2012-02-19 21:22:40 unity.favorites FavoriteStoreGSettings.cpp:138 Unable to load GDesktopAppInfo for 'gimp.desktop' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' Setting Update "texture_filter" Setting Update "sync_to_vblank" Setting Update "fullscreen_visual_bell" Setting Update "panel_opacity" Setting Update "launcher_opacity" Setting Update "icon_size" WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method InfoRequest proxy /com/canonical/unity/lens/applications does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method SetActive proxy /com/canonical/unity/lens/applications does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method InfoRequest proxy /com/canonical/unity/lens/commands does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method SetActive proxy /com/canonical/unity/lens/commands does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method InfoRequest proxy /com/canonical/unity/lens/files does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method SetActive proxy /com/canonical/unity/lens/files does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method InfoRequest proxy /com/canonical/unity/lens/music does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method SetActive proxy /com/canonical/unity/lens/music does not exist WARN 2012-02-19 21:23:33 unity.iconloader IconLoader.cpp:509 Unable to load contents of file:///usr/share/icons/unity-icon-theme/places/svg/category-available.svg: Blad podczas otwierania pliku: Nie ma takiego pliku ani katalogu WARN 2012-02-19 21:23:33 unity.iconloader IconLoader.cpp:509 Unable to load contents of file:///usr/share/icons/unity-icon-theme/places/svg/category-installed.svg: Blad podczas otwierania pliku: Nie ma takiego pliku ani katalogu

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  • Design suggestions needed to create a MathBuilder framework

    - by Darf Zon
    Let explain what I'm trying to create. I'm creating a framework, the idea is to provide base classes to generate a math problem. Why do I need this framework? Because at first time, I realized when I create a new math problem I always do the same steps. Configuration settings such range numbers. For example if I'm developing multiplications, in beginner level only generate the first number between 2-5 or in advanced level, the first number will be between 6- 9, for example. Generate problem method. All the time I need to invoke a method like this to generate the problem. This one receives the configuration settings and generate the number according to them. And generate the object with the respective data. Validate the problem. Sometimes the problem generated is not valid. For example, supposed I'm creating fractions in most simplified, if I receive 2/4, the program should detect that this is not valid and must generate another like this one, 1/4. Load the view. All of them, have a custom view (please watch below the images). All of the problems must know how to CHECK if the user result is correct. All of this problems has answers. Some of them just require one answer, anothers may require more than one, so I guess a way to maintain flexibility to the developer has all the answers he wanna used. At the beginning I started using PRISM. Generate modules for each math problem was the idea and load it in the main system. I guess are the most important things of this idea. Let me showing some problems which I create in a WPF standalone program. Here I have a math problem about areas. When I generate the problem a set to the view the object and it draw it. In beginner level, I set in the configuration settings that just load square types. But in advance level, can load triangles and squares randomly. In this another, generate a binary problem like addition, subtraction, multiplication or division. Above just generate a single problem. The idea of this is to show a test o quiz, I mean get a worksheet (this I call as a collection of problems) where the user can answer it. I hope gets the idea with my ugly drawing. How to load this math problems? As I said above, I started using PRISM, and each module contains a math problem kind. This is a snapshot of my first demo. Below show the modules loaded, and center the respective configurations or levels. Until momment, I have no idea to start creating this software. I just know that I need a question | problem class, response class, user class. But I get lost about what properties should have to contain in it. Please give a little hand of this framework. I put much effort on this question, so if any isn't clear, let me know to clarify it.

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  • Starting to create a MathBuilder framework, help to start creating the design

    - by Darf Zon
    Let explain what I'm trying to create. I'm creating a framework, the idea is to provide base classes to generate a math problem. Why do I need this framework? Because at first time, I realized when I create a new math problem I always do the same steps. Configuration settings such range numbers. For example if I'm developing multiplications, in beginner level only generate the first number between 2-5 or in advanced level, the first number will be between 6- 9, for example. Generate problem method. All the time I need to invoke a method like this to generate the problem. This one receives the configuration settings and generate the number according to them. And generate the object with the respective data. Validate the problem. Sometimes the problem generated is not valid. For example, supposed I'm creating fractions in most simplified, if I receive 2/4, the program should detect that this is not valid and must generate another like this one, 1/4. Load the view. All of them, have a custom view (please watch below the images). All of the problems must know how to CHECK if the user result is correct. All of this problems has answers. Some of them just require one answer, anothers may require more than one, so I guess a way to maintain flexibility to the developer has all the answers he wanna used. At the beginning I started using PRISM. Generate modules for each math problem was the idea and load it in the main system. I guess are the most important things of this idea. Let me showing some problems which I create in a WPF standalone program. Here I have a math problem about areas. When I generate the problem a set to the view the object and it draw it. In beginner level, I set in the configuration settings that just load square types. But in advance level, can load triangles and squares randomly. In this another, generate a binary problem like addition, subtraction, multiplication or division. Above just generate a single problem. The idea of this is to show a test o quiz, I mean get a worksheet (this I call as a collection of problems) where the user can answer it. I hope gets the idea with my ugly drawing. How to load this math problems? As I said above, I started using PRISM, and each module contains a math problem kind. This is a snapshot of my first demo. Below show the modules loaded, and center the respective configurations or levels. Until momment, I have no idea to start creating this software. I just know that I need a question | problem class, response class, user class. But I get lost about what properties should have to contain in it. Please give a little hand of this framework. I put much effort on this question, so if any isn't clear, let me know to clarify it.

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  • no launcher, no dash, no unity, how to get back to my desktop?

    - by Numan Syed
    FYI, I have tried these, but none worked as of yet! Please help! I must not want to reinstall Ubuntu precise: AskUbuntu:Unity Launcher missing AskUbuntu: Unity doesn't load Youtube:Restore missing launcher AskUbuntu:Unity 3D no longer works! Is there any other way to find a solution, any help is highly appreciated! Please do ask for any further info u may need to point me to a better direction. Edit: I have still the opportunity to use ctrl+Alt+T for the terminal. And from there I used firefox & to get the browser on. Edit 2: Tried to find more; found more explained situation http://askubuntu.com/q/260578/176470. Edit 3:@Adithya: tried that no luck! Here is what my terminal gave me so far... [1447:22] (~) bash $ unity --reset WARNING: Unity currently default profile, so switching to metacity while resetting the values unity-panel-service: no process found Checking if settings need to be migrated ...no Checking if internal files need to be migrated ...no Backend : gconf Integration : true Profile : unity Adding plugins Initializing core options...done compiz (core) - Warn: failed to receive ConfigureNotify event on 0x1600004 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x30000b8 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x2c00fc1 Initializing composite options...done Initializing opengl options...done Initializing decor options...done Initializing vpswitch options...done Initializing snap options...done Initializing mousepoll options...done Initializing resize options...done Initializing place options...done Initializing move options...done Initializing wall options...done Initializing grid options...done Initializing session options...done Initializing gnomecompat options...done Initializing animation options...done Initializing fade options...done compiz (core) - Error: Couldn't load plugin '/usr/lib/compiz/libunitymtgrabhandles.so' : /usr/lib/compiz/libunitymtgrabhandles.so: undefined symbol: _ZN10CompOption7setNameEPKcNS_4TypeE compiz (core) - Error: Couldn't load plugin 'unitymtgrabhandles' Initializing workarounds options...done Initializing scale options...done compiz (expo) - Warn: failed to bind image to texture Initializing expo options...done Initializing ezoom options...done compiz (core) - Error: Couldn't load plugin '/usr/lib/compiz/libunityshell.so' : /usr/lib/compiz/libunityshell.so: undefined symbol: _ZN10CompOption7setNameEPKcNS_4TypeE compiz (core) - Error: Couldn't load plugin 'unityshell' compiz (core) - Warn: unhandled ConfigureNotify on 0xc000a0! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0xc000a3! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0xc000a6! compiz (core) - Warn: this should never happen. you should probably file a bug about this. Initializing addhelper options...done Initializing animationaddon options...done Initializing annotate options...done Initializing bench options...done Initializing blur options...done Initializing clone options...done Initializing colorfilter options...done Initializing commands options...done Initializing crashhandler options...done Initializing cube options...done Initializing cubeaddon options...done Initializing extrawm options...done Initializing fadedesktop options...done Initializing firepaint options...done Initializing group options...done Initializing imgjpeg options...done Initializing kdecompat options...done Initializing loginout options...done Initializing mag options...done Initializing maximumize options...done Initializing mblur options...done Initializing neg options...done Initializing notification options...done Initializing obs options...done Initializing opacify options...done Initializing put options...done Initializing reflex options...done Initializing resizeinfo options...done Initializing ring options...done Initializing rotate options...done Initializing scaleaddon options...done Initializing scalefilter options...done Initializing screenshot options...done Initializing shelf options...done Initializing shift options...done Initializing showdesktop options...done Initializing showmouse options...done Initializing splash options...done Initializing staticswitcher options...done Initializing switcher options...done Initializing td options...done Initializing thumbnail options...done Initializing trailfocus options...done Initializing unitymtgrabhandles options...done Initializing unityshell options...done Initializing wallpaper options...done Initializing water options...done Initializing widget options...done Initializing winrules options...done Initializing wobbly options...done Setting Update "main_menu_key" Setting Update "run_key" Anything suspicious herein?

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  • Is there a good [and modern] reason to not have static HTML pages with AJAX content , rather than generate pages?

    - by user1725
    Assumptions: We don't care about IE6, and Noscript users. Lets pretend we have the following design concept: All your pages are HTML/CSS that create the ascetics, layout, colours, general design related things. Lets pretend this basic code below is that: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html> <head> <link href="/example.css" rel="stylesheet" type="text/css"/> <script src="example.js" type="text/javascript"></script> <head> <body> <div class="left"> </div> <div class="mid"> </div> <div class="right"> </div> </body> </html> Which in theory should produce, with the right CSS, three vertical columns on the web page. Now, here's the root of the question, what are the serious advantages and/or disadvantages of loading the content of these columns (lets assume they are all indeed dynamic content, not static) via AJAX requests, or have the content pre-set with a scripting language? So for instance, we would have, in the AJAX example, lets asume jquery is used on-load: //Multiple http requests $("body > div.left").load("./script.php?content=news"); $("body > div.right").load("./script.php?content=blogs"); $("body > div.mid").load("./script.php?content=links"); OR--- //Single http request $.ajax({ url: './script.php?content=news|blogs|links', method: 'json', type: 'text', success: function (data) { $("body > div.left").html(data.news); $("body > div.right").html(data.blogs); $("body > div.mid").html(data.links); } }) Verses doing this: <body> <div class="left"> <?php echo function_returning_news(); ?> </div> <div class="mid"> <?php echo function_returning_blogs(); ?> </div> <div class="right"> <?php echo function_returning_links(); ?> </div> </body> I'm personally thinking right now that doing static HTML pages is a better method, my reasoning is: I've separated my data, logic, and presentation (ie, "MVC") code. I can make changes to one without others. Browser caches mean I'm just getting server load mostly for the content, not the presentation wrapped around it. I could turn my "script.php" into a more robust API for the website. But I'm not certain or clear that these are legitimately good reasons, and I'm not confidently aware of other issues that could happen, so I would like to know the pros-and-cons, so to speak.

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